]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]] Heroes of Might and Magic III Frequently Asked Questions Version 0.1 Last Updated in 12 October 1999 ]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]] By Joseph Andro Artanto E-mail: arsin@indosat.net.id Hi! I have decided to make a FAQ for Heroes 2. However, I cant take if you rip off my work here or selling this walktrough for own profit, so if you did, I'll found out and I will put you in the losers contents. This walktrough and future revisions of it can be found at : - http://www.gamefaqs.com/ or you can e-mail me at arsin@indosat.net.id This document copyrighted 1999 J. Andro Artanto (arsin@indosat.net.id) ]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]] VERSION --Version 0.1 (12 October 1999). Initial release. ]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]] CONTENTS I. VERSIONS/CONTENTS II. GAME SYSTEM III. SPECIAL PLACES LIST IV. BUILDING LIST V. ARMY LIST VI. SPELL LIST VII. ARTIFACT LIST VIII. STRATEGY GUIDES (BEGINNER) IX. STRATEGY GUIDES (EXPERT) X. DISCLAIMER XI. CREDITS ]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]] GAME SYSTEM There are not many changes in Heroes III, compared with Heroes II, this game provides seems to be unlimited variations. The win or lose system is changed slightly, you not only have to do some artifact hunting, but you also must do some creatures obtain or defeat mission. You also can bring some artifact to a town for a victory. There, you have unlimited things on your mind to make a great map. Well, its true in Heroes III you can edit your map, as usual. The campaigns also has changed, it is consist a lot of campaigns, from the knight style mission to some devilish plan. Heroes III also have multiplayer type, same as Heroes II, some hot seat and internet/modem/network multiplayer type is also there. Also, the ultimate artifact things has been deleted, exchanged with the Grail event, it is different, it is not an artifact, but seems to be some material needed to create a building that give you awesome advantage. ]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]] SPECIAL PLACES LIST This list is only available in the world map of Heroes III, for troops or town buildings info, see below. Some objects are only in certain terrains (although if the creator want it that way, it can be) and some can be placed in any terrain. --Dirt Objects-- *Abandoned Mines: Fight a horde of Troglodytes to get a gold mine. *Alchemist Lab: Give you 1 mercury/day *Crystal Cave: Give you 1 crystal/day *Gem Pond: Provides 1 gem/day *Gold Mine: Provides 1000 gold/day *Ore Pit: Provides 2 ore/day *Sawmill: Provides 2 wood/day *Sulfur Dune: Provides 1 sulfur/day *Water Wheel: Week1 gives 500 gold,each subsequent week gives 1000 gold. *Colosseum: Give you a choice to +2 defense or attack skill. *Lake of Scarlet Swan: +2 luck until the next battle, lose movement. *Fountain of Fortune: -1 to +3 luck until next battle. *Faerie Ring: +1 luck until next battle. *Mystical Garden: 50-50 to get 500 gold or 5 gems,recovered each week. *Fountain of Youth: +1 morale until next battle, +4 movement. *Crypt: Random fight monster to get gold or/and artifact. -1 morale if the guardians already defeated. *Hill Fort: Upgrade base grade creatures. *Obelisk: Reveals portion of grail map. *Trading Post: Trade resources in the rate of 3 marketplaces. *Sign: