Copyright: Heroes of Might and Magic III
Citation: Heroes of Might and Magic III


Foreword

Dear Heroes of Might and Magic fans,

When I sat down to create King’s Bounty, the precursor to Heroes of Might and Magic, never in my wildest dreams did I imagine that it would grow into the phenomenon the series has become.  I had just finished Might and Magic II, and had set out to make a game out of that other genre I love: Strategy Games.  At the time, King’s Bounty was state of the art—16 colors and used up both sides of the floppy disk.  I had one programmer and one artist to make my design real, and it took us about a year to finish.

Nine years later, Heroes III is state of the art.  Heroes III has 65,000 colors and fills an entire CD.  I had over 30 people work on the project—programmers, artists, voice actors, and level designers, and it took us about 18 months to finish.

King’s Bounty, although crude by today’s standards, was a lot of fun to play.  Players recruited troops, maintained armies, and fought battles on tactical maps with a variety of fantastic monsters.  Heroes III does the same, only the graphics are much fancier and the animations are far smoother.  In addition, some fundamental game play changes have happened since then, giving the player options and tactics that magnify the scope of the game tremendously.

The leap from King’s Bounty to Heroes I was the single largest change, both in terms of technology and game play.  I looked at what I thought had gone right with King’s Bounty, mixed in our fans’ wish lists and the capabilities of more modern computers and got down to work.  After a seemingly endless series of false starts, dead ends, and programming troubles, we shipped the game, and held our breath.

Heroes shipped quietly enough, but enthusiasm for the game was strong, and grew stronger as time passed.  It took us a while to realize we had a genuine hit on our hands, but when we did, we started work on Heroes II immediately.  This time, we were armed with a ton of fan mail suggestions and an existing game that we could build from.  Nevertheless, what seemed to be a simple improvement to a finished game was fraught with complications, and I agonized over design decisions and game balance considerations.

After a year’s worth of design wrangling, we got down to business and Heroes II shipped in time for Christmas.  I noticed that everyone in the office was playing the game—even people working on different projects—and knew from past experience what a good sign this was.  Heroes II turned out to be one of our most popular games ever.

Now we’ve shipped Heroes III.  We’ve had a lot of fun designing and making this game, and once again, everyone in the office is playing it.  I’m confident Heroes III is going to be a smashing success!  We hope you have as much fun playing it as we’ve had making it!

Sincerely,

Jon Van Caneghem

Creator and Designer:

Heroes I-III

Might and Magic I-VII

King’s Bounty


Letter from Wilbur Humphrey

Commander,

I hope this letter finds you well and has reached you before you set sail with Queen Catherine to Erathia. I regret these trying times. The duties forced upon me have made it impossible for me to see you off in person.

First, let me congratulate you on your commission. I am glad - no thankful - Catherine has someone of your character and abilities among her entourage. I do not hold such an unqualified opinion of some who travel with you. I know you are more at home on the battlefield than in the company of the royal court, but let me remind you, the strategies and tactics employed there are every bit as complex and potentially deadly, as any found in military conflict. No, I don’t have any real proof of any particular disloyalty or treachery - just a feeling.

It is unfortunate your first visit to Erathia could not be made in happier times Ñ it is a land of beauty and stability. Or at least it has been, under Nicolas Gryphonheart's rule. He was a great king and a dedicated ally. I will remember him best as a man of strength and fairness, both qualities have bred true in our dear Catherine. You know she has not ruled out the possibility foul play was involved in his death. Do not be too quick to dismiss her thoughts as those of a grieving daughter. True, she is saddened but has not lost hold of her wisdom.

Hah! Listen to me and my gloominess! Just watch your back as a favor to a friend made cynical and suspicious by age. I'm sure I'm just seeing things in the worst possible light. A vocational habit. Perhaps I have been at this job too long.

Farewell, friend. I look forward to your return, to a good cup of tea by the fire, and to the recounting of your journey's tale.

May the seas be calm and the wind steady in your sails.

Best Regards,

Wilbur Humphrey, Regent of Enroth


How to Use this Manual

Manual Conventions

How to Use this Manual

This manual is divided into three main sections. This section, the Introduction, contains the background story, features information, installation instructions, and “getting started” hints. The second section, Interface Reference, details the workings of the game’s various interfaces. The third section, World Reference, is full of descriptive and statistical information about the locations, creatures, heroes, and spells you will encounter as you play. The Appendices contain additional information about Internet gaming services, Troubleshooting, 3DO Customer Support, The 3DO Company 90-Day Warranty, and an extensive index.

If you are new to the world of Heroes of Might and Magic, fear not! The game is rich in detail, true, but it belongs to a series long applauded for ease of use. Furthermore, you can play the in-game tutorial specifically designed to introduce you to the basic concepts of the Heroes III gameplay. Refer to the Interface Reference and World Reference for more detailed information as you play.

If you are familiar with the Heroes II game, you may feel comfortable diving right into the game. In the Interface Reference, discussion of each of the game’s major interfaces (for example, the Adventure Map) begins with an overview. Read each overview, then the following sections for a more detailed explanation about particular features. You will find the World Reference helpful as you encounter new spells, town features, and creatures.

Manual Conventions

This manual assumes you are using a standard keyboard and two-button mouse, and you are familiar with their use. It will also assume you have a minimal understanding of the Microsoft Windows® 95/98 operating systems. If you don’t understand any of the following terms, you may want to take a few minutes and run through the tutorial materials that come with Windows 95/98:

mouse pointer

left-click

right-click

double-click

pull-down menu

dialog box

The manual will use the term “click” to replace “left-click.”


Main Menu
Starting Play

Launching Heroes of Might and Magic III

Full Screen Vs. Windowed Display

Main Menu

New Game Menu

Scenario Selector

Victory/Loss Conditions

Chatting

Advanced Options

Campaign Games

Campaign Scenario Startup Screen

Starting Play

Before you begin a Heroes III gaming session, you must choose what type of game you want to play. The New Game Menu allows you to choose between single, campaign, and multi-player scenarios. You may also choose to resume a previously saved game or play the tutorial.

Launching Heroes of Might and Magic III

Once the program is installed you may start the game by inserting the Heroes III game CD into your CD-ROM drive and clicking the Play button on the following screen. When you do this, the company credit animations and introductory movie will play. You may bypass these by clicking the mouse button at any time. You may also start the game by choosing the Heroes III game shortcut created in your Start Menu.

Full Screen Vs. Windowed Display

During your gaming session, you may hit the F4 key to switch between full screen and windowed display modes. In full screen mode, the Heroes III game fills your entire video display at 800 x 600 pixel resolution. In this mode, you may press Alt-TAB to minimize the game screen and display the Windows Desktop. To return to the game from the Desktop, select it from your Taskbar.

In windowed display mode, the game appears in a standard Desktop window. Since the game displays at 800 x 600 resolution, it is recommended this mode only be used when running Windows at 1024 x 768 or higher resolution. In windowed display mode, you gain the following pull-down menu commands:

File

Quit: Closes the program

Display

Full Screen (F4): Switches the display to full screen mode

Help

On Line Manual: Starts the help system

About: Displays copyright

information about the game

Main Menu

The Main Menu displays after the introductory animations play. To choose an option from the menu, move the mouse cursor over a button and click.

New Game

Choose this to start a game from the beginning. Clicking this button sends you to the New Game Menu, where you can select between single player scenario, multi-player, or campaign games.

Load Game

While you are playing the Heroes III game, you can save games in progress. Choose this option to resume a previously saved game.

High Score

When you complete a single scenario or campaign, you receive a score based on your performance. Click this button to display a list of the top scores.

Credits

Click this button to see the list of people responsible for bringing you the Heroes III game.

Quit

Click this button to close the program and return to Windows.

New Game Menu

The New Game Menu appears when you click the New Game button on the Main Menu. From this menu you can start a single, multi-player, or campaign scenario from the beginning.

Single Scenario

Click this button to start a single scenario. Single scenarios are played on one map against the computer and are completed by meeting a set of mission conditions.

Multi-player

You may play the Heroes III game against other human players across the Internet, other network connections, or on a single computer. Press this button to display the multi-player Game Type Selector. For more information about multi-player games, see Multi-player.

Campaign

Choose this button to display the selection of campaign games. Campaign games are linked scenarios marking climactic events in longer stories. They are played against the computer.

Tutorial

A special tutorial scenario has been created to help you learn the game. To play it, click this button. You will need to consult the online tutorial guide as you play.

Back

Click this button to return to the Main Menu.

Scenario Selector

Before you can start a single player or multi-player game, you must choose which scenario you want to play. This is done using the Scenario Selector. Here you may also set the game difficulty and choose which forces you want to control in a single player game. In a multi-player game, the host assigns players to their forces (see Multi-player).

You may toggle the display of available scenarios by clicking the Show Available Scenarios button. You can move the list up and down using the scroll bar along the right side of the list. When you click on a scenario’s name, it becomes highlighted and its scenario description and win/loss conditions are displayed. The difficulty settings control the strength of the computer opponent’s starting resources and artificial intelligence.

To start the highlighted scenario, click the Begin button. Click the Back button to return to the Main Menu.

Size of Map

Maps may be small, medium, large, or extra large in size. Size refers to the tile dimension of the Adventure Map a scenario is played on. While many factors affect length of play, this can be used as a rough gauge of how long it will take to complete a scenario, with larger maps taking more time. The Map List Box’s display may be constrained to a list of maps of a certain size by using the Size Filter buttons located directly above it.

Victory/Loss Conditions

Usually, you can win a scenario by taking all enemy castles and defeating all enemy heroes. Some scenarios have special victory conditions you can complete to win. You lose a scenario if you control no towns when your last hero is defeated. Some scenarios have additional loss conditions.

Special Victory Conditions

Acquire a Specific Artifact

You must find a specific artifact. Win by placing the artifact in one of your heroes’ backpacks.

Accumulate Creatures

Your kingdom must acquire X number of creatures.

Accumulate Resources

Your kingdom must acquire X amount of a specific resource.

Upgrade a Specific Town

The hall and castle of a given town must be upgraded to a specified level.

Build a Grail Building

You must find the Grail and build a grail building in one of your towns.

Defeat a Specific Hero

You must defeat a specified hero.

Capture a Specific Town

You must occupy a specified town.

Defeat a Specific Creature

You must defeat a specified wandering monster.

Flag All Creature Generators

You must control all the creature generators on the map.

Flag All Mines

You must control all the mines on the map.

Transport a Specific Artifact

You must acquire a specific artifact and transport it to a specified town.

Special Loss Conditions

Lose a Specific Hero

You lose if the specified hero is defeated.

Lose a Specific Town

You lose if the specified town is occupied by an enemy.

Time Limit

You lose if you have not won the scenario within the specified number of days.

Chatting

If you are participating in a multi-player game, you can turn on and off the display of network chat by pressing the Show/Hide Chat button. When Chat is on, chat messages are shown in the Scenario Description box. You can send a chat message by typing it in the box directly below this button.

Advanced Options

To display the Advanced Options, click the Show Advanced Options button.  This will display the available options for each opponent in the currently selected scenario.  For each game, the scenario’s designer defines each opponent as playable by a human or the computer (CPU).  Slots displaying “Human or CPU” may be played by either.  Any available human slot has a Player Flag button adjacent to the associated slot, on the far left of the window.  In a multi-player game, the host assigns players to each available slot by repeatedly clicking the Player Flag button, cycling through the available players.  At the start of the scenario, any player not assigned to a slot is dropped from the game.  All unassigned slots will be played by the computer.

Often, you can choose an opponent’s starting town type, starting hero, and/or starting bonus. If you can, arrows appear on the sides of the town, hero, and starting bonus pictures. If you can set the starting town type, which town you choose will affect what heroes and starting bonuses are available. Click on the Handicap button to cycle through player handicap settings. Handicap will affect a player’s starting resources.

You may also set the Player Turn Duration limit by moving the slider at the bottom of the Advanced Options display. This controls how long human player turns can last (when not in combat).

Campaign Games

Campaign games are scenarios linked together by a story line told from either a good, neutral, or evil perspective. To start a campaign, click the Campaign button on the Main Menu and then select from the available campaigns displayed on the following screen. When you complete all of the initially displayed campaigns, new campaign choices appear. After you choose a campaign, the Campaign Scenario Startup Screen displays.

Campaign Scenario Startup Screen

At various points in campaign story lines, you may choose which conflict you want to involve yourself in. If this is the case, more than one territory on the invasion map will be highlighted. Click on a highlighted area to choose a scenario. Information about the chosen scenario will be displayed in the Scenario Information box.

In most scenarios, you will be able to select starting bonus options. Once you are satisfied with your scenario and bonus selections, click the Begin button to start the campaign scenario. In order to advance the story of the campaign, you must win the scenario. If you lose, you can replay the scenario.


Adventure Map
Adventure Map View

Adventure Locations

Adventure Map Cursors

Control Buttons

Adventure Options

System Options

Informational Displays

Adventure Map

Each Heroes III game scenario takes place in a part of Erathia. The relevant portion of the land is represented on the Adventure Map. At the beginning of each scenario, you can only see the areas of the land within view of your towns and heroes; the rest is shrouded from you. As you send your heroes exploring, the map is revealed along their path of travel. Subterranean gates act as passages to the subterranean level. This underground territory is displayed on its own map, which is also revealed as your heroes travel.

As you explore the map, you will discover treasures, wandering creatures, valuable resources, and a wide variety of permanent locations. While there are a multitude of different types of permanent locations, among those you encounter will be mines, which can provide you with steady streams of resources; abandoned ruins to explore; and creature dwellings where you may recruit troops for your heroes’ armies.

You will also encounter heroes and towns belonging to opponents - either human or computer. More often than not, your scenario mission objectives will require you to make war with other heroes. Combat between your heroes and other heroes, wandering monsters, and town garrisons takes place on the Combat Screen (see Combat). When you conquer enemy towns, they become part of your territorial holdings, adding their many benefits to your cause (see Towns).

This section describes the Adventure Map screen interface for campaign and single-player games. For explanations of the particular interface differences encountered in multi-player games see Multi-player.

Game Play

On each Erathian day, players can move their forces and manage their territories in turns. This does not happen simultaneously, rather, each player, starting with you (the human player) takes a turn, and then passes on play to the next player. Once all players have had their turn, the current day ends and a new day begins.

At the beginning of each day, mines and cities you control add to your resources. Resources represent gold and raw materials you may spend to improve your towns, recruit troops, and perform other actions. Town buildings producing creatures do so on the first day of the week (see Towns). The current date appears at the lower right corner of the Adventure Map screen.

Adventure Map View

The Adventure Map

You may scroll the Adventure Map in the direction you want by moving the cursor to the screen’s edges and corners (diagonal scrolling). The red box displayed in the World Map indicates what portion of the map is shown in the Adventure Map display. Clicking in the World Map centers this box at the cursor. You may also drag the box around the World Map.

Identifying text appears in the Rollover Bar as you move the cursor over map features. You may right-click on anything appearing on the Adventure Map to display further information.

Heroes

You may have up to eight heroes on the Adventure Map at any given time; if you have more than eight heroes in the field, any extras must be commanding town garrisons (see Towns). Heroes on the Adventure Map carry their player’s flag color.

Heroes travel with their armies, made up of creatures arranged in groups called troops. Each troop can hold one or more creatures, but all the creatures in the troop must be of the same creature type. A hero’s army must have at least one troop and can include up to seven. In battle, a hero leads the battle by commanding their army rather than fighting directly.

Selecting a Hero

The Hero Selector buttons on the right side of the Adventure Screen are used to select your individual heroes. Clicking a hero’s button selects the hero and centers the Adventure Map display on that hero. If you have more than five heroes, you may need to click the scroll buttons to display a hero’s selector button.  Double-clicking on a Hero Selector button brings up a hero’s Hero Screen (see Heroes and the Hero Screen).

On the left side of each Hero Selector button is a green bar which shrinks as the hero’s movement allowance is used up. The blue bar on the right side of each button measures what percentage of the hero’s spell points he or she has left. Spell points are spent when a hero casts spells. For more information, see Magic System.

Moving Your Hero

When you click on the Adventure Map at a location the currently selected hero can move to, a line of arrows, indicating the path the hero must follow, is drawn from the hero to that location now marked by an X. If the location is within the hero’s movement limit for the current day, then the arrows and X appear in green. If the hero cannot reach the location in one move, brown arrows indicate the length that must be traveled in the next or subsequent turns. You may change the destination by clicking a different spot on the map.

Click the X to move the currently selected hero along the path. You may also click on the Move Hero control button to move the currently selected hero down the path. If you want to halt a moving hero in mid-movement, click on the Adventure Map. The current path will remain, but the hero will stop moving. You may resume the hero’s movement or select a new destination.

Movement Allowance

How far a given hero can move is determined by the speed of the slowest creature in their army. Creature speed statistics are listed in the Town and Creature Reference. Distances on the Adventure Map are measured in tiles.

Movement Allowance Table

Slowest Creature Speed	Movement Allowance

Super Slow - Extra Slow	15 tiles

Slow	16 tiles

Swift - Extra Swift	17 tiles

Very Swift	18 tiles

Ultra Swift - Super Swift	19 tiles

Quick - Super Fast	20 tiles

Terrain and Roads

Some terrain is difficult to travel across and reduces the distance a hero can move. Roads increase this distance. A hero with the Pathfinding secondary skill (see Secondary Skills) is able to reduce the effects of difficult terrain. This chart explains the effects of terrain on movement:

Terrain Movement Costs

Larger numbers mean slower travel.

Terrain Type	Normal 	Basic 	Adv	Expert

Dirt	100%	100%	100%	100%

Grass	100%	100%	100%	100%

Lava	100%	100%	100%	100%

Subterranean	100%	100%	100%	100%

Cobblestone Road	50%	50%	50%	50%

Dirt Road	75%	75%	75%	75%

Gravel Road	65%	65%	65%	65%

Rough	125%	100%	100%	100%

Sand	50%	125%	100%	100%

Snow	150%	125%	100%	100%

Swamp	175%	150%	125%	100%

Example: A hero with Pikemen (Extra Slow) would have a starting movement allowance of 15 tiles.  However, over the difficult terrain of snow, this hero would only move 10 tiles.  With Basic Pathfinding, the movement allowance of this hero would increase to 12 tiles over snow, and with Advanced Pathfinding, 15 tiles over snow.

Boats

Heroes need boats to move on water. Boats may be: built in Castle, Necropolis, and Fortress towns located on shores, with shipyards; summoned using the Summon Boat spell; built at Adventure Map shipyards; or found elsewhere on the Adventure Map, perhaps abandoned by another hero.

Boarding or disembarking from a boat takes the remainder of a hero’s movement allowance for the current day. To put a hero on a boat, click on an unoccupied boat. To disembark a hero, move the boat carrying that hero to a valid shore location, indicated by the anchor icon. Boat movement is made at a hero’s full movement allowance. A boat can only carry one hero and their army at a time.

The Subterranean Level

Some maps contain a subterranean level. Heroes may enter subterranean gates to pass between the surface and the underground. Pressing the Elevation Toggle control button switches the Adventure Map’s view between the two levels.

Adventure Locations

Towns

Towns provide many benefits to the player in control of them. The town hall for each town you control adds a quantity of gold to your daily resource pool. At your towns, your heroes may recruit troops, replenish their spell points, and learn new spells. For more information, see Towns and the Town and Creature Reference section.

Your Towns

You may select any of your towns by clicking its Town Selector button. When a town is selected, it is centered in the Adventure Map and its Town Selector button is highlighted. Clicking on a town or its highlighted Town Selector button a second time displays the town’s Town Screen (see Towns).

Your heroes may visit towns you control. To direct a hero to do this, move your hero to a town’s front gate and the cursor will change to a rearing horse. Click, and the hero will enter the town, and the town’s Town Screen will be displayed. If the town has a Mage Guild, the hero will learn any new spells available that he is able to learn, and his spell points will be replenished after staying for one day (see Magic System). Only one hero at a time may visit a given town.

Enemy and Neutral Towns

Towns controlled by other players appear on the Adventure Map with that player’s flag colors and are identified in the same color on the World Map. Neutral towns, those not controlled by any player, appear gray on the World Map. Right-clicking on these towns will display limited information on that town.

When you move the cursor over the front gates of enemy and neutral towns, the sword icon appears indicating they will be defended by any garrison forces present (see Towns). When you defeat a town’s defenses, the town flies your flag color and becomes part of your territory. You can immediately make use of the town and draw from its benefits. If no defenders are present, you may simply take the town by having a hero enter it.

Resource Mines and Loose Resources

When you build structures in your towns or recruit creatures, you use resources - gold, wood, ore, crystal, gems, mercury, and sulfur. Many other game situations also use them. While there are many ways to collect resources, the main means of acquiring them is to control resource mines and find loose resources. When a hero visits a mine, it becomes flagged with the hero’s color and begins producing resources for the hero’s player, adding to the player’s resource pool on a daily basis. Loose resources are “picked up” by the hero who visits them. They disappear from the map and are immediately added to the controlling player’s resource pool.

Treasure Chests and Artifacts

Heroes may also pick up treasure chests and artifacts. Artifacts are items, usually magical, that provide their owner with special powers and abilities. When a hero visits an artifact, it disappears from the map and is added to their inventory (see Heroes). Treasure chests are surprise boxes containing gold, minor artifacts, or experience.

Other Structures

There are many different types of Adventure Map structures you will encounter. Some of these will convey special benefits to the heroes who visit them. Some will be places to explore, full of danger and/or hidden rewards. Others will provide resources, useful information, or artifacts. While you will need to discover the individual qualities of many of these buildings, some of the buildings you are most likely to encounter are listed here.

Border Guards and Gates

Border Guard Towers occasionally appear at borders. In order to pass by a Guard Tower, you will need to visit a local Keymaster’s Tent of the same color.

Creature Dwellings

Some structures are the living places of creatures you may recruit to your cause. Their dwellings may be found on the Adventure Map. Before the creatures serve your cause, you may need to prove your worthiness by facing them in combat. Once you succeed, the dwelling will fly your flag, associated towns may receive a creature bonus, and you can recruit troops there. The supply of available recruits will be replenished once a week.

Obelisks

On some maps, the Grail is hidden. Clues to its location can be found at obelisks.

Wandering Creatures

You may find your hero’s way blocked by wandering creatures allied to no particular player. In order to pass by them, you will need to deal with them. Usually, this means defeating them in combat. Sometimes the creatures will be favorable to your cause and will offer to join you, or they may do so because they are awed by your power. Others, realizing they have no chance of defeating you, may flee. Right-clicking on a wandering creature graphic will tell you the type of creatures camped at the spot and a rough estimate of their numbers. Wandering monster troops are randomly assigned a hostility value from one to ten. Monsters with higher hostility values are more likely to attack. A wandering monster troop will be more likely to avoid combat with hero armies stronger than they or composed of the same creature types. Heroes with the Diplomacy secondary skill will be attacked less often.

Wandering Creature Population Labels

Label	Population

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+

Adventure Map Cursors

Below are the game Movement and Selection Cursors.

Movement Cursors

Clicking on the map where these icons appear will draw a movement path from the current hero to the desired location.

Horse Cursor

The current hero can move to this spot in the number of turns indicated in the lower right. (If no number appears on a movement cursors, the hero can move to the target spot during the current turn.)

Rearing Horse Cursor

Appears when the cursor moves over an adventure location, like a building or mine, the current hero can visit.

Boat Cursor

If the current hero is on land, and this cursor appears over a boat, then the hero may enter the boat.

Highlighted Boat Cursor

Appears over a water location a hero on a boat may visit.

Anchor Cursor

Indicates a shore location where a hero may land a boat and disembark.

Sword Cursor

Indicates wandering monsters, enemy towns, enemy garrisons, and enemy heroes a hero may attack.

Trade Cursor

Appears over heroes the current hero may trade with. When the hero is reached, the Hero Trading screen is displayed (see Hero Trading)

Dimension Door Cursor

Appears when you cast the Dimension Door spell. To teleport the casting hero to the new location, click the destination in the Adventure Map Window.

Selection Cursors

These Icons are used to select the current hero

Hero Cursor

Appears over the current hero or over any of your heroes when a town is selected. Clicking selects the current hero, or displays the Hero Screen if the hero is already selected.

Town Cursor

Appears over your towns. Clicking selects the current town or, if the town is already selected, displays the Town Screen.

Scuttle Boat Cursor

Appears when you cast the Scuttle Boat spell. Click on the boat you wish to cast the spell on.

Control Buttons

Below are the game Control Buttons.

Kingdom Overview

This button displays the Kingdom Overview (see Kingdom Overview).

Elevation Toggle

This button toggles the Adventure Map display between the surface and subterranean levels.

Quest Log

Click this button to display the Quest Log.

Sleep/Wake Hero

This button puts the current hero in sleep mode. A sleeping hero is passed over during the Next Hero selection. Wake heroes by selecting them (on the Adventure Map or with their Hero Selector button) and clicking this button.

Move Hero

If the current hero has a movement path laid, pressing this button will move them along their path to the extent of their movement allowance.

Cast Spell

If the current hero has a spell book, this button will display their spell book so they can cast Adventure Spells (see Magic System).

Adventure Option

Click this button to display the Adventure Options. You may click the CheckMark button to close this display.

System Options

Click this button to display the System Options menu. You can close the menu by clicking the Return To Game button.

Next Hero

Clicking this button will select the next awake hero with any movement points down the list.

End Turn

Click this button to end your turn and allow your opponents to take theirs.

Adventure Options

Below are the game Adventure Options.

View World

This button displays a large scale view of the map in the Adventure Map display. Click on the Zoom buttons to change the view scale. Click the Puzzle Map button to switch to a view of the Puzzle Map, or CheckMark to exit the display.

Puzzle Map

This button displays the Puzzle Map, which shows the location of the Grail. When your heroes visit Obelisks, parts of the map are revealed. When the map is fully displayed, you will see an X marking the spot where the Grail is buried.

Dig

In order to recover the Grail, a hero must dig it out of the ground. Click this button to direct the current hero to dig at their location. Digging takes a full day, so the hero must not yet have moved during the current turn.

Scenario Information

Click this button to display information about the current scenario.

Replay Opponent Turn

If you press this button, you can see a replay of your opponents’ last turns.

System Options

Below are the game System Options.

Hero Speed

Select one of these buttons to set the movement animation speed of your heroes.

Enemy Speed

These buttons control the movement animation speed of your enemies. You may also choose to hide your enemies movements from you.

Map Scroll Speed

These buttons control how fast the map view scrolls.

Video Quality

 Selects high or low quality video playback.

Show Move Path

Toggles display of hero movement paths. If you turn the paths off, your heroes will move immediately towards any destination you click on.

Move Hero Reminder

This toggles on and off the Move Hero Reminder which normally displays at the end of a turn, if you have any sleeping heroes or heroes with movement points left.

Quick Combat

When this option is on, the game resolves combat for you without displaying the Combat Screen.

Video Subtitles

Toggles subtitles for videos on and off.

Town Building Outlines

When the cursor moves over buildings in the Town Screen, buildings you can click on may be outlined. These buttons turn on and off the outline display.

Spellbook Animation

Turns on and off the page turn animations in the spell book display.

Disk Options

Below are the game Disk Options.

Load Game

This button displays the Load Game menu. Loading a new game will end the current game.

Save Game

This button displays the Save Game menu to save your current game.

Restart Scenario

Click this button to start the current scenario from the beginning.

Main Menu

Click this button to return to the Main Menu. This will end the current game.

Quit to Desktop

Click this button to close Heroes III and return to Windows.

Return to Game

Click this button to close the System Options menu and return to play.

Sound Options

Below are the game Sound Options.

Music Volume

This control sets the game’s music playback volume. Clicking the volume controls to the left reduces the volume, clicking to the right increases it.

Effects Volume

This control allows you to set the game’s sound effect playback volume.

Informational Displays

Below are the game Information Displays.

The Resource Bar

The Resource Bar shows how much of each of the game’s resources you currently have.

Rollover Bar

A Rollover Bar is at the bottom of most game menus and interface displays. As you move the cursor over the screen, displayed text identifies what the cursor is currently over.

