
This page contains any general information that does not fit anywhere else on the site.
One main aspect of the Heroes of Might and Magic series is building up your towns/ castles and hiring troops before going out to conquer. To do this, you need resources. There are seven of them, as shown in the table below. The pictures shown are the same as the ones I've used throughout the site, namely on the Troops and Towns pages to show cost etc. Of these resources, Gold is by far the most important- if you have no Gold, you won't get anywhere. All structures and troops have a cost in gold. Wood and Ore are the next most important: you need Wood and Ore to build almost all structures in your towns. Then there are the rare resources: Crystal, Gems, Mercury, and Sulfur. These are needed for the upper-end structures, as well as upgraded mage guilds. The 7th level troops also require, in addition to Gold, one or two units of a rare resource.
| Gold | Wood | Ore | Crystal | Gems | Mercury | Sulfur |
|---|---|---|---|---|---|---|
The picture below is the same as you would see while playing the game. It keeps track of how many of each resource you have. This way, you can see at a glance what you have or don't have. The color of the bar varies depending on which color you are in the game.
Heroes of Might and Magic 1 & 2 had the same artifact system: a hero could carry 14 artifacts max, and could have multiples of one artifact, or equip different artifacts with the same effects. This was a little strange: how can you use 3 attack artifacts, 4 defense artifacts, and others all at once? Heroes 3 incorporated an all-new artifact system. There are now certain places on a person where certain artifacts can be equipped. For example, a helmet would go on the head, and it makes sense in that you can only equip one artifact on your head. The following picture shoud clear things up for you. Be aware that in each space on the layout, you can equip exactly one artifact, no more. However, your backpack can carry an unlimited number of artifacts for as long as you want. You can switch artifacts with respect to certain situations, then switch them back again.
There are four classes of artifacts: Treasure, Minor, Major, and Relic. Treasure artifacts are often found in treasure chests, and are the least beneficial. Relics, on the other hand, are the most valuable and powerful artifacts in the game. Pandora's Box is not an artifact. The spell book is not an artifact, and it cannot be traded. The grail is an artifact. War machines are not artifacts, although they can be traded between heroes. There are, altogether, 122 artifacts in Heroes of Might and Magic 3.
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If you've played any of Heroes 3's predecessors, you'll understand about spellcasting being an integral part of the game. In Heroes 1, the knowledge of a hero dictated how many of each spell he could learn; when the spells were used up, the hero would have to go back to a castle with a mage guild to replenish his spells. In Heroes 2, a hero's knowledge dictated how many spell points that hero got; that hero could cast as many spells as he wanted, whatever spell he wanted, until he ran out of spell points. To instantly replenish spell points, a hero would have to drink from a magical well or stay overnight in a castle with a mage guild. All heroes also naturally regain 1 spell point at the beginning of each day. Having the secondary skill Mysticism, as well as certain artifacts, regained more spell points each day. In all three games, spells were divided by level; higher level spells did more damage or were more effective than lower level spells. Heroes 2 and 3 heroes must have the Wisdom secondary skill to learn spells beyond level 2.
The Heroes 3 spell system is pretty much the same as that of Heroes 2 (in terms of spell points, regeneration, and Wisdom), with a major difference: the formation of spell classes. Spells are now divided primarily by the elements; some spells are in the school of Air Magic, some in the school of Earth Magic, some in the school of Fire Magic, and some in the school of Water Magic. Each school has 19 spells, except for Fire Magic which has 18. Some spells (namely, Magic Arrow and Visions) are available in all schools of magic. If a hero has any of the magic secondary skills (Air Magic, Earth Magic, Fire Magic, or Water Magic), casting a spell belonging to that school would be more effective than without that skill. Having a higher level of that skill causes the appropriate spells to do more damage or be more effective. Look in the Spells section to get the details- they are different for each spell. Additionally, having higher levels of that magic skill reduces the casting cost of spells in that school.
| Spell Level | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Spell Point Reduction | -1 | -2 | -3 | -4 | -5 |
One new feature in Heroes 3 is the addition of special abilities unique to each hero. Each hero has a different specialty: it can range from producing extra resources each day for their kingdom, much like a mine, to giving extra boosts to troops under their command. There are many different specialties, one for each hero. The hero specialty information is displayed on the hero screen in the game; you can click on the specialty box for more information. Also, if you visit the Heroes pages on this site, a description is provided of each hero's specialty.