Display a customizable message. *Stables: +6 movement and upgrade cavaliers to champions. *Tree of Knowledge: pay/not gold/gems to earn a level. *Magic Well: Replenishes spell points. --Sand Objects-- *Alchemist Lab: Give you 1 mercury/day *Crystal Cave: Give you 1 crystal/day *Gem Pond: Provides 1 gem/day *Gold Mine: Provides 1000 gold/day *Ore Pit: Provides 2 ore/day *Sawmill: Provides 2 wood/day *Sulfur Dune: Provides 1 sulfur/day *Campfire: +400-600 gold, +4-6 resource other than gold. *Crypt: Random fight monster to get gold or/and artifact. -1 morale if the guardians already defeated. *Obelisk: Reveals portion of grail map. *Oasis: +1 morale until the next battle, +8 movement. *Pyramid: Defeat 40 gold golems and 20 diamond golems to get random 5th level spell. If the guardians have been defeated, luck -2. *Skeleton: Sometimes (20%) get random artifact. *Sign: Display a customizable message. --Grass Objects-- *Abandoned Mines: Fight a horde of Troglodytes to get a gold mine. *Alchemist Lab: Give you 1 mercury/day *Crystal Cave: Give you 1 crystal/day *Gem Pond: Provides 1 gem/day *Gold Mine: Provides 1000 gold/day *Ore Pit: Provides 2 ore/day *Sawmill: Provides 2 wood/day *Sulfur Dune: Provides 1 sulfur/day *Water Wheel: Week1 gives 500 gold,each subsequent week gives 1000 gold. *Colosseum: Give you a choice to +2 defense or attack skill. *Lake of Scarlet Swan: +2 luck until the next battle, lose movement. *Fountain of Fortune: -1 to +3 luck until next battle. *Faerie Ring: +1 luck until next battle. *Mystical Garden: 50-50 to get 500 gold or 5 gems,recovered each week. *Fountain of Youth: +1 morale until next battle, +4 movement. *Crypt: Random fight monster to get gold or/and artifact. -1 morale if the guardians already defeated. *Hill Fort: Upgrade base grade creatures. *Obelisk: Reveals portion of grail map. *Trading Post: Trade resources in the rate of 3 marketplaces. *Sign: Display a customizable message. *Stables: +6 movement and upgrade cavaliers to champions. *Tree of Knowledge: pay/not gold/gems to earn a level. *Magic Well: Replenishes spell points. --Snow Objects-- *Lean-To: +1-4 resources other than gold. *Alchemist Lab: Give you 1 mercury/day *Crystal Cave: Give you 1 crystal/day *Gem Pond: Provides 1 gem/day *Gold Mine: Provides 1000 gold/day *Ore Pit: Provides 2 ore/day *Sawmill: Provides 2 wood/day *Sulfur Dune: Provides 1 sulfur/day *Windmill: +3-6 resources other than wood and gold. *Water Wheel: Week1 gives 500 gold,each subsequent week gives 1000 gold. *Campfire: +400-600 gold, +4-6 resource other than gold. *Crypt: Random fight monster to get gold or/and artifact. -1 morale if the guardians already defeated. *Obelisk: Reveals portion of grail map. *Redwood Observatory: Reveals unmapped area 20 tiles from the observatory. *Sign: Display a customizable message. *Magic Well: Replenishes spell points. --Swamp Objects-- *Alchemist Lab: Give you 1 mercury/day *Crystal Cave: Give you 1 crystal/day *Gem Pond: Provides 1 gem/day *Gold Mine: Provides 1000 gold/day *Ore Pit: Provides 2 ore/day *Sawmill: Provides 2 wood/day *Sulfur Dune: Provides 1 sulfur/day *Water Wheel: Week1 gives 500 gold,each subsequent week gives 1000 gold. *Lake of Scarlet Swan: +2 luck until the next battle, lose movement. *Fountain of Fortune: -1 to +3 luck until next battle. *Faerie Ring: +1 luck until next battle. *Mystical Garden: 50-50 to get 