Spell is a term for the form of forces of magic, that heroes use to aid their journey. Typically heroes use spells to aid their travels, reveal hidden knowledge about their surroundings, or in combat to help their troops or bring harm to their adversaries. Before heroes can cast spells, they must possess a spell book. The spell book is where the hero records the learned spells. Spell books can be bought from Mage Guilds for 500 . They cannot be traded between heroes.
Each spell has a level which represents how difficult it is to cast. Higher level spells are usually only obtainable by heroes with higher Wisdomsecondary skill. Heroes without Wisdom can only learn 1st and 2nd level spells, while Wisdom enables them to learn 3rd, 4th and 5th level spells depending on the level of the skill. When heroes visit a town with a Mage Guild, they automatically learn any unknown spells to them the guild has to offer and their wisdom rating allows them to cast. Heroes may also learn spells as they explore map locations (e.g. Shrine of Magic Incantation). Each spell belongs to one of the four schools of magic: Air, Earth, Fire, or Water, or all of them.
Heroes may learn the Air Magic, Earth Magic, Fire Magic and Water Magic secondary skills to increase the effectiveness at which they cast the spells of each school. Heroes without such expertise may cast a school's spells at a basic level (resulting in the same effect as the basic level spell). Additionally, holding an expertise in a school enables hero to cast spells at the reduced cost. The reduction depends on spell level, as can be seen from the table on the right. This cost reduction is the same regardless of whether a hero holds the skill at basic, advanced, or expert level.
Cost reduction | ||||
Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 |
---|---|---|---|---|
-1 | -2 | -3 | -4 | -5 |
Spells cost spell points to cast. A hero's maximum spell points are equal to 10 times 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 or visits a magic well on the Adventure Map. Heroes with the Mysticism skill regain spell points more rapidly, heroes with the Intelligenceskill get a bonus to their maximum spell points.
In the hero's spell book, spells are listed by the school and divided into combat spells and adventure spells. Combat spells can only be cast during combat while adventure spells can only be cast while wandering on the Adventure Map.
See also[edit]
Retrieved from 'http://heroes.thelazy.net/wiki/index.php?title=Spell&oldid=41215'
To Kill a Hero Mission Specs[edit]
- 1 on 1 on expert difficulty - choice of Town Portal spell, 5 Firebirds, or Sword of Judgement (goes to Gelu in all three cases)
- defeat Xeron to win
- lose Gelu, Roland or Catherine to lose the mission
- Gelu, Roland and Catherine can get to be at most level 36. At the end of the mission they go on to the next mission with the same spells and stats.
Starting Position[edit]
You start with three towns that are almost fully equipped and three heroes, Catherine, Roland and Gelu. Gelu starts in the northeast and the other two start in the southwest.
All three of your heroes start with an army, as well as more troops in the nearby castle. The enemy is stronger and they outnumber you by two heroes, including Xeron who is armed with Armageddon's Blade. The blade increases his stats by 3, Spell Power by 6, allows him to cast expert Armageddon and makes his troops immune to it!
Xeron is stationed near town 8 in the middle of the map.
Mission Strategy[edit]
There are two ways to go about this level. You can focus on atacking Xeron, or taking out all enemy towns first, then attacking him, as I did. First of all, you should spend as much as you can on Catherine's and Roland's armies. Then you should strike at towns 4 and 5, then 6 and 7.
Don't be afraid to run from the enemy - you are basically gaining the time necessary for Gelu to train lots of troops!
When he has accumulated about 20-25 Phoenixes, it is time to attack town 8 and Xeron, to get The Armageddon's Blade.
Xeron tries to use Armageddon every round in battle. If he has the spell points, he casts the spell, hence why you need the large number of troops. High level spells and a high attack score will help you win this difficult battle.
Strategy Tested[edit]
- beat the mission in 3 hours 13 mins – 122 days game time
Comments
First level Edit
Magic arrow
Combat spell that costs 5 spell points.
- Basic: Target, enemy troop receives ((Power x 10) + 10) damage.
- Advanced: Target, enemy troop receives ((Power x 10) + 20) damage.
- Expert: Target, enemy troop receives ((Power x 10) + 30) damage.
Magic arrow is found in all four magic schools.
Bloodlust
Combat spell, costs 5 spell points and lasts for one round per spell power.
- Basic: Target, allied troop receives a +3 attack rating bonus for hand-to-hand attacks.
- Advanced: Target, allied troop receives a +6 attack rating bonus for hand-to-hand attacks.
- Expert: All allied troops receive a +6 attack rating bonus for hand-to-hand attacks.
Combat spell, costs 6 spell points and lasts for one round per spell power.
- Basic: Enemy, target troop creatures deliver minimum damage when attacking.
- Advanced: Enemy, target troop creatures deliver ((80% of their minimum damage) – 1) when they attack.