Right-Click Information

You may right-click on most game or interface items to display further information about the item. These displays remain in view as long as you hold down the right mouse button.

Status Window Information

Information about the currently selected hero, town, or resource, as well as number of towns and allies appears in the box at the lower right corner. You may click on this box to toggle between the various displays available.


Heroes and the Hero Screen
Hero Types

The Hero Screen

Hero Trading

Heroes and the Hero Screen

Actions in the Heroes III game are performed by heroes. Heroes explore the land, sea, and underground. They gather treasures, resources, and other artifacts. They secure towns and Adventure Map structures, adding them to your territory. Heroes travel with troops recruited at towns and other locations. With these armies they can engage in battles against your enemies or lead the defense of your towns. As heroes explore and battle, they gain experience points. When they have enough experience points, they go up a level. At each level, heroes gain new skills and increase their abilities at skills they already possess.

In most scenarios, you start with at least one hero under your command. You can gather more heroes to your cause by recruiting them in your town taverns. Heroes may be stationed in your town garrisons or may roam the lands of Erathia. Garrisoned heroes lead troops stationed in a town’s garrison if the town is attacked by an enemy hero. You can have one garrisoned hero per town and up to eight roaming heroes at any one time.

Hero Types

There are sixteen different types of heroes, two for each of the eight town types. One type specializes in the use of magic, the other is more battle-oriented. Heroes of all types may be recruited in any town.

Castle Heroes

Knight: Knights are brave and noble warriors dedicated to good and righteousness. While they can learn magic skills, they are by far more dedicated to the pursuit of martial knowledge.

Cleric: Clerics are members of the fighting forces of their holy orders. They pursue a range of knowledge, both martial and mystical.

Dungeon Heroes

Overlord: Overlords build dungeon lairs to protect their gains acquired through conquest. Ruling through intimidation, they tend to be warriors who know the value of magic. They often wear armor designed to enhance the ferocity of their appearance.

Warlock: Warlocks learn magic for the power it gives them to achieve dark and selfish goals. More than any other hero, they focus on the pursuit of magical knowledge over other values. Warlocks often flaunt their power, using magic to alter their features.

Fortress Heroes

Beastmaster: Through physical force and intimidation, Beastmasters build their realms by subjugating those dwelling nearby,. As a consequence, they are little interested in the pursuit of mystical knowledge. Beastmasters often costume themselves in the likeness of vicious swamp creatures.

Witch: Witches are adept at the use of magic powered by rare ingredients gathered from swamplands. Learning this knowledge takes a focus that allows for little advancement of military knowledge.

Inferno Heroes

Demoniac: Demoniacs are people (often ex-Heretics) who have been completely possessed by one or more demons. Though they have a natural predisposition to gaining magical power, Demoniacs also acquire balancing military skills as well.

Heretic: Heretics aim to harness demonic forces to their bidding. While they tend to train themselves with warrior skills, they must also know enough magic to control their infernal allies. Heretics can often be recognized by the number of protective wards and markings they wear to ward off demonic attacks.

Necropolis Heroes

Death Knight: Death Knights are knights resurrected as liches. While they maintain their former martial learnings, their new forms open them more freely to the learning of magic.

Necromancer: Necromancers are magic users seduced by the easy power of death magic. The price of their art is its practice slowly drains life from its wielders, eventually transforming them into liches.

Rampart Heroes

Ranger: Rangers are warriors born of the woods, skilled at hunting and tracking. Their dedication to the protection of the wilderness leads them to pursue a wide range of knowledge, concentrating on martial and outdoor skills.

Druid: Druids are mystics who draw their power from a harmonic relationship with the land. While they pursue their mystical knowledge, their outdoor living causes them to acquire a balance of physical skills.

Stronghold Heroes

Barbarian: Barbarians are little concerned with anything outside the pursuit of military might. Consequently, they advance most quickly in attack based skills and slowly in all others. Barbarians wield massive weapons and wear little armor.

Battle Mage: Battle Mages are Barbarians with limited spellcasting abilities. While they advance their ability at magic, they also study the arts of war. Battle Mages often wear trophies, gathered from slain foes, from which they derive additional power.

Tower Heroes

Alchemist: Alchemists are skilled in physical and chemical magic, particularly so in the building and animation of golems. Working their craft builds muscular strength, which makes Alchemists ready learners of military skills as well. Their armor is composed of rare metal alloys created through their skill in alchemy.

Wizard: Wizards are dedicated pursuers of mystical and magical knowledge. While they may lend little to the direct military aspect of a battle, they are likely to turn the tide in their favor with use of mighty arcane forces. Wizards seldom wear any armor, relying on their control of magic to protect them.

The Hero Screen

Information about each hero you control can be viewed on their individual Hero Screen. The Hero Screen can be displayed from the Adventure Map screen by double-clicking on a hero’s Hero Selector button or by double-clicking on the hero directly on the map. The Hero Screen is also used to organize the hero’s items and armies.

Morale

This icon represents the basic morale rating of the hero’s army. In combat, low morale can cause creatures to freeze. High morale can allow them extra attacks (see Combat). Click on the icon to display a list of morale-affecting factors.

Luck

This icon represents the current basic luck rating of the hero’s army. Good luck increases a creature’s chance to do maximum damage (see Combat). Click on the icon to display a list of factors modifying the army’s luck.

Specialty

Each hero has a special ability. Click on this icon to display information about it.

Experience

Displays the hero’s current experience points. Click the icon to display the hero’s current level and the experience points needed to reach the next level (see Skills).

Spell Points

This displays the hero’s current and maximum spell points. (For example, “15/20” means that the hero currently has 15 spell points out of a maximum of 20). Click the icon for a more verbose display (see Magic System).

Primary Skills

These icons display your hero’s four primary skills,  Attack, Defense, Power, and Knowledge (see Skills).

Secondary Skills

Each hero can have up to eight different secondary skills. Icons representing these skills are displayed in these slots. Each skill can be performed at a basic, advanced, or expert level (see Skills). Click on each icon to display information about the skill.

Hero’s Army

These seven slots display the troop stacks in the hero’s army. Each troop stack portrait has a number indicating how many creatures are in each slot. The slot a troop stack occupies affects where the troop appears on the battlefield (see Combat). There are several things you can do with this display to manage your hero’s army.

Displaying Creature Information

Clicking on a highlighted troop stack displays its creature information as follows.

Portrait

This is a picture of the creature as it will appear on the battlefield. The number in the lower right corner is the number of creatures in the troop. Above the portrait is the creature’s name.

Attack

This is the creature’s attack rating. The number in parenthesis represents the rating as affected by the hero’s Attack skill and other factors.

Defense

This is the creature’s defense rating. In parenthesis is its rating as affected by modifying factors.

Shots

Creatures with ranged attacks have a limited number of shots. This displays how many are left. If there is no number here, then the creature has no ranged attack.

Damage

This shows the range of damage the creature does when it attacks.

Health

This shows the creature’s maximum health points.

Health Left

This shows how many health points the top creature in the troop has left.

Speed: This is the creature’s speed rating.

Morale

This shows the creature’s current, individual morale rating.

Luck

This is the creature’s current, individual luck rating.

Affecting Spells

Spells currently cast on the creature are shown here.

Dismissing a Troop

If you wish to remove a troop from the hero’s army, display the troop’s Creature Information window and then click the Dismiss Troop button. All heroes in the field must have at least one troop, so you cannot dismiss a hero’s last troop.

Upgrading a Troop

Each creature is available in a basic and upgraded version. If a hero visits a town capable of generating a creature’s upgraded version, you may upgrade any basic level creatures by pressing the Upgrade Troop button.

Combining Two Troops of Like Creatures

If you have two troops containing identical creatures, you can combine them into one troop. Do this by highlighting one troop, then clicking on the second one. The creatures in the first troop will be absorbed into the second.

Splitting Troops

You can take a troop with two or more creatures in it, and split it into two troops. To do this, highlight the troop, click the Split Troop button, and then click on an empty troop slot or troop of like creatures. The Split Troop control will appear. To split the current troop, move the slider control to the right. As you do so, creatures will be transferred from the originating troop. Click CheckMark when you are satisfied, or click the Cancel button to cancel the operation.

Move a Troop to an Empty Troop Slot

To move a troop from its current troop slot to an empty one, click on the troop to highlight it, and then click on the slot you want to move it to.

Switch the Positions of Two Troops

To have two different troops trade their troop slot positions, click on one of the troops to highlight it, and then click on the second troop.

Army Formation Selector

You may choose how a hero’s troops are arrayed on the battlefield using the Army Formation Selection buttons. Choosing Loose Formation will cause the troops to be arrayed in a loose line, while choosing Tight Formation will array them in a tight line. If a hero has the Tactics secondary skill, the Tactics Formation button turns on and off the Tactics formation option. When Tactics formation is on, the hero’s armies can be moved about the battlefield prior to the beginning of a battle (see Combat).

Dismiss Hero

Click this button if you wish to dismiss the displayed hero. If you do this, the hero will leave your service. He or she may later appear for hire in one of your town taverns, or may end up in the service of one of your enemies.

View Quest Log

Click on this icon to display the Quest Log. The text displayed lists quests your heroes have

accepted. The quest log scrolls up/down using a scroll bar.

View Spell Book

Click on this icon to display the spell book (see Magic System).

Hero Inventory

As heroes collect artifact items and war machines, they appear in their inventory. To display information about an inventory item, right-click on its icon. In order to gain the benefits of these items, the hero must equip them. Many items must be worn or held by the hero. In order to equip a worn item, drag its icon from the hero’s backpack to the appropriate slot on the hero’s body diagram. Note this means a hero can only wear one helmet, one set of boots, etc. at a time. Some items are not worn but must still be equipped. Up to four of these may be equipped at one time by placing them in the miscellaneous equipment slots. Sixty-four non-equipped items may be carried by a hero in their backpack. Click the scroll arrows to scroll the backpack contents display.

There are four equipment slots reserved for any war machines the hero may be carrying. Only the Catapult, Ballista, Ammo Cart, and First Aid tent may be placed in these slots. A hero may only carry one of each war machine type at any one time.

Hero Trading

When two, allied heroes meet on the Adventure Map, they may trade inventory items and troops. To initiate a trading session between two of your heroes, make one of them the current hero and then click on the second hero to move them together. When you do this, the Hero Trade Screen appears.

The Hero Trade Screen displays each hero’s basic statistics, their troop slots, and their inventories. You may perform the following actions on the Hero Screen:

Adjust Inventory Items and Trade Them Between the Heroes

You can adjust the placement of inventory items for allied heroes, or trade items between them. To move an item, drag it to an empty backpack or hero equipment slot. Inventory items may only be placed in hero backpacks or in their appropriate equipment slots as described in Hero Inventory, above.

Adjust Troops and Trade Them Between the Heroes

You may move, split, combine, swap, and dismiss troops as described in Hero Army, above. These actions may also be performed between the two heroes’ troop slots. Since each hero must always have at least one troop, you will not be allowed to trade away or dismiss a hero’s last troop.

Note: Trades between different players with allied heroes is “one-way.” You may give, but not take.

Display Information about a Hero

You may click on the icons representing the heroes’ skills, experience and specialty to display

information about them. Click on a hero’s portrait to display the hero’s Hero Screen. To display a hero’s Quest Log, click on their View Quest Log button.

Level Advancement

When a hero wins a battle, he or she gains experience points. Experience points may also be gained at various Adventure Map locations or by picking up treasure chests. When treasure chests contain gold, you are offered the choice of keeping the gold or giving it to the local peasants. If you give up the gold, the hero gains experience points.

Once a hero gains a certain amount of experience points, he or she goes up a level. At each level, the hero advances one primary skill and one secondary skill.

Skill Advancement

Each time a hero reaches a new level, one of their primary skills is advanced by one point. Each hero may also gain expertise in up to eight secondary skills. When a hero gains a level, the Skill Advancement Screen appears. You will be offered two secondary skill advancements to choose from. Making the choice will either advance the hero’s expertise in a secondary skill he or she already knows, or give the hero an entirely new skill at a basic level of expertise. Right-click on a skill icon to display information about the skill. Click on an icon to choose the skill advancement for your hero.


Skills
Primary Skills

Secondary Skills

Primary Skills

All heroes attain ability in the four primary skills; Attack, Defense, Power, and Knowledge. Martially oriented heroes, like Knights and Rangers, will have their Attack and Defense skills advance more rapidly. Heroes studying magic, like Wizards and Necromancers, will more often gain Power and Knowledge. The Primary Skill Advancement by Class table displays the chance a particular primary skill will advance when a hero reaches a new level. After a hero reaches level 9, their advancement generally becomes more balanced.

Attack

A hero’s Attack skill number is added to each of their creature’s attack rating, increasing the amount of damage they do in combat.

Defense

A hero’s Defense skill is added to each of their army creature’s defense rating, which decreases the amount of damage they take from enemy attacks.

Power

When a hero casts a spell, their Power skill number determines how powerfully a spell is cast. While this effect will vary from spell to spell, the Power skill number most often determines how long a spell’s effect lasts or how much damage it does.

Knowledge

Each point of Knowledge a hero possesses adds ten points to their maximum spell point total. Spell points are spent when spells are cast (see Magic System)

Primary Skill Advancement by Class

Hero Class and Level	Att	Def	Pwr	Knw

Alchemist 2-9	30%	30%	20%	20%

Alchemist 10+	30%	30%	20%	20%

Barbarian 2-9	55%	35%	5%	5%

Barbarian 10+	30%	30%	20%	20%

Battle Mage 2-9	30%	20%	25%	25%

Battle Mage 10+	25%	25%	25%	25%

Beastmaster 2-9	30%	60%	5%	5%

Beastmaster 10+	30%	30%	20%	20%

Cleric 2-9	20%	15%	30%	35%

Cleric 10+	20%	20%	30%	30%

Death Knight 2-9	30%	25%	20%	25%

Death Knight 10+	25%	25%	25%	25%

Demoniac 2-9	30%	30%	20%	20%

Demoniac 10+	20%	20%	30%	30%

Druid 2-9	10%	20%	35%	35%

Druid 10+	20%	20%	30%	30%

Heretic 2-9	20%	20%	35%	35%

Heretic 10+	25%	25%	25%	25%

Knight 2-9	40%	40%	10%	10%

Knight 10+	30%	30%	20%	20%

Necromancer 2-9	15%	15%	35%	35%

Necromancer 10+	25%	25%	25%	25%

Overlord 2-9	40%	35%	15%	10%

Overlord 10+	30%	30%	20%	20%

Ranger 2-9	35%	45%	10%	10%

Ranger 10+	30%	30%	20%	20%

Warlock 2-9	10%	10%	50%	30%

Warlock 10+	20%	20%	30%	30%

Witch 2-9	5%	15%	40%	40%

Witch 10+	20%	20%	30%	30%

Wizard 2-9	10%	10%	40%	40%

Wizard 10+	30%	30%	20%	20%

Secondary Skills

There are twenty-eight different secondary skills in the game. Each may by held at a basic, advanced, or expert level of ability. Each hero can learn up to eight different secondary skills.

Air Magic

Description	Increases the effectiveness of Air Magic spells cast by the hero.

Basic	Air Magic spells are cast at the basic level (see Spell Reference).

Advanced	Air Magic spells are cast at the advanced level.

Expert	Air Magic spells are cast at the expert level.

Archery

Description	Increases the damage done by ranged attackers in the hero’s army.

Basic	Ranged attack damage is increased by 10%.

Advanced	Ranged attack damage is increased by 20%.

Expert	Ranged attack damage is increased by 30%.

Armorer

Description	Reduces the amount of damage received by the hero’s troops in combat.

Basic	Damage inflicted on troops is reduced by 10%.

Advanced	Damage inflicted on troops is reduced by 25%.

Expert	Damage inflicted on troops is reduced by 50%.

Artillery

Description	Gives the hero manual control over their ballista, increases its number of shots per round to two, and increases the ballista’s chance for dealing double damage.

Basic	Ballista shots have a 50% chance of dealing double damage.

Advanced	Ballista shots have a 75% chance of dealing double damage.

Expert	Ballista shots deal double damage.

Ballistics

Description	Gives the hero manual control over the Catapult and increases its number of shots, accuracy, and damage.

Basic	A Catapult lobs one shot with a 60% chance to hit the intended target wall.  Chances to inflict maximum damage are 50%.  Until all siege walls are destroyed, chances to hit arrow towers or the drawbridge is less than 60%.

Advanced	Same as basic, except the Catapult can lob two shots.

Expert	A Catapult can lob two shots for maximum damage, each with a 75% chance to hit the intended target wall.  Until all siege walls are destroyed, chances to hit arrow towers or the drawbridge is less than 75%.

Diplomacy

Description	Increases the chance wandering creatures will offer to join the hero’s army and lowers the cost of surrendering to another hero.

Basic	25% of creatures normally fleeing from your army offer to join. Cost of surrendering is reduced by 20%.

Advanced	50% of creatures normally fleeing from your army offer to join. Cost of surrendering is reduced by 40%.

Expert	All creatures normally fleeing from your army offer to join. Cost of surrendering is reduced by 60%.

Eagle Eye

Description	Gives the hero a chance to learn spells cast by enemy spellcasters in battles.

Basic	The hero has a 40% chance to learn spells of second level or below.

Advanced	The hero has a 50% chance to learn spells of third level or below.

Expert	The hero has a 60% chance to learn spells of fourth level or below.

Earth Magic

Description	Increases the effectiveness of Earth Magic spells cast by the hero.

Basic	Earth Magic spells are cast at the basic level (see Spell Reference).

Advanced	Earth Magic spells are cast at the advanced level.

Expert	Earth Magic spells are cast at the expert level.

Estates

Description	The hero produces gold for their player’s resource pool.

Basic	125 gold per day is generated.

Advanced	250 gold per day is generated.

Expert	500 gold per day is generated.

Fire Magic

Description	Increases the effectiveness of Fire Magic spells cast by the hero.

Basic	Fire Magic spells are cast at the basic level (see Spell Reference).

Advanced	Fire Magic spells are cast at the advanced level.

Expert	Fire Magic spells are cast at the expert level.

First Aid

Description	Increases the effectiveness of the First Aid Tent war machine and gives the player manual control over what troop the First Aid Tent targets. The First Aid Tent regenerates damage done to the first creature in a target troop.

Basic	Regenerates up to 50 health points of the top creature in a troop.

Advanced	Regenerates up to 75 health points of the top creature in a troop.

Expert	Regenerates up to 100 health points of the top creature in a troop.

Intelligence

Description	Adds a bonus to the hero’s maximum spell points.

Basic	Maximum spell points is increased by 25%.

Advanced	Maximum spell points is increased by 50%.

Expert	Maximum spell points is doubled.

Leadership

Description	The hero’s troops gain a morale rating bonus. Necromancers and Death Knights cannot learn this skill.

Basic	Morale is increased by one.

Advanced	Morale is increased by two.

Expert	Morale is increased by three.

Learning

Description	Increases the amount of experience the hero gains from combat.

Basic	Earned experience is increased by 5%.

Advanced	Earned experience is increased by 10%.

Expert	Earned experience is increased by 15%.

Logistics

Description	Hero’s land movement range is increased.

Basic	Range is increased by 10%.

Advanced	Range is increased by 20%.

Expert	Range is increased by 30%.

Luck

Description	The hero’s troops gain a bonus to their luck rating.

Basic	Luck is increased by one.

Advanced	Luck is increased by two.

Expert	Luck is increased by three.

Mysticism

Description	Increases the number of spell points the hero regenerates each day.

Basic	Spell point regeneration is increased by two points per day.

Advanced	Spell point regeneration is increased by three points per day.

Expert	Spell point regeneration is increased by four points per day.

Navigation

Description	Increases the hero’s movement range over water in boats.

Basic	Water range is increased by 50%.

Advanced	Water range is increased by 100%.

Expert	Water range is increased by 150%.

Necromancy

Description	When the hero wins in battle, a portion of the opposition killed is resurrected as skeletons and added to the hero’s army.

Basic	10% of enemy creatures killed are resurrected.

Advanced	20% of enemy creatures killed are resurrected.

Expert	30% of enemy creatures killed are resurrected.

Offense

Description	Increases the amount of hand-to-hand damage the hero’s troops inflict in combat.

Basic	Inflicted damage is increased by 10%.

Advanced	Inflicted damage is increased by 20%.

Expert	Inflicted damage is increased by 30%.

Pathfinding

Description	Reduces the movement penalty suffered by the hero when moving over rough terrain.

Basic	See Terrain Movement Costs.

Advanced	See Terrain Movement Costs.

Expert	See Terrain Movement Costs.

Resistance

Description	Creates a chance enemy spells cast on the hero’s troops will fail and have no effect.

Basic	5% chance of spell failure.

Advanced	10% chance of spell failure.

Expert	20% chance of spell failure.

Scholar

Description	Allows the hero to exchange spells with other heroes during trading sessions. Spell exchange occurs automatically when the Hero Trade Screen appears. The hero learns spells he or she doesn’t know and teaches spells unknown to the hero traded with.

Basic	Teach and learn spells second level and below.

Advanced	Teach and learn spells of third level and below.

Expert	Teach and learn spells of fourth level and below.

Scouting

Description	Increases the hero’s view radius, which expands the area of the Adventure Map revealed as the hero travels into unknown territory.

Basic	Hero’s view radius is increased by one square.

Advanced	Hero’s view radius is increased by two squares.

Expert	Hero’s view radius is increased by three squares.

Sorcery

Description	Increases the damaging effect of spells cast by the hero. Effect varies depending on the spell cast.

Basic	Effectiveness of cast spells is increased by 5%.

Advanced	Effectiveness of cast spells is increased by 10%.

Expert	Effectiveness of cast spells is increased by 15%.

Tactics

Description	Enables you to arrange the hero’s troops on the battlefield prior to the start of combat.

Basic	See Combat.

Advanced	See Combat.

Expert	See Combat.

Water Magic

Description	Increases the effectiveness of Water Magic spells cast by the hero.

Basic	Water Magic spells are cast at the basic level (see Spell Reference).

Advanced	Water Magic spells are cast at the advanced level.

Expert	Water Magic spells are cast at the expert level.

Wisdom

Description	Allows the hero to learn spells beyond the second level.

Basic	The hero can learn third level spells and below.

Advanced	The hero can learn fourth level spells and below.

Expert	The hero can learn all spells.


Combat
Conducting Combat

Siege Combat

Combat Options

Combat

Whenever you come into direct conflict with an enemy hero, wandering creature, enemy town, or creatures guarding a structure on the Adventure Map, the ensuing battle is resolved on the Combat Screen. The Combat Screen displays a detailed map of the battlefield.

The terrain you fight on depends on where the conflict takes place on the Adventure Map. If you fight the enemy at a fortified town, you fight in siege combat. Ship-to-ship combat occurs when one boat attacks another. If a battle takes place on open terrain or at an unfortified town, it is fought in field combat. In field combat, the attacking forces are arrayed on the left side of the screen, while the defenders appear on the right side. In siege combat, the attackers are on the left, while the defenders are arrayed on the right, behind protective walls. In the case of ship-to-ship combat, both sides are protected by their ship’s gunwales.

Combat takes place between creatures. If a hero is present on either side, he or she does not directly engage in attack or defense. Heroes lead the battle and may cast combat spells (see Magic System) if they are able. Individual creatures are part of troops which may contain more than one member, but are represented on the battlefield as a single unit. Each side may have as many as seven troops. Each troop can only contain creatures of the same type. If a hero is equipped with war machines, these appear on their side of the battlefield.

Combat sequence is broken into rounds. Each troop or war machine can perform one action per round. All combat units take turns completing their actions. Which unit goes first is determined by the unit’s speed rating, with faster units going before slower ones. If there are two creatures of equal speed, the attacker will go first. Actions can consist of moving, engaging in hand-to-hand or ranged attacks, casting spells, using special abilities, waiting or defending.

Combat ends when one side retreats, surrenders, or is completely eliminated. Heroes who win the battle receive experience points, and collect the artifacts of defeated enemy heroes. If a player’s hero defeats the forces guarding a town, the town becomes part of that player’s territory.

Conducting Combat

Arraying Your Forces

On each hero’s Hero Screen are Formation buttons used to set the manner in which their forces are initially placed on the battlefield (see Hero Screen). The formation options available are loose and tight.

Distances on the battlefield are measured in hexes. The easiest way to understand this is to turn on the grid overlay. To do this, click on the Combat Options button to display the Combat Options Menu, then click the View Hex Grid button. Close the menu by clicking the Return to Game button. Now the battlefield should be overlaid with a pattern of hexagons.

In loose and tight formations, a given hero’s forces will appear on his battlefield side’s back hex row. Where a given troop will appear depends on which Troop Slot they occupy on the hero’s Hero Screen.

Tactics Formation

If you have heroes with the Tactics secondary skill, you can click the Tactics Formation button on their Hero Screen. Then, if they do battle with forces lead by a Hero with no Tactics skill, or have the skill at a lesser level, or if they meet a force not lead by a hero, you have the opportunity to arrange your hero’s forces on the battlefield prior to the beginning of combat. During this special tactics phase, you may move the highlighted troop where you please, according to the following table. Click the Next Creature button to highlight a

different creature. Click the Start Combat button to start the battle when you are done.

Tactics Formation Table

Tactics Advantage	Placement Allowed

Three degrees higher	Within the first 7 hex columns

Two degrees higher than enemy	Within the first 5 hex columns

One degree higher than enemy	Within the first 3 hex columns

Equal or lesser skill level	Troops are placed according to selected loose or tight formation

Troop Actions

Once combat begins, each troop can perform one action per combat round. Each troop takes its turn according to its speed rating. When a troop’s turn arrives, it becomes highlighted. Troops can perform the following actions:

Moving

The highlighted troop can move to a new hex. How far the troop can travel depends on its speed rating. Flying creatures move in a straight line to their destination and can surmount obstacles, including walls. Ground walking creatures must move around objects they encounter. To move a troop, click on a battlefield location within its movement range.

Make a Hand-to-Hand Attack

All creatures can approach enemy troops and attack them to inflict damage. Damage reduces creature health points, killing them if their health points are reduced to zero. To perform a hand-to-hand attack, click on the enemy troop within the highlighted creature’s movement range. Your creature will approach the enemy and strike it. Creatures possessing ranged attack capabilities will only perform hand-to-hand attacks on adjacent enemies.

Perform a Ranged Attack

Many creatures can perform ranged attacks by firing a projectile at an enemy target. To do this, click on the enemy you wish to shoot. Creatures with ranged attacks have a limited number of shots and can fire only when there are no adjacent enemies.

Casting a Spell

Some creatures can cast spells on friendly units (see Magic System). To cast a spell, click on the appropriate target troop.

Wait

If you want a troop to delay its action, click the Wait button. Play will pass on to the next creature and return to the waiting creature at the end of the first phase, after all other creatures have had a chance to move.

Defend

If you want to skip a creature’s action phase entirely, click the Defend button. The creature will be in defense mode for the remainder of the round and will gain a bonus of 20% to their defense rating.

Make a Special Attack

Many creatures have special attacks. Usually these take place when the creature makes a particular attack, either hand-to-hand or ranged. Depending on the circumstances, the player may or may not have control over special attacks. For specifics, consult your creatures’ information in Town and Creature Reference.

Counterattacks

When one troop strikes another in a hand-to-hand attack, the defending troop can deliver a counterattack. Counterattacks are made automatically against the first troop attacking a troop in a given round. While some creatures have special abilities allowing them to make multiple counterattacks, most creatures can make only one counterattack per round. The defending troop must survive the attack to deliver a counterattack.

Damage Calculation

When one troop strikes another, the damage inflicted is determined by this formula:

1.	Each creature has a damage range. A random number is chosen within this range for the attacking creature type.

2.	This number is multiplied by the number of creatures in the attacking troop.

3.	A damage bonus is added/subtracted depending on the difference between the attacker’s Attack skill and the defender’s Defense skill. If the attacker’s Attack skill is higher, then damage is increased by 5% per point of difference (up to a maximum of 400%). If the Attack skill is lower, then damage is reduced by 2% per point of difference (to a minimum of 30%). The resulting number is the amount of inflicted damage.