500 gold or 5 gems,recovered each week. *Fountain of Youth: +1 morale until next battle, +4 movement. *Crypt: Random fight monster to get gold or/and artifact. -1 morale if the guardians already defeated. *Obelisk: Reveals portion of grail map. *Sign: Display a customizable message. *Magic Well: Replenishes spell points. --Rough Objects-- *Alchemist Lab: Give you 1 mercury/day *Crystal Cave: Give you 1 crystal/day *Gem Pond: Provides 1 gem/day *Gold Mine: Provides 1000 gold/day *Ore Pit: Provides 2 ore/day *Sawmill: Provides 2 wood/day *Sulfur Dune: Provides 1 sulfur/day *Wagon: Sometimes give you an artifact or gold. *Magic Spring: Doubles and replenishes your spell points. *Obelisk: Reveals portion of grail map. *Trading Post: Trade resources in the rate of 3 marketplaces. *Skeleton: Sometimes (20%) get random artifact. *Sign: Display a customizable message. *Stables: +6 movement and upgrade cavaliers to champions. *Watering Hole: +1 Morale until next battle, +4 movement. --Subterranean Objects-- *Alchemist Lab: Give you 1 mercury/day *Crystal Cave: Give you 1 crystal/day *Gem Pond: Provides 1 gem/day *Gold Mine: Provides 1000 gold/day *Ore Pit: Provides 2 ore/day *Sawmill: Provides 2 wood/day *Sulfur Dune: Provides 1 sulfur/day *Campfire: +400-600 gold, +4-6 resource other than gold. *Cartographer: Your choice to reveal all unmapped area of land or ocean or the underworld. *Obelisk: Reveals portion of puzzle map. *Pillar of Fire: Reveals unmapped area 20tiles from the pillar. *Sign: Display a customizable message. --Lava Objects-- *Alchemist Lab: Give you 1 mercury/day *Crystal Cave: Give you 1 crystal/day *Gem Pond: Provides 1 gem/day *Gold Mine: Provides 1000 gold/day *Ore Pit: Provides 2 ore/day *Sawmill: Provides 2 wood/day *Sulfur Dune: Provides 1 sulfur/day *Campfire: +400-600 gold, +4-6 resource other than gold. *Obelisk: Reveals portion of puzzle map. *Sign: Display a customizable message. --Water Objects-- *Derelict Ship: Fight some water elementals for gold /and artifact. *Flotsam: Sometimes give you woods and gold. *Shipwreck Survivor: Give you 1 random artifact. *Shipwreck: Fight some Wights to get gold /and artifact. *Buoy: +1 morale until the next battle. *Boat: used as a transport over the water. *Ocean Bottle: same as sign, but on water. *Sea Chest: Give you some gold /and artifact if your backpack isnt full. *Cartographer: Your choice to reveal all unmapped area of land or ocean or the underworld. *Mermaids: +1 luck until the next battle. *Sirens: Lose 30% of each army,gain 1 exp per hp for the lost creatures. *Whirlpool: teleport the hero to another whirlpool with the cost of 50% of the weakest army of the hero. --All Terrain Objects-- *Guardhouse Pikeman dwelling. *Archers Tower Archer dwelling. *Griffin Tower Griffin dwelling. *Barrack Swordman dwelling. *Monastery Monk dwelling. *Training Ground Cavalier dwelling. *Portal of Glory Angel dwelling. *Centaur Stable Centaur dwelling. *Dwarf Cottage Dwarf dwelling. *Homestead Wood Elf Dwelling. *Enchanted Spring Pegasus dwelling. *Dendroid Arches Dendroid Guard dwelling. *Unicorn Glade Unicorn dwelling. *Dragon Cliffs Green Dragon dwelling. *Workshop Gremlin dwelling. *Parapet Stone Gargoyle dwelling. *Golem Factory Stone, Iron, Gold, and Diamond Golem dwelling. Flag for +1 Stone/Iron Golem generation in Tower towns. *Mage Tower Mage dwelling. *Altar of Wishes Genie