- Expert: All enemy creatures deliver ((80% of their minimum damage) – 1) when they attack.
Second level Edit
Blind
Combat spell that costs 10 spell points and lasts for one round per spell power.
- Basic: Target, enemy troop is frozen until they are attacked. Deactivating attack is retaliated at 50% of base attack rating.
- Advanced: Target, enemy troop is frozen until they are attacked. Deactivating attack is retaliated at 25% of base attack rating.
- Expert: Target, enemy troop is frozen until they are attacked. Deactivating attack is not retaliated.
Combat spell, costs 8 spell points and lasts for two rounds.
- Basic: 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: Same as Basic Effect, except that wall of fire is three hexes wide and damage is ((Power x 10) +20).
- Expert: Same as Advanced Effect, except that damage is ((Power x 10) + 50).
Adventure spell, costs 4 spell points and lasts for one day.
- Basic: 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: 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: 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.
Visions is found in all four magic schools.
Third level Edit
Fireball
Combat spell, costs 15 spell points.
- Basic: Troops in target hex and its surrounding hexes take ((Power x 10) + 15) damage.
- Advanced: Same as Basic Effect, except that damage is ((Power x 10) + 30).
- Expert: Same as Basic Effect, except that damage is ((Power x 10) + 60).
Combat spell that costs 18 spell points and lasts until touched.
- Basic: 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 can see the mines and can cross them safely. To all others they are invisible.
- Advanced: Same as Basic Effect, except that six mines are placed, and damage is ((Power x 10) + 50).
- Expert: Same as Basic Effect, except that eight mines are placed, and damage is ((Power x 10) + 100).
Combat spell, costs 12 spell points and lasts for one round per spellpower.
- Basic: Luck of target, enemy troop is reduced by one.
- Advanced: Luck of target, enemy troop is reduced by two.
- Expert: Luck of all enemy troops is reduced by two.
Combat spell, costs 12 spell points and lasts for one round per spellpower.
- Basic: Damage from Fire Magic spells is reduced by 30% for target, allied troop.
- Advanced: Damage from Fire Magic spells is reduced by 50% for target, allied troop.
- Expert: Damage from Fire Magic spells is reduced by 50% for all allied troops.
Fourth level Edit
Armageddon
Combat spell, costs 24 spell points.
- Basic: All troops take ((Power x 50) + 30) points of damage.
- Advanced: All troops take ((Power x 50) + 60) points of damage.
- Expert: All troops take ((Power x 50) + 120) points of damage.
Combat spell, costs 20 spell points and lasts for one round.
- Basic: Target attacks nearest troop. All creatures in a 1 hex radius affected.
- Advanced: Target attacks nearest troop. All creatures in a 2 hex radius (7 hexes total) affected.
- Expert: Target attacks nearest troop. All creatures in a 3 hex radius (19 hexes total) affected.
Combat spell, costs 16 spell points and lasts for one round per spellpower.
- Basic: 20% of hand-to-hand damage inflicted on target, allied troop is counter-inflicted on attackers of the troop.
- Advanced: Same as Basic Effect except that 25% of damage is counter-inflicted.
- Expert: Same as Basic Effect except that 30% of damage is counter-inflicted.
Combat spell, costs 16 spell points and lasts until target troop's next action.
- Basic: Target troop’s attack rating is increased by 100% of the troop’s defense rating, and its defense rating is reduced to zero.
- Advanced: Same as Basic Effect, except attack rating is increased to 150% of the troop’s defense rating.
- Expert: Same as Advanced Effect, except attack rating is increased to 200% of the troop’s defense rating.
Combat spell that costs 16 spell points.
- Basic: Strikes target hex, and all hexes within two hexes for ((Power x 10) + 20) damage.
- Advanced: Same as Basic Effect, except that damage is ((Power x 10) + 40).
- Expert: Same as Basic Effect, except that damage is ((Power x 10) + 80).
Combat spell, costs 16 spell points and lasts for one round per spellpower.
- Basic: Target, allied troop’s attack rating is increased by eight against behemoths, dragons, and hydras.
- Advanced: Same as Basic Effect, except that attack bonus also affects devils and angels.
- Expert: Same as Advanced Effect, except attack bonus also affects titans.
Fifth level Edit
Sacrifice
Combat spell that costs 25 spell points and is permanent.
- Basic: 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: 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: Same as Basic Effect, except that health total of creatures resurrected is ((Power + Destroyed Troop’s Creature Base Health + 10) x # of Creatures Sacrificed).
Combat spell that costs 25 spell points and lasts for the rest of the combat.
- Basic: A troop containing (Power x 2) fire elementals appears on the side of the casting player. Only one type of elemental can be summoned.
- Advanced: Same as Basic Effect, except that (Power x 3) fire elementals are summoned.