4.	Inflicted damage is subtracted from the health points of the creatures in the defending troop, one at a time. If a creature’s health points are reduced to zero, the creature dies. Damage is carried over round-to-round in combat, and healed completely at the end of combat.

Morale

Each army has a morale rating which acts as a bonus to the individual morale of its troops. Troops in an army with positive morale have a chance for a second action during their action phase. Troops with

negative morale have a chance of freezing each round. The morale rating for an army is normally zero but is affected thusly:

-1 if undead creatures are mixed with living creatures

+1 if all creatures are of the same town type (except Necropolis)

-1 for each town type mixed beyond two town types

Undead creatures and elementals have a morale of zero, independent of their army’s morale rating. Various creatures, spells, hero skills, town buildings, adventure sites, and artifacts can permanently, or temporarily affect morale.

Morale Effects

Troop Morale	Effect on Troop

+3	12.5% chance of acting again

+2	8.3% chance of acting again

+1	4.2% chance of acting again

 0	Nothing

-1	4.2% chance of freezing

-2	8.3% chance of freezing

-3	12.5% chance of freezing

Luck

Each army has a luck rating. Troops in armies with good luck (a positive luck rating) have a chance to inflict double damage when they strike. Various spells, hero skills, town buildings, adventure sites, and artifacts can permanently or temporarily affect the luck of armies or individual creatures.

Luck Effects

Troop Luck	Chance for Double Damage

3	12.5%

2	8.3%

1	4.2%

Effects of Native Terrain

Any army composed entirely of creatures native to the same terrain suffers NO movement penalty when traversing its native terrain (example - a Wizard leading all Tower troops has no movement penalty on Snow).  The army would spend movement points as though it was traveling on open grass terrain.

Town Native Terrain

Town Type	Native Terrain

Castle	Grass

Rampart	Grass

Tower	Snow

Inferno	Lava

Necropolis	Dirt

Dungeon	Subterranean

Stronghold	Rough

Fortress	Swamp

Heroes in Combat

Heroes do not engage directly in fighting. However, sides led by a hero can enjoy many benefits. A hero’s Attack and Defense skills are applied as bonuses to their troops’ attack and defense ratings. Other skills possessed by heroes, such as the Archery and Leadership secondary skills, can add further benefits. They can also be equipped with war machines and artifacts to aid their army’s strength.

Heroes meeting the proper requirements (see Magic System) can cast combat spells once per round. To have your hero cast a spell, click the Cast Spell button. This will display your hero’s spell book with only combat spells displayed. To cast a spell, choose it from the book and then select a target, if appropriate.

Ending Combat

Combat continues, round after round, until one or both sides lose all of their troops, one side retreats, or one side surrenders.

Loss of Troops

If a side has troops remaining after all opponent troops are lost, then that side wins. If a hero leads the winning side, then the hero gains additional experience points. More experience points are gained for defeating tougher opponents. The winning hero also gains any artifacts carried by the opponent hero. Losing heroes don’t die, but they do disappear from the Adventure Map. Later, they may be available for recruitment in taverns (see Towns).

Surrender

If both sides are lead by heroes, one hero may surrender to the other. The surrendering hero must pay a fee to the other hero in exchange for safe passage. To surrender, click the Surrender button. You will be offered surrender terms, which you may either accept or decline. If you decline the terms, combat continues. If you accept, your hero gets to keep their artifacts and troops but disappears from the Adventure Map. Immediately after, the hero reappears in one of your town taverns for possible re-enlistment.

Retreat

A side lead by a hero may choose to retreat. The retreating hero loses all troops but keeps all carried artifacts. To retreat, click the Retreat button. Your hero will disappear from the Adventure Map, and reappears in your town taverns.

Siege Combat

When a hero attacks a fortified town, siege combat ensues. The attacking forces are placed outside the town walls, and the defending forces stationed in the town’s garrison (see Towns) are placed within. Town walls block the movement of ground walking creatures and hamper the attacks of ranged attackers. Ground walkers can pass through breaches in the walls caused by Catapult damage or the drawbridge,  which can be opened by the town defenders. The drawbridge cannot be opened by attackers; however, a Catapult can knock it down.

Town walls are created when a fort is built in a town.  A moat and an arrow tower appear when a fort is upgraded to a citadel.  When the citadel is upgraded to a castle, two more arrow towers are added and the town walls are fortified. Arrow towers fire once a turn, targeting an attacking troop.  The rear arrow tower fires with twice the strength of the forward two arrow towers.

Each town type has a unique moat.  Each are described in the Town and Creature Reference section.  When a unit enters a moat, its movement ends for that round, though it will be able to move out of the moat on its next move.  As long as a unit remains in the moat, its defense is reduced.

Each hero is equipped with a Catapult, which is a war machine used only during siege combat. A Catapult can only target walls and arrow towers. If the attacking hero has the Ballistics secondary skill, he or she can manually target Catapult shots, otherwise the Catapult operates automatically, firing on a random target, once per turn.

If the attacking hero wins the battle, in addition to all other victory benefits, the town becomes part of the controlling player’s territory.

Ship-to-Ship Combat

Ship-to-ship combat occurs when one ship attacks another at sea. The battlefield represents the two ships, side-by-side. Gangplanks cross the gap between them and can be used by troops to cross to the opposing ship. The ship gunwales block the movement of ground walking troops.

Combat Screen Cursors

Below are the Combat Screen Cursors.

Move Cursor

Click to move the highlighted walking troop to this location.

Fly Cursor

Click to move the highlighted flying troop to this location.

Sword Cursor

Click on this enemy troop to have the highlighted troop perform a hand-to-hand attack. Note: as you move the cursor around the enemy, the sword points towards the enemy. The sword’s pommel sits in the hex where the attacker will stand as it attacks.

Arrow Cursor

Click on this enemy troop to have the highlighted troop perform a ranged attack.

Broken Arrow Cursor

Click on this enemy troop to have the highlighted troop perform a hampered ranged attack. Attacks are hampered by intervening walls and do half damage.

Spell Book Cursor

Click to cast a selected spell at this target.

Sacrifice Cursor

When you cast the Sacrifice spell, this cursor appears over a valid target troop.

Catapult Cursor

If you have control of the Catapult during siege combat, this cursor appears over valid Catapult targets.

First Aid Cursor

If you have control of the First Aid Tent, choose its target with this icon.

Hero Cursor

Appears when the cursor passes over a hero.

Question Mark Cursor

Appears over a creature troop to get more information about the troop.

Universal No Cursor

Indicates an invalid target for a spell, or the highlighted creature cannot move to the desired location.

Combat Options

Click the Combat Options button to display the Combat Options menu. Here you can change sound and combat options. The sound options are the same as those described in the Adventure Map Interface section. Combat options are detailed below. To close the menu, click the Return to Game button.

Auto Combat Options

The Auto Combat button appears on the Combat Screen. Pressing it turns auto combat on and off. What exactly happens when you do this depends on your Auto Combat Options setting. Checkmark the options to turn them on.

Creatures

The computer makes decisions for your creature troops.

Spells

The computer automatically casts spells for your heroes.

Catapult

The computer operates your Catapult during siege combat.

Ballista

The computer operates your Ballista.

First Aid Tent

The computer operates your First Aid Tent.

Animation Speed

These buttons control how fast the combat animations play.

Creature Info Radio Buttons

Below are the Creature Info Radio Buttons.

All Statistics

When you roll the cursor over creatures, all information about them is displayed.

Spells Only

When the cursor is rolled over creatures, only spells affecting them are displayed.

View Hex Grid

Distance on the Combat Screen is measured in hexes. This checkbox turns on and off the display of the hexagon grid overlay.

Movement Shadow

This checkbox turns on and off the show movement range option. The place where the highlighted creature can move is outlined when this option is on.

Cursor Shadow

This checkbox turns the mouse cursor shadow on and off. When the option is on, it highlights the hex the mouse is currently in.

Spell Book Animation

Turns the spell book page turning animation on or off.


Towns

The Town Screen is displayed when one of your heroes enters one of your towns. You may also double-click on a town’s Town Selector button on the Adventure Map to display its Town Screen. Towns serve your cause in several ways. Towns act as recruitment centers for heroes and the troops making up your heroes’ armies. After one day, your heroes replenish their spell points and learn new spells from towns with mage guilds. At towns with marketplaces, you can trade surplus resources for resources in short supply. Town halls provide you with daily gold income. Buildings unique to each of the Heroes III game’s eight town types can provide your forces with additional strengths and abilities. Over time, you may spend resources to build new structures in your towns and upgrade existing ones to increase the benefits the towns provide you.

Because they are so useful to players, the conquest and defense of towns plays a major role in any successful game strategy. Towns can be defended through the building of fortifications, walls, arrow towers, and a moat, and by filling their garrisons with defending troops, which may be lead by garrison stationed heroes. Additionally, a hero visiting a town will lend their army to the town’s defense, forcing an attacker to fight the visiting hero’s army before facing the town’s garrison forces.

Information about the Town Screen, and descriptions of the interface components associated with buildings common to all towns, are in this section. For details about buildings specific to each town type, see Town and Creature Reference.

Town View

All of the buildings currently built in a town are displayed in the Town View. As you move the cursor around the Town View, individual buildings are highlighted (if Town Building Outlines is turned on in the Adventure Map System Options). Buildings are identified by text appearing in the Rollover Bar. Right-clicking on a highlighted building displays text describing the building’s benefits. Clicking on a highlighted building displays a menu appropriate to each building as described below. You may switch the view to a different town by clicking on the town’s portrait in the Town Selector.

Hall

Each town has a hall. Starting with a village hall, you may upgrade this building to a town hall, then a city hall, then finally, a capitol. Each version provides you with a daily gold income and the ability to order the construction of other town buildings. When you click on a hall, the Hall Screen appears. On it you can order the construction of new town structures or upgrade existing structures.

If you can build or upgrade a given structure, its name appears in a green box. If the structure is not yet built, and you are unable to construct it for some reason, then a red X appears in the lower right corner of its picture, and its name box is red. Structures you have already built, and cannot be upgraded further, have a gold 4 in their pictures and a gold name box.

You may right-click a building’s picture to display the information found in that structure’s Build Confirmation Window. Text describes what benefits your town gains when the structure is built, along with a list of structures you must build in the town before you will be allowed to construct it. The resource cost of the structure is displayed below this text.

To construct a building, click on its picture. Its Build Confirmation Window will be displayed. You may click the Don’t Build button to cancel, or the Build button to order the building’s construction. When you build a structure, the Hall Screen closes and you are returned to the Town Screen, where you see your new structure being built. Your town immediately benefits from it. Only one structure per day may be built in each of your towns.

Tavern

Click on a town’s tavern to display the Tavern Window. In the tavern you can hear rumors, recruit heroes, and view intelligence on your enemies gathered by your Thieves’ Guild. Close the Tavern Window by clicking the Exit Tavern button.

Hear Rumors

A new rumor is displayed in your taverns once per week. This rumor is identical in all of your town taverns.

Hiring Heroes

Two heroes can be found in each tavern, ready for you to hire. The heroes found in a given tavern change each week. To view either of the hero’s Hero Screens, right-click on their portrait. When you click on a hero’s portrait, it becomes highlighted. To hire the highlighted hero, click on the Hire Hero button. You cannot hire a hero if you currently have another hero visiting the town.

View Intelligence

Click on the Thieves’ Guild button to display a report which compares your performance against those of your opponents.

Creature Dwelling

Creatures who live in towns live in creature dwellings. Each week, the population of these dwellings grows, increasing the number of creatures available at the dwelling which you may recruit into the town’s garrison. Click on a creature dwelling to display the dwelling’s Creature Recruitment Box. The name of the dwelling’s creatures, a portrait of the troop type available, and the number of troops available are shown. As you move the slider to the right, the number of recruits increases, and the cost to recruit them is tallied. You may click the Maximum button to recruit all of the available troops or the maximum number of troops you can currently afford. Click the Recruit button to add the recruits to your town garrison.

Fort

A fort may be built in a town, which adds to the town’s siege defenses. The fort may be upgraded to a citadel, and then to a castle. Click on this structure to display a summary of the town’s troop recruitment availability for all creatures.

Mage Guild

Heroes learn new spells from towns with mage guilds. You may build a first level mage guild in each of your towns. Mage guilds may be upgraded, level-by-level, up to fifth level in some towns. As you build each level, a random selection of spells becomes available at the guild. Clicking on a mage guild displays the spells available. If the visiting hero doesn’t own a spell book, you may purchase one for him or her by clicking on the mage guild. For more information, see Magic System.

Marketplace

You can trade surplus resources for needed ones at marketplaces. Clicking on a town’s marketplace brings up the Marketplace Window. One side displays your kingdom’s resources. On the other side, are the resources available at the market. Highlight the resource you want to trade, and the resource you want to trade for. When two resources are highlighted, you may move the slider to the right to increase the quantity of the resource to be traded. You may trade the maximum amount of your selected resource by clicking the Maximum button. To complete the transaction, click the Trade button. Each marketplace you control reduces the costs of trading.

When a scenario map is created, the map maker can create alliances between players. Using the Marketplace, you can give resources to your enemies or allies. To do this, click on the Trade With Player button. When you do this, a display of colored flags replaces the Market Resources portion of the Marketplace Trade Window. Choose which resource you want to give, and set the amount using the slider. Click the flag of the player you want to give the resources to, and then click the Trade button to confirm the gift.

In Tower and Dungeon town types, the marketplace can be upgraded by building an artifact merchant. When you build this upgrade, you can trade artifacts for resources, and resources for artifacts. To do this, click the Trade Artifacts button. A selection of artifacts will be displayed, this selection will be the same for all of your artifact merchants. Click the artifact you want to purchase. The cost for the artifact will appear under all of the Kingdom Resources icons. Choose which resource you wish to trade and then click the Trade button to complete the purchase. Click the Sell Artifact button to sell artifacts carried by the visiting hero. The hero’s inventory will appear. Click the artifact you want to trade, select the resource you want to trade for, and then click the Trade button.

In Stronghold towns, you can build a Freelancer’s Guild as a marketplace upgrade. When it is built, you can trade the visiting hero’s armies for resources. To do so, click the Sell Creature button. The Kingdom Resources icons will be replaced by a display of the visiting hero’s troops. Click the troop containing creatures you want to sell, then click the resource you want to trade for. Set the number of creatures you want to sell using the slider, and then click the Trade button to make the sale.

Town Garrison

Each town can have an army stationed in its town garrison. This army can be composed of up to seven troops, which may be moved, split, combined, or dismissed. When you recruit troops from a creature dwelling, they appear as a troop in an empty garrison troop slot.

When a hero visits a town, their troops may be traded with those found in the town’s garrison. You can make the visiting hero the leader of a town’s garrison by moving the hero into the garrison. To do this, click on the hero’s portrait to highlight it, and then click on the banner to the left of the first garrison troop slot. The hero’s army will be combined with the garrison army, and the hero will now lead the army in defense of the city. You may swap the visiting and garrisoned heroes, and their armies, by highlighting either hero and clicking the other.

Garrison troops and troops belonging to a visiting hero can be upgraded. If a town contains an upgraded creature dwelling, the lesser creature troop of the same creature type provided by the dwelling, may be upgraded for a price. To do this, double-click on the troop you wish to upgrade. This will bring up that creature's information display. Click on the Upgrade button to show the upgrade cost for the troop. This cost will equal the difference between the recruitment costs of the lesser and higher creatures, multiplied by the number of creatures in the troop. Click CheckMark to pay the cost, or the Cancel button to cancel.


Magic System

Heroes are able to use the forces of magic in the form of spells. Heroes can use spells to aid their travels, reveal hidden knowledge about their surroundings, and in combat, help their troops or bring harm to their adversaries. When all other things are equal, magic can provide the necessary edge to assure victory in a campaign.

Before they can cast spells, heroes must possess a spell book. The spell book is where a hero records the spells he or she has learned. Some heroes will already have a spell book when they are recruited. Others may purchase theirs from the mage guilds located in towns. A hero’s spell book is kept in their item inventory but may not be traded like other items.

Each spell has a level which represents how difficult it is to cast. Higher level spells are only obtainable by heroes with higher Wisdom skill ratings (see Secondary Skills). When heroes visit a town with a mage guild, they automatically learn any new spells the guild has to offer and their Wisdom rating allows them to cast. Heroes may also learn spells as they explore map locations.

Each spell belongs to one of the four schools of magic,    air, earth, fire, or water. Heroes may learn the Air Magic, Earth Magic, Fire Magic, and Water Magic secondary skills to increase the strength at which they cast the spells of each school.

Spells cost spell points to cast. A hero’s maximum spell points is equal to 10x their Knowledge skill. As a hero casts spells, their spell points are diminished. A hero cannot cast a spell costing more spell points than he or she has available. Each hero regains one spell point per day, or can be completely replenished when he or she starts a new day in a town with a mage guild. Heroes with the Mysticism skill regain spell points more rapidly (see Secondary Skills).

Spell Book

A hero’s spell book may be viewed by clicking on the spell book’s icon in the inventory portion of their Hero Screen. In a hero’s spell book, spells known to the hero are listed by school and divided into combat spells and adventure spells. Adventure spells may be cast while a hero is travelling around the Adventure Map. Combat spells may be cast when a hero is in combat. To  display adventure and combat spells, click the combat spell and adventure spell bookmarks sticking out of the bottom of the book. To display spells of a particular school, click the school’s bookmark on the right side of the book. If the hero knows more spells in a given category than can be displayed on one page, pages may be turned by clicking on the page curls.

Next to each spell’s name is a number representing the number of spell points it costs to cast the spell. You may view information about a spell by right-clicking on its icon.

Casting Spells

To cast an adventure spell, click the Cast Spell button found in the control buttons on the right side of the Adventure Map display. The current hero’s spell book will be displayed as described above, but the combat spells bookmark will be deactivated. To cast a spell, find it, then click on the spell’s icon.

You may have your hero cast a combat spell by clicking the Cast Spell button located at the lower right corner of the Combat Screen. The hero’s spell book appears. During combat, only combat spells are displayed. Find the spell you want to cast, then click on its icon. When you do so, the spell book will vanish, returning you to the Combat Screen. If the spell needs a target, you choose the target by clicking on it.

You may cancel the casting of combat and adventure spells by closing the spell book without selecting a spell icon. If a spell is already selected, right-click to avoid casting the spell.


Kingdom Overview

When you click on the Kingdom Overview button found on the right side of the Adventure Map display, the Kingdom Overview screen appears. On it you can see information about all your towns, heroes, resources, and controlled locations. While resource and controlled location information is always shown, you press the Hero Information and Town Information buttons located at the bottom right corner of the screen to toggle between hero and town information displays.

Resource Information

The Resource Bar located at the bottom of the screen shows you how much gold, wood, mercury, ore, sulfur, crystal, and gem units you currently have along with the current date. This is the same display appearing at the bottom of the Town Screen and Adventure Map displays.

Above the Resource Bar is a row showing how many of each mine type you currently have under territorial control.

Controlled Locations

As your heroes visit locations on the map, many of those locations become part of your territory and fly your flag color. Icons representing these locations appear along the right side of the Kingdom Overview. You may use the scroll arrows to cycle through the controlled location icons.

Individual Hero Information

When you click the Hero Information button, the main part of the display shows information about each of your heroes.

Hero/Stats

This portion of the Hero Information section displays the hero’s name, portrait, morale, luck, troop slots, and primary skills. You can click on the hero’s portrait to bring up that hero’s full Hero Screen.

Hero Skills

This section displays the hero’s secondary skills, experience points, spell points and other information.

Hero Artifacts

This section displays the hero’s inventory.  Clicking the Equipped, Miscellaneous, or In Backpack buttons will allow you to view the items the hero is currently using or carrying.

Individual Town Information

Click the Town Information button to display information about each of your towns in the main section of the screen. If you have more than four towns, you may use the scroll bar on the left side of the screen to bring your other towns into view.

Town

This section displays the town’s name, portrait, village hall level, castle level, and daily gold income. Click on the town portrait to display that town’s Town Screen. The Creature Generation section displays any creature population you are receiving from Adventure Map creature dwellings under your territorial control.

Garrison Hero

This section shows information about the town’s garrison forces. If a garrison hero leads those forces, their name and portrait appear. Click on the hero’s portrait to switch to the hero’s Hero Screen.

Visiting Hero Section

If a hero is visiting the town, then their portrait, name, and army are shown here. You can click on the hero’s portrait to bring up the hero’s Hero Screen.


Multi-player
Starting a Hotseat Game

Network Game Setup

Multi-player

In many of the scenarios supplied with Heroes of Might and Magic III, between two and eight of the opposing forces may be played by a human players. These scenarios may be played as multi-player games, either on a single computer (a hotseat game), with each player taking turns at the computer’s controls, or as a network game, with each player sitting at a separate computer connected via network, Internet, modem, or serial cable. This section describes how these games are started and played.

Starting a Multi-player Game

From the Main Menu, click the New Game button to bring up the New Game Menu. There, click the Multi-player button to display the Multi-player Game Type Selector pictured above. From there you may choose the type of multi-player game you want to begin, Hotseat, IPX, TCP/IP, Modem, or Direct Connection. Click on the Online Services button to connect to available Internet opponent matching services.  You can click in the player name field to activate its text cursor and type in your name. This will be the name other players see you as. Click the Cancel button to return to the Main Menu.

Starting a Hotseat Game

Start a hotseat game by clicking the Hotseat button on the Multi-player Game Type Selector. The Hotseat Multi-player Opponent Setup menu appears. To add a player to the game, type a player’s name into one of the eight Name Boxes. Erasing a name from a box will remove a player. Once you have entered a name for all the players who are going to participate in the hotseat game, you can click the CheckMark button to go to the Scenario Selector (see Scenario Selector).

Playing a Hotseat Game

Hotseat games proceed like single player games except as each player’s turn comes up, he or she takes over control of the computer, sitting in the “hotseat,” so to speak. Players can normally see opponent movements in areas of the Adventure Map they have uncovered, however this is not possible in a hotseat game. To see such opponent movements you may press the Replay Opponents’ Turns button on the Adventure Options menu.

Network Game Setup

Network games may be played between computers communicating over a Local Area Network (LAN) or over the Internet. LAN connected computers must be able to use the IPX or TCP/IP protocols, while Internet connected computers must communicate via TCP/IP. Before you can play a network game, the appropriate protocol must be properly configured in your Windows Network Control Panel. Additionally, all involved computers must have a copy of the Heroes III games installed. To begin setting up a game, click on the IPX or TCP/IP button to display the Network Game Setup Menu.

Hosting a Game

Each multi-player game requires a host computer. The hosting player controls scenario selection and chooses which forces each player will lead. To host a game, press the Host button in the Network Game Setup Menu. A box will appear which will allow you to name the network game and choose a password for the game. If you choose a password, only players that know it will be able to join your game. If you leave the password field empty, anyone can join. Click the CheckMark button to accept your settings. Your game will appear on the Game Lists of other players. Password protected games appear with a lock icon. Unprotected games appear with an open door icon. Games in progress appear with a closed door icon.

Your screen will advance to the Scenario Selector (see Scenario Selector). There you must choose a scenario and assign players to their forces. All players not assigned to a force are dropped from the game when you start.

Joining a Game

To join a game hosted by another player, fill your name in the Name Box, and then click on a name in the Game List and press the Join button. If the game is password protected, a box will appear asking you for the password. When you join a game, your display will switch to the Scenario Selector. You will not be able to select scenarios or make player assignments. Rather, you will see these actions as performed by the game’s host. Pressing the Cancel button will drop you from the game and return you to the Main Menu.

Finding a TCP/IP Host

To connect to a game over the Internet, you must know the IP address of the computer hosting the game. To search for that computer, press the Search button. A box will appear where you may enter the computer’s eleven number TCP/IP address (example 123.21.123.123). The host player will need to supply this address.

Starting a Modem Game

Modem games are played between two players sitting at computers communicating via modems with one computer acting as the host. To start a modem game, click the Modem button on the Multi-player Game Type Selector. If you are going to host the game, click on the Host button. Choose which modem you want to use (if you have more than one installed), then click the Answer button. Your computer will now wait for a call from the other computer.

To join a game, press the Join button. After the host computer is setup and ready to answer, enter the host computer’s phone number in the indicated box, then press the Connect button. After the two computers negotiate the connection, the host player can assign players in the Scenario Selector.

Starting a Direct Connection Game

Two players may play a game between computers connected via a null-modem cable run between serial ports on each computer. To start such a game, one of the computers must be set up as the host. To do this, click on the Direct Connection button on the Multi-player Game Type Selector. A box will appear with a place to type in your game name, and buttons marked Host and Join. Fill in your player name and click the Host button. The other player should click Direct Connection, and then the Join button.

Playing a Network, Modem, or Direct Connection Game

Each player, computer or human, gets one turn per Erathian day. As in a single player game, only one player directs their forces at a time. While waiting for your turn, you may explore the Adventure Map and view any informational display available during your turn. You may not move heroes, build towns, adjust heroes’ inventories, or make any other changes to the game environment. It is your turn when the screen border turns to your kingdom’s flag color. You are also prompted with a window and a sound.

Chatting

During multi-player games, you may send text messages to the other players.  To do this, press the Tab key when any screen containing a Rollover Bar is displayed.  A text cursor will appear in the Rollover Bar, type your message, then press the Return key to send the message.  Your message, with your name attached to it, will be displayed to all other players. If you want to send a secret message to a specific player, press an F1-F8 key instead of the Return key.  F1-F8 represents players 1-8.

In the course of playing a multi-player game, you may check to see if another player is still connected by typing the chat message “ping” and pressing the Return key.  This command will tell you who is still connected to the game and at what speed.  In place of the Return key, you may press the F1-F8 keys to ping a specific player.  Every ten minutes, the game automatically pings all existing players.


Spell Reference
School of Air Magic

School of Earth Magic

School of Fire Magic

School of Water Magic

Spell Reference

Here you will find descriptive listings for all spells in the Heroes III game. Each spell is from one of four schools of magic, Air, Earth, Fire, or Water. Your heroes’ expertise in a spell increases as he gains the secondary skill for the appropriate school of magic (see Secondary Skills). Heroes without such expertise may cast a school’s spells at Normal level (resulting in the same effect as the Basic level spell). Increased expertise allows for spells to be cast at the Basic, Advanced and Expert Levels.

Heroes holding expertise in a school’s secondary skill cast spells from a school at a reduced cost. This cost reduction is the same regardless of whether a hero holds the skill at basic, advanced, or expert level.

Effects of School Expertise on Casting Cost

Spell Level I 	Level II	Level III	Level IV	Level V

-1	-2	-3	-4	-5

Some spells are more difficult to cast than others.  A spell’s difficulty is reflected by its level. All heroes are capable of learning and casting first and second level spells. Heroes with the secondary skill Wisdom can cast higher level spells. A hero with Basic Wisdom can cast third level spells, one with Advanced Wisdom can cast fourth level spells, and one with Expert Wisdom can cast fifth level spells, the highest level spells in the game.

Spells are listed here by school and level.

Spell Listing Legend

Name	What the spell is called.

Type	Indicates whether the spell may be cast in combat or on the Adventure Map.

Cost	How many spell points a hero must have to cast the spell.

Duration	How long the spell lasts.

Basic Effect	Effect of the spell cast at Normal or Basic Expertise.

Advanced Effect	Effect of the spell cast at Advanced Expertise.

Expert Effect	Effect of the spell cast at Expert Expertise.

School of Air Magic

Level I

Haste

Type	Combat

Cost	6

Duration	1 Round/Power

Basic Effect	Target,allied troop’s speed is increased by three hexes/turn.

Advanced Effect	Target, allied troop’s speed is increased by five hexes/turn.

Expert Effect	All allied troops’ speed is increased by five hexes/turn.

Magic Arrow

Type	Combat

Cost	5

Duration	Instant

Basic Effect	Target, enemy troop receives ((Power x 10) + 10) damage.

Advanced Effect	Target, enemy troop receives ((Power x 10) + 20) damage.