dwelling. *Golden Pavillion Naga dwelling. *Cloud Temple Giant dwelling. *Imp Crucible Imp dwelling. *Hall of Sins Gog dwelling. *Kennels Hell Hound dwelling. *Demon Gate Demon dwelling. *Hell Hole Pit Fiend dwelling. *Fire Lake Efreet dwelling. *Forsaken Palace Devil dwelling. *Cursed Temple Skeleton dwelling. *Graveyard Walking Dead dwelling. *Tomb of Souls Wight dwelling. *Estate Vampire dwelling. *Mausoleum Lich dwelling. *Hall of Darkness Black Knight dwelling. *Dragon Vault Bone Dragon dwelling. *Warren Troglodyte dwelling. *Harpy Loft Harpy dwelling. *Pillar of Eyes Beholder dwelling. *Chapel of Stilled Voices Medusa dwelling. *Labyrinth Minotaur dwelling. *Manticore Lair Manticore dwelling. *Dragon Cave Red Dragon dwelling. *Goblin Barracks Goblin dwelling. *Wolf Pen Wolf Rider dwelling. *Orc Tower Orc dwelling. *Ogre Fort Ogre dwelling. *Cliff Nest Roc dwelling. *Cyclops Cave Cyclops dwellling. *Behemoth Crag Behemoth dwelling. *Gnoll Hut Gnoll dwelling. *Lizard Den Lizardman dwelling. *Serpent Fly Hive Serpent Fly dwelling. *Basilisk Pit Basilisk dwellling. *Gorgon Lair Gorgon dwelling. *Wyvern Nest Wyvern dwelling. *Hydra Pond Hydra dwelling. *Elemental Conflux Dwelling for Air, Earth, Fire and Water elementals. *Air Elemental Conflux Air Elemental dwelling. *Earth Elemental Conflux Earth Elemental dwelling. *Fire Elemental Conflux Fire Elemental dwelling. *Water Elemental Conflux Water Elemental dwelling. *War Machine Factory Purchase any of the three war machines. *Refugee Camp Random creature type available for recruiting every 7 days. *Windmill +03-06 of any random resource other than Wood or Gold. *Star Axis Hero receives +1 Power. *Garden of Revelation +1 Knowledge *Learning Stone +1000 experience points. *Idol of Fortune +1 Luck until the next battle, on odd days of the week not Day7. +1 Morale until next battle, on even days of the week. +1 Luck and Morale until next battle, on Day7. *Library of Enlightenment Possibly gives visiting hero +2 Attack, +2 Defense, +2 Power, +2 Knowledge. *Marletto Tower +1 Defense *Mercenary Camp Hero receives +1 Attack. *School of Magic Pay 1000 gold to increase the Power or Knowledge of your hero by +1. *University Pay 2000g for a 'new' Secondary Skill. *Temple +1 Morale until next battle. +2 Morale until next battle, on Day 7. *Dragon Utopia 30% Fight 8 Green Dragons, 5 Red Dragons, 2 Gold Dragons, and 1 Black Dragons for 20kgold and 1 Treasure Artifact, 1 Minor Artifact, 1 Major Artifact, and 1 Relic Artifact. 30% Fight 8 Green Dragons, 6 Red Dragons, 3 Gold Dragons, and 2 Black Dragons for 30kgold and 1 Minor Artifact, 1 Major Artifact, and 2 Relic Artifacts. 30% Fight 8 Green Dragons, 6 Red Dragons, 4 Gold Dragons, and 3 Black Dragons for 40kgold and 1 Major Artifact, and 3 Relic Artifacts. 10% Fight 8 Green Dragons, 7 Red Dragons, 6 Gold Dragons, and 5 Black Dragons for 50kgold and 4 Relic Artifacts. *School of War Pay 1000 gold to increase the Attack or Defense of the hero by 1. *Witch Hut Random Secondary Skill other than Leadership or Necromancy. *Subterranean Gate Entering the Subterranean Gate leads to the Underground Map, if any. *Altar of Sacrifice Castle,Rampart,and Tower heroes may sacrifice artifacts for exp. Inferno,Necropolis,and Dungeon heroes may sacrifice creatures for exp. Stronghold,Fortress heroes may sacrifice art/creatures for exp. *Cyclops Stockpile 30% Fight 20 Cyclops for 4 of each resource. 