Heroes of Might and Magic 3 =========================== SKILLS: ======= Name Bonus Basic Advanced Expert 1 Air Magic Air spells have better effect and lower cost 3 Archery Increased range attack damage +10% +25% +50% 3 Armorer Reduce all damage taken 5% 10% Ballistics Control over Ballista and more damage More damage 2 shots Max damage Diplomacy ... Eagle Eye Can learn spells cast by opponent in combat 40%, Lvl 1-2 3 Earth Magic Earth spells have better effect and lower cost 4 Estates Extra gold each day +125 +250 +500 4 Fire Magic Fire spells have better effect and lower cost First Aid Control over First Aid Tent. Better healing 50 Hp 75 Hp 100 Hp 4 Intelligence Increased mana +25% 2 Leadership Increased morale Learning Increased experience + 5% +10% 1 Logistics More movements on land +10% +20% +30% 3 Luck Increased Luck +1 +2 +3 Mysticism Regenerate mana each turn +2 mana Navigation More movements at sea +50% Necromancy Raise dead into skeletons after battle? 2 Offense Increased melee damage +10% +20% +30% 1 Pathfinding Reduced penalty for rough terrain 25% 50% 75% Resistance Increased magic resistance 5% 10% 20% (unknown if this is just damage or also negation chance) Scholar Can teach spells to other heroes Lvl 1-2 Lvl 3 2 Scouting Increased vision range +1 +2 +3 4 Sorcery Increased spell damage + 5% +10% +15% Tactics Rearrange troops within some hex rows 3 rows 5 rows Water Magic Water spells have better effect and lower cost 1 Wisdom Can learn higher level spells Lvl 3 Lvl 4 Lvl 5 Numbers: ======== Few: 1- 4 Several: 5- 9 Pack: 10- 19 Lots: 20- 48 ... 49? Horde: 50- 99 Throng: 100-214 ... 215-353? Swarm: 354-485 ... 486+? Tips: ===== With rogues in your team you can see if enemies are in´mood to fight, join, flee (5 steps away, with 10 rogues. All troops of the same alignment gives +1 morale. Scenarios: ========== SHADOW OF DEATH New Beginning Clearing the Border Difficulty: Hard Objective: Defeat all enemies. Loss: Lose Gem. Starting Town: 2 x Rampart Starting Hero: Gem Starting Bonus: 10 Wood, 10 Ore 8 Crystal Mage Guild Level 1 (costs 5 Wood, 5 Ore, 2000 gold) Carry over: Gem (max lvl 10) After the Amulet Difficulty: Hard Objective: Aquire the Amulet of the Undertaker Loss: Lose Gem or Clancy Starting Town: 1 x Rampart Starting Hero: Clancy (lvl 7) & Gem Starting Bonus: Blacksmith (costs 5 wood, 1000 gold) 15 Wood +1 Spell Power Carry over: Gem & Clancy (max lvl 15) Retrieving the Cowl Difficulty: Hard Objective: Bring Vampire's Cowl to Leafhall Loss: Lose Gem or Clancy, or Vampire's Cowl Starting Town: 1 x Rampart Starting Hero: Clancy & Gem Starting Bonus: Townhall (costs 2500 gold) 15 Wood +1 Defense (on Gem) Carry over: Gem & Clancy (max lvl 20) Driving for the Boots Difficulty: Expert Objective: Bring Dead Man's Boots to Gem's Starting town Loss: Lose Gem or Clancy, or Dead Man's Boots Starting Town: 1 x Rampart Starting Hero: Clancy & Gem Starting Bonus: 4000 gold 15 Wood 7 Crystal Carry over: Gem (max lvl 25)... but the campaign ends here Elixir of Life Graduation Exercise Difficulty: Normal Objective: Defeat all enemies Loss: Lose Gelu Starting Town: --- (but friendly elves and dwarves nearby) Starting Hero: Gelu Starting Bonus: Spyglass 15 Grand Elves 10 Sharpshooters Carry over: Gelu & 2 other heroes (max lvl 10) Cutthroats Difficulty: Normal Objective: Get the Ring of Vitality Loss: Lose Gelu Starting Town: 1 x Rampart Starting Hero: Gelu & 2 other heroes Starting Bonus: 10 Rogues 2000 gold Equestrian's Gloves Carry over: Gelu & 2 other heroes (max lvl 15) Valley of the Dragon Lords Difficulty: Hard Objective: Get the Ring of Life Loss: Lose Gelu Starting Town: 1 x Rampart Starting Hero: Gelu & 2 other heroes Starting Bonus: 1 Green Dragon Boots of Speed 3000 gold Carry over: Gelu (max lvl 20)... & 2 other heroes??? ...? Hack and Slash Birth of a Barbarian RESTORATION OF ERATHIA Long Live the Queen Dungeons and Devils Spoils of War ARMAGEDDON'S BLADE Armageddon's Blade Dragon's Blood Dragon Slayer Festival of Life Playing With Fire