Are you confused about the approximate numbering system when it comes to determining the strength of an enemy's army? The following chart converts the rough estimate to a more precise estimation of their forces.
| Estimate | Range |
|---|---|
| Few | 1-4 |
| Several | 5-9 |
| Pack | 10-19 |
| Lots | 20-49 |
| Horde | 50-99 |
| Throng | 100-249 |
| Swarm | 250-499 |
| Zounds | 500-999 |
| Legion | 1000+ |
This is just a note, more than anything else. The fort is essential for certain towns; some town types require that the fort be built before creature dwellings can be constructed. Also, without a fort, a town is much less defendable in a siege. When a town does not have a fort, it looks very different on the overworld map then when it does. The town will look smaller without the fort; when the fort is built, it almost explodes in size. This is due to the addition of defensive measures, such as walls. After the fort is built, there is no difference in the view when it is upgraded to a citadel or castle. Look below for the example with a Rampart town. The image on the left is the town without a fort; the image on the right is the same town after a fort is built.
| Without Fort | With Fort |
|---|---|
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If you've played Heroes 1 or Heroes 2, you'll know that on almost every map there was an "ultimate artifact". You would have to visit obelisks to reveal part of the map leading to the location of the artifact. When you had revealed enough to determine it's location, you would try to find it by digging. If you dug in the right spot, you would find an artifact of immense value and benefit. Visit my Heroes 1 or Heroes 2 websites to find out more! Anyway, another new feature in Heroes 3 replaced the ultimate artifact, and it is known as the Grail. It is found the same way: visit obelisks, then dig to find it. The difference ends there, however. The grail, in itself, has no use. However, if you take it to the town of your choice, the residents will offer to build an immense stucture in your honor. The grail structure is different from town to town, and so it has a different benefit depending on which type of town it was built in. For each town type, the grail gives an additional 5000
a day and increases troop production in it's town by another 50%. There is another benefit depending on the town type; find out more in the Towns section.
If you are in a battle you cannot win, you could fight it out. However, "He who runs away lives to fight another day." Thus, the option to retreat or surrender. What's the difference? Well, if you retreat, your hero loses his army, but keeps his experience, skills, and artifacts. However, if you surrender, you keep everything! The catch is that you have to pay a fee: 1/2 of the cost of your whole army. It's worth it, however, when you don't want to lose a good hero. The fee is reduced by 20% for each level of Diplomacy your hero has. Another catch is that you can only surrender to enemy heroes. You can't surrender when fighting wandering armies. All in all, it's much better than the enemy defeating you outright, because you lose your army and your artifacts that way. If the enemy hero runs away, then he's most likely got an artifact.
Tactics is a somewhat difficult skill to explain it's effects based on level. If your hero has basic Tactics, and a hero you are fighting does not have Tactics, your skill is 1 level higher. It's the same of you are fighting wandering armies with no hero. If you have advanced Tactics, and the enemy hero does not have Tactics, your skill is 2 levels higher. Look below to see a summary. According to the table, if you have expert Tactics and your enemy does not have Tactics at all, you can move your troops anywhere in the first seven columns, with respect to battlefield obstacles.
| Tactics Advantage | Placement Allowed |
|---|---|
| Equal or lesser skill | Troops are placed according to loose or tight formation. |
| 1 level higher than enemy | Within the first three hex columns. |
| 2 levels higher than enemy | Within the first five hex columns. |
| 3 levels higher than enemy | Within the first seven hex columns. |
Each town type has a natural terrain associated with it. This only has an effect in battle: troops that are fighting on their natural terrain get +1 attack, defense, and speed.