30% Fight 30 Cyclops for 6 of each resource. 30% Fight 40 Cyclops for 8 of each resource. 10% Fight 50 Cyclops for 10 of each resource. *Dwarven Treasury 30% Fight 50 Dwarves for 2500 gold and 2 Crystal. 30% Fight 75 Dwarves for 4000 gold and 3 Crystal. 30% Fight 100 Dwarves for 5000 gold and 5 Crystal. 10% Fight 150 Dwarves for 7500 gold and 10 Crystal. *Griffin Conservatory 30% Fight 40 Griffins to receive 2 Angel into your army's ranks. 30% Fight 60 Griffins to receive 3 Angel into your army's ranks. 30% Fight 80 Griffins to receive 4 Angel into your army's ranks. 10% Fight 100 Griffins to receive 5 Angel into your army's ranks. *Imp Cache 30% Fight 100 Imps for 1000 gold and 2 mercury. 30% Fight 150 Imps for 1500 gold and 3 mercury. 30% Fight 200 Imps for 2000 gold and 4 mercury. 10% Fight 300 Imps for 5000 gold and 6 mercury. *Medusa Stores 30% Fight 20 Medusa for 2kgold and 5 sulfur. 30% Fight 30 Medusa for 3kgold and 6 sulfur. 30% Fight 40 Medusa for 4kgold and 8 sulfur. 10% Fight 50 Medusa for 5kgold and 10 sulfur. *Naga Bank 30% Fight 10 Nagas for 4kgold and 8 gems. 30% Fight 15 Nagas for 6kgold and 12 gems. 30% Fight 20 Nagas for 8kgold and 16 gems. 10% Fight 30 Nagas for 12kgold and 24 gems. *Dragon Fly Hive 30% Fight 30 Dragonflies to receive 4 Wvyerns into your army's ranks. 30% Fight 45 Dragonflies to receive 6 Wvyerns into your army's ranks. 30% Fight 60 Dragonflies to receive 8 Wvyerns into your army's ranks. 10% Fight 90 Dragonflies to receive 12 Wvyerns into your army's ranks. *Campfire +400-600 gold. +4-6 random resource other than gold. *Cover of Darkness Regenerates the shroud for enemy heroes, for a 20 tile radius. *Den of Thieves Gives complete thieves guild information. *Eye of the Magi Not interactive, Eyes of the Magi illuminate shrouded areas when a hero visits a Hut of the Magi. *Hut of the Magi Visiting a Hut of the Magi illuminates locations around an Eye. *Shrine of Magic Incantation Learn level 1 spell. *Shrine of Magic Gesture Learn level 2 spell. *Shrine of Magic Thought Learn random level 3 spell. *Lighthouse +5 Sea mobility for your ships for each lighthouse you own. *Cartographer There are three different cartographers: land, ocean, or underworld. A Hero pays 1000 gold to remove the shroud from the land, ocean, or underworld. *Black Market Artifacts may be purchased at the Black Market. *Monolith One Way Entrance Teleports hero one way to a specific map location. *Monolith One Way Exit Exit point for a hero teleporting through a one way entrance. *Monolith Two Way Teleports a hero to another two way monolith, with the ability to return to the gate of origin. *Garrison Location for storing troops at a choke point. *Anti-magic Garrison Location for storing troops at a choke point. Spells cannot be cast in combat. *Border Guard Usually placed at choke points, a hero must visit a Keymaster's tent of associated color for the password. *Keymaster's Tent For a hero to pass a Border Guard, the hero must visit the Keymaster's tent of the associated color. *Cursed Ground No spells can be cast while on Cursed Ground. In combat native terrain, luck, and morale have no effect. *Magic Plains All Adventure and Combat spells are cast at Expert proficiency. *Prison Free a specific hero. Joins you for free. *Redwood Observatory Shroud is removed from all tiles within 20 tiles of the Observatory. *Rally Flag +1 Luck. +1 Morale until the next battle. +4 adventure movement until the end of the day. *Sanctuary Hero residing here cannot be attacked. *Scholar Learn 1 spell, one secondary skill, or one primary skill. *Scholar then disappears. Seer's Hut *Heroes may complete a Seer's Quest for a reward. Map Makers must specify the quest. *Shipyard Purchase a ship. *Warrior's Tomb Ransack grave for 1 random artifact and -3 morale. 