Expert Effect	Target, enemy troop receives ((Power x 10) + 30) damage.

View Air

Type	Adventure

Cost	2

Duration	Instant

Basic Effect	Displays the location of all artifacts on the View World Screen.

Advanced Effect	Displays the location of all artifacts and heroes on the View World Screen.

Expert Effect	Displays the location of all artifacts, heroes and towns.

Level II

Disguise

Type	Adventure

Cost	4

Duration	1 Day

Basic Effect	When the casting hero is right-clicked by opponents, all of the hero’s creature troops are displayed as if they were composed of the most powerful creatures in the hero’s army. Troop population numbers are represented normally.

Advanced Effect	Same as Basic Effect except troop population quantities are represented as “0.”

Expert Effect	Same as Advanced Effect except all troops are represented as if populated by the most powerful creature in hero’s longest owned town.

Disrupting Ray

Type	Combat

Cost	10

Duration	Current Battle

Basic Effect	Reduces target, enemy troop’s defense rating by three. Spell may be cast on same troop repeatedly.

Advanced Effect	Same as Basic Effect except defense rating is reduced by four.

Expert Effect	Same as Basic Effect except defense rating is reduced by five.

Fortune

Type	Combat

Cost	7

Duration	1 Round/Power

Basic Effect	Increases Luck of target, allied troop by one.

Advanced Effect	Increases Luck of target, allied troop by two.

Expert Effect	Increases Luck of all allied troops by two.

Lightning Bolt

Type	Combat

Cost	10

Duration	Instant

Basic Effect	Target, enemy creature receives ((Power x 25) + 10) damage.

Advanced Effect	Target, enemy creature receives ((Power x 25) + 20) damage.

Expert Effect	Target, enemy creature receives ((Power x 25) + 50) damage.

Precision

Type	Combat

Cost	8

Duration	1 Round/Power

Basic Effect	Target, allied troop with ranged attack has its attack rating increased by three when making ranged attacks.

Advanced Effect	Same as Basic Effect, except attack rating is increased by six.

Expert Effect	Same as Advanced Effect, except all allied troops with ranged attacks are affected.

Visions

Type	Adventure

Cost	4

Duration	1 Day

Basic Effect	Displays number of monsters in a wandering monster troop and whether or not the troop will offer to join the casting hero’s army. Range is equal to Power or three, whichever is greater.

Advanced Effect	Same as Basic Effect, except an enemy hero’s primary skill stats, and the composition and quantity of the hero’s army can be viewed. Range is (Power x 2) or three, whichever is greater.

Expert Effect	Same as Advanced Effect, except an enemy town’s statistics and garrison composition and quantity may be viewed. Range is (Power x 3) or three, whichever is greater.

Level III

Air Shield

Type	Combat

Cost	12

Duration	1 Round/Power

Basic Effect	Target, allied troop takes 25% less damage from ranged attacks.

Advanced Effect	Target, allied troop takes 50% less damage from ranged attacks.

Expert Effect	All allied troops take 50% less damage from ranged attacks.

Destroy Undead

Type	Combat

Cost	15

Duration	Instant

Basic Effect	All undead creature troops receive ((Power x 10) +10) damage.

Advanced Effect	All undead creature troops receive ((Power x 10) +20) damage.

Expert Effect	All undead creature troops receive ((Power x 10) + 50) damage.

Protection from Earth

Type	Combat

Cost	12

Duration	1 Round/Power

Basic Effect	Damage from Earth Magic spells is reduced by 30% for target, allied troop.

Advanced Effect	Damage from Earth Magic spells is reduced by 50% for target, allied troop.

Expert Effect	Damage from Earth Magic spells is reduced by 50% for all allied troops.

Hypnotize

Type	Combat

Cost	18

Duration	Special

Basic Effect	Target, enemy troop of less than ((Power x 25) + 10) Health is put under your control. Allied troops may attack hypnotized troop without fear of retaliation.

Advanced Effect	Same as Basic Effect, except that Health of target must be less than ((Power x 25) + 20).

Expert Effect	Same as Basic Effect, except that Health of target must be less than ((Power x 25) + 50).

Level IV

Chain Lightning

Type	Combat

Cost	24

Duration	Instant

Basic Effect	Lightning bolt strikes target troop for ((Power x 40) + 25) damage. Bolt then strikes closest troop for half the damage. Effect continues until 4 troops are hit.

Advanced Effect	Like Basic Effect except that initial strike does ((Power x 40) + 50) damage, and bolt strikes five troops.

Expert Effect	Like Advanced Effect except that initial strike does ((Power x 40) +100) damage.

Counterstrike

Type	Combat

Cost	24

Duration	1 Round/Power

Basic Effect	Target, allied troop can retaliate against one additional attack per round.

Advanced Effect	Target, allied troop can retaliate against two additional attacks per round.

Expert Effect	All allied troops can retaliate against two additional attacks per round.

Level V

Dimension Door

Type	Adventure

Cost	25

Duration	Instant

Basic Effect	Teleports hero to target, unoccupied, visible location on the Adventure Map. Spell may be cast twice per day and reduces the hero’s movement by three tiles for each casting. If movement is reduced to zero, the spell may not be cast.

Advanced Effect	Same as Basic Effect, except the spell may be cast three times in a day.

Expert Effect	Same as Advanced Effect, except the spell may be cast four times in a day, and movement allowance is reduced by two tiles.

Fly

Type	Adventure

Cost	20

Duration	1 Day

Basic Effect	Casting hero can fly over terrain obstacles to an unoccupied map location. Distance traveled may be up to 60% of normal movement.

Advanced Effect	Same as Basic Effect, except the hero may fly up to 80% of normal movement.

Expert Effect	Same as Basic Effect, except the hero may fly up to 100% of normal movement.

Magic Mirror

Type	Combat

Cost	25

Duration	1 Round/Power

Basic Effect	Enemy spells cast on targeted, allied troop has a 20% chance of being redirected to a random enemy troop.

Advanced Effect	Enemy spells cast on targeted, allied troop has a 30% chance of being redirected to a random enemy troop.

Expert Effect	Enemy spells cast on targeted, allied troop has a 40% chance of being redirected to a random enemy troop.

Summon Air Elemental

Type	Combat

Cost	25

Duration	Combat

Basic Effect	A troop containing (Power x 2) air elementals appears on the side of the casting player. Only one type of elemental can be summoned.

Advanced Effect	Same as Basic Effect, except that (Power x 3) air elementals are summoned.

Expert Effect	Same as Basic Effect, except that (Power x 4) air elementals are summoned.

School of Earth Magic

Level I

Magic Arrow

Type	Combat

Cost	5

Duration	Instant

Basic Effect	Target, enemy troop receives ((Power x 10) + 10) damage.

Advanced Effect	Target, enemy troop receives ((Power x 10) + 20) damage.

Expert Effect	Target, enemy troop receives ((Power x 10) + 30) damage.

Shield

Type	Combat

Cost	5

Duration	1 Round/Power

Basic Effect	Hand-to-hand damage delivered to target, allied troop is reduced by 15%.

Advanced Effect	Hand-to-hand damage delivered to target, allied troop is reduced by 30%.

Expert Effect	Hand-to-hand damage delivered to all allied troops is reduced by 30%.

Slow

Type	Combat

Cost	6

Duration	1 Round/Power

Basic Effect	Target, enemy troop’s speed is reduced to 25% of normal.

Advanced Effect	Target, enemy troop’s speed is reduced to 50% of normal.

Expert Effect	All enemy troops’ speed ratings are reduced to 50% of normal.

Stone Skin

Type	Combat

Cost	5

Duration	1 Round/Power

Basic Effect	Target, allied troop’s defense rating is increased by three.

Advanced Effect	Target, allied troop’s defense rating is increased by six.

Expert Effect	All allied troops’ defense ratings are increased by six.

View Earth

Type	Adventure

Cost	2

Duration	Instant

Basic Effect	Displays the location of all loose resources on the View World Screen.

Advanced Effect	Displays the location of all mines and loose resources on the View World Screen.

Expert Effect	Displays the entire terrain, all mines and loose resources on the View World Screen.

Level II

Death Ripple

Type	Combat

Cost	10

Duration	Instant

Basic Effect	All creatures (except undead) troops take ((Power x 5) + 10) damage.

Advanced Effect	All creatures (except undead) troops take ((Power x 5) + 20) damage.

Expert Effect	All creatures (except undead) troops take ((Power x 5) + 30) damage.

Protection from Air

Type	Combat

Cost	5

Duration	1 Round/Power

Basic Effect	Damage from Air Magic spells is reduced by 30% for target, allied troop.

Advanced Effect	Damage from Air Magic spells is reduced by 50% for target, allied troop.

Expert Effect	Damage from Air Magic spells is reduced by 50% for all allied troops.

Quicksand

Type	Combat

Cost	8

Duration	Until Touched

Basic Effect	Quicksand pits are placed in four random hexes. They are invisible to creatures unless they are on native terrain (see Combat). Troops stepping on pit hexes have their movement halted for the current round. Once a pit is stepped on, it is revealed to all.

Advanced Effect	Same as Basic Effect, except that six pits are placed.

Expert Effect	Same as Basic Effect, except that eight pits are placed.

Visions

Type	Adventure

Cost	4

Duration	1 Day

Basic Effect	Displays number of monsters in a wandering monster troop and whether or not the troop will offer to join the casting hero’s army. Range is equal to Power or three, whichever is greater.

Advanced Effect	Same as Basic Effect, except an enemy hero’s primary skill stats, and the composition and quantity of that hero’s army can be viewed. Range is (Power x 2) or three, whichever is greater.

Expert Effect	Same as Advanced Effect, except an enemy town’s statistics and garrison composition and quantity may be viewed. Range is (Power x 3) or three, whichever is greater.

Level III

Animate Dead

Type	Combat

Cost	15

Duration	Permanent

Basic Effect	Reanimates ((Power x 50) + 30) health points worth of killed undead creatures in target, allied troop.

Advanced Effect	Reanimates ((Power x 50) + 60) health points worth of killed undead creatures in target, allied troop.

Expert Effect	Reanimates ((Power x 50) + 160) health points worth of killed undead creatures in target, allied troop.

Anti-Magic

Type	Combat

Cost	15

Duration	1 Round/Power

Basic Effect	Target, allied troop can only be affected by level 4 or 5 spells.

Advanced Effect	Target, allied troop can only be affected by level 5 spells.

Expert Effect	Target, allied troop is immune to spell effects.

Earthquake

Type	Combat (Siege)

Cost	20

Duration	Instant

Basic Effect	Does one point of damage to two, random castle walls during siege combat.

Advanced Effect	Does one point of damage to three, random castle walls during siege combat.

Expert Effect	Does one point of damage to four, random castle walls during siege combat.

Force Field

Type	Combat

Cost	12

Duration	2 Rounds

Basic Effect	A two hex-wide force wall is created at target hex. Movement through these hexes is blocked.

Advanced Effect	Same as Basic Effect, except the force wall is three hexes wide.

Expert Effect	Same as Advanced Effect.

Level IV

Meteor Shower

Type	Combat

Cost	16

Duration	Instant

Basic Effect	Troops in target hex and adjacent hexes take ((Power x 25) + 25) damage.

Advanced Effect	Troops in target hex and adjacent hexes take ((Power x 25) + 50) damage.

Expert Effect	Troops in target hex and adjacent hexes take ((Power x 25) + 100) damage.

Resurrection

Type	Combat

Cost	20

Duration	Permanent

Basic Effect	Target, allied troop with dead creatures has ((Power x 50) + 40) health worth of creatures restored to life for the duration of the current battle.

Advanced Effect	Same as Basic Effect, except that ((Power x 50) +80) health worth of creatures are restored permanently.

Expert Effect	Same as Advanced Effect, except that ((Power x 50 + 160) health worth of creatures are restored.

Sorrow

Type	Combat

Cost	16

Duration	1 Round/Power

Basic Effect	Target, enemy troop’s morale rating is reduced by one.

Advanced Effect	Target, enemy troop’s morale rating is reduced by two.

Expert Effect	All enemy troop’s morale ratings are reduced by two.

Town Portal

Type	Adventure

Cost	16

Duration	Instant

Basic Effect	Casting hero is teleported to the nearest allied town. 300 movement points are expended when the spell is cast.

Advanced Effect	Casting hero may teleport to any allied town with no visiting hero. 300 movement points are expended when the spell is cast.

Expert Effect	Same as Advanced Effect, except that movement point cost is 200.

Level V

Implosion

Type	Combat

Cost	30

Duration	Instant

Basic Effect	Target, enemy troop receives ((Power x 75) + 100) damage.

Advanced Effect	Target, enemy troop receives ((Power x 75) + 200) damage.

Expert Effect	Target, enemy troop receives ((Power x 75) + 300) damage.

Summon Earth Elemental

Type	Combat

Cost	25

Duration	Combat

Basic Effect	A troop containing (Power x 2) Earth Elementals appears on the side of the casting player. Only one type of elemental can be summoned

Advanced Effect	Same as Basic Effect, except that (Power x 3) earth elementals are summoned.

Expert Effect	Same as Basic Effect, except that (Power x 4) earth elementals are summoned.

School of Fire Magic

Level I

Bloodlust

Type	Combat

Cost	5

Duration	1 Round/Power

Basic Effect	Target, allied troop receives a +3 attack rating bonus for hand-to-hand attacks.

Advanced Effect	Target, allied troop receives a +6 attack rating bonus for hand-to-hand attacks.

Expert Effect	All allied troops receive a +6 attack rating bonus for hand-to-hand attacks.

Curse

Type	Combat

Cost	6

Duration	1 Round/Power

Basic Effect	Enemy, target troop creatures deliver minimum damage when attacking.

Advanced Effect	Enemy, target troop creatures 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.

Magic Arrow

Type	Combat

Cost	5

Duration	Instant

Basic Effect	Target, enemy troop receives ((Power x 10) + 10) damage.

Advanced Effect	Target, enemy troop receives ((Power x 10) + 20) damage.

Expert Effect	Target, enemy troop receives ((Power x 10) + 30) damage.

Protection from Water

Type	Combat

Cost	5

Duration	1 Round/Power

Basic Effect	Damage from Water Magic spells is reduced by 30% for target, allied troop.

Advanced Effect	Damage from Water Magic spells is reduced by 50% for target, allied troop.

Expert Effect	Damage from Water Magic spells is reduced by 50% for all allied troops.

Level II

Blind

Type	Combat

Cost	10

Duration	1 Round/Power

Basic Effect	Target, enemy troop is frozen until they are attacked. Deactivating attack is retaliated at 50% of base attack rating.

Advanced Effect	Target, enemy troop is frozen until they are attacked. Deactivating attack is retaliated at 25% of base attack rating.

Expert Effect	Target, enemy troop is frozen until they are attacked. Deactivating attack is not retaliated.

Fire Wall

Type	Combat

Cost	8

Duration	2 Rounds

Basic Effect	A two hex-wide wall of fire is produced at target hex. A troop passing through these hexes takes ((Power x 10) + 10) damage.

Advanced Effect	Same as Basic Effect, except that wall of fire is three hexes wide and damage is ((Power x 10) +20).

Expert Effect	Same as Advanced Effect, except that damage is ((Power x 10) + 50).

Visions

Type	Adventure

Cost	4

Duration	1 Day

Basic Effect	Displays number of monsters in a wandering monster troop and whether or not the troop will offer to join the casting hero’s army. Range is equal to Power or three, whichever is greater.

Advanced Effect	Same as Basic Effect, except an enemy hero’s primary skill stats, and the composition and quantity of that hero’s army can be viewed. Range is (Power x 2) or three, whichever is greater.

Expert Effect	Same as Advanced Effect, except an enemy town’s statistics and garrison composition and quantity may be viewed. Range is (Power x 3) or three, whichever is greater.

Level III

Fireball

Type	Combat

Cost	15

Duration	Instant

Basic Effect	Troops in target hex and its surrounding hexes take ((Power x 10) + 15) damage.

Advanced Effect	Same as Basic Effect, except that damage is ((Power x 10) + 30).

Expert Effect	Same as Basic Effect, except that damage is ((Power x 10) + 60).

Land Mine

Type	Combat

Cost	18

Duration	Until Touched

Basic Effect	Landmines are placed in four random hexes on the battlefield. A troop stepping on a mine takes ((Power x 10) + 25) damage. Enemy creatures battling on their native terrain (see Combat) can see the mines and can cross them safely. To all others they are invisible.

Advanced Effect	Same as Basic Effect, except that six mines are placed, and damage is ((Power x 10) + 50).

Expert Effect	Same as Basic Effect, except that eight mines are placed, and damage is ((Power x 10) + 100).

Misfortune

Type	Combat

Cost	12

Duration	1 Round/Power

Basic Effect	Luck of target, enemy troop is reduced by one.

Advanced Effect	Luck of target, enemy troop is reduced by two.

Expert Effect	Luck of all enemy troops is reduced by two.

Level IV

Armageddon

Type	Combat

Cost	24

Duration	Instant

Basic Effect	All troops take ((Power x 50) + 30) points of damage.

Advanced Effect	All troops take ((Power x 50) + 60) points of damage.

Expert Effect	All troops take ((Power x 50) + 120) points of damage.

Berserk

Type	Combat

Cost	20

Duration	1 Round

Basic Effect	Target attacks nearest troop. All creatures in a 1 hex radius affected.

Advanced Effect	Target attacks nearest troop. All creatures in a 7 hex radius affected.

Expert Effect	Target attacks nearest troop. All creatures in a 19 hex radius affected.

Fire Shield

Type	Combat

Cost	16

Duration	1 Round/Power

Basic Effect	20% of hand-to-hand damage inflicted on target, allied troop is

counter-inflicted on attackers of the troop.

Advanced Effect	Same as Basic Effect except that 25% of damage is counter-inflicted.

Expert Effect	Same as Basic Effect, except that 30% of damage is counter-inflicted.

Frenzy

Type	Combat

Cost	16

Duration	Until target troop’s next action

Basic Effect	Target troop’s attack rating is increased by 100% of the troop’s defense rating, and its defense rating is reduced to zero.

Advanced Effect	Same as Basic Effect, except attack rating is increased to 150% of the troop’s defense rating.

Expert Effect	Same as Advanced Effect, except attack rating is increased to 200% of the troop’s defense rating.

Inferno

Type	Combat

Cost	16

Duration	Instant

Basic Effect	Strikes target hex, and all hexes within two hexes for ((Power x 10) + 20) damage.

Advanced Effect	Same as Basic Effect, except that damage is ((Power x 10) + 40).

Expert Effect	Same as Basic Effect, except that damage is ((Power x10) + 80).

Slayer

Type	Combat

Cost	16

Duration	1 Round/Power

Basic Effect	Target, allied troop’s attack rating is increased by eight against behemoths, dragons, and hydras.

Advanced Effect	Same as Basic Effect, except that attack bonus also affects devils and angels.

Expert Effect	Same as Advanced Effect, except attack bonus also affects titans.

Level V

Sacrifice

Type	Combat

Cost	25

Duration	Permanent

Basic Effect	Target, non-undead troop is sacrificed (destroyed). Then another target dead troop has ((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 ((Power + Destroyed Troop’s Creature Base Health + 6) x # of Creatures Sacrificed).

Expert Effect	Same as Basic Effect, except that health total of creatures resurrected is ((Power + Destroyed Troop’s Creature Base Health + 10) x # of Creatures Sacrificed).

Summon Fire Elemental

Type	Combat

Cost	25

Duration	Combat

Basic Effect	A troop containing (Power x 2) fire elementals appears on the side of the casting player. Only one type of summoned elemental is allowed on the battlefield at once, so other school’s summon elemental spell castings will fail.

Advanced Effect	Same as Basic Effect, except that (Power x 3) fire elementals are summoned.

Expert Effect	Same as Basic Effect, except that (Power x 4) fire elementals are summoned.

School of Water Magic

Level I

Bless

Type	Combat

Cost	5

Duration	1 Round/Power

Basic Effect	Creatures in target, allied troop inflict maximum damage when they attack.

Advanced Effect	Creatures in target, allied troop inflict maximum damage + 1 when they attack.

Expert Effect	All allied creatures inflict maximum damage + 1 when they attack.

Cure

Type	Combat

Cost	6

Duration	Instant

Basic Effect	Removes all negative spell effects from target, allied troop and heals it for ((Power x 5) + 10) health points.

Advanced Effect	Removes all negative spell effects from target, allied troop and heals it for ((Power x 5) +20) health points.

Expert Effect	Removes all negative spell effects from all allied troops and heals each for ((Power x 5) + 30) health points.

Dispel

Type	Combat

Cost	5

Duration	Instant

Basic Effect	Removes all spell effects from target, allied creature troop.

Advanced Effect	Removes all spell effects from target allied or enemy creature troop.

Expert Effect	Removes all spell effects from all creatures and the battlefield.

Magic Arrow

Type	Combat

Cost	5

Duration	Instant

Basic Effect	Troop in target hex receive ((Power x 10) + 10) damage.

Advanced Effect	Same as Basic Effect, except that damage is ((Power x 10) + 20).

Expert Effect	Same as Basic Effect, except that damage is ((Power x 10) + 30).

Protection from Fire

Type	Combat

Cost	5

Duration	1 Round/Power

Basic Effect	Damage from Fire Magic spells is reduced by 30% for target, allied troop.

Advanced Effect	Damage from Fire Magic spells is reduced by 50% for target, allied troop.

Expert Effect	Damage from Fire Magic spells is reduced by 50% for all allied troops.

Summon Boat

Type	Adventure

Cost	6

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 heroes’ boats is summoned. Spell has a 50% chance of working. The spell fails if there are no unoccupied boats available.

Advanced Effect	Same as Basic Effect, except that if no boats are available, a new one is created. The spell has a 75% chance of working. There are a maximum of sixty-four boats allowed on the Adventure Map at one time. The spell fails if all are occupied.

Expert Effect	Same as Advanced Effect, except that the spell has a 100% chance of working (unless all sixty-four boats are occupied).

Level II

Ice Bolt

Type	Combat

Cost	8

Duration	Instant

Basic Effect	Target, enemy troop receives ((Power x 20) + 10) damage.

Advanced Effect	Target, enemy troop receives ((Power x 20) + 20) damage.

Expert Effect	Target, enemy troop receives ((Power x 20) + 50) damage.

Remove Obstacle

Type	Combat

Cost	7

Duration	Instant

Basic Effect	Removes one, non-magic obstacle from the battlefield. Integrated obstacles, such as cliffs are not affected.

Advanced Effect	Same as Basic Effect, except Fire Walls may also be removed.

Expert Effect	Same as Advanced Effect, except all, non-integrated obstacles can be removed.

Scuttle Boat

Type	Adventure

Cost	8

Duration	Instant

Basic Effect	Spell has 50% chance of destroying a boat, unless occupied.

Advanced Effect	Spell has a 75% chance of destroying a boat, unless occupied.

Expert Effect	Spell destroys a boat, unless occupied.

Visions

Type	Adventure

Cost	4

Duration	1 Day

Basic Effect	Displays number of monsters in a wandering monster troop and whether or not the troop will offer to join the casting hero’s army. Range is equal to Power or three, whichever is greater.

Advanced Effect	Same as Basic Effect, except an enemy hero’s primary skill stats, and the composition and quantity of that hero’s army can be viewed. Range is (Power x 2) or three, whichever is greater.

Expert Effect	Same as Advanced Effect, except an enemy town’s statistics and garrison composition and quantity may be viewed. Range is (Power x 3) or three, whichever is greater.

Weakness

Type	Combat

Cost	8

Duration	1 Round/Power

Basic Effect	Target, enemy troop’s attack rating is reduced by three.

Advanced Effect	Target, enemy troop’s attack rating is reduced by six.

Expert Effect	All enemy troops’ attack ratings are reduced by six.

Level III

Forgetfulness

Type	Combat

Cost	12

Duration	1 Round/Power

Basic Effect	Half of the creatures in target, enemy troop, with ranged attack forget to shoot.

Advanced Effect	Target, enemy troop with ranged attack cannot use its ranged attack.

Expert Effect	All enemy troops with ranged attacks cannot use their ranged attacks.

Frost Ring

Type	Combat

Cost	12

Duration	Instant

Basic Effect	Troops in hexes surrounding target hex receive ((Power x 10) + 15) in damage. Target hex is unaffected.

Advanced Effect	Same as Basic Effect, except damage is ((Power x 10) + 30).

Expert Effect	Same as Basic Effect, except damage is ((Power x 10) + 60).

Mirth

Type	Combat

Cost	12

Duration	1 Round/Power

Basic Effect	Morale of target, allied troop is increased by one.

Advanced Effect	Morale of target, allied troop is increased by two.

Expert Effect	Morale of all allied troops is increased by two.

Teleport

Type	Combat

Cost	15

Duration	Instant

Basic Effect	Target, allied troop instantly moves to an unoccupied target hex. Troop cannot teleport over walls or moats.

Advanced Effect	Same as Basic Effect, except troop cannot teleport over walls.

Expert Effect	Troop can move to any unoccupied hex.

Level IV

Clone

Type	Combat

Cost	24

Duration	Current Battle

Basic Effect	Creates a duplicate of target, allied troop level 1-5. The duplicate can attack but is dispelled if it receives any damage. Creatures from a given town are rated 1-7 based on their relative combat effectiveness. Thus, for the Castle town, pikemen and halberdiers are level 1 creatures, while angels and archangels are level 7.

Advanced Effect	Same as Basic Effect, except the duplicate may be of a level 1-6 troop.

Expert Effect	Same as Basic Effect, except the duplicate may be of a level 1-7 troop.

Prayer

Type	Combat

Cost	16

Duration	1 Round/Power

Basic Effect	Target, allied troop’s attack, defense, and speed (hexes per turn) ratings are increased by two.

Advanced Effect	Target, allied troop’s attack, defense, and speed ratings are increased by four.

Expert Effect	All allied troop’s attack, defense, and speed ratings are increased by four.

Water Walk

Type	Adventure

Cost	12

Duration	1 Day

Basic Effect	The casting hero may follow a movement path across water, provided the end destination is an unoccupied location on land. Water movement may be up to 60% of the hero’s normal movement.

Advanced Effect	Same as Basic Effect, except that water movement may be up to 80% of the hero’s normal movement.

Expert Effect	Same as Basic Effect, except that water movement may be made at the hero’s full, normal movement.

Level V

Summon Water Elemental

Type	Combat

Cost	25

Duration	Combat

Basic Effect	A troop containing (Power x 2) water elementals appears on the side of the casting player. Only one type of summoned elemental is allowed on the battlefield at once, so other school’s summon elemental spell castings will fail.

Advanced Effect	Same as Basic Effect, except that (Power x 3) water elementals are summoned.

Expert Effect	Same as Basic Effect, except that (Power x 4) water elementals are summoned.


Town and Creature Reference
Buildings Common to All Towns

Castle Towns

Dungeon Towns

Fortress Towns

Inferno Towns

Necropolis Towns

Rampart Towns

Stronghold Towns

Tower Towns

Town and Creature Reference

Here you will find descriptions for all of the buildings found in the Heroes III game’s eight town types. The first section deals with buildings common to all town types. This is followed by individual sections to cover buildings unique to each town. Creature statistics are listed with statistics for the buildings producing them. The individual town sections are followed by information about creatures not associated with any particular town type and then stats for war machines and siege battlefield features.

Resources

Wood, Mercury, Ore, Sulfur, Crystals, Gems, and Gold

Creature Table Field Legend

Name	Creature’s name.

Cost	How much it costs to recruit one creature of this type.

Building	The type of building the creature may be recruited at.

Attack	Creature’s attack strength.

Defense	Creature’s defensive ability.

Health	How many points of damage the creature can take before dying.

Damage	How much damage the creature’s attack does.

Shots	How many ranged shots the creature can perform in one battle.

  “None” indicates the creature has no ranged attack.

Movement	How the creature moves.

Speed	How fast the creature moves.

Building Statistics Legend

Structure	Name of Building type.

Cost	What it costs to build the structure.

Requirements 	Building(s) you must be built before this one.

Creatures/Week	Type and number of creatures produced by this building per week.

