Heroes of Might and Magic III: Difference between revisions

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* A town with a Mage Guild will fully replenish the Spell Points of any hero who ends their turn there at the beginning of their next turn.
* A town with a Mage Guild will fully replenish the Spell Points of any hero who ends their turn there at the beginning of their next turn.
* Marketplaces offer terrible value at the beginning but the more of them you own, the better the deals you get. Even early on exchanging less useful resources for valuable ones at bad rates can be worthwhile, for example if doing so lets you build a high-level creature dwelling before the end of the week.


* Morale and Luck can't go over +3 or below -3, any further increase or reduction past those points has no effect.
* Morale and Luck can't go over +3 or below -3, any further increase or reduction past those points has no effect.
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* In campaigns where your hero carries over from one scenario to the next, it's worth getting as many permanent attribute boosts and spells as possible before finishing the current scenario as they will carry over as well. Artifacts will not carry over, some plot-specific ones notwithstanding.  
* In campaigns where your hero carries over from one scenario to the next, it's worth getting as many permanent attribute boosts and spells as possible before finishing the current scenario as they will carry over as well. Artifacts will not carry over, some plot-specific ones notwithstanding.  


* Some secondary skills are more useful than others. The following is a rough order of usefulness, but it's by no means absolute as opinions vary and for example Archery is less useful if your army has weak or no ranged units awhereas Leadership is more useful if you have creatures from many different towns.
* Some secondary skills are more useful than others. The following is a rough order of usefulness, but it's by no means absolute as opinions vary and for example Archery's value depends entirely on how many ranged units you have.


:: GREAT - Air Magic, Earth Magic, Logistics, Offense, Wisdom, Necromancy (Necropolis only)
:: GREAT - Air Magic, Earth Magic, Logistics, Offense, Wisdom, Necromancy (Necropolis only)


:: GOOD - Archery, Armorer, Intelligence, Tactics, Water Magic, Fire Magic, Diplomacy (Especially early game)
:: GOOD - Archery, Armorer, Intelligence, Water Magic, Diplomacy ("Great" if you get it very early, "Bad" if you get it very late)


:: USEFUL - Leadership, Luck
:: USEFUL - Luck, Tactics, Fire Magic (Jumps to "Great" if you have Berserk)


:: SITUATIONAL - Navigation (Great on water-heavy maps, useless otherwise), Pathfinding (Great when facing lots of harsh terrain, useless otherwise)
:: SITUATIONAL - Navigation (Only valuable on water-heavy maps), Pathfinding (Only valuable on maps with lots of harsh terrain), Leadership (+Morale