30% Treasure Artifact. 50% Minor Artifact 15% Major Artifact 05% Relic Artifact *Tavern Recruit heroes. Listen to rumors. *Magic Well Replenishes spell points. *Event Events are user created experiences. Events placed on the map can only be triggered by heroes. ]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]] BUILDING LIST --Castle-- *Town Hall *Fort *Tavern *Blacksmith *Marketplace *Mage Guild (1,2,3,4) *Shipyard *Colossus *Guardhouse *Griffin Tower *Monastery *Training Ground *Portal of Glory --Rampart-- *Town Hall *Fort *Tavern *Blacksmith *Marketplace *Mage Guild (1,2,3,4,5) *Spirit Guardian *Mystic Pond *Centaur Stables *Dwarf Cottage *Homestead *Enchanted Spring *Dendroid Arches *Dragon Cliff --Tower-- *Town Hall *Fort *Tavern *Blacksmith *Marketplace *Mage Guild (1,2,3,4,5) *Skyship *Workshop *Parapet *Golem Factory *Mage Tower *Altar of Wishes *Golden Pavilion *Cloud Temple --Dungeon-- *Town Hall *Fort *Tavern *Blacksmith *Marketplace *Mage Guild (1,2,3,4,5) *Guardian of Earth *Portal of Summoning *Battle Scholar Academy *Warren *Harpy Loft *Pillar of Eyes *Chapel of Stilled Voices *Labyrinth *Manticore Lair *Dragon Cave --Inferno-- *Town Hall *Fort *Tavern *Blacksmith *Marketplace *Mage Guild (1,2,3,4,5) *Deity of Fire *Imp Crucible *Hall of Sins *Kennels *Demon Gate *Hell Hole *Fire Lake *Forsaken Palace --Stronghold-- *Town Hall *Fort *Tavern *Blacksmith *Marketplace *Mage Guild (1,2,3,4,5) *Warlord's Monument *Hall of Valhalla *Goblin Barracks *Orc Tower *Ogre Fort *Cliff Nest *Cyclops Cave *Behemoth Lair --Necropolis-- *Town Hall *Fort *Tavern *Blacksmith *Marketplace *Mage Guild (1,2,3,4,5) *Shipyard *Soul Prison *Cursed Temple *Graveyard *Tomb of Souls *Estate *Hall of Darkness *Dragon Vault --Fortress-- *Town Hall *Fort *Tavern *Blacksmith *Marketplace *Mage Guild (1,2,3,4,5) *Shipyard *Carnivorous Plant *Cage of Warlords *Gnoll Hut *Lizard Den *Serpent Fly Hive *Basilisk Pit *Gorgon Lair *Wyvern Nest *Hydra Pond ]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]] Creature Class Cost HP Att De f Dmg Spd Fly Shots Special Pikeman 60 10 4 5 1-3 4 Halberdie r 75 10 6 5 2-3 5 Archer 100 10 6 3 2-3 4 12 Marksman 150 10 6 3 2-3 6 24 2 shots per attack Griffin Castle 200 25 8 8 3-6 6 Y Can counterstrike against 2 attackers per turn Royal Griffen 240 25 9 9 3-6 9 Y Can counterstrike against unlimited attackers per turn Swordsman 300 35 10 12 6-9 5 Crudader 400 35 12 12 7-10 6 2 blows per attack Monk 400 30 12 7 10- 12 5 12 Zealot 450 50 12 10 10- 12 7 24 No h2h attack penalty Cavalier 1000 100 15 15 15- 25 7 Extra impact (+5% per hex traveled) when charging Champion 1200 100 16 16 20- 25 9 Extra impact (+5% per hex traveled) when charging Angel 3000 200 20 20 50 12 Y +150% attacking devils Archangel 5000 250 30 30 50 18 Y As above, and can resurrect dead units 1 per combat Centaur 70 8 5 3 2-3 6 Centaur Captain 90 10 6 3 2-3 8 Dwarf 120 20 6 7 2-4 3 20% resistance to magic Battle Dwarf 150 20 7 7 2-4 5 40% resistance to magic Wood Elf Rampart 200 15 9 5 3-5 6 24 Grand Elf 225 15 9 5 3-5 7 24 2 shots per attack Pegasus 250 30 9 8 5-9 8 Y Enemy spellcasters pay extra 2 pts per spell Silver Pegasus 275 30 9 10 5-9 12 Y Enemy spellcasters pay extra 2 pts per spell Dendroid Guard 350 55 9 12 10- 14 3 Attacked units are bound in place Dendroid Soldier 425 65 9 12 10- 14 4 Unicorn 850 90 15 14 18- 22 7 20% chance of blinding opponent. 