Buildings Common to All Towns

Halls

A town’s hall is its center of leadership. Your halls provide you with income in the form of gold. You may order the construction of new structures and structure upgrades at the hall. For more information on constructing other buildings, see Towns.

Structure	Cost	Requirements

Village Hall	N/A	N/A

Town Hall	2500 Gold	Village Hall, Tavern

City Hall	5000 Gold	Town Hall, Blacksmith, Mage Guild Marketplace

Capitol 	10,000 Gold	City Hall, Castle

Benefits

Village Hall: The village hall, being the minimum defining building of a town, is automatically a part of all towns. It provides an income of 500 Gold per day.

Town Hall: This upgrade to the village hall provides 1000 Gold per day.

City Hall: This upgrade to the town hall provides 2000 Gold per day.

Capitol: This upgrade to the city hall provides 4000 Gold per day. You may only build a capitol if you don’t already have one.

Castles

A castle provides a town with increased security. Because castles add walls and other defensive features to the town, enemy forces must lay siege to the town when they attack it (see Combat). Presence of a castle also increases town creature production. Clicking on a castle will provide information about the towns current population.

Structure	Cost	Requirements	Benefits

Fort	5000 Gold	Village Hall

+20 Wood

+20 Ore

Citadel 	2500 Gold 	Fort

+5 Ore

Castle	5000 Gold	Citadel

+10 Wood

+10 Ore

Benefits

Fort: Building a fort adds walls to a town.

Citadel: This upgrade to the fort adds a moat and the primary arrow tower to a town. Presence of a citadel increases the production of creature dwellings by 50%.

Castle: When a castle is built, it adds two arrow towers at half strength of the primary tower, and the standard walls are strengthened to fortified walls. Further, production of creature dwellings is increased by 100%.

Mage Guilds

Mage guilds are centers for spell research and provide spells for heroes to learn. Heroes possessing spell books, which are available for purchase at mage guilds, automatically learn all spells known to mage guilds of allied towns they visit, as long as they have the appropriate level of Wisdom (see Secondary Skills). Each upgrade of a town’s mage guild increases the number of spells available. Additionally, heroes who spend one day in a town with a mage guild have their spell points replenished.

Structure	Cost	Requirements

Mage Guild	2000 Gold	Village Hall

Level I	+5 Wood

+5 Ore

Mage Guild	1000 Gold 	Mage Guild Level I

Level II	+5 Wood

+5 Ore

+4 Crystal

+4 Gem

+4 Mercury

+4 Sulfur

Mage Guild	1000 Gold 	Mage Guild Level II

Level III	+5 Wood

+5 Ore

+6 Crystal

+6 Gem

+6 Mercury

+6 Sulfur

Mage Guild	1000 Gold 	Mage Guild Level III

Level IV	+5 Wood

+5 Ore

+8 Crystal

+8 Gem

+8 Mercury

+8 Sulfur

Mage Guild	1000 Gold	Mage Guild Level IV

Level V	+5 Wood

+5 Ore

+10 Crystal

+10 Gem

+10 Mercury

+10 Sulfur

Benefits

Mage Guild Level I: When the level I mage guild is built, five level I spells become available for heroes to learn. Heroes are able to purchase a spell book from the guild for 500 Gold.

Mage Guild Level II: When the level II mage build is built, an additional four level II spells become available for heroes to learn.

Mage Guild Level III: When the level III mage guild is built, an additional three level III spells become available for heroes to learn. This is the highest level mage guild you can construct in Stronghold and Fortress towns.

Mage Guild Level IV: When the level IV mage guild is built, an additional two level IV spells become available for heroes to learn. This is the highest level of the mage guild you can construct in Castle towns.

Mage Guild Level V: When the level V mage guild is built, one level V spell becomes available for heroes to learn.

Marketplace

Resources may be traded for other resources at town marketplaces. While the marketplace traders will always seek to make a profit, the more marketplaces you have under your control, the better the exchange rate. In multi-player games, the marketplace allows you to trade resources with other players. For more information, see Towns.

Structure	Cost	Requirements

Marketplace	500 Gold	Village Hall

+5 Wood

Benefits

Allows resources to be traded.

Tavern

At the town tavern you may hear rumors, check how you are doing compared to your opponents, and hire new heroes for field or garrison duty. For more information, see Towns.

Structure	Cost	Requirements

Tavern	500 Gold	Village Hall

+5 Wood

Benefits

Provides the ability to recruit heroes, hear rumors, and visit the Thieves’ Guild.

Castle Towns

Castles are home to the Cleric and Knight hero classes. Castle armies are primarily composed of human men-at-arms, though these towns have also formed an alliance with the griffins and are under the protection of angels. With two types of ranged attack units and two flying unit types available, Castle-based armies are well equipped to quickly engage and defeat their enemies.

Castle Specific Buildings

Structure	Cost	Requirements

Blacksmith	1000 Gold	Village Hall

+5 Wood

Brotherhood of the Sword	500 Gold	Tavern

+5 Wood

Resource Silo	5000 Gold	Marketplace

+5 Ore

Shipyard 	2000 Gold	Village Hall

+20 Wood

Lighthouse	2000 Gold	Shipyard

+10 Ore

Stables	2000 Gold	Barracks

+10 Wood

Griffin Bastion	1000 Gold	Griffin Tower

Benefits:

Blacksmith: Produces the Ballista war machine (see War Machines).

Brotherhood of the Sword: This Tavern upgrade gives a +2 morale bonus to all garrisoned creatures during a siege.

Griffin Bastion: +3 Griffin Tower Production.

Resource Silo: This upgrade to the marketplace provides 1 Wood and 1 Ore per day.

Shipyard: Allows ships to be built. Ships cost 1000 Gold + 10 Wood.

Lighthouse: Each lighthouse you build will increase the movement allowance of your ships.

Stables: Visiting heroes departing from Castle towns with stables have their movement allowance increased.

Castle Creature Dwellings and Hordes

Pikemen & Halberdiers

Pikemen and halberdiers are among the strongest basic foot soldiers available to any army. While somewhat slow, they have respectable combat ratings.

Name	Pikeman	Halberdier

Cost	60 Gold	75 Gold

Damage	1-3	2-3

Shots	None	None

Attack	4	6

Defense	5	5

Health	10	10

Movement	Ground	Ground

Speed	Extra Slow (4 hexes)	Slow (5 hexes)

Structure	Guardhouse	Upgraded Guardhouse

Cost	500 Gold 	1000 Gold

+10 Ore	+5 Ore

Requirements	Fort	Guardhouse

Creatures/Week	14 Pikemen	14 Halberdiers

Archers & Marksmen

Archers and marksmen are lightly armored troops armed with crossbows for ranged attacks and daggers for light hand-to-hand fighting. Marksmen can get off two shots in each ranged attack.

Name	Archer	Marksman

Cost	100 Gold	150 Gold

Attack	6	6

Defense	3	3

Health	10	10

Damage	2-3	2-3

Shots	12	24

Movement	Ground	Ground

Speed	Extra Slow (4 hexes)	Swift (6 hexes)

Structure	Archers’ Tower	Upgraded Archers’ Tower

Cost	1000 Gold 	1000 Gold

+5 Wood 	+5 Wood

+5 Ore	+5 Ore

Requirements	Guardhouse	Archers’ Tower

Creatures/Week	9 Archers	9 Marksmen

Griffins & Royal Griffins

Griffins roost in special towers built for them on the Castle grounds. Standard griffins are able to counterstrike against two attackers per turn. Royal griffins can counterstrike an unlimited number of attackers.

Name	Griffin	Royal Griffin

Cost	200 Gold	240 Gold

Attack	8	9

Defense	8	9

Health	25	25

Damage	3-6	3-6

Shots	None	None

Movement	Flying	Flying

Speed	Very Swift (6 hexes)	Ultra Swift (9 hexes)

Structure	Griffin Tower	Upgraded Griffin Tower

Cost	1000 Gold	1000 Gold

+5 Ore	+5 Ore

Requirements	Barracks	Griffin Tower	Griffin Tower

Creatures/Week	7 Griffins	7 Royal Griffins

Swordsmen & Crusaders

Well armed and armored, swordsmen and crusaders are better all-around foot soldiers than their pikemen

companions. Crusaders deliver two blows per attack.

Name	Swordsman	Crusader

Cost	300 Gold	400 Gold

Attack	10	12

Defense	12	12

Health	35	35

Damage	6-9	7-10

Shots	None	None

Movement	Ground	Ground

Speed	Slow (5 hexes)	Swift (6 hexes)

Structure	Barracks	Upgraded Barracks

Cost	2000 Gold	2000 Gold

+5 Ore	+5 Ore

+5 Crystal

Requirements	Guardhouse, Blacksmith	Barracks

Creatures/Week	4 Swordsmen	4 Crusaders

Monks & Zealots

Monks and zealots train themselves to control and project their personal

energistic forces, which they deliver as ranged blasts. While monks suffer the normal penalty for ranged unit hand-to-hand attack damage (50%), the better trained zealots do not.

Name	Monk	Zealot

Cost	400 Gold	450 Gold

Attack	12	12

Defense	7	10

Health	30	30

Damage	10-12	10-12

Shots	12	24

Movement	Ground	Ground

Speed	Slow (5 hexes)	Extra Swift (7 hexes)

Structure	Monastery	Upgraded Monastery

Cost	3000 Gold	1000 Gold

+5 Wood	+2 Wood

+5 Ore	+2 Ore

+2 Crystal	+2 Crystal

+2 Gems	+2 Gems

+2 Mercury	+2 Mercury

+2 Sulfur	+2 Sulfur

Requirements	Mage Guild Level I	Monastery

Barracks

Creatures/Week	3 Monks	3 Zealots

Cavaliers & Champions

The horse-mounted cavalier and champion deal extra impact damage (+5% per hex traveled to creature attacked) when charging into battle.

Name	Cavalier	Champion

Cost	1000 Gold	1200 Gold

Attack	15	16

Defense	15	16

Health	100	100

Damage	15-25	20-25

Shots	None	None

Movement	Ground	Ground

Speed	Extra Swift (7 hexes)	Ultra Swift (9 hexes)

Structure	Training Grounds	Upgraded Training Grounds

Cost	5000 Gold	3000 Gold

+20 Wood	+10 Wood

Requirements	Stables	Training Grounds

Creatures/Week	2 Cavaliers	2 Champions

Angels & Archangels

With their great offensive and defensive power and flying ability, angels and archangels are among the mightiest creatures in the game. Both do 150% damage when attacking devils. Additionally, the archangel is able to resurrect dead allied troops once per combat.

Name	Angel	Archangel

Cost	3000 Gold	5000 Gold

Attack	20	30

Defense	20	30

Health	200	250

Damage	50	50

Shots	None	None

Movement	Flying	Flying

Speed	Extra Quick(12 hexes)	Very Fast (18 hexes)

Structure	Portal of Glory	Upgraded Portal of Glory

Cost	20000 Gold 	20000 Gold

+10 Crystal 	 	+10 Crystal

+10 Gem	+10 Gem

+10 Mercury	+10 Mercury

+10 Sulfur	+10 Sulfur

Requirements	Monastery	Portal of Glory

Creatures/Week 	1 Angel	1 Archangel

Dungeon Towns

Dungeons towns are built by Warlock and Overlord hero types to act as bases from which to wage campaigns of conquest for wealth and power. Similarly minded creatures are attracted as allies. Other Dungeon creatures are in thrall to their masters. Dungeon armies are possessed of a variety of long range attacks, have effective damage dealing troops, and have the ability to greatly disrupt the strategies of their enemies.

Dungeon Specific Buildings

Structure	Cost	Requirements

Academy of 	1000 Gold 	Village Hall

Battle Scholars 	+5 Wood

+5 Ore

Artifact Merchants	10,000 Gold	Marketplace

Blacksmith	1000 Gold 	Village Hall

+5 Wood

Mana Vortex	1000 Gold	Mage Guild Level I

Portal of Summoning	2500 Gold 	Village Hall

+5 Ore

Resource Silo 	5000 Gold 	Marketplace

+5 Ore

Mushroom Rings	1000 Gold	Warren

Benefits:

Academy of Battle Scholars: Visiting heroes gain 1000 experience points from the academy. This effect is applied only once per hero for each Academy of Battle Scholars visited

Artifact Merchants: You may visit the Artifact Merchants building to trade resources for artifacts.

Blacksmith: The Ballista war machine (see War Machines) may be purchased from the Dungeon blacksmith.

Mana Vortex: Presence of a mana vortex doubles the spell points available for visiting heroes.

Portal of Summoning: On Day 1 of each week, a random creature  type from a creature dwelling flagged on the Adventure Map, becomes available for recruitment at the Portal of Summoning.

Resource Silo: This marketplace upgrade provides 1 Sulfur per day.

Mushroom Rings: +7 Warren Production

Dungeon Creature Generators and Hordes

Troglodytes & Infernal Troglodytes

Troglodytes are immune to blinding effects since they don’t have eyes and ‘see’ their surroundings through infrared senses.

Name	Troglodyte	Infernal Troglodyte

Cost	50 Gold	65 Gold

Attack	4	5

Defense	3	4

Health	5	6

Damage	1-3	1-3

Shots	None	None

Movement	Ground	Ground

Speed	Extra Slow (4 hexes)	Slow (5 hexes/turn)

Structure	Warren	Upgraded Warren

Cost	400 Gold	1000 Gold

+10 Wood	+5 Wood

Requirements	Fort	Warren

Creatures/Week	14 Troglodytes	14 Infernal Troglodytes

Harpies & Harpy Hags

Harpies, half-women/half-vulture in appearance, have a swooping attack that returns them to the hex they started from. Harpy hags attack with such violence their attacks cannot be countered.

Name	Harpy	Harpy Hag

Cost	130 Gold	170 Gold

Attack	6	6

Defense	5	6

Health	14	14

Damage	1-4	1-4

Shots	None	None

Movement	Flying	Flying

Speed	Swift (6 hexes)	Ultra Swift (9 hexes)

Structure	Harpy Loft	Upgraded Harpy Loft

Cost	1000 Gold	1000 Gold

+2 Crystal

+2 Sulfur

Requirements	Warren	Harpy Loft

Creatures/Week	8 Harpies	8 Harpy Hags

Beholders & Evil Eyes

Beholders and evil eyes can attack at range with rays projected from their eyes. At close range they attack with equal damage using their multiple tentacles.

Name	Beholder	Evil Eye

Cost	250 Gold	280 Gold

Attack	9	10

Defense	7	8

Health	22	22

Damage	3-5	3-5

Shots	12	24

Movement	Ground	Ground

Speed	Slow (5 hexes)	Extra Swift (7 hexes)

Structure	Pillar of Eyes	Upgraded Pillar of Eyes

Cost	1000 Gold	1000 Gold

+1 Wood 	+1 Wood

+1 Ore 	+1 Ore

+1 Crystal 	+1 Crystal

+1 Gem 	+1 Gem

+1 Mercury	+1 Mercury

+1 Sulfur	+1 Sulfur

Requirements	Warren	Pillar of Eyes

Creatures/Week	7 Beholders	7 Evil Eyes

Medusas & Medusa Queens

Armed with bows, medusas and medusa queens can attack at range to good effect. Their hand-to-hand attacks do the same damage and also have a 20% chance of petrifying their targets for three rounds. Petrified creatures cannot move, take 50% damage, and become unfrozen when attacked.

Name	Medusa	Medusa Queen

Cost	300 Gold	330 Gold

Attack	9	10

Defense	9	10

Health	25	30

Damage	6-8	6-8

Shots	4	8

Movement	Ground	Ground

Speed	Slow (5 hexes )	Swift (6 hexes )

Structure	Chapel of Stilled Voices	Upgraded Chapel of Stilled Voices

Cost	2000 Gold	1500 Gold

+5 Wood	+5 Wood

+10 Ore

Requirements	Harpy Loft	Chapel of Stilled Voices

Pillar of Eyes

Creatures/Week	4 Medusas	4 Medusa Queens

Minotaurs & Minotaur Kings

Minotaurs and minotaur kings live in labyrinths and devour all who enter. These bull-like humanoids are sure of their ability to dominate in battle and have good morale. This self image is well-founded as they are durable and have a very damaging axe attack.

Name	Minotaur	Minotaur King

Cost	500 Gold	575 Gold

Attack	14	15

Defense	12	15

Health	50	50

Damage	12-20	12-20

Shots	None	None

Movement	Ground	Ground

Speed	Swift (6 hexes )	Very Swift (8 hexes )

Structure	Labyrinth	Upgraded Labyrinth

Cost	4000 Gold	3000 Gold

+10 Ore	+5 Ore

+10 Gem	+5 Gem

Requirements	Chapel of Stilled Voices	Labyrinth

Creatures/Week	3 Minotaurs	3 Minotaur Kings

Manticores & Scorpicores

Manticores and their venomous cousins, the scorpicores, have features combined of bat, lion and scorpion. They attack with stabs from their stinging tails. Scorpicore attacks have a 20% chance of paralyzing an opponent. Creatures thus petrified take 50% damage and are unfrozen when attacked or after three rounds.

Name	Manticore	Scorpicore

Cost	850 Gold	1050 Gold

Attack	15	16

Defense	13	14

Health	80	80

Damage	14-20	14-20

Shots	None	None

Movement	Flying	Flying

Speed	Extra Swift (7 hexes)	Quick (11 hexes)

Structure	Manticore Lair	Upgraded Manticore Lair

Cost	5000 Gold	3000 Gold

+5 Wood 	+5 Wood

+5 Ore 	+5 Ore

+5 Mercury 	+5 Mercury

+5 Sulfur	+5 Sulfur

Requirements	Chapel of Stilled Voices	Manticore Lair

Creatures/Week	2 Manticores	2 Scorpicore

Red Dragons & Black Dragons

Red and black dragons with their great mobility, flying ability, and powerful breath weapons are among the most effective units in the game. Red dragons are immune to spells below level four. Black dragons are twice as durable, do 150% damage to giants and titans, and are immune to all spells.

Name	Red Dragon	Black Dragon

Cost	2500 Gold 	4000 Gold

+1 Sulfur	+2 Sulfur

Attack	19	25

Defense	19	25

Health	180	300

Damage	40-50	40-50

Shots	None	None

Movement	Flying	Flying

Speed	Quick (11 hexes)	Super Quick (15 hexes)

Structure	Dragon Cave	Upgraded Dragon Cave

Cost	15000 Gold 	15000 Gold

+15 Wood 	+15 Wood

+15 Ore 	+15 Ore

+20 Sulfur	+20 Sulfur

Requirements	Mage Guild Level II	Mage Guild Level III

Labyrinth	 	Dragon Cave

Manticore Lair

Creatures/Week	1 Red Dragons	1 Black Dragons

Fortress Towns

Fortress towns are built at the edge of swamps and are often used as bases by the Beastmaster and Witch hero classes. Their armies are primarily made up of deadly creatures, born of the swamps, and then subdued and trained for warfare. While among them there is only one ranged attack creature, Fortress units are possessed of many special abilities to offset this deficiency.

Fortress Specific Buildings

Structure	Cost	Requirements

Blacksmith 	1000 Gold	Village Hall

+5 Wood

Blood Obelisk	1000 Gold	Glyphs of Fear

Cage of Warlords	1000 Gold	Town Hall

Glyphs of Fear

Captain’s Quarters	1000 Gold	Gnoll Hut

Glyphs of Fear	1000 Gold	Fort

Resource Silo	5000 Gold	Marketplace

+5 Ore

Shipyard 	2000 Gold	Village Hall

+20 Wood

Benefits

Blacksmith: You may purchase the First Aid Tent (see War Machines) from the Fortress blacksmith.

Blood Obelisk: The Blood Obelisk gives heroes a +2 to their Attack skill during siege battles.

Cage of Warlords: The Cage of Warlords gives visiting heroes a permanent +1 to their Defense skill.

Captain’s Quarters: +6 Gnoll Hut Production.

Glyphs of Fear: The Glyph of Fear gives heroes a +2 to their Defense skill during sieges.

Resource Silo: This upgrade to the marketplace provides 1 Wood and 1 Ore per day.

Shipyard: Ships may be purchased from the shipyard for 1000 Gold + 10 Wood.

Fortress Creature Generators and Hordes

Gnolls & Gnoll Marauders

Armed with morning stars, gnolls and gnoll marauders are above average foot soldier units.

Name	Gnoll	Gnoll Marauder

Cost	50 Gold	70 Gold

Attack	3	4

Defense	5	6

Health	6	6

Damage	2-3	2-3

Shots	None	None

Movement	Ground	Ground

Speed	Extra Slow (4 hexes)	Slow (5 hexes)

Structure	Gnoll Hut	Upgraded Gnoll Hut

Cost	400 Gold	1000 Gold

+10 Wood	+10 Wood

Requirements	Fort	Tavern, Gnoll Hut

Creatures/Week	12 Gnolls	12 Gnoll Marauders

Lizardmen & Lizard Warriors

Lizardmen and lizard warriors are armed with bows for ranged attacks and daggers for hand-to-hand fighting.

Name	Lizardman	Lizard Warriors

Cost	110 Gold	130 Gold

Attack	5	5

Defense	6	7

Health	12	12

Damage	1-3	2-3

Shots	12	24

Movement	Ground	Ground

Speed	Extra Slow (4 hexes)	Slow (5 hexes)

Structure	Lizard Den	Upgraded Lizard Den

Cost	1000 Gold 	1000 Gold

+5 Wood	+5 Wood

Requirements	Gnoll Hut	Lizard Den

Creatures/Week	8 Lizardmen	8 Lizard Warriors

Serpent Flies & Dragon Flies

These giant, flying insects attack by striking with their tail stingers. Their attacks dispel any beneficial spells affecting their target.

Name	Serpent Fly	Dragon Fly

Cost	220 Gold	240 Gold

Attack	6	6

Defense	8	8

Health	20	20

Damage	2-5	2-5

Shots	None	None

Movement	Flying	Flying

Speed	Ultra Swift (9 hexes/turn)	Very Quick (13 hexes/turn)

Structure	Serpent Fly Hive	Upgraded Serpent Fly Hive

Cost	1000 Gold	1000 Gold

+5 Wood	+2 Mercury

+2 Mercury	+2 Sulfur

+2 Sulfur

Requirements	Gnoll Hut	Serpent Fly Hive

Creatures/Week	8 Serpent Flies	8 Dragon Flies

Basilisks & Greater Basilisks

The basilisk and greater basilisk have developed the ability to petrify their prey for three rounds. Their attacks have a 20% chance of making this occur. Petrified creatures take 50% damage from attacks and are unfrozen when struck.

Name	Basilisk	Greater Basilisk

Cost	325 Gold	400 Gold

Attack	11	12

Defense	11	12

Health	35	40

Damage	6-10	6-10

Shots	None	None

Movement	Ground	Ground

Speed	Slow (5 hexes)	Extra Swift (7 hexes)

Structure	Basilisk Pit	Upgraded Basilisk Pit

Cost	2000 Gold	2000 Gold

+5 Wood 	+5 Wood

+10 Ore	 	+5 Ore

Requirements	Serpent Fly Hive	Basilisk Pit

Creatures/Week	4 Basilisks	4 Greater Basilisks

Gorgons & Mighty Gorgons

The sturdy gorgons attack with their acidic breath. The mighty gorgon has a death stare with a 10% chance per attack of killing the top creature of a troop outright.

Name	Gorgon	Mighty Gorgon

Cost	525 Gold	600 Gold

Attack	10	11

Defense	14	16

Health	70	70

Damage	12-16	12-16

Shots	None	None

Movement	Ground	Ground

Speed	Slow (5 hexes)	Swift (6 hexes)

Structure	Gorgon Lair	Upgrade Gorgon Lair

Cost	2500 Gold 	2000 Gold

+10 Wood 	+5 Wood

+10 Ore	+5 Ore

+5 Mercury

+5 Sulfur

Requirements	Serpent Fly Hive 	Gorgon Lair

Lizard Den	Resource Silo

Creatures/Week	3 Gorgons	3 Mighty Gorgons

Wyverns & Wyvern Monarchs

Wyverns and wyvern monarchs attack with swipes of their stinging tails. The wyvern monarch’s stinger has a chance of poisoning its target for three rounds. The top creature of a poisoned troop loses 50% of its health each round. Poisoning can only be removed by the Cure spell.

Name	Wyvern	Wyvern Monarch

Cost	800 Gold	1100 Gold

Attack	14	14

Defense	14	14

Health	70	70

Damage	14-18	18-22

Shots	None	None

Movement	Flying	Flying

Speed	Extra Swift (7 hexes)	Quick (11 hexes)

Structure	Wyvern Nest	Upgraded Wyvern Nest

Cost	3500 Gold 	3000 Gold

+15 Wood	+10 Wood

+10 Mercury

Requirements	Lizard Den	Wyvern Nest

Creatures/Week	2 Wyverns	2 Wyvern Monarchs

Hydras & Chaos Hydras

Hydras and chaos hydras are multi-headed serpents attacking with vicious bites. When they attack, they attack all adjacent enemy troops. This attack is so overwhelming no counterstrike is possible.

Name	Hydra	Chaos Hydra

Cost	2200 Gold	3500 Gold + 1 Sulfur

Attack	16	18

Defense	18	20

Health	175	250

Damage	25-45	25-45

Shots	None	None

Movement	Ground	Ground

Speed	Slow (5 hexes)	Extra Swift (7 hexes)

Structure	Hydra Pond	Upgraded Hydra Pond

Cost	10000 Gold 	15000 Gold

+10 Wood 	+10 Wood

+10 Ore	+10 Ore

+10 Sulfur	+20 Sulfur

Requirements	Basalisk Pit	Hydra Pond

Wyvern Lair

Creatures/Week	1 Hydras	1 Chaos Hydras

Inferno Towns

Inferno towns can be found in Erathian regions blighted by the emergence of the underworld on the surface. Demoniac and Heretic heroes stand in uneasy alliance with these towns. Inferno armies have great hand-to-hand attack units and are only slightly hampered at the lower levels by a lack of flying units until the awesome, teleporting devil and arch devil units can be brought into play.

Inferno Specific Buildings

Structure	Cost	Requirements

Birthing Pool	1000 Gold	Imp Crucible

Blacksmith 	1000 Gold	Village Hall

+5 Wood

Brimstone 	1000 Gold	Fort

Stormclouds	+5 Sulfur

Cages	1000 Gold	Kennels

Castle Gate	10000 Gold	Citadel

+5 Wood

+5 Ore

Order of Fire	1000 Gold 	Mage Guild Level I

+5 Wood

Resource Silo	5000 Gold 	Marketplace

+5 Ore

Benefits

Birthing Pool: +8 Crucible Production.

Blacksmith: The Ammo Cart war machine (see War Machines) can be purchased from the Inferno blacksmith.

Brimstone Stormclouds: During a siege, the Brimstone Stormclouds increase the Power skill of a hero by two.

Cages: +3 Kennel production.

Castle Gate: A visiting hero can pass through the Castle Gate building to any other allied Inferno town with a castle gate as long as that town does not have a visiting hero present.

Order of Fire: The Order of Fire permanently adds one to a visiting hero’s Power skill. This effect is applied only once per scenario for each Order of Fire visited.

Resource Silo: This upgrade to the marketplace provides 1 Mercury per day.

Inferno Creature Generators

Imps & Familiars

Small, frail, and armed only with their natural scratching claws, imps and familiars are among the weakest units in the game. They are, however,

produced in great numbers. When familiars are on the battlefield, they channel 20% of spell points spent by enemy spellcasters directly into their hero’s spell point pool.

Name	Imp	Familiar

Cost	50 Gold	60 Gold

Attack	2	4

Defense	3	4

Health	4	4

Damage	1-2	1-2

Shots	None	None

Movement	Ground 	Ground

Speed	Slow (5 hexes)	Extra Swift (7 hexes)

Structure	Imp Crucible	Upgraded Imp Crucible

Cost	300 Gold 	1000 Gold

+5 Wood

+5 Ore

Requirements	 Fort	Imp Crucible

Creatures/Week	15 Imps	15 Familiars

Gogs & Magogs

Gogs and magogs hurl fireballs and attack with their claws at close range. Magog fireblasts affect the target hex and its surrounding hexes like a Fireball spell.