| Town Type | Natural Terrain |
|---|---|
| Castle | Grass |
| Rampart | Grass |
| Fortress | Swamp |
| Tower | Snow |
| Stronghold | Rough |
| Necropolis | Dirt |
| Inferno | Lava |
| Dungeon | Subterranean |
Some terrains are easier to move across than others. Moving over rough, harsh terrain takes more movement. The amount of movement taken can be reduced if traveling over a road. Movement can be adjusted according to the slowest stack in your army. The movement penalty can be decreased if you have the Pathfinding secondary skill. The tables below describe the effects of the above variables.
| Movement Allowance Table | |
|---|---|
| Slowest Stack Speed | Movement Allowed |
| Super Slow-Extra Slow(3-4) | 15 spaces |
| Slow(5) | 16 spaces |
| Swift-Extra Swift(6-7) | 17 spaces |
| Very Swift(8) | 18 spaces |
| Ultra Swift-Super Swift(9-10) | 19 spaces |
| Quick-Super Fast(11+) | 20 spaces |
| Terrain Movement Costs | ||||
|---|---|---|---|---|
| Terrain Type | No Pathfinding | Basic Pathfinding | Advanced Pathfinding | Expert Pathfinding |
| Dirt Road | 75% | 75% | 75% | 75% |
| Gravel Road | 65% | 65% | 65% | 65% |
| Cobblestone Road | 50% | 50% | 50% | 50% |
| Dirt | 100% | 100% | 100% | 100% |
| Grass | 100% | 100% | 100% | 100% |
| Lava | 100% | 100% | 100% | 100% |
| Subterranean | 100% | 100% | 100% | 100% |
| Rough | 125% | 100% | 100% | 100% |
| Sand | 150% | 125% | 100% | 100% |
| Snow | 150% | 125% | 100% | 100% |
| Swamp | 175% | 150% | 125% | 100% |
| Higher percentages mean less movement | ||||
As an example, let's say we have a hero with one stack of Pikemen, which are Extra Slow. That hero would have a starting movement allowance of 15 spaces on the map. However, if that hero goes over snow without Pathfinding, he can only travel 10 spaces. With Basic pathfinding, the hero could move 12 spaces; with Advanced Pathfinding he could go 15 spaces.
Yet another new feature in Heroes 3 is the addition of War Machines. These machines can be bought at a War Machine Factory on the map, or from Blacksmiths inside towns. They give some extra support to the hero's regular troops during battle. The table below describes the purpose of each War Machine, and shows a picture as well. Additionally, a hero always has a Catapult- it does not need to be bought. All four of the War Machines can be attacked, or hit by spells, and even destroyed. In this case, they must be bought again (not including the Catapult- the hero always has a Catapult). War Machines are not affected by morale. The Ballista, however, can get good luck depending on the hero's luck rating. War Machines are not artifacts, although they can be traded between heroes. War Machines cannot move around the battlefield. A hero may only have one of each War Machine. War Machines do not retaliate when attacked. When a secondary skill is connected with a particular War Machine, find out about that skill in the Secondary Skills page.
| War Machines | ||
|---|---|---|
| Picture | Cost | Description |
| N/A | Catapult: The Catapult is used only by the attacking side in siege combat. It automatically fires one shot at a wall or arrow tower, causing damage. If the target takes enough hits, it will be destroyed. A hero with the Ballistics secondary skill can choose targets for the Catapult. | |
| 2500 |
Ballista: The Ballista targets enemy stacks and shoots with a metal projectile. It fires automatically each round, but can be aimed by a hero with the Artillery secondary skill. Ballistas do not appear on the defending side in sieges. | |
| 750 |
First Aid Tent: The First Aid Tent , each round, regenerates 1-25 HP for the first troop in the targeted stack. A hero with the First Aid secondary skill can choose which stack is to be affected. | |
| 1000 |
Ammo Cart: The Ammo Cart gives all allied shooters unlimited ammunition in battle. | |
Certain town types produce certain War Machines. The table below shows which War Machine is available in which town. Not listed here is the fact that Strongholds can build the Ballista Yard as an upgrade to the Blacksmith, so that means the Strongholds produce Ballistas also!