20% magic War Unicorn 950 110 15 14 18- 22 9 resistance to units on adjacent squares Green Dragon 2400+1 C 180 18 18 40- 50 10 Y Immune to spells below 4th level Gold Dragon 4000+2 C 250 27 27 40- 50 16 Y Immune to spells below 5th level Goblin 40 5 4 2 1-2 5 Hobgoblin 50 5 5 3 1-2 7 Wolf Rider 100 10 7 5 2-4 6 Wolf Raider 140 10 8 5 3-4 8 2 blows per attack Orc Stronghol d 150 15 8 4 2-5 4 12 Orc Chieftain 165 20 8 4 2-5 5 24 Ogre 300 40 13 7 6-12 4 Ogre Mage 400 60 13 7 6-12 5 Can cast Bloodlust on allied stack 1PT Roc 600 60 13 11 11- 15 7 Y Thunderbi rd 700 60 13 11 11- 15 11 Y 20% chance of add'l damage (10 x #birds) Cyclops 750 70 15 12 16- 20 6 16 Can attack siege walls at basic Ballistics skill Cyclops King 1100 70 17 13 16- 20 8 24 Can attack siege walls at advanced Ballistics skill Behemoth 1500 160 17 17 30- 50 6 Attack reduces target defense value by 40% Ancient Behemoth 3000+1 C 300 19 19 30- 50 9 Attack reduces target defense value by 80% Gremlin 30 4 3 3 1-2 4 Master Gremlin 40 4 4 4 1-2 5 8 Stone Gargoyle 130 16 6 6 2-3 6 Y Obsidian Gargoyle 160 16 7 7 2-3 9 Y Stone Golem Tower 150 30 7 10 4-5 3 ½ damage from spell attacks Iron Golem 200 35 9 10 4-5 5 ¼ damage from spell attacks Mage 350 25 11 8 7-9 5 24 No h2h penalty. Reduce spell costs by 2 Archmage 450 30 12 9 7-9 7 24 As above, plus attack can penetrate cover and walls Genie 550 40 12 12 13- 16 7 150% damage to effrets Master Genie 600 40 12 12 13- 16 11 As above, and can cast a random spell on allies Naga 1100 110 16 13 20 5 Attacked units can't retaliate Naga Queen 1600 110 16 13 30 7 Attacked units can't retaliate Giant 2000+1 G 150 19 16 40- 60 7 Immune to mind spells Titan 5000+2 G 300 24 24 40- 60 11 24 As above, plus 150% vs black dragons. No h2h penalty Notes: h2h = hand to hand 1PT = once per turn Creature Class Cost HP Att De f Dmg Spd Fly Shots Special Troglodyte 50 5 4 3 1-3 4 Poor morale. Immune to blinding Infernal Troglodyte 65 6 5 4 1-3 5 Poor morale. Immune to blinding Harpy 130 14 6 5 1-4 6 Y Attack returns them to hex they started on Harpy Hag 170 14 6 6 1-4 9 Y As above, and attacked units can't retaliate Beholder Dungeon 250 22 9 7 3-5 5 12 Close up, attack for equal damage using tentacles Evil Eye 280 22 10 8 3-5 7 24 Close up, attack for equal damage using tentacles Medusa 300 25 9 9 6-8 5 4 No h2h penalty, h2h attack has 20% chance to petrify Medusa Queen 330 30 10 10 6-8 6 8 No h2h penalty, h2h attack has 20% chance to petrify Minotaur 500 50 14 12 12- 20 6 Good morale Minotaur King 575 50 15 15 12- 20 8 Good morale Manticore 850 80 15 13 14- 20 7 Y Scorpicore 1050 80 16 14 14- 20 11 Y 20% chance to paralyze Red Dragon 2500+1 S 180 19 19 40- 50 11 Y Immune to spells below level 4 Black Dragon 4000+2 S 300 25 25 40- 50 15 Y Immune to all spells. 