Name	Gog	Magog

Cost	125 Gold	175 Gold

Attack	6	7

Defense	4	4

Health	13	13

Damage	2-4	2-4

Shots	12	24

Movement	Ground	Ground

Speed	Extra Slow (4 hexes)	Swift (6 hexes)

Structure	Hall of Sins	Upgraded Hall of Sins

Cost	1000 Gold 	1000 Gold

+5 Ore	+5 Mercury

Requirements	Imp Crucible	Hall of Sins

Creatures/Week	8 Gogs	8 Magogs

Hell Hounds & Cerberi

These demon canines have a fearsome bite and good mobility. Cereberi have three heads and can attack three adjacent enemies in a single attack.

Name	Hell Hound	Cerberus

Cost	200 Gold	250 Gold

Attack	10	10

Defense	6	8

Health	25	25

Damage	2-7	2-5

Shots	None	None

Movement	Ground	Ground

Speed	Extra Swift (7 hexes)	Very Swift (8 hexes)

 Structure	Kennels 	Upgraded Kennels

 Cost	1500 Gold 	1500 Gold

+10 Wood	+5 Sulfur

 Requirements	Imp Crucible	Kennels

 Creatures/Week	5 Hell Hounds	5 Cerberi

Demons & Horned Demons

Both types of demons are capable hand-to-hand attack units.

Name	Demon	Horned Demon

Cost	250 Gold	270 Gold

Attack	10	10

Defense	10	10

Health	35	40

Damage	7-9	7-9

Shots	None	None

Movement	Ground	Ground

Speed	Slow (5 hexes)	Swift (6 hexes)

Structure	Demon Gate	Upgraded Demon Gate

Cost	2000 Gold 	2000 Gold

+5 Wood 	+5 Wood

+5 Ore	+5 Ore

Requirements	Hall of Sins	Demon Gate

Creatures/Week	4 Demons	4 Horned Demons

Pit Fiends & Pit Lords

Pit fiends and pit lords attack with tormenting whip blows. Once per combat, pit lords are able to resurrect dead allied troops as demons in place of another action. The number raised cannot be higher than the number of pit lords performing the resurrection.

Name	Pit Fiend	Pit Lord

Cost	500 Gold	700 Gold

Attack	13	13

Defense	13	13

Health	45	45

Damage	13-17	13-17

Shots	None	None

Movement	Ground	Ground

Speed	Swift (6 hexes)	Extra Swift (7 hexes)

Structure	Hell Hole	Upgraded Hell Hole

Cost	3000 Gold	3000 Gold

+5 Mercury

+5 Sulfur

Requirements	Demon Gate	Mage Guild Level II, Hell Hole

Creatures/Week	3 Pit Fiends	3 Pit Lords

Efreet & Efreet Sultans

Efreet and efreet sultans are recruited into Inferno forces from the realm of fire magic, and are, consequently, immune to Fire School spells. They are natural enemies of genies and do 150% damage against them.

Name	Efreeti	Efreet Sultan

Cost	900 Gold	1100 Gold

Attack	16	16

Defense	12	14

Health	90	90

Damage	16-24	16-24

Shots	None	None

Movement	Flying	Flying

Speed	Ultra Swift (9 hexes)	Very Quick (13 hexes)

Structure	Fire Lake	Upgraded Fire Lake

Cost	4000 Gold 	3000 Gold

+10 Ore	+5 Ore

+3 Gems	+5 Gems

+3 Mercury	+5 Mercury

+3 Sulfur	+5 Sulfur

Requirements	Mage Guild Level I

Demon Gate	Fire Lake

Creatures/Week	2 Efreet	2 Efreet Sultans

Devils & Arch Devils

Devils and arch devils can teleport to any hex on the battlefield. Their overwhelming attack leaves no possibility for a retaliatory strike. They also do 150% damage to angels and reduce enemy Luck by one when they appear on the battlefield.

Name	Devil	Arch Devil

Cost	2700 Gold 	4500 Gold

+1 Mercury	+2 Mercury

Attack	19	26

Defense	21	28

Health	160	200

Damage	30-40	30-40

Shots	None	None

Movement	Teleport	Teleport

Speed	Quick (11 hexes)	Extra Fast (17 hexes)

Structure	Forsaken Palace	Upgraded Forsaken Palace

Cost	15000 Gold 	20000 Gold

+10 Wood 	+5 Wood

+10 Ore	+5 Ore

+20 Mercury	+20 Mercury

Requirements	Hell Hole	Forsaken Palace

Fire Lake

Creatures/Week	1 Devil	1 Arch Devil

Necropolis Towns

Necropolis towns are overrun and ruled by undead creatures. They are the natural bases for the Necromancer and Death Knight hero types. Necropolis armies have many units with abilities to weaken their opponents. This quickly gives them an edge over equal or even more powerful enemy armies.

Necropolis Specific Buildings

Structure	Cost	Requirements

Blacksmith 	1000 Gold	Village Hall

+5 Wood

Cover of Darkness	1000 Gold	Fort

Necromancy Amplifier	1000 Gold	Mage Guild Level I

Resource Silo	5000 Gold 	Marketplace

+5 Ore

Skeleton Transformer	1000 Gold	Cursed Temple

Shipyard 	2000 Gold	Village Hall

+20 Wood

Unearthed Graves	1000 Gold	Skeleton Transformer

Benefits

Blacksmith: The First Aid Tent war machine (see War Machines) can be purchased from the Necropolis blacksmith.

Cover of Darkness: The Cover of Darkness creates a permanent shroud over the town for enemy heroes. While heroes moving through the shroud remove it as normal, it is regenerated each day.

Necromancy Amplifier: The Necromancy Amplifier adds 10% to the Necromancy skill of all Necromancers under your command.

Resource Silo: This upgrade to the marketplace provides +1 Wood, +1 Ore per day.

Skeleton Transformer: Creatures brought to a town with a Skeleton Transformer may be turned into skeletons by putting them through a skeleton transformer.

Shipyard: The shipyard allows ships to be built. Ships cost 1000 Gold + 10 Wood.

Unearthed Graves: +6 Cursed Temple Production

Necropolis Creature Generators and Hordes

Skeletons & Skeleton Warriors

While skeletons and skeleton warriors are average foot soldiers individually, it is possible to build massively populated troops of them. They are numerously produced, are the main creature produced by the Necromancy secondary skill, and other creature types can be converted into them at Necropolis skeleton transformers.

Name	Skeleton	Skeleton Warrior

Cost	60 Gold	70 Gold

Attack	5	6

Defense	4	6

Health	6	6

Damage	1-3	1-3

Shots	None	None

Movement	Ground	Ground

Speed	Extra Slow (4 hexes)	Slow (5 hexes)

Structure	Cursed Temple	Upgraded Cursed Temple

Cost	400 Gold 	1000 Gold

+5 Wood 	+5 Wood

+5 Ore	+5 Ore

Requirements	Fort	Cursed Temple

Creatures/Week	12 Skeletons	12 Skeleton Warriors

Walking Dead & Zombies

Walking Dead and Zombies are magically animated corpses. Zombies have a 20% chance to cause disease in creatures they attack. Diseased creatures have their attack and defense ratings reduced by two for a period of three rounds.

Name	Walking Dead	Zombie

Cost	100 Gold	125 Gold

Attack	5	5

Defense	5	5

Health	15	20

Damage	2-3	2-3

Shots	None	None

Movement	Ground	Ground

Speed	Very Slow (3 hexes)	Extra Slow (4 hexes)

Structure	Graveyard	Upgraded Graveyard

Cost	1000 Gold 	1000 Gold

+5 Ore	+5 Wood

+5 Ore

Requirements	Cursed Temple	Graveyard

Creatures/Week	8 Walking Dead	8 Zombies

Wights & Wraiths

Wights and wraiths are life destroying spirits damaging their opponents by draining life. The first wight or wraith in each troop regenerates all lost damage at the beginning of each combat round. While wraiths appear on the battlefield, two spell points per turn are drained from an enemy spellcaster’s spell pool.

Name	Wight	Wraith

Cost	200 Gold	230 Gold

Attack	7	7

Defense	7	7

Health	18	18

Damage	3-5	3-5

Shots	None	None

Movement	Flying	Flying

Speed	Slow (5 hexes)	Extra Swift (7 hexes)

Structure	Tomb of Souls	Upgraded Tomb of Souls

Cost	1500 Gold 	1500 Gold

+5 Wood 	+5 Mercury

+5 Ore

Requirements	Cursed Temple	Tomb of Souls

Creatures/Week	7 Wights	7 Wraiths

Vampires & Vampire Lords

The attacks of vampires and vampire lords cannot be retaliated against. Vampire Lords are able to resurrect members of their own troops by replenishing health equal to the amount of damage they inflict on others.

Name	Vampire	Vampire Lords

Cost	360 Gold	500 Gold

Attack	10	10

Defense	9	10

Health	30	40

Damage	5-8	5-8

Shots	None	None

Movement	Flying	Flying

Speed	Swift (6 hexes)	Ultra Swift (9 hexes)

Structure	Estate	Upgraded Estate

Cost	2000 Gold 	2000 Gold

+5 Wood 	+5 Wood

+5 Ore	+10 Crystal

+10 Gem

Requirements	Graveyard	Estate, Necromancy Amp.

Creatures/Week	4 Vampires	4 Vampire Lords

Liches & Power Liches

Liches attack at range with a death cloud, which always causes damage in the target hex and also attacks all non-undead creatures in adjacent hexes. At close range they defend themselves less efficiently with blows from their scepters.

Name	Lich	Power Lich

Cost	550 Gold	600 Gold

Attack	13	13

Defense	10	10

Health	30	40

Damage	11-13	11-15

Shots	12	24

Movement	Ground	Ground

Speed	Swift (6 hexes)	Extra Swift (7 hexes)

Structure	Mausoleum	Upgraded Mausoleum

Cost	2000 Gold 	2000 Gold

+10 Ore 	+5 Ore

+10 Sulfur	+5 Sulfur

Requirements	Mage Guild Level I	Mausoleum

Graveyard

Creatures/Week	3 Lichs	3 Power Liches

Black Knights & Dread Knights

Knights have a 20% chance of cursing opponents they strike. Cursed creatures inflict only minimum damage in their own attacks. Dread knights’ attacks also have a 20% chance of inflicting double damage death blows.

Name	Black Knight	Dread Knight

Cost	1200 Gold	1500 Gold

Attack	16	18

Defense	16	18

Health	120	120

Damage	15-30	15-30

Shots	None	None

Movement	Ground	Ground

Speed	Extra Swift (7 hexes)	Ultra Swift (9 hexes)

Structure	Hall of Darkness	Upgraded Hall of Darkness

Cost	6000 Gold 	3000 Gold

+10 Wood 	+5 Wood

+10 Ore	+5 Ore

+2 Crystal

+2 Gem

+2 Mercury

+2 Sulfur

Requirements	Estate	Hall of Darkness

Mausoleum

Creatures/Week	2 Black Knights	2 Dread Knights

Bone Dragons and Ghost Dragons

Bone and ghost dragons are raised from dragon corpses. Both of these creatures have a ferocious biting attack and lower the morale of enemy units by one when they appear on the battlefield. Ghost Dragon attacks have a 20% chance of aging their targets. Aged troops have the hit points of all their members halved.

Name	Bone Dragon	Ghost Dragon

Cost	1800 Gold	3000 Gold + 1 Mercury

Attack	17	19

Defense	15	17

Health	150	200

Damage	25-50	25-50

Shots	None	None

Movement	Flying	Flying

Speed	Ultra Swift (9 hexes)	Ultra Quick (14 hexes)

Structure	Dragon Vault	Upgraded Dragon Vault

Cost	10000 Gold 	15000 Gold

+5 Wood 	+5 Wood

+5 Ore 	+5 Ore

+5 Crystal	+20 Mercury

+5 Gem

+5 Mercury

+5 Sulfur

Requirements	Hall of Darkness	Dragon Vault

Creatures/Week	1 Bone Dragon	1 Ghost Dragon

Rampart Towns

The Druid and Ranger hero classes are native to Ramparts, which are built by creatures in allied defense of the unspoiled wilderness regions of Erathia. With two slow unit types, Dwarves and Dendroids, Rampart armies may be best suited to defensive tactics. Most of these creatures, however, have enemy hampering abilities that can be used to turn the tide against many opponents, especially those dependent on magical attacks.

Rampart Specific Buildings

Structure	Cost	Requirements

Blacksmith	1000 Gold 	Village Hall

+5 Wood

Mystic Pond	2000 Gold 	Village Hall

+2 Wood

+2 Ore

+2 Crystal

+2 Gem

+2 Mercury

+2 Sulfur

Fountain of Fortune	1500 Gold 	Mystic Pond

+10 Crystal

Resource Silo 	5000 Gold 	Marketplace

+ 5 Ore

Treasury	5000 Gold	Miners’ Guild

+5 Wood

+10 Ore

Miners’ Guild	1000 Gold	Dwarf Cottage

Dendroid Saplings	2000 Gold	Dendroid Arches

Benefits

Blacksmith: The Rampart blacksmith provides the First Aid Tent war machine (see War Machines).

Dendroid Saplings: +2 Dendroid Production

Mystic Pond: The mystic pond provides 1-4 random resources on Day 1 of each week.

Fountain of Fortune: The fountain of fortune is an upgrade to the basic mystic pond. Its presence gives +2 Luck for a hero during a siege.

Miner’s Guild: +4 Dwarf production.

Resource Silo: The resource silo is an upgrade to the marketplace. It provides 1 Crystal each day.

Treasury: The treasury provides +10% interest for Day 1 player gold total.

Rampart Creature Generators and Hordes

Centaurs & Centaur Captains

Armed with sturdy spears and possessed of good speed and attack ratings, the centaur and centaur captains are perhaps the best basic foot soldier units in the game. While they are also the most expensive basic unit, their abilities and durability keep them useful for longer than most.

Creature	Centaur	Centaur Captains

Cost	70 Gold	90 Gold

Attack	5	6

Defense	3	3

Health	8	10

Damage	2-3	2-3

Shots	None	None

Movement	Ground 	Ground

Speed	Swift (6 hexes)	Very Swift (8 hexes)

Structure	Centaur Stables	Upgraded Centaur Stables

Cost	500 Gold 	1000 Gold

+10 Wood	+5 Wood

Requirements	Fort	Centaur Stables

Creatures/Week	14 Centaurs	14 Centaur Captains

Dwarves & Battle Dwarves

Because of their slowness, dwarves are perhaps best used to defend ranged attackers. Battle dwarves have greater mobility and are more versatile. Dwarves and battle dwarves have, respectively, a 20% and 40% resistance to magic which gives them a chance to ignore the effects of hostile spell attacks.

Name	Dwarf	Battle Dwarf

Cost	120 Gold	150 Gold

Attack	6	7

Defense	7	7

Health	20	20

Damage	2-4	2-4

Shots	None	None

Movement	Ground 	Ground

Speed	Very Slow (3 hexes)	Slow (5 hexes)

Structure	Dwarf Cottage	Upgraded Dwarf Cottage

Cost	1000 Gold + 5 Wood	1000 Gold + 5 Wood

Requirements	Centaur Stables	Dwarf Cottage

Creatures/Week	8 Dwarves	8 Battle Dwarves

Wood Elves & Grand Elves

Armed with bows, elves are the only Rampart units with a ranged attack. Grand elves takes two shots per attack.

Name	Wood Elf	Grand Elf

Cost	200 Gold	225 Gold

Attack	9	9

Defense	5	5

Health	15	15

Damage	3-5	3-5

Shots	24	24

Movement	Ground	Ground

Speed	Swift (6 hexes)	Extra Swift (7 hexes)

Structure	Homestead	Upgraded Homestead

Cost	1500 Gold 	1500 Gold

+10 Wood	+10 Wood

Requirements	Centaur Stables	Homestead

Creatures/Week	7 Wood Elves	7 Grand Elves

Pegasi & Silver Pegasi

Pegasi, winged horses ridden by female elven warriors, are the flying cavalry of the Rampart army. Their appearance on the battlefield makes it more difficult for enemy spellcasters, who must pay two extra spell points per spell cast when pegasi are present.

Name	Pegasus	Silver Pegasus

Cost	250 Gold	275 Gold

Attack	9	9

Defense	8	10

Health	30	30

Damage	5-9	5-9

Shots	None	None

Movement	Flying	Flying

Speed	Very Swift (8 hexes)	Extra Quick (12 hexes)

Structure	Enchanted Spring	Upgraded Enchanted Spring

Cost	2000 Gold 	2000 Gold

+10 Crystal	+5 Crystal

Requirements	Homestead	Enchanted Spring

Creatures/Week	5 Pegasi	5 Silver Pegasi

Dendroid Guards & Dendroid Soldiers

Slow and powerful dendroids bash their opponents with their wooden limbs. Those attacked by denroids are snared in tangling roots and bound in place until the dendroids move or are killed.

Name	Dendroid Guard	Dendroid Soldier

Cost	350 Gold	425 Gold

Attack	9	9

Defense	12	12

Health	55	65

Damage	10-14	10-14

Shots	None	None

Movement	Ground	Ground

Speed	Very Slow (3 hexes)	Extra Slow (4 hexes)

Structure	Dendroid Arches	Upgraded Dendroid Arches

Cost	2500 Gold	1500 Gold

Requirements	Homestead	Dendroid Arches

Creatures/Week	3 Dendroid Guards	3 Dendroid Soldiers

Unicorns & War Unicorns

Unicorns and war unicorns have excellent mobility and deliver severe damage with their lancing horn attack. This attack has a 20% chance of blinding an opponent. Both unicorn units project a magic resistant aura which gives adjacent units a 20% chance to ignore the effects of hostile spells.

Name	Unicorn	War Unicorn

Cost	850 Gold	950 Gold

Attack	15	15

Defense	14	14

Health	90	110

Damage	18-22	18-22

Shots	None	None

Movement	Ground 	Ground

Speed	Extra Swift (7 hexes)	Ultra Swift (9 hexes)

Structure	Unicorn Glade	Upgraded Unicorn Glade

Cost	4000 Gold 	3000 Gold

+5 Wood 	+5 Gem

+5 Ore

+10 Gem

Requirements	Dendroid Arches	Unicorn Glade

Enchanted Spring

Creatures/Week	2 Unicorns	2 War Unicorns

Green Dragons & Gold Dragons

Green and gold dragons deliver devastating damage in the form of poisonous or sulfurous breath. Green dragons are immune to spells below the fourth level and gold dragons are only affected by spells of level five.

Name	Green Dragon	Gold Dragon

Cost	2400 Gold 	4000 Gold

+1 Crystal	+2 Crystal

Attack	18	27

Defense	18	27

Health	180	250

Damage	40-50	40-50

Shots	None	None

Movement	Flying	Flying

Speed	Super Swift (10 hexes)	Fast (16 hexes)

Structure	Dragon Cliffs	Upgraded Dragon Cliffs

Cost	10000 Gold 	20000 Gold

+30 Ore	+30 Ore

+20 Crystal	+20 Crystal

Requirements	Mage Guild Level II	Mage Guild Level III

Unicorn Glade	Dragon Cliffs

Creatures/Week	1 Green Dragon	1 Gold Dragon

Stronghold Towns

Stronghold towns are built by alliances of tribes and are frequented by the Barbarian and Battle Mage hero types. Armies composed of Stronghold-based units have a balanced mix of ranged and hand-to-hand attackers. With the inclusion of the stronger units, these armies are particularly well-equipped to deal with attacks on other towns.

Stronghold Specific Buildings

Structure	Cost	Requirements

Blacksmith 	1000 Gold 	Village Hall

+5 Wood

Ballista Yard	1000 Gold	Blacksmith

+5 Wood

Freelancer’s Guild	1000 Gold	Marketplace

Mess Hall	1000 Gold	Goblin Barracks

Resource Silo	5000 Gold

+5 Ore	Marketplace

Escape Tunnel	2000 Gold 	Fort

+5 Wood

+5 Ore

Hall of Valhalla 	1000 Gold	Fort

Benefits

Blacksmith: The Ammo Cart war machine may be purchased from the Stronghold blacksmith (see War Machines).

Ballista Yard: This upgrade to the blacksmith allows for the purchase of the Ballista war machine (see War Machines).

Freelancer’s Guild: You may trade creatures for resources at the Freelancer’s Guild.

Resource Silo: This upgrade to the marketplace provides 1 Wood and 1 Ore per day.

Escape Tunnel: This upgrade to the castle allows heroes and their armies to surrender or flee during siege battles.

Hall of Valhalla: Visiting heroes receive a permanent +1 to their Attack skill from the Hall of Valhalla.

Mess Hall: +8 Goblin Barracks production.

Stronghold Creature Generators

Goblins & Hobgoblins

While goblins and hobgoblins are slightly below average among the basic foot soldier units, they are quite numerous. They attack with spiked maces.

Name	Goblin	Hobgoblin

Cost	40 Gold	50 Gold

Attack	4	5

Defense	2	3

Health	5	5

Damage	1-2	1-2

Shots	None	None

Movement	Ground	Ground

Speed	Slow (5 hexes)	Extra Swift (7 hexes)

Structure	Goblin Barracks	Upgraded Goblin Barracks

Cost	200 Gold 	1000 Gold

+5 Wood 	+5 Wood

+5 Ore	+5 Ore

Requirements	Fort	Goblin Barracks

Creatures/Week	15 Goblins	15 Hobgoblins

Wolf Riders & Wolf Raiders

Goblins and hobgoblins mounted on wolfback are far more effective than their ground-pounding counterparts. The raider delivers two blows with each attack.

Name	Wolf Rider	Wolf Raider

Cost	100 Gold	140 Gold

Attack	7	8

Defense	5	5

Health	10	10

Damage	2-4	3-4

Shots	None	None

Movement	Ground	Ground

Speed	Swift (6 hexes)	Very Swift (8 hexes)

Structure	Wolf Pen	Upgraded Wolf Pen

Cost	1000 Gold 	1000 Gold

+10 Wood 	+5 Wood

+5 Ore	+5 Ore

Requirements	Goblin Barracks	Wolf Pen

Upgraded Goblin Barracks

Creatures/Week	9 Wolf Riders	9 Wolf Raiders

Orcs & Orc Chieftains

Armed with throwing axes, orcs and orc chieftains have an effective ranged attack. At close range, their low speed and defensive values, and the ranged attacker hand-to-hand damage penalty, make them vulnerable.

Name	Orc	Orc Chieftain

Cost	150 Gold	165 Gold

Attack	8	8

Defense	4	4

Health	15	20

Damage	2-5	2-5

Shots	12	24

Movement	Ground	Ground

Speed	Extra Slow (4 hexes)	Slow (5 hexes)

Structure	Orc Tower	Upgraded Orc Tower

Cost	1000 Gold 	1000 Gold

+5 Wood 	+2 Wood

+5 Ore	+2 Ore

Requirements	Goblin Barracks	Blacksmith

Orc Tower

Creatures/Week	7 Orcs	7 Orc Chieftains

Ogres & Ogre Magi

Wielding great wooden clubs, ogres and ogre mages deal good damage and are very durable. Ogre magi can cast the Bloodlust spell on any allied troop, once per round.

Name	Ogre	Ogre Mage

Cost	300 Gold	400 Gold

Attack	13	13

Defense	7	7

Health	40	60

Damage	6-12	6-12

Shots	None	None

Movement	Ground	Ground

Speed	Extra Slow (4 hexes)	Slow (5 hexes)

Structure	Ogre Fort	Upgraded Ogre Fort

Cost	2000 Gold	 2000 Gold

+20 Wood	+5 Wood

+5 Ore

+ 5 Gem

Requirements	Orc Tower	Mage Guild Level I

Ogre Fort

Creatures/Week	4 Ogres	4 Ogre Magi

Rocs & Thunderbirds

Rocs and thunderbirds are the only flying units available at Stronghold towns. When thunderbirds attack, there is a 20% chance thunderbolts will strike their target, delivering 10x the number of attacking thunderbirds in additional damage.

Name	Roc	Thunderbird

Cost	600 Gold	700 Gold

Attack	13	13

Defense	11	11

Health	60	60

Damage	11-15	11-15

Shots	None	None

Movement	Flying	Flying

Speed	Extra Swift (7 hexes)	Quick (11 hexes)

Structure	Cliff Nest	Upgraded Cliff Nest

Cost	2500 Gold	2000 Gold

+10 Ore	+5 Wood

+5 Ore

Requirements	Wolf Pen	Cliff Nest

Creatures/Week	3 Rocs	Thunderbirds

Cyclops & Cyclops Kings

Cyclopes and cyclops kings attack at range by throwing boulders to devastating effect. Both can target siege walls and damage them like a Catapult (see War Machines and Siege Features). Cyclops catapult attacks are applied with Basic Ballistics skill. Cyclops kings do the same at the Advanced Ballistics skill level (see Secondary Skills).

Name	Cyclops	Cyclops King

Cost	750 Gold	1100 Gold

Attack	15	17

Defense	12	13

Health	70	70

Damage	16-20	16-20

Shots	16	24

Movement	Ground	Ground

Speed	Swift (6 hexes)	Very Swift (8 hexes)

Structure	Cyclops Cave	Upgraded Cyclops Cave

Cost	3500 Gold 	3000 Gold

+20 Ore	+5 Wood

+20 Crystal	+5 Ore

Requirements	Ogre Fort	Cyclops Cave

Creatures/Week	2 Cyclopes	2 Cyclops Lords

Behemoths & Ancient Behemoths

The attack of these giant creatures is so overwhelming it reduces their target’s ability to mount further defenses. The attack of the behemoth reduces target defense value by 40%. Ancient behemoth attacks reduce it by 80%.

Name	Behemoth	Ancient Behemoth

Cost	1500 Gold	3000 Gold + 1 Crystal

Attack	17	19

Defense	17	19

Health	160	300

Damage	30-50	30-50

Shots	Ground	Ground

Speed	Swift (6 hexes)	Ultra Swift (9 hexes)

Movement	Ground	Ground

Structure	Behemoth Lair	Upgraded Behemoth Lair

Cost	10000 Gold 	15000 Gold

+10 Wood 	+10 Wood

+10 Ore	+10 Ore

+10 Crystal	+20 Crystal

Requirements	Cliff Nest	Behemoth Lair

Creatures/Week	1 Behemoth	1 Ancient Behemoth

Tower Towns

Wizards and Alchemists study their arcane craft in Towers. Tower populations are comprised of creatures bound into service by powerful magic, made on the spot, or allied with the town through ancient pacts. Tower armies have uniformly good morale and some of the best range attack units available.

Tower Specific Buildings

Structure	Cost	Requirements

Artifact Merchants	10,000 Gold	Marketplace

Blacksmith	1000 Gold 	Village Hall

+5 Wood

Library	1500 Gold 	Mage Guild Level I

+5 Crystal

+5 Wood

+5 Ore

+5 Sulfur

+5 Gem

+5 Mercury

Lookout Tower	1000 Gold

+5 Wood	Fort

Resource Silo	5000 Gold 	Marketplace

+5 Ore

Sculptor’s Wings	1000 Gold	Parapet

Wall of Knowledge	1000 Gold	Mage Guild Level I

+5 Ore

Benefits

Artifact Merchants: Visit the artifact merchants building to trade resources for artifacts.

Blacksmith: The Tower blacksmith provides the Ammo Cart war machine (see War Machines).

Library: If a Library is present in the town, each level of the mage guild makes one extra spell available for heroes to learn.

Lookout Tower: When a Lookout Tower is built, the Adventure Map shroud is removed over all locations within twenty terrain tiles.

Resource Silo: This upgrade to the marketplace provides 1 gem per day.

Sculptor’s Wings: +4 Parapet production.

Wall of Knowledge: This structure gives visiting heroes a permanent +1 to their Knowledge skill. This effect occurs once per hero per scenario for each Wall of Knowledge visited.

