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Home » PC » Heroes of Might & Magic 3 - Shadow of Death » Heroes of Might & Magic 3 - Shadow of Death FAQ
Submitted by System on 09/03/2006, 09:50. Print file.
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Duration: Instant Damage
Basic Effect: Target Creature receives ((Spell Power x 75)+ 100) damage.
Advanced Effect: Target Creature receives ((Spell Power x 75)+ 200) damage.
Expert Effect: Target Creature receives ((Spell Power x 75)+ 300) damage.

Name: Summon Earth Elemental
Type: Combat
Cost: 25 Spell Points
Duration: Whole Battle
Basic Effect: A troop containing the caster's Spell Power x 2 of Earth Elementals is summoned.
Only one type of Elemental may be summoned per battle.
Advanced Effect: Same as Basic Effect, except Hero's Spell Power is multiplied by three to determine the number of Earth Elementals.
Expert Effect: Same as Advanced Effect, except Hero's Spell Power is multiplied by four to determine the number of Earth Elementals that are summoned.

C. School of Fire Magic Spells

School of Fire Magic
Level I Spells

Name: Bloodlust
Type: Combat
Cost: 5 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Target Creature receives a +3 Attack Rating bonus for hand-to-hand combat.
Advanced Effect: Target Creature receives a +6 Attack Rating bonus for hand-to-hand combat.
Expert Effect: All allied troops receive a +6 Attack Rating bonus for hand-to-hand combat.

Name: Curse
Type: Combat
Cost: 6 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Target creature delivers minimum damage when they attack
Advanced Effect: Target creature delivers ((80% of their minimum damage) -1) when they attack.
Expert Effect: All enemy creatures deliver ((80% of their minimum damage) -1) when they attack.

Name: Magic Arrow
Type: Combat
Cost: 5 Spell Points
Duration: Instant Damage
Basic Effect: Enemy troop recieves ((Power x 10) +10) damage
Advanced Effect: Enemy troop recieves ((Power x 10) +20) damage
Expert Effect: Enemy troop recieves ((Power x 10) +30) damage

Name: Protection From Water
Type: Combat
Cost: 5 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Damage from all Water Spells is reduced by 30% for target creature
Advanced Effect: Damage from all Water Spells is reduced by 50% for target creature
Expert Effect: Damage from all Water Spells is reduced by 50% for all allied troops

Level II Spells

Name: Blind
Type: Combat
Cost: 10 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Target creature troop is frozen until they are attacked.  Deactivating attack is retaliated at 50% of Base Attack Rating.
Advanced Effect: Target creature troop is frozen until they are attacked.  Deactivating attack is retaliated at 25% of Base Attack Rating.
Expert Effect: Target creature troop is frozen until they are attacked.  Deactivating attack is not retailiated against at all.

Name: Fire Wall
Type: Combat
Cost: 8 Spell Points
Duration: 2 Rounds
Basic Effect: A two hex-wide wall of flames is produced at target hex.  A troop passing through these hexes takes ((Caster's Spell Power x 10)+ 10) damage.
Advanced Effect: Same as Basic Effect, except that the wall of flames is three hexes wide and damage is ((Spell Power x 10)+ 20) damage.
Expert Effect: Same as Advanced Effect, except that damage is ((Spell Power x 10)+ 50).

Name: Visions
Type: Adventure
Cost: 4 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Displays number of of monsters in a wandering monster troop, and whether or not the troop will offer to join the caster's army.  The range is equal to the Hero's Spell Power or three, whichever is greater.
Advanced Effect: Smae as Basic Effect, except an enemy hero's primary skill stats, and the composition (Luck and Morale), and the quantity of that Hero's Army can be viewed.  Range is
Spell Power x 2, or three, whichever is greater.
Expert Effect: Same as Advanced Effect, except an enemy town's statistics and Garrison composition (Luck and Morale) and quantity may be viewed.  Range is Spell Power x 3, or three, whichever is greater.

Level III Spells

Name: Fireball
Type: Combat
Cost: 15 Spell Points
Duration: Instant Damage
Basic Effect: Trooops in target hex and surrounding hexes take ((Spell Power x 10)+ 15) damage.
Advanced Effect: Same as Basic Effect except damage done is ((Spell Power x 10)+ 30).
Expert Effect: Same as Advanced Effect, except damage done is ((Spell Power x 10)+ 60).

Name: Land Mine
Type: Combat
Cost: 18 Damage
Duration: Until touched
Basic Effect: Landmines are placed in four random hexes on the battlefield.  A troop stepping on the landmine takes ((Spell Power x 10)+ 25) damage.  Enemy creatures battling on their native terrain can see the mines and can cross over them safely.  To all others, they are invisible.
Advanced Effect: Same as Basic Effect except that six mines are placed and damage done is
((Spell Power x 10)+ 50).
Expert Effect: Same as Advanced Effect, except that eight mines are placed and damage done is
((Spell Power x 10)+ 100).

Name: Misfortune
Type: Combat
Cost: 12 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Luck of Target creature is rduced by one.
Advanced Effect: Luck of target creature is reduced by two.
Expert Effect: Luck of all enemy creatures is reduced by two.