150% damage to giants, titans Gnoll 50 6 3 5 2-3 4 Gnoll Marauder 70 6 4 6 2-3 5 Lizardman 110 12 5 6 1-3 4 12 Lizard Warrior 130 12 5 7 2-3 5 24 Serpent Fly Fortress 220 20 6 8 2-5 9 Y Dispel beneficial spells on their targets Dragon Fly 240 20 6 8 2-5 13 Y Dispel beneficial spells on their targets Basilisk 325 35 11 11 6-10 5 20% chance of petrifying their prey for 3 rounds Greater Basilisk 400 40 12 12 6-10 7 20% chance of petrifying their prey for 3 rounds Gorgon 525 70 10 14 12- 16 5 Mighty Gorgon 600 70 11 16 12- 16 6 10% chance of killing top creature in stack outright Wyvern 800 70 14 14 14- 18 7 Y Wyvern Monarch 1100 70 14 14 18- 22 11 Y 20% chance of poisoning its target for 3 rounds Hydra 2200 175 16 18 25- 45 5 Attack all adjacent units. Attacked units can't retaliate Chaos Hydra 3500+1 S 250 18 20 25- 45 7 Attack all adjacent units. Attacked units can't retaliate Imp 50 4 2 3 1-2 5 Familiar 60 4 4 4 1-2 7 Channel 20% of spell pts spent by opponent to hero Gog 125 13 6 4 2-4 4 12 Magog 175 13 7 4 2-4 6 24 Attack affects adjacent hexes like Fireball spell Hell Hound Inferno 200 25 10 6 2-7 7 Cerberus 250 25 10 8 2-5 8 Can attack 3 adjacent enemies in a single attack Demon 250 35 10 10 7-9 5 Horned Demon 270 40 10 10 7-9 6 Pit Fiend 500 45 13 13 13- 17 6 Pit Lord 700 45 13 13 13- 17 7 Can resurrect dead units as demons 1 per combat Efreeti 900 90 16 12 16- 24 9 Y Immune to fire spells. 150% damage against genies Efreet Sultan 1100 90 16 14 16- 24 13 Y Immune to fire spells. 150% damage against genies Devil 2700+1 M 160 19 21 30- 40 13 Can teleport to any hex. Attacked units can't retaliate. Arch Devil 4500+2 M 200 26 28 30- 40 17 150% damage to angels. Reduce enemy luck by 1 Skeleton 60 6 5 4 1-3 4 Skeleton Warrior 70 6 6 6 1-3 5 Walking Dead 100 15 5 5 2-3 3 20% chance to cause disease Zombie 125 20 5 5 2-3 4 20% chance to cause disease Wight Necropoli s 200 18 7 7 3-5 5 Y 1st in stack regenerates damage at start of each round Wraith 230 18 7 7 3-5 7 Y As above, plus 2 spell pts per turn drained from enemy Vampire 360 30 10 9 5-8 6 Y Attacked units can't retaliate Vampire Lord 500 40 10 10 5-8 9 Y As above, plus units resurrect equal to damage Lich 550 30 13 10 11- 13 6 12 Damages attack hex and all adjacent non-undead Power Lich 600 40 13 10 11- 15 7 24 Damages attack hex and all adjacent non-undead Black Knight 1200 120 16 16 15- 30 7 20% chance of cursing opponents Dread Knight 1500 120 18 18 15- 30 9 As above, plus 20% chance of double damage Bone Dragon 1800 150 17 15 25- 50 9 Y Lower morale of enemy units by one Ghost Dragon 3000+1 M 200 19 17 25- 50 14 Y As above, plus 20% chance of aging their targets Notes: -disease = diseased creatures have their attack and defense ratings reduced by 2 for a period of 3 rounds -aging = hit points of all members in aged troop is halved -poison = top creature of a poisoned stack loses 50% of its health each round -undead always have neutral morale ]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]] DISCLAIMER This FAQ is copyright 1999 by Joseph Andro Artanto. Do not use this walktrough on your homepage without my permission, and DO NOT use this walktrough for ANY own commercial profit in ANY way. ]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]] CREDITS -New World Computing for making such a great game! -You all readers! Feel free to send info/strategies/critics/suggestion/etc to me. Mail me at arsin@indosat.net.id ]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]] This document is copyrighted 1999 by Joseph Andro Artanto.