Tower Creature Generators

Gremlins & Master Gremlins

Gremlins are indentured to menial labor around a Tower. While they are not great warriors by any standard, they are numerous and willing. Gremlins attack with their attached balls and chains. Master gremlins, those who have proven their loyalty , are cut from their balls and chains and able to hurl them in a ranged attack.

Name	Gremlin	Master Gremlin

Cost	30 Gold	40 Gold

Attack	3	4

Defense	3	4

Health	4	4

Damage	1-2	1-2

Shots	None	8

Movement	Ground	Ground

Speed	Extra Slow (4 hexes)	Slow (5 hexes)

Structure	Workshop	Upgraded Workshop

Cost	300 Gold 	1000 Gold

+5 Wood

+5 Ore

Requirements	Fort	Workshop

Creatures/Week	16 Gremlins	16 Master Gremlins

Stone Gargoyles & Obsidian Gargoyles

Stone and obsidian gargoyles are demon-form statues animated for use as troops. They attack with raking claws.

Name	Stone Gargoyle	Obsidian Gargoyle

Cost	130 Gold	160 Gold

Attack	6	7

Defense	6	7

Health	16	16

Damage	2-3	2-3

Shots	None	None

Movement	Flying	Flying

Speed	Swift (6 hexes)	Ultra Swift (9 hexes)

Structure	Parapet	Upgraded Parapet

Cost	1000 Gold 	1500 Gold

+10 Ore	+5 Ore

Requirements	Workshop	Parapet

Creatures/Week	9 Stone Gargoyles	9 Obsidian Gargoyles

Stone Golems & Iron Golems

Stone and iron golems are built and animated through a process involving both precise craftsmanship and complex magic. Though slow, they are strong and durable combatants. Stone golems take half damage from spell attacks, while iron golems take only a quarter of such damage.

Name	Stone Golem	Iron Golem

Cost	150 Gold	200 Gold

Attack	7	9

Defense	10	10

Health	30	35

Damage	4-5	4-5

Shots	None	None

Movement	Ground 	Ground

Speed	Very Slow (3 hexes)	Slow (5 hexes)

Structure	Golem Factory	Upgraded Golem Factory

Cost	2000 Gold 	2000 Gold

+5 Wood 	+5 Wood

+5 Ore	+5 Ore

+5 Mercury

Requirements	Workshop	Golem Factory

Creatures/Week	6 Stone Golems	6 Iron Golems

Magi & Arch Magi

Apprentice magi, under the mentorship of Wizards, serve as Tower troops before they become full masters of their craft. Both mage and arch mage units suffer no damage penalty for attacking adjacent enemies and reduce the casting cost of allied hero spells by two. Arch mage attacks penetrate cover and deal full damage to enemies behind siege walls.

Name	Mage	Arch Mage

Cost	350 Gold	450 Gold

Attack	11	12

Defense	8	9

Health	25	30

Damage	7-9	7-9

Shots	24	24

Movement	Ground	Ground

Speed	Slow (5 hexes)	Extra Swift (7 hexes)

Structure	Mage Tower 	Upgraded Mage Tower

Cost	2500 Gold 	2000 Gold

+5 Wood 	+5 Wood

+5 Ore

+5 Crystal

+5 Gems

+5 Mercury

+5 Sulfur

Requirements	Mage Guild Level I	Mage Tower

Parapet	Library

Golem Factory

Creatures/Week	4 Magi	4 Arch Magi

Genies & Master Genies

Genies and master genies are Tower allies recruited from the realm of air magic. They attack with a shocking grasp that does solid damage to all opponents and 150% damage to efreeti. Once per turn, master genies can cast a random, beneficial spell on an allied troop.

Name	Genie	Master Genie

Cost	550 Gold	600 Gold

Attack	12	12

Defense	12	12

Health	40	40

Damage	13-16	13-16

Shots	None	None

Movement	Flying	Flying

Speed	Extra Swift (7 hexes)	Quick (11 hexes)

Structure	Altar of Wishes	Upgraded Altar of Wishes

Cost	3000 Gold 	2000 Gold

+5 Wood 	+5 Wood

+5 Ore

+6 Crystal

+6 Gems

Requirements	Mage Tower 	Altar of Wishes

Creatures/Week	3 Genies	3 Master Genies

Nagas & Naga Queens

Nagas are guardian defenders of great strength. Their multi-sword attacks always do maximum damage and are so overwhelming they are impossible to counterstrike against.

Name	Naga 	Naga Queen

Cost	1100 Gold	1600 Gold

Attack	16	16

Defense	13	13

Health	110	110

Damage	20	30

Shots	None	None

Movement	Ground 	Ground

Speed	Slow (5 hexes)	Extra Swift (7 hexes)

Structure	Golden Pavilion	Upgraded Golden Pavilion

Cost	4000 Gold 	3000 Gold

+5 Wood 	+ 3 Crystal

+5 Ore	 	+ 3 Gems

+2 Crystal 	+ 3 Mercury

+2 Gems 	+ 3 Sulfur

+2 Mercury

+2 Sulfur

Requirements	Mage Tower 	Golden Pavilion

Creatures/Week	2 Nagas	2 Naga Queens

Giants & Titans

Giants and titans are immune to spells affecting the mind. Titans do 150% damage to black dragons, can hurl lightning bolts in a ranged attack, and suffer no penalty for hand-to-hand attacks making them the most

powerful ranged attack unit in the game.

Name	Giant	Titan

Cost	2000 Gold 	5000 Gold

+1 Gem	+2 Gems

Attack	19	24

Defense	16	24

Health	150	300

Damage	40-60	40-60

Shots	None	24

Movement	Ground	Ground

Speed	Extra Swift (7 hexes)	Ultra Quick (11 hexes)

Structure	Cloud Temple 	Upgraded Cloud Temple

Cost	5000 Gold 	25000 Gold

+10 Wood 	+5 Wood

+10 Ore	+5 Ore

+10 Gems	+30 Gems

Requirements	Altar of Wishes	Cloud Temple

Golden Pavilion

Creatures/Week	1 Giant	1 Titan

Neutral Creatures

These creatures are not associated with any particular town type but may be found wandering the lands of Erathia. All elementals and golems have neutral moral and immunity to poison. Some locations found on the Adventure Map may offer these creatures up for recruitment.

Elementals

Name	Air Elemental	Earth Elemental

Cost	250 Gold	400 Gold

Attack	9	10

Defense	9	10

Health	25	40

Damage	2-8	4-8

Shots	None	None

Movement	Ground	Ground

Speed	Extra Swift (7 hexes)	Extra Slow (4 hexes)

Air Elementals: Air elementals are powered by the same forces as Air Magic. They are immune to the Blind and Meteor Shower spells. They take double damage from Firestorm, Lightning Bolt, and Chain Lightning.

Earth Elementals: Earth elementals are forces of Earth Magic. They take no damage from Lightning Bolt, Chain Lightning, and Firestorm spells. They take double damage from Meteor Storm attacks.

Name	Fire Elemental	Water Elemental

Cost	350 Gold	300 Gold

Attack	10	8

Defense	8	10

Health	35	30

Damage	4-6	3-7

Shots	None	None

Movement	Ground	Ground

Speed	Swift (6 hexes)	5 (hexes)

Fire Elementals: Fire elementals are burning spirits of Fire Magic. They are immune to all Fire School spells, but they take double damage from Ice Ray and Frost Ring attacks.

Water Elementals: Water Magic animates the water elemental. These creatures are Immune to Ice Ray and Frost Ring spells, but take double damage from Firewall, Combustion, Fireblast, and Fireshield attacks.

Gold & Diamond Golems

Name	Gold Golem	Diamond Golem

Cost	500 Gold	750 Gold

Attack	11	13

Defense	12	12

Health	50	60

Damage	8-10	10-14

Shots	None	None

Movement	Ground	Ground

Speed	Slow (5 hexes)	Slow (5 hexes)

Like the stone and iron golems found in Tower towns, diamond and gold golems are highly crafted statues animated through magic. Spells have only a 15% chance of affecting gold golems and a mere 5% chance of affecting a diamond golem.

War Machines

Each hero may be equipped with one of each type of the four available war machines. Heroes are automatically equipped with a Catapult. The Ammo Cart, First Aid Tent, and Ballista may be purchased in towns from blacksmiths. In combat, they appear on the battlefield and may be attacked by opposing forces. War machines do not perform counterstrikes when attacked, nor is their defensive value affected by a hero’s Defense skill.

Name	Ammo Cart	Ballista	First Aid Tent

Cost	1000 Gold	2500 Gold	750 Gold

Attack	0	10	0

Defense	5	10	0

Health	100 	250	75

Damage	n/a	(2-3) x

(Hero’s Att + 1)	n/a

Speed	Immobile (0 hexes)	Immobile (0 hexes)	Immobile (0 hexes)

Ammo Cart: The Ammo Cart provides all allied ranged attack units with unlimited ammunition.

Ballista: The Ballista targets enemy creature troops automatically but may be aimed by a hero possessing the Artillery skill (see Secondary Skills). Heroes with this skill may switch to manual targeting in the Combat Options Menu. Ballistas are too unwieldy to use in castle defense and do not appear on the side of defenders during sieges.

First Aid Tent: The First Aid Tent regenerates 1-25 points of damage for the first creature in a troop. This effect is applied randomly, once per round. Heroes with the First Aid skill (see Secondary Skills) can choose which troop is affected.


Individual Heroes
Alchemists

Barbarians

Battle Mages

Beastmasters

Clerics

Death Knights

Demoniacs

Druids

Heretics

Knights

Necromancers

Overlords

Rangers

Warlocks

Witches

Wizards

Individual Heroes

Alchemists

Fafner

Race	Male Genie

Secondary Skills	Basic Scholar, Basic Resistance

Attack	1

Defense	1

Power	2

Knowledge	2

Unique Ability	Fafner increases the Attack and Defense skills of any Nagas or Naga Queens he commands for each level he attains after the 6th level.

Iona

Race	Female Genie

Secondary Skills	Basic Scholar, Basic Intelligence

Attack	1

Defense	1

Power	2

Knowledge	2

Unique Ability	Iona increases the Attack and Defense skills of any Genies or Master Genies she commands for each level she attains after the 5th level.

Neela

Race	Female Genie

Secondary Skills	Basic Scholar, Basic Armorer

Attack	1

Defense	1

Power	2

Knowledge	2

Unique Ability	Neela receives a 5% per level bonus to her Armorer skill.

Piquedram

Race	Male Human

Secondary Skills	Basic Mysticism, Basic Scouting

Attack	1

Defense	1

Power	2

Knowledge	2

Unique Ability	Piquedram's increases the Attack and Defense skills of any Stone or Obsidian Gargoyles he commands for each level he attains after the 2nd level.

Josephine

Race	Female Human

Secondary Skills	Basic Mysticism, Basic Sorcery

Attack	1

Defense	1

Power	2

Knowledge	2

Unique Ability	Josephine increases the Attack and Defense skills of any Stone or Iron Golems she commands for each level she attains after the 3rd level.

Rissa

Race	Female Human

Secondary Skills	Basic Mysticism, Basic Offense

Attack	1

Defense	1

Power	2

Knowledge	2

Unique Ability	Rissa is able to produce 1 additional Mercury per day for the Kingdom she serves.

Thane

Race	Male Genie

Secondary Skills	Advanced Scholar

Attack	1

Defense	1

Power	2

Knowledge	2

Unique Ability	Thane increases the Attack and Defense skills of any Genies or Master Genies he commands for each level he attains after the 5th level.

Torosar

Race	Male Human

Secondary Skills	Basic Mysticism, Basic Tactics

Attack	1

Defense	1

Power	2

Knowledge	2

Unique Ability	Torosar increases the Attack and Defense skill of any Ballista under his command for each level he attains after the 4th level.

Barbarians

Crag Hack

Race	Male Human

Secondary Skills	Advanced Offense

Attack	4

Defense	0

Power	1

Knowledge	1

Unique Ability	Crag Hack receives a 5% per level bonus to his Offense skill.

Gretchin

Race	Female Goblin

Secondary Skills	Basic Offense, Basic Pathfinding

Attack	4

Defense	0

Power	1

Knowledge	1

Unique Ability	Gretchin increases the Attack and Defense skills of any Goblins or Hobgoblins she commands for each level she attains after the 1st level.

Gurnisson

Race	Male Goblin

Secondary Skills	Basic Offense, Basic Artillery

Attack	4

Defense	0

Power	1

Knowledge	1

Unique Ability	Gurnisson increases the Attack and Defense skill of any Ballista under his command for each level he attains after the 4th level.

Jabarkas

Race	Male Ogre

Secondary Skills	Basic Offense, Basic Archery

Attack	4

Defense	0

Power	1

Knowledge	1

Unique Ability	Jabarkas increases the Attack and Defense skills of any Orcs or Orc Chieftains he commands for each level he attains after the 3rd level.

Krellion

Race	Female Ogre

Secondary Skills	Basic Offense, Basic Resistance

Attack	4

Defense	0

Power	1

Knowledge	1

Unique Ability	Krellion increases the Attack and Defense skills of any Ogres or Ogre Magi she commands for each level she attains after the 4th level.

Shiva

Race	Female Human

Secondary Skills	Basic Offense, Basic Scouting

Attack	4

Defense	0

Power	1

Knowledge	1

Unique Ability	Shiva increases the Attack and Defense skills of any Rocs or Thunderbirds she commands for each level she attains after the 5th level.

Tyraxor

Race	Male Goblin

Secondary Skills	Basic Offense, Basic Tactics

Attack	4

Defense	0

Power	1

Knowledge	1

Unique Ability	Tyraxor increases the Attack and Defense skills of any Wolf Riders or Raiders he commands for each level he attains after the 2nd level.

Yog

Race	Male Genie

Secondary Skills	Basic Offense, Basic Ballistics

Attack	4

Defense	0

Power	1

Knowledge	1

Unique Ability	Yog increases the Attack and Defense skills of any Cyclopes or Cyclops Lords he commands for each level he attains after the 6th level.

Battle Mages

Dessa

Race	Male Ogre

Secondary Skills	Basic Wisdom, Basic Logistics

Attack	2

Defense	1

Power	1

Knowledge	1

Unique Ability	Dessa receives a 5% per level bonus to his Logistics skill.

Gird

Race	Female Human

Secondary Skills	Basic Wisdom, Basic Sorcery

Attack	2

Defense	1

Power	1

Knowledge	1

Unique Ability	Gird receives a 5% per level bonus to her Sorcery skill.

Gundula

Race	Female Ogre

Secondary Skills	Basic Wisdom, Basic Offense

Attack	2

Defense	1

Power	1

Knowledge	1

Unique Ability	Gundula receives a 5% per level bonus to her Offense skill.

Oris

Race	Female Human

Secondary Skills	Basic Wisdom, Basic Eagle Eye

Attack	2

Defense	1

Power	1

Knowledge	1

Unique Ability	Oris receives a 5% per level bonus to her Eagle Eye skill.

Saurug

Race	Male Ogre

Secondary Skills	Basic Wisdom, Basic Resistance

Attack	2

Defense	1

Power	1

Knowledge	1

Unique Ability	Saurug is able to produce 1 additional Gem per day for the Kingdom he serves.

Terek

Race	Male Human

Secondary Skills	Basic Wisdom, Basic Tactics

Attack	2

Defense	1

Power	1

Knowledge	1

Unique Ability	Terek's proficiency with the Haste spell allows him to cast it with increased effect, based on his level compared to the level of the target unit.(greater bonus on weaker units)

Vey

Race	Male Ogre

Secondary Skills	Basic Wisdom, Basic Leadership

Attack	2

Defense	1

Power	1

Knowledge	1

Unique Ability	Vey increases the Attack and Defense skills of any Ogres or Ogre Magi he commands for each level he attains after the 4th level.

Zubin

Race	Male Goblin

Secondary Skills	Basic Wisdom, Basic Artillery

Attack	2

Defense	1

Power	1

Knowledge	1

Unique Ability	Zubin's proficiency with the Precision spell allows him to cast it with increased effect, based on his level compared to the level of the target unit.  (greater bonus on weaker units)

Beastmasters

Alkin

Race	Male Gnoll

Secondary Skills	Basic Armorer, Basic Offense

Attack	0

Defense	4

Power	1

Knowledge	1

Unique Ability	Alkin increases the Attack and Defense skills of any Gorgons or Mighty Gorgons he commands for each level he attains after the 5th level.

Broghild

Race	Male Lizardman

Secondary Skills	Basic Armorer, Basic Scouting

Attack	0

Defense	4

Power	1

Knowledge	1

Unique Ability	Broghild increases the Attack and Defense skills of any Wyverns or Wyvern Monarchs he commands for each level he attains after the 6th level.

Bron

Race	Male Human

Secondary Skills	Basic Armorer, Basic Resistance

Attack	0

Defense	4

Power	1

Knowledge	1

Unique Ability	Bron increases the Attack and Defense skills of any Basilisks or Greater Basilisks he commands for each level he attains after the 4th level.

Drakon

Race	Male Gnoll

Secondary Skills	Basic Armorer, Basic Leadership

Attack	0

Defense	4

Power	1

Knowledge	1

Unique Ability	Drakon increases the Attack and Defense skills of any Gnolls or Gnoll Marauders he commands for each level he attains after the 1st level.

Gerwulf

Race	Male Human

Secondary Skills	Basic Armorer, Basic Artillery

Attack	0

Defense	4

Power	1

Knowledge	1

Unique Ability	Gerwulf increases the Attack and Defense skill of any Ballista under his command for each level he attains after the 4th level.

Korbac

Race	Male Lizardman

Secondary Skills	Basic Armorer, Basic Pathfinding

Attack	0

Defense	4

Power	1

Knowledge	1

Unique Ability	Korbac increases the Attack and Defense skills of any Serpent or Dragon Flies he commands for each level he attains after the 3rd level.

Tazar

Race	Male Human

Secondary Skills	Advanced Armorer

Attack	0

Defense	4

Power	1

Knowledge	1

Unique Ability	Tazar receives a 5% per level bonus to his Armorer skill.

Wystan

Race	Male Lizardman

Secondary Skills	Basic Armorer, Basic Archery

Attack	0

Defense	4

Power	1

Knowledge	1

Unique Ability	Wystan increases the Attack and Defense skills of any Lizardmen or Lizard Warriors he commands for each level he attains after the 2nd level.

Clerics

Adela

Race	Female Human

Secondary Skills	Basic Wisdom, Basic Diplomacy

Attack	1

Defense	0

Power	2

Knowledge	2

Unique Ability	Adela's proficiency with the Bless spell allows her to cast it with increased effect, based on her level compared to the level of the target unit.  (greater bonus on weaker units)

Cuthbert

Race	Male Human

Secondary Skills	Basic Wisdom, Basic Estates

Attack	1

Defense	0

Power	2

Knowledge	2

Unique Ability	Cuthbert's proficiency with the Weakness spell allows him to cast it with increased effect, based on his level compared to the level of the target unit.  (greater bonus on weaker units)

Caitlin

Race	Female Human

Secondary Skills	Basic Wisdom, Basic Intelligence

Attack	1

Defense	0

Power	2

Knowledge	2

Unique Ability	Caitlin's presence allows the Kingdom she serves to receive an additional 350 gold per day.

Adelaide

Race	Female Human

Secondary Skills	Advanced Wisdom

Attack	1

Defense	0

Power	2

Knowledge	2

Unique Ability	Adelaide's proficiency with the Frost Ring spell allows her to cast it with increased effect, based on her level compared to the level of the target unit. (greater bonus on weaker units)

Ingham

Race	Male Human

Secondary Skills	Basic Wisdom, Basic Mysticism

Attack	1

Defense	0

Power	2

Knowledge	2

Unique Ability	Ingham increases the Attack and Defense skills of any Monks or Zealots he commands for each level he attains after the 5th level.

Loynis

Race	Male Human

Secondary Skills	Basic Wisdom, Basic Learning

Attack	1

Defense	0

Power	2

Knowledge	2

Unique Ability	Loynis's proficiency with the Prayer spell allows him to cast it with increased effect, based on his level compared to the level of the target unit.  (the bonus is greater on weaker units)

Rion

Race	Male Human

Secondary Skills	Basic Wisdom, Basic First Aid

Attack	1

Defense	0

Power	2

Knowledge	2

Unique Ability	Rion receives a 5% per level bonus to his First Aid skill.

Sanya

Race	Female Human

Secondary Skills	Basic Wisdom, Basic Eagle Eye

Attack	1

Defense	0

Power	2

Knowledge	2

Unique Ability	Sanya receives a 5% per level bonus to her Eagle Eye skill.

Death Knights

Charna

Race	Female Human

Secondary Skills	Basic Necromancy, Basic Tactics

Attack	1

Defense	2

Power	2

Knowledge	1

Unique Ability	Charna increases the Attack and Defense skills of any Wights or Wraiths she commands for each level she attains after the 3rd level.

Clavius

Race	Male Human

Secondary Skills	Basic Necromancy, Basic Offense

Attack	1

Defense	2

Power	2

Knowledge	1

Unique Ability	Clavius's presence allows the Kingdom he serves to receive an additional 350 gold per day.

Galthran

Race	Male Vampire

Secondary Skills	Basic Necromancy, Basic Armorer

Attack	1

Defense	2

Power	2

Knowledge	1

Unique Ability	Galthran increases the Attack and Defense skills of any Skeletons or Skeleton Warriors he commands for each level he attains after the 1st level.

Isra

Race	Female Lich

Secondary Skills	Advanced Necromancy

Attack	1

Defense	2

Power	2

Knowledge	1

Unique Ability	Isra receives a 5% per level bonus to her Necromancy skill.

Moander

Race	Male Lich

Secondary Skills	Basic Necromancy, Basic Learning

Attack	1

Defense	2

Power	2

Knowledge	1

Unique Ability	Moandor increases the Attack and Defense skills of any Liches or Power Liches he commands for each level he attains after the 5th level.

Tamika

Race	Female Vampire

Secondary Skills	Basic Necromancy, Basic Offense

Attack	1

Defense	2

Power	2

Knowledge	1

Unique Ability	Tamika increases the Attack and Defense skills of any Black Knights or Dread Knights she commands for each level she attains after the 6th level.

Straker

Race	Male Human

Secondary Skills	Basic Necromancy, Basic Resistance

Attack	1

Defense	2

Power	2

Knowledge	1

Unique Ability	Straker increases the Attack and Defense skills of any Walking Dead or Zombies he commands for each level he attains after the 2nd level.

Vokial

Race	Male Vampire

Secondary Skills	Basic Necromancy, Basic Artillery

Attack	1

Defense	2

Power	2

Knowledge	1

Unique Ability	Vokial increases the Attack and Defense skills of any Vampires or Vampire Lords he commands for each level he attains after the 4th level.

Demoniacs

Rashka

Race	Male Efreeti

Secondary Skills	Basic Scholar, Basic Wisdom

Attack	2

Defense	2

Power	1

Knowledge	1

Unique Ability	Rashka increases the Attack and Defense skills of any Efreet or Efreet Sultans he commands for each level he attains after the 6th level.

Calh

Race	Male Demon

Secondary Skills	Basic Archery, Basic Scouting

Attack	2

Defense	2

Power	1

Knowledge	1

Unique Ability	Calh increases the Attack and Defense skills of any Gogs or Magogs he commands for each level he attains after the 2nd level.

Fiona

Race	Female Human

Secondary Skills	Advance Scouting

Attack	2

Defense	2

Power	1

Knowledge	1

Unique Ability	Fiona increases the Attack and Defense skills of any Hell Hounds or Cerberi she commands for each level she attains after the 3rd level.

Ignatius

Race	Male Human

Secondary Skills	Basic Tactics, Basic Resistance

Attack	2

Defense	2

Power	1

Knowledge	1

Unique Ability	Ignatius increases the Attack and Defense skills of any Imps or Familiars he commands for each level he attains after the 1st level.

Marius

Race	Female Demon

Secondary Skills	Advanced Armorer

Attack	2

Defense	2

Power	1

Knowledge	1

Unique Ability	Marius increases the Attack and Defense skills of any Demons or Horned Demons she commands for each level she attains after the 4th level.

Nymus

Race	Female Demon

Secondary Skills	Advanced Offense

Attack	2

Defense	2

Power	1

Knowledge	1

Unique Ability	Nymus increases the Attack and Defense skills of any Pit Fiends or Lords she commands for each level she attains after the 5th level.

Pyre

Race	Female Human

Secondary Skills	Basic Logistics, Basic Artillery

Attack	2

Defense	2

Power	1

Knowledge	1

Unique Ability	Pyre increases the Attack and Defense skill of any Ballista under his command for each level he attains after the 4th level.

Octavia

Race	Female Efreeti

Secondary Skills	Basic Scholar, Basic Offense

Attack	2

Defense	2

Power	1

Knowledge	1

Unique Ability	Octavia's presence allows the Kingdom she serves to receive an additional 350 gold per day.

Druids

Aeris

Race	Male Elf

Secondary Skills	Basic Wisdom, Basic Scouting

Attack	0

Defense	2

Power	1

Knowledge	2

Unique Ability	Aeris increases the Attack and Defense skills of any Pegasi or Silver Pegasi he commands for each level he attains after the 4th level.

Alagar

Race	Male Human

Secondary Skills	Basic Wisdom, Basic Sorcery

Attack	0

Defense	2

Power	1

Knowledge	2

Unique Ability	Alagar's proficiency with the Ice Bolt spell allows him to cast it with increased effect, based on his level compared to the level of the target unit.  (greater bonus on weaker units)

Uland

Race	Male Dwarf

Secondary Skills	Advanced Wisdom, Basic Ballistics

Attack	0

Defense	2

Power	1

Knowledge	2

Unique Ability	Uland's proficiency with the Cure spell allows him to cast it with increased effect, based on his level compared to the level of the target unit.  (greater bonus on weaker units)

Coronius

Race	Male Human

Secondary Skills	Basic Wisdom, Basic Scholar

Attack	0

Defense	2

Power	1

Knowledge	2

Unique Ability	Coronius's proficiency with the Slayer spell allows him to cast it with increased effect, based on his level compared to the level of the target unit.  (greater bonus on weaker units)

Elleshar

Race	Male Elf

Secondary Skills	Basic Wisdom, Basic Initelligence

Attack	0

Defense	2

Power	1

Knowledge	2

Unique Ability	Elleshar receives a 5% per level bonus to his Intelligence skill.

Gem

Race	Female Human

Secondary Skills	Basic Wisdom, Basic First Aid

Attack	0

Defense	2

Power	1

Knowledge	2

Unique Ability	Gem receives a 5% per level bonus to her First Aid skill.

Malcom

Race	Male Dwarf

Secondary Skills	Basic Wisdom, Basic Eagle Eye

Attack	0

Defense	2

Power	1

Knowledge	2

Unique Ability	Malcom receives a 5% per level bonus to his Eagle Eye skill.

Melodia

Race	Female Elf

Secondary Skills	Basic Wisdom, Basic Luck

Attack	0

Defense	2

Power	1

Knowledge	2

Unique Ability	Melodia's proficiency with the Fortune spell allows her to cast it with increased effect, based on his level compared to the level of the target unit.  (greater bonus on weaker units)

Heretics

Ash

Race	Female Demon

Secondary Skills	Basic Wisdom, Basic Eagle Eye

Attack	1

Defense	1

Power	2

Knowledge	1

Unique Ability	Ash's proficiency with the Bloodlust spell allows her to cast it with increased effect, based on her level compared to the level of the target unit.  (greater bonus on weaker units)

Axsis

Race	Male Demon

Secondary Skills	Basic Wisdom, Basic Mysticism

Attack	1

Defense	1

Power	2

Knowledge	1

Unique Ability	Axsis receives a 5% per level bonus to his Mysticism skill.

Ayden

Race	Male Human

Secondary Skills	Basic Wisdom, Basic Intelligence

Attack	1

Defense	1

Power	2

Knowledge	1

Unique Ability	Ayden receives a 5% per level bonus to his Intelligence skill.

Calid

Race	Female Demon

Secondary Skills	Basic Wisdom, Basic Learning

Attack	1

Defense	1

Power	2

Knowledge	1

Unique Ability	Calid is able to produce 1 additional Sulfur per day for the Kingdom she serves.