- Expert: Same as Basic Effect, except that (Power x 4) fire elementals are summoned.
General gathering of tips and tricks.
1. You are allowed up to 8 heroes at a time. That doesn't mean you always need that many! In fact most of the time your ressources will be stressed too thin by multiple heroes, so think well ahead of time if the investment is reall worth it! Usually two or three heroes work well, but in the later levels more are necessary. So try to use your judgement when bringing out more heroes.
2. There are two ways to build a town up. You can speedily build a town by just buying the creature dwellings without upgrading them, but this manner tends to be rather expensive. The other way you could do it is to upgrade to capitol as soon as possible to maximize your income as quickly as possible. Cheap creature dwellings should be bought first, while expensive undertakings like artefact merchants and universities should be saved till last, or forgotten about since they are rarely worth the expense.
3. Use your non-combat spells wisely. Town Portal is a staple, as is Dimension Door to get around quickly, allowing you to enhance your movement rate. Fly is useful to circumvent obstacles. Town Portal allows for the quick movement of armies and is thus, a very important spell to get.
4. Build up your heroes in specific ways. Warrior heroes should stick to non-magical skills other than wisdom to maximize their power, since they rarely get an extra point of spell power or knowledge. The oposite is true for wizard heroes. You should make sure that they get Expert Town Portal.
5. Learn the strengths and weaknesses of each of the nine towns. Exploit them to make the battles easier. For example, when fighting with a necromancer use Death Ripple to attack your opents with no harm to yourself.
6. Don't operate blindly from the guide. The computer controlled players don't always act the same way, so if one method doesn't work, re-apply it elsewhere or change some approaches.
7. Learn to exploit your creatures' strengths and weaknesses! Use your spells to help them along or simply help them by positioning them correctly. Archers should go in the corners since they are most vulnerable. Slow movers should be stationed next to archers so they could defend them as their faster moving comrades press the attack. Remember that some dragons are immune to spells, thus making Armageddon easier to use!
8. When fighting a high level hero never bunch your creatures together! That is just an invitation for him to hurl spells at groups of your creatures.
Heroes Of Might And Magic 3 Spell Points
9. Always explore as much as possible. Always flag all the buildings and mines that you see. That way you can see the enemy heroes come from farther off, and possibly slow them down as they try to claim all your holdings. This will also increase your wealth and the strength of your heroes. Never pass up a chance to explore.
10. Most importantly, never give up! It may be hard at first, but every level is possible! Just keep trying before you use the following cheat codes. Beware that by using them, you will be branded a cheater and won't get a high score! To use them, press tab during play (while over the right target) and enter the code.
Cheats[edit]
Highlight a unit and press the TAB button to input the following cheats.
- nwcrevealourselves -No target: Show's complete map.
- nwcpadme -Hero: Fills up hero's ranks with angels.
- nwcpodracer -Hero: Allows unlimited movement.
- nwccoruscant -Town: Builds all towns to their maximum.
- nwcmidichlorians -Hero: Gives the hero all spells and 999 spell points.
- nwcdarthmaul -Hero: Fills up hero's ranks with black knights.
- nwcr2d2 -Hero: Gives the hero one of every war machine.
- nwcquigon -Hero: Hero levels up.
- nwcprophecy -No target: Shows complete obelisk map to all players.
- nwcwatto -No target: Gives all players more gold and ressources.
Comments
If the phrase'Might And Magic' seems familiar, it's probably because it has been on the boxes of at least eight PC games to date. Might And Magic I, II, III, Vand Wwere first-person hack-and-slash role-playing games, each set in the same Dungeons & Dragons-style fantasy world. We didn't think a lot of them -Might And Magic VI scored 59 per cent in - but it didn't stop Ubi Soft coming up with Might And Magic VII, which is due for release soon.
Meanwhile, the other two games, Heroes Of Might And Magic I and II, are set in exactly the same fantasy universe, but the key here is strategy rather than role-playing. Combat is between armies, rather than individuals, and the game centres on exploring, recruiting armies, building improvements to your towns and scouring the map for treasure, which belongs to the first player to snatch it.
Town buildings boost your armies or increase your gold or precious mineral resources; most can be upgraded at least once -often more. Treasure can be gold, crystals, gems, mercury, ore, sulphur or wood, or extra spells, skills and artefacts with which you can equip your heroes.
Shrine Like A Star
There are dozens of shrines, temples and wandering characters on the map, many of which can add one of the game's 64 spells to your hero's book, or train him instantly in one of the 28 secondary skills available, which come in basic, advanced and expert guises. Ballistics, for example, enables your heroes to attack towns with catapults. Others boost spell power, earn additional gold and even recruit dead enemies from the battlefield to serve as skeletons or zombies.