Level IV Spells

Name: Armageddon
Type: Combat
Cost: 24 Spell Points
Duration: Instant Damage
Basic Effect: All creatures take ((Spell Power x 50)+ 30) points of damage.
Advanced Effect: All creatures take ((Spell Power x 50)+ 60) points of damage.
Expert Effect: All creatures take ((Spell Power x 50)+ 120) points of damage.

Name: Berserk
Type: Combat
Cost: 20 Spell Points
Duration: 1 Round
Basic Effect: Target attacks nearest troop.  All creatures in a one hex radius are affected.
Advanced Effect: Target attacks nearest troop.  All creatures in a seven hex radius are affected.
Expert Effect: Target Attacks nearest troop.  All creatures within a 19 he radius are affected.

Name: Fire Shield
Type: Combat
Cost: 16 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: 20% of hand-to-hand damage inflicted on Target creature is counter-inflicted on the attacker.
Advanced Effect: Same as Basci Effect, except that 25% of the damage is counter-inflicted.
Expert Effect: Same as Advanced Effect, except that 30% of the damage is counter-inflicted.

Name: Frenzy
Type: Combat
Cost: 16 Spell Points
Duration: Until target creature's next action
Basic Effect: Target creature's Attack rating is increased to 100% of its Defense rating, and its Defense rating is reduced to zero.
Advanced Effect: Same as Basic Effect, except that the Attack rating is increased to 150% of their Defense rating.
Expert Effect: Same as Advanced Effect, except that the Attack rating is increased to 200% of their Defense rating.

Name: Inferno
Type: Combat
Cost: 16 Spell Points
Duration: Instant Damage
Basic Effect: Strikes target hex, and all within two hexes take ((Spell Power x 10)+ 20) damage.
Advanced Effect: Same as Basic Effect, except that the damage is ((Spell Power x 10)+ 40).
Expert Effect: Same as Basic Effect, except that the damage is ((Spell Power x 10)+ 80).

Name: Slayer
Type: Combat
Cost: 16 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Target troop's Attack Rating is increased by eight against Behemoths, Dragons, and Hydras.
Advanced Effect: Same as Basic Effect except that the Attack bonus also includes Devils and
Angels.
Expert Effect: Same as Advanced Effect, except that the Attack bonus also includes Titans.

Level V Spells

Name: Sacrifice
Type: Combat
Cost: 25 Spell Points
Duration: Permanent
Basic Effect: Targeted non-undead troop is sacrificed (destroyed).  Then another target dead has ((Spell Power + Destroyed Troop's Creature Base Health + 3)x # of Creatures Sacrificed) in
Health total of creatures returned to life.
Advanced Effect: Same as Basic Effect, except that Health total of creatures resurrected is
((Spell Power + Destroyed Troop's Creature Base Health +6) x # of creatures sacrificed).
Expert Effect: Same as Advanced Effect, except that the Health total of creatures resurrected is ((Spell Power + Destroyed Troop's Creature Base Health + 10) x # of creatures sacrificed).

Name: Summon Fire Elemental
Type: Combat
Cost: 25 Spell Points
Duration: Whole Battle
Basic Effect: A troop containing the caster's Spell Power x 2 of Fire Elementals is summoned.
Only one type of Elemental may be summoned per battle.
Advanced Effect: Same as Basic Effect, except Hero's Spell Power is multiplied by three to determine the number of Fire Elementals.
Expert Effect: Same as Advanced Effect, except Hero's Spell Power is multiplied by four to determine the number of Fire Elementals that are summoned.

D. School of Water Magic Spells

School of Water Magic

Name: Bless
Type: Combat
Cost: 5 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Creatures in target troop inflict maximum damage when they attack.
Advanced Effect: Creatures in target troop inflict maximum damage + 1 when they attack.
Expert Effect: All allied creatures inflict maximum damage + 1 when they attack.

Name: Cure
Type: Combat
Cost: 6 Spell Points
Duration: Instant
Basic Effect: Removes all negative Spell effects from target troop and heals it for ((Spell
Power x 5)+ 20) Health Points.
Advanced Effect: Removes all negative Spell effects from target troop and heals it for ((Spell
Power x 5)+ 20) Health Points.
Expert Effect: Removes all negative Spell effects from all allied troops and heals each for
((Spell Power x 5)+ 30) Health Points.

Name: Magic Arrow
Type: Combat
Cost: 5 Spell Points
Duration: Instant Damage
Basic Effect: Enemy troop recieves ((Power x 10)+ 10) damage
Advanced Effect: Enemy troop recieves ((Power x 10)+ 20) damage
Expert Effect: Enemy troop recieves ((Power x 10)+ 30) damage

Name: Protection From Fire
Type: Combat
Cost: 5 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Damage from all Fire Spells is reduced by 30% for target creature
Advanced Effect: Damage from all Fire Spells is reduced by 50% for target creature
Expert Effect: Damage from all Fire Spells is reduced by 50% for all allied troops

Name: Summon Boat
Type: Adventure
Cost: 6 Spell Points
Duration: Instant
Basic Effect: Summons one of your Hero's boats to their current location.  If none of those boats are available, then one of your other Hero's boats are summoned.  This spell has a 50% chance of working :(.  The spell fails if no unoccupied boats are available.
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