Olema

Race	Female Human

Secondary Skills	Basic Wisdom, Basic Ballistics

Attack	1

Defense	1

Power	2

Knowledge	1

Unique Ability	Olema's proficiency with the Weakness spell allows her to cast it with increased effect, based on her level compared to the level of the target unit.  (greater bonus on weaker units)

Xyron

Race	Male Efreeti

Secondary Skills	Basic Wisdom, Basic Scholar

Attack	1

Defense	1

Power	2

Knowledge	1

Unique Ability	Xyron's proficiency with the Inferno spell allows him to cast it with increased effect, based on his level compared to the level of the target unit.  (greater bonus on weaker units)

Xarfax

Race	Male Human

Secondary Skills	Basic Wisdom, Basic Leadership

Attack	1

Defense	1

Power	2

Knowledge	1

Unique Ability	Xarfax's proficiency with the Fireball spell allows him to cast it with increased effect, based on his level compared to the level of the target unit.  (greater bonus on weaker units)

Zydar

Race	Male Efreeti

Secondary Skills	Basic Wisdom, Basic Sorcery

Attack	1

Defense	1

Power	2

Knowledge	1

Unique Ability	Zydar receives a 5% per level bonus to his Sorcery skill.

Knights

Edric

Race	Male Human

Secondary Skills	Basic Leadership, Basic Armorer

Attack	2

Defense	2

Power	1

Knowledge	1

Unique Ability	Edric increases the Attack and Defense skills of any Griffins or Royal Griffins he commands for each level he attains after the 3rd level.

Orrin

Race	Male Human

Secondary Skills	Basic Leadership, Basic Archery

Attack	2

Defense	2

Power	1

Knowledge	1

Unique Ability	Orrin receives a 5% per level bonus to his Archery skill.

Sylvia

Race	Female Human

Secondary Skills	Basic Leadership, Basic Navigation

Attack	2

Defense	2

Power	1

Knowledge	1

Unique Ability	Sylvia receives a 5% per level bonus to her Navigation skill.

Lord Haart

Race	Male Human

Secondary Skills	Basic Leadership, Basic Estates

Attack	2

Defense	2

Power	1

Knowledge	1

Unique Ability	Lord Haart receives a 5% per level bonus to his Estates skill.

Valeska

Race	Female Human

Secondary Skills	Basic Leadership, Basic Archery

Attack	2

Defense	2

Power	1

Knowledge	1

Unique Ability	Valeska increases the Attack and Defense skills of any Archers or Marksmen she commands for each level she attains after the 2nd level.

Christian

Race	Male Human

Secondary Skills	Basic Leadership, Basic Tactics

Attack	2

Defense	2

Power	1

Knowledge	1

Unique Ability	Christian increases the Attack and Defense skill of any Ballista under his command for each level he attains after the 4th level.

Sorsha

Race	Female Human

Secondary Skills	Basic Leadership, Basic Offense

Attack	2

Defense	2

Power	1

Knowledge	1

Unique Ability	Sorsha increases the Attack and Defense skills of any Swordsmen or Crusaders she commands for each level she attains after the 4th level.

Tyris

Race	Female Human

Secondary Skills	Basic Leadership, Basic Tactics

Attack	2

Defense	2

Power	1

Knowledge	1

Unique Ability	Tyris increases the Attack and Defense skills of any Cavaliers or Champions she commands for each level she attains after the 6th level.

Necromancers

Aislinn

Race	Female Vampire

Secondary Skills	Basic Necromancy, Basic Wisdom

Attack	1

Defense	0

Power	2

Knowledge	2

Unique Ability	Aislinn's proficiency with the Meteor Shower spell allows her to cast it with increased effect, based on her level compared to the level of the target unit.  (greater bonus on weaker units)

Nagash

Race	Male Lich

Secondary Skills	Basic Necromancy, Basic Intelligence

Attack	1

Defense	0

Power	2

Knowledge	2

Unique Ability	Nagash's presence allows the Kingdom he serves to receive an additional 350 gold per day.

Nimbus

Race	Male Human

Secondary Skills	Basic Necromancy, Basic Eagle Eye

Attack	1

Defense	0

Power	2

Knowledge	2

Unique Ability	Nimbus receives a 5% per level bonus to his Eagle Eye skill.

Sandro

Race	Male Lich

Secondary Skills	Basic Necromancy, Basic Sorcery

Attack	1

Defense	0

Power	2

Knowledge	2

Unique Ability	Sandro receives a 5% per level bonus to his Sorcery skill.

Septienna

Race	Female Human

Secondary Skills	Basic Necromancy, Basic Scholar

Attack	1

Defense	0

Power	2

Knowledge	2

Unique Ability	Septienna's proficiency with the Death Ripple spell allows her to cast it with increased effect, based on her level compared to the level of the target unit.  (greater bonus on weaker units)

Thant

Race	Male Vampire

Secondary Skills	Basic Necromancy, Basic Mysticism

Attack	1

Defense	0

Power	2

Knowledge	2

Unique Ability	Thant's proficiency with the Animate Dead spell allows him to cast it with increased effect, based on his level compared to the level of the target unit.  (greater bonus on weaker units)

Vidomina

Race	Female Human

Secondary Skills	Advanced Necromancy

Attack	1

Defense	0

Power	2

Knowledge	2

Unique Ability	Vidomina receives a 5% per level bonus to her Necromancy skill.

Xsi

Race	Female Lich

Secondary Skills	Basic Necromancy, Basic Learning

Attack	1

Defense	0

Power	2

Knowledge	2

Unique Ability	Xsi's proficiency with the Stone Skin spell allows her to cast it with increased effect, based on her level compared to the level of the target unit.  (greater bonus on weaker units)

Overlords

Ajit

Race	Male Human

Secondary Skills	Basic Leadership, Basic Resistance

Attack	2

Defense	2

Power	1

Knowledge	1

Unique Ability	Ajit increases the Attack and Defense skills of any Beholders or Evil Eyes he commands for each level he attains after the 1st level.

Arlach

Race	Male Troglodyte

Secondary Skills	Basic Offense, Basic Artillery

Attack	2

Defense	2

Power	1

Knowledge	1

Unique Ability	Arlach increases the Attack and Defense skill of any Ballista under his command for each level he attains after the 4th level.

Dace

Race	Male Minotaur

Secondary Skills	Basic Tactics, Basic Offense

Attack	2

Defense	2

Power	1

Knowledge	1

Unique Ability	Dace increases the Attack and Defense skills of any Minotaurs or Minotaur Kings he commands for each level he attains after the 5th level.

Damacon

Race	Male Troglodyte

Secondary Skills	Advanced Offense

Attack	2

Defense	2

Power	1

Knowledge	1

Unique Ability	Damacon's presence allows the Kingdom he serves to receive an additional 350 gold per day.

Gunnar

Race	Male Minotaur

Secondary Skills	Basic Tactics, Basic Logistics

Attack	2

Defense	2

Power	1

Knowledge	1

Unique Ability	Gunnar receives a 5% per level bonus to his Logistics skill.

Lorelei

Race	Female Human

Secondary Skills	Basic Leadership, Basic Scouting

Attack	2

Defense	2

Power	1

Knowledge	1

Unique Ability	Lorelei increases the Attack and Defense skills of any Harpies or Harpy Hags she commands for each level she attains after the 2nd level.

Shakti

Race	Male Troglodyte

Secondary Skills	Basic Offense, Basic Tactics

Attack	2

Defense	2

Power	1

Knowledge	1

Unique Ability	Shakti increases the Attack and Defense skills of any Troglodytes or Infernal Troglodytes he commands for each level he attains after the 1st level.

Synca

Race	Female Human

Secondary Skills	Basic Leadership, Basic Scholar

Attack	2

Defense	2

Power	1

Knowledge	1

Unique Ability	Synca increases the Attack and Defense skills of any Manticores or Scorpicores she commands for each level he attains after the 6th level.

Rangers

Clancy

Race	Male Dwarf

Secondary Skills	Basic Resistance, Basic Pathfinding

Attack	1

Defense	3

Power	1

Knowledge	1

Unique Ability	Clancy increases the Attack and Defense skills of any Unicorns or War Unicorns he commands for each level he attains after the 6th level.

Ivor

Race	Male Elf

Secondary Skills	Basic Archery, Basic Offense

Attack	1

Defense	3

Power	1

Knowledge	1

Unique Ability	Ivor increases the Attack and Defense skills of any Wood Elves or Grand Elves he commands for each level he attains after the 3rd level.

Jenova

Race	Male Elf

Secondary Skills	Advanced Archery

Attack	1

Defense	3

Power	1

Knowledge	1

Unique Ability	Jenova's presence allows the Kingdom she serves to receive an additional 350 gold per day.

Kyrre

Race	Female Elf

Secondary Skills	Basic Archery, Basic Logistics

Attack	1

Defense	3

Power	1

Knowledge	1

Unique Ability	Kyrre receives a 5% per level bonus to her Logistics skill.

Mephala

Race	Female Human

Secondary Skills	Basic Leadership, Basic Armorer

Attack	1

Defense	3

Power	1

Knowledge	1

Unique Ability	Mephala receives a 5% per level bonus to her Armorer skill.

Ryland

Race	Male Human

Secondary Skills	Basic Leadership, Basic Diplomacy

Attack	1

Defense	3

Power	1

Knowledge	1

Unique Ability	Ryland increases the Attack and Defense skills of any Dendroid Guards or Soldiers he commands for each level he attains after the 5th level.

Thorgrim

Race	Male Dwarf

Secondary Skills	Advanced Magic Resistance

Attack	1

Defense	3

Power	1

Knowledge	1

Unique Ability	Thorgrim receives a 5% per level bonus to his Resistance skill.

Ufretin

Race	Male Dwarf

Secondary Skills	Basic Resistance, Basic Luck

Attack	1

Defense	3

Power	1

Knowledge	1

Unique Ability	Ufretin increases the Attack and Defense skills of any Dwarves of Battle Dwarves he commands for each level he attains after the 2nd level.

Warlocks

Alamar

Race	Male Human

Secondary Skills	Basic Wisdom, Basic Scholar

Attack	0

Defense	0

Power	3

Knowledge	2

Unique Ability	Alamar's proficiency with the Resurrection spell allows him to cast it with increased effect, based on his level compared to the level of the target unit.  (greater bonus on weaker units)

Darkstorn

Race	Male Minotaur

Secondary Skills	Basic Wisdom, Basic Learning

Attack	0

Defense	0

Power	3

Knowledge	2

Unique Ability	Darkstorn's proficiency with the Stone Skin spell allows him to cast it with increased effect, based on his level compared to the level of the target unit.  (greater bonus on weaker units)

Deemer

Race	Male Minotaur

Secondary Skills	Basic Wisdom, Advanced Scouting

Attack	0

Defense	0

Power	3

Knowledge	2

Unique Ability	Deemer's proficiency with the Meteor Shower spell allows him to cast it with increased effect, based on his level compared to the level of the target unit.  (greater bonus on weaker units)

Geon

Race	Male Troglodyte

Secondary Skills	Basic Wisdom, Basic Eagle Eye

Attack	0

Defense	0

Power	3

Knowledge	2

Unique Ability	Geon receives a 5% per level bonus to his Eagle Eye skill.

Jaegar

Race	Male Troglodyte

Secondary Skills	Basic Wisdom, Basic Mysticism

Attack	0

Defense	0

Power	3

Knowledge	2

Unique Ability	Jaegar receives a 5% per level bonus to his Mysticism skill.

Jeddite

Race	Male Human

Secondary Skills	Advanced Wisdom

Attack	0

Defense	0

Power	3

Knowledge	2

Unique Ability	Jeddite's proficiency with the Animate Dead spell allows her to cast it with increased effect, based on her level compared to the level of the target unit.  (greater bonus on weaker units)

Malekith

Race	Male Minotaur

Secondary Skills	Basic Wisdom, Basic Sorcery

Attack	0

Defense	0

Power	3

Knowledge	2

Unique Ability	Malekith receives a 5% per level bonus to his Sorcery skill.

Sephinroth

Race	Female Human

Secondary Skills	Basic Wisdom, Basic Intelligence

Attack	0

Defense	0

Power	3

Knowledge	2

Unique Ability	Sephinroth is able to produce 1 additional Crystal per day for the Kingdom she serves.

Witches

Andra

Race	Female Human

Secondary Skills	Basic Wisdom, Basic Intelligence

Attack	0

Defense	1

Power	2

Knowledge	2

Unique Ability	Andra receives a 5% per level bonus to her Intelligence skill.

Merist

Race	Female Gnoll

Secondary Skills	Basic Wisdom, Basic Learning

Attack	0

Defense	1

Power	2

Knowledge	2

Unique Ability	Merist's proficiency with the Stone Skin spell allows her to cast it with increased effect, based on her level compared to the level of the target unit. (greater bonus on weaker units)

Mirlanda

Race	Female Human

Secondary Skills	Advanced Wisdom

Attack	0

Defense	1

Power	2

Knowledge	2

Unique Ability	Mirlanda's proficiency with the Weakness spell allows her to cast it with increased effect, based on her level compared to the level of the target unit.  (greater bonus on weaker units)

Rosic

Race	Female Gnoll

Secondary Skills	Basic Wisdom, Basic Mysticism

Attack	0

Defense	1

Power	2

Knowledge	2

Unique Ability	Rosic receives a 5% per level bonus to her Mysticism skill.

Styg

Race	Female Lizardwoman

Secondary Skills	Basic Wisdom, Basic Sorcery

Attack	0

Defense	1

Power	2

Knowledge	2

Unique Ability	Styg receives a 5% per level bonus to her Sorcery skill.

Tiva

Race	Female Gnoll

Secondary Skills	Basic Wisdom, Basic Eagle Eye

Attack	0

Defense	1

Power	2

Knowledge	2

Unique Ability	Tiva receives a 5% per level bonus to her Eagle Eye skill.

Verdish

Race	Female Human

Secondary Skills	Basic Wisdom, Basic First Aid

Attack	0

Defense	1

Power	2

Knowledge	2

Unique Ability	Verdish receives a 5% per level bonus to her First Aid skill.

Voy

Race	Female Lizardwoman

Secondary Skills	Basic Wisdom, Basic Navigation

Attack	0

Defense	1

Power	2

Knowledge	2

Unique Ability	Voy receives a 5% per level bonus to her Navigation skill.

Wizards

Aine

Race	Female Genie

Secondary Skills	Basic Wisdom, Basic Scholar

Attack	0

Defense	0

Power	2

Knowledge	3

Unique Ability	Aine's presence allows the Kingdom she serves to receive an additional 350 gold per day.

Astral

Race	Male Human

Secondary Skills	Advanced Wisdom

Attack	0

Defense	0

Power	2

Knowledge	3

Unique Ability	Astral's proficiency with the Hypnotize spell allows him to cast it with increased effect, based on his level compared to the level of the target unit.  (greater bonus on weaker units)

Cyra

Race	Female Human

Secondary Skills	Basic Wisdom, Basic Diplomacy

Attack	0

Defense	0

Power	2

Knowledge	3

Unique Ability	Cyra's proficiency with the Haste spell allows her to cast it with increased effect, based on her level compared to the level of the target unit.  (greater bonus on weaker units)

Daremyth

Race	Female Genie

Secondary Skills	Basic Wisdom, Basic Intelligence

Attack	0

Defense	0

Power	2

Knowledge	3

Unique Ability	Daremyth's proficiency with the Fortune spell allows him to cast it with increased effect, based on his level compared to the level of the target unit.

Halon

Race	Male Genie

Secondary Skills	Basic Wisdom, Basic Mysticism

Attack	0

Defense	0

Power	2

Knowledge	3

Unique Ability	Halon receives a 5% per level bonus to his Mysticism skill.

Serena

Race	Female Human

Secondary Skills	Basic Wisdom, Basic Eagle Eye

Attack	0

Defense	0

Power	2

Knowledge	3

Unique Ability	Serena receives a 5% per level bonus to her Eagle Eye skill.

Solmyr

Race	Male Genie

Secondary Skills	Basic Wisdom, Basic Sorcery

Attack	0

Defense	0

Power	2

Knowledge	3

Unique Ability	Solmyr's proficiency with the Chain Lightning spell allows him to cast it with increased effect, based on his level compared to the level of the target unit.

Theodorus

Race	Male Human

Secondary Skills	Basic Wisdom, Basic Ballistics

Attack	0

Defense	0

Power	2

Knowledge	3

Unique Ability	Theodorus increases the Attack and Defense skills of any Magi or Arch Magi he commands for each level he attains after the 4th level.


Keyboard Shortcuts

Adventure Map

H- Selects next hero

M - Moves current hero

K - Kingdom Overview

U - Toggles map elevation

C - Cast spell

Z - Puts current hero to sleep

W - Wakens current hero

Q - Quest Log

E - End turn

A - Adventure Options

V - View World

P - Puzzle Map

D - Dig

I - View Scenario Info

O - System Options

M - Main Menu

L - Load Game

R - Restart Scenario

S - Save Game

Q - Quit to Desktop

Esc -Return to Game

Arrow Keys - Moves current hero

Ctrl + Arrow Keys - Scrolls Adventure Map

Return - Centers current hero or town on Adventure Map

Tab - Send a chat message (multi-player game)

Esc - Quit

Combat Screen

A - Automatic combat on/off

D - Defend

W - Wait

C - Cast spell

R - Retreat

S - Surrender

O - Combat Options

T - View troop

F5 - Toggles creature pop-up types

F6 - Toggles hex grid display

F7 - Toggles mouse shadow display

F8 - Toggles movement shadow display

Up/Down Arrow Keys - Scrolls combat messages

Space - Selects next creature

S - Start combat during Tactics phase

Town Screen

Up Arrow - Previous town

Down Arrow - Next town

Space - Switches visiting/garrison heroes

Spell Book

Left/Right Arrows - Turns pages

Up/Down Arrows - Move through bookmarks

A - Displays adventure spells

C - Combat spells

View Army Window

U - Upgrade creature

D - Dismiss creature

General

F1 - Help

F4 - Toggles window/full screen display

Esc - Cancel, Exit, or No

Return - Okay, Accept, or Yes

Mplayer.com


Mplayer.com

What is Mplayer.com?

Mplayer.com is the #1 multi-player game service on the Internet. Playing the Heroes III game on Mplayer.com means that a player in a remote location can challenge other players in remote locations, and they’ll play in real time--like they’re all sitting in the same room. Mplayer.com offers hundreds of innovative features, including real-time voice--chat that lets you verbally taunt your opponents and praise your teammates. When you sign up for Mplayer.com you're joining a friendly online community where you can participate in regular tournaments, contests, and special events.

Pricing

Mplayer.com is FREE--there are no charges or monthly fees to play the Heroes III game on Mplayer.com.

So how do I get started?

Installing Mplayer.com is simple. Just follow these easy steps and you’re on your way to the excitement of online multi-player gaming!

1. There are several ways to install Mplayer.com from the Heroes III game:

- From the game CD-ROM Autorun Menu select the More option

- From the Windows 95 Start Menu select Heroes III and the Online Services option

- From Multi-player Game Type Menu select the Online Services button

- From the Heroes III folder click on the Online Services option

2. Each of these ways will bring up the Multi-player Online Services menu with the Mplayer.com button, which will:

- Check for Mplayer.com -- if you don’t have it, we’ll install everything you need!  Just follow the easy install instructions at the prompts. During the process, you’ll set up an Mplayer.com account and select your Mplayer.com member name and password.

3. After installing Mplayer.com, your Web browser will launch and connect you to the Mplayer.com game page:

- Make sure your game CD-ROM is in the disk drive.

- Now click on ÔPlay Now’ to log onto Mplayer.com and head to the Lobby of your game.

- Before entering the game’s Lobby, we’ll automatically download any additional files you might need to make the game playable on Mplayer.com.

4. Now you are in your game’s Lobby on Mplayer.com.

- Chat with other players by typing your message and pressing Enter.

- To enter a Game Room, double-click on a green Room icon.

- If you want to create a new Game Room, click on the Create Room button.

5. Almost there!

- If you enter an existing Game Room, Click on the ‘Ready to Play?’ button, or,

- If you create a Room, wait for players, then click on the ‘Launch Game’ button.

6. Have fun playing on Mplayer.com!

Mplayer.com Customer Support

Mplayer.com has a staff of highly trained Technical Support representatives waiting to answer any questions or solve any problems you can throw at ‘em. If you're having trouble installing Mplayer.com, contact a Technical Support representative by emailing support@mplayer.com or by calling (650) 429-3100 between the hours of 3 p.m. and 10 p.m. (PST), seven days a week.

For more information about Mplayer.com visit our Web site at www.mplayer.com.

Mplayer.com Technical Info

You need the following PC configuration to install our software and play games on Mplayer.com:

System Requirements:

- Windows 95

- Pentium processor

- 8MB RAM (16MB recommended)

- 14.4 KBPS or faster modem (28.8 KBPS or higher recommended)

- Internet access*

- Web browser

* AOL, CompuServe, and Prodigy do not yet support adequate TCP/IP connections for FAST gameplay. Low latency games, including turn-based or role playing games, however, can be played.


HEAT

How to Play on HEAT

1. There are several ways to install HEAT from the Heroes III game:

- From the game CD-ROM Autorun Menu select the More option

- From the Windows 95 Start Menu select Heroes III and the Online Services option

- From the Multi-player Game Type Menu select the Online Services button

- From the Heroes III folder click on the Online Services option

Each of these ways will bring up the Online Services menu with the HEAT button, which will install HEAT.

2. For FREE gameplay on HEAT.net, you may use the HEAT button on the Online Services menu or, from your Java enables Internet browser, go to http://www.heat.net.If you aren’t already a HEAT member, register your account information. Note, that if you already installed the HEAT software from your Heroes of Might and Magic III CD-ROM, you will not need to download the software. (HEAT updates are automatic.)

3. Log in by entering your user name and password.

4. Choose the Heroes III game from the list of games

5. Click the “Play Now” button on the web page to get to the Heroes of Might and Magic III lobby area.

6. From the HEAT Heroes III game lobby, you may choose to create a new “room” or join an existing room. If you decide to create a room you will be the moderator, who controls the game setting options. As the moderator you can start a game at anytime by clicking the Launch button.

Note: for users with less than 48MB of RAM: Go to the Options Menu of the HEAT.net Katalyst, click on the General tab, and check the box labeled Kill Browser When Game Starts.


Troubleshooting

Installation

Problem: The CD is in the CD-ROM drive, but the computer is not recognizing it.

Answers: The CD may be dirty or scratched.

Solutions:

1. Make sure you have the ‘Game’ CD in the CD-ROM drive.

2. Make sure the data side of the CD (shiny side) is not dirty or scratched.  If it is dirty, take a lint free non-abrasive cloth and wipe gently to clean it (always wipe radially, from the inside of the disk to the outside edges).  If the data side of the CD appears scratched,  please call Customer Support for information on our exchange policy.

Problem: The computer freezes during install and an error message is displayed.

Answers: Your computer may be using an older 16-bit CD-ROM driver; there may not be enough space on your hard drive for temporary files to expand; the CD-ROM drive might be having problems with how it buffers information.

To check and see if your computer is using an older 16-bit CD-ROM driver:

1. Right-click on the My Computer icon and select ‘Properties’.

2. Click on the ‘Performance’ tab.

3. In the ‘Performance status’ box, if the File System line says  “Some drivers are using MS-DOS compatibility, you are using a 16-bit CD-ROM driver.

Solutions:

1. For 16-bit CD-ROM drivers: Contact the manufacturer of your CD-ROM drive or the manufacturer of your computer for an updated 32-bit CD-ROM driver.

2. For 32-bit CD-ROM drivers:

- Close all unnecessary programs running in the Background:  Press the CTRL+ALT+DEL keys at the same time, select a program, and press the End Task button.  Repeat until all programs except the ‘Explorer’ and ‘Systray’ programs are closed.

- Empty the Recycle Bin and delete all files in your C:\Windows\Temp folder.

3. Turn off read-ahead on the CD-ROM drive:

1. Right-click on the My Computer icon and select ‘Properties’.

2. Click on the ‘Performance’ tab.

3. Click on the ‘File System’ button.

4. Choose the ‘CD-ROM’ tab at the top

5. Change the ‘Optimize access pattern for’ field to ‘No read-ahead’

6. Click on Apply, then OK and finally click Close (you will be prompted to restart your system). You can restore the setting back to normal after the game is installed successfully.

Launching the Game I

Problem: After launching the game from the Start menu or Desktop icon, you get a blank screen, a black box surrounding the mouse cursor, blurring or choppy graphics, vertical lines on the screen, choppy sound, or no sound.

Answer: There is probably a conflict between your video or sound card and Microsoft’s DirectX.

Solution:

1. Put the ‘Install’ CD in the CD-ROM drive.

2. Press the Start button on the Windows 95 task bar and select ‘Find’, and then ‘Files or Folders..’.

3. Type ‘dxsetup.exe’ in the ‘Named:’ box and select your CD-ROM drive under ‘Look in’.

4. Select the ‘Find Now’ button.

5. Double click on the Ôdxsetup.exe’ file when the search is done.  You will see the DirectXª Setup window.  All components should be version 4.05.x or greater, except for ‘Old Direct Play’, which may have a lower number.  If not all of the drivers are 4.05.x or greater:

6. Select the ‘Reinstall DirectX’ button.  At this point, DirectX may prompt you for information about your video and/or audio drivers. Follow the recommendations and restart the computer as prompted.

For Windows 98 users:

1. Press the Start button on the Windows 98 task bar and select ‘Help’

2. Select the Search tab, type ‘DirectX Troubleshooter’ in the text box, and then press the List Topics button.  Select ‘DirectX Troubleshooter’ in the Topics window, click the Display Button, and then follow the instructions to troubleshoot your DirectX issue.

Video and Sound card manufacturers regularly update their software drivers to enhance performance and stability, and to improve compatibility with DirectX.  You can find links to many of these manufacturers’ sites by going to the Driver Updates section of our support web site, which is located at http://www.3do.com/support.

You may obtain a list of Microsoft-certified video and audio drivers for your hardware by going to http://www.microsoft.com/hwtest/hcl/. Drivers listed here are confirmed to be compatibility with Windows 95, Windows 98 and Windows NT4.0.

Microsoft updates DirectX and its components regularly and posts them for download off of their web site at http://www.microsoft.com/DirectX.

Launching the Game II

Problem: After launching the game from the Start menu or the desktop icon, your machine locks up, or flashes and returns to the desktop.

Answer: There may be a conflict with the game and another program running in memory.

Solution:

1. Before starting the game, press CTRL-ALT-DEL, this will bring up a list of everything running in memory.

2. The only programs that need to be running (to run Windows) are Explorer and Systray

3. Highlight the other programs (one at a time) and select "End Task".

4. Repeat step 1 and 3 for each of the other  programs.

5. Once you are down to the last two programs (Explorer and Systray), try running the program again.

For Windows 98 users:

1. Go to  your Start menu and then Run.

2. In the run line type: msconfig (This will bring up you System Configuration Utility)

3. Select the "Startup" tab, and turn all of the check boxes off.

4. Press "OK" and then restart your machine.

5. Once your machine has restarted try running the program again.


Customer Support

Web Site

Visit www.3do.com/support for late-breaking news and information, answers to Frequently Asked Questions (FAQ’s), links to hardware manufacturers’ web sites, and the latest product updates.

If you want to ask a specific technical question, you can use the online email form available at our web site.

Phone

Call (650) 261-3454,  Monday through Friday, 9:00am - 12:00 noon and 2:00pm - 5:00pm,

Pacific Time.

U.S. Mail

Customer Support

The 3DO Company

600 Galveston Drive

Redwood City, CA 94063

However you choose to contact us, please provide us with the following information: Computer OS type, amount of RAM, and CPU type (this information is available by right-clicking the My Computer icon, selecting ‘Properties’, and then clicking the ‘General’ tab), as well as your hard drive size and available free space (right-click on your hard drive icon).

3DO Direct Sales - (800) 336-3506

World Wide Web - http://www.3do.com

Customer Support general e-mail address: customer-support@3do.com