Routine movement and exploration in Heroes 3 is carried out on the two-dimensional overhead adventure map with an icon bar to the right. From here, you can access any hero or town under your control. When the fighting starts, the game switches to the combat screen, an abstract, hex-divided battlefield with more than just a passing resemblance to SSI's masterpiece, Fantasy General.
Popping up in between are the town and hero screens, where you actually make the decisions, swap troops and artefacts from one hero to another, trade various items on the free market to balance resource production, and add town buildings. The screens are well-planned and neatly designed. A single click - never more than two - is all that's usually required to move from one screen to any other.
Homm3 Skills
Your objective in Heroes III is to build bigger and better armies so you can dominate the map, take over things like sawmills and gold mines, and wipe out the opposition. Disappointingly, there's very little diplomacy or negotiation in this game - it's kill or be killed.
We Can Be Heroes
Single-player mode gives you the choice of one of 42 predefined scenarios or one of three initial campaigns.If the bundled scenarios become a yawn, there's a map editor, which enables you to create maps and new scenarios for up to eight players. You can multi-play over a network, by modem, over the Internet, hot-seat or linked by a null modem serial cable. Expect to do a lot of waiting, though. It's a turn-based game, after all.
You start Heroes III with a town, a hero and a small army of creatures under your command. There are eight different town types, including castle, fortress, rampart, dungeon, inferno, tower, stronghold and necropolis, each producing seven different troop types from the 128 types available. Start with a rampart, for example, and you can recruit centaurs, dwarves, wood elves, dendroids, unicorns and green dragons. Dungeons are limited to troglodytes, beholders, harpies, medusas, minotaurs, manticores and red dragons.
Heroes come in 16 flavours and range from bog-standard fantasy fare, like knights and wizards, to more exotic characters, such as beastmasters and necromancers. Each town supports only two hero types: ramparts, for example, attract druids and rangers, while castles have knights and clerics. Not that you can't recruit other hero types - it's just that they're less likely to appear.
Heroes Of Might And Magic 3 Skills
The most irritating feature is that you have to choose one of the 100-odd pre-defined heroes in the single-player scenarios, rather than being able to 'roll your own'; in campaign mode, you get no choice at all. Whatever happened to role-playing?
Let Battle Commence
If you move your hero on to an enemy, you immediately activate the battle screen. Your troops -seven units at most - are set out on one side, witn the enemy on the other, and in the middle are randomly placed obstacles to liven things up. The fastest troop types move first, and they can either fire ranged weapons or move close up for hand-to-hand combat. Unfortunately, that just about sums up the range of strategies on offer.
Fallout 4 tactical gear. With seven a side and roughly equal forces, it's virtually impossible to find a winning strategy. If you have more ranged fire units, like archers, you can stand off and whittle down the enemy, but that way you lose more of your own ranged fire units to counter-fire, and these units tend to be harder to replace and recruit. A hero with good combat spells can make a small difference but, in the end, the battles rely on luck more than skill. As always, whatever gods there are in the Might And Magic world are on the side of the big battalions.
Finding the right strategy on the adventure map isn't easy, either. You can't build new towns or fortresses, and once you've cleaned up the freebies you can only spread outwards.
There's nothing groundbreaking about Heroes III. Okay, it features 16-bit colour at 800x600 resolution, but although there's plenty of detail on the adventure map - and too much animation -it still looks somewhat dated. Mind you, it does have two levels the surface and the underworld which adds to the variety of the gameplay.
The big changes from Heroes 2 are to the game system itself, where there are bigger maps, more unit types, more spells and improved combat. Existing Heroes fans will be well chuffed. For many strategy gamers, it will seem inflexible and a bit too shallow, especially when compared to other games on the market.
And while it's often compelling enough to force us into 'one more turn' mode, I just can't for the life of me work out why.
Living In A Fantasy World
Three small steps for you, one giant leap towards success in the game
When you start a game, you usually find yourself with a hero, a town and some troops. The first thing to do is explore the area and grab whatever resources and buildings are within easy reach. Your hero, a knight, has 80 pikemen and 4I archers, so he's well-equipped to take care of himself. Note the four ships, which can be used for transport.
When your hero has finished moving, go straight to the town screen. Each building in the town has a function, and is highlighted when you move the mouse over It You can hire a limited number of extra troops In the town, and another hero or two to lead them. The more the merrier, because each can explore and Hag' mines and buildings.
Level One knight Christian starts with a balllsta and a healing tent But he's weak In spells, so you need to send him off to earn experience and improve his performance Most treasure items can be turned into experience, and entering some buildings gives you extra skills or bonus experience It's a good idea to let only the main man enter buildings and interact with neutral creatures, as he then gains the points. Some heroes should be hired just for exploring at first You can always develop them later if needed.
Overall rating: 6.5