| Town Type | War Machine |
|---|---|
| Castle | Ballista |
| Rampart | First Aid Tent |
| Fortress | First Aid Tent |
| Tower | Ammo Cart |
| Stronghold | Ammo Cart |
| Necropolis | First Aid Tent |
| Inferno | Ammo Cart |
| Dungeon | Ballista |
When a stack gets good morale in battle, it gets another turn. When it gets bad morale, it loses a turn. The army's morale is affected by the hero's morale. Therefore, the hero's morale is an important statistic. You get bad morale by mixing troops of more than 3 types together, by having undead and living troops in your army, and other things. By default, Necropolis troops have neutral morale- the same goes for elemental troops. Morale can be affected by artifacts, events, and by visiting certain map locations, and the Leadership secondary skill. There are also different levels of good and bad morale. The table below shows what good, bad, and neutral morale look like, and their effects are.
| Picture | Effect |
|---|---|
| +3 Morale: 12.5% chance of getting another turn. | |
| +2 Morale: 8.3% chance of getting another turn. | |
| +1 Morale: 4.2% chance of getting another turn. | |
| Neutral Morale: No effect. | |
| -1 Morale: 4.2% chance of losing a turn. | |
| -2 Morale: 8.3% chance of losing a turn. | |
| -3 Morale: 12.5% chance of losing a turn. |
Luck is another important statistic for a hero. When his troops get good luck, they do double damage. When they get bad luck, they do half damage. You can only get bad luck through certain map locations or events- it's not affected by grouping troops of different types together, like morale. Good luck comes from certain map locations and events, and also artifacts and the Luck secondary skill. Bad luck is very rare- you'd have to be really unlucky :-) The table below shows the pictures for positive and neutral luck, and explains their effects. The stats for negative luck are shown as well. For some reason, there are no pictures of negative luck in the game.
| Picture | Effect |
|---|---|
| +3 Luck: 12.5% chance of doing double damage. | |
| +2 Luck: 8.3% chance of doing double damage. | |
| +1 Luck: 4.2% chance of doing double damage. | |
| Neutral Luck: No effect. | |
| N/A | -1 Luck: 4.2% chance of doing half damage. |
| N/A | -2 Luck: 8.3% chance of doing half damage. |
| N/A | -3 Luck: 12.5% chance of doing half damage. |
In Heroes 1 and 2, flying troops had no movement limit when moving on the battlefield. This meant that any flying troops could cross the battlefield in one turn. In Heroes 3, however, even flying troops have a movement limit. They can now only move as far as their movement statistics allow. They can get more movement on the battlefield if their hero has one of the movement artifacts, or they have the Haste spell cast on them. Some troops don't need these: Archangels and Archdevils can move all the way across the battlefield in one move, without the benefit of Haste or artifacts, as long as they are not slowed down.
Actually, I've got several things to say about heroes, so I'll put them all in one basket.
The table compares the total costs for building up each of the town types. This includes all structures, and their upgrades.
| Town | Gold | Wood | Ore | Crystal | Gem | Mercury | Sulfur |
|---|---|---|---|---|---|---|---|
| Castle | 95 500 | 132 | 107 | 57 | 52 | 52 | 52 |
| Rampart | 80 500 | 147 | 167 | 95 | 45 | 30 | 30 |
| Tower | 108 500 | 130 | 130 | 49 | 80 | 48 | 43 |
| Fortress | 85 000 | 170 | 105 | 10 | 10 | 29 | 49 |
| Stronghold | 91 000 | 142 | 142 | 60 | 15 | 10 | 10 |
| Necropolis | 102 000 | 140 | 120 | 45 | 45 | 60 | 45 |
| Dungeon | 116 000 | 132 | 142 | 23 | 50 | 35 | 82 |
| Inferno | 115 000 | 115 | 115 | 28 | 36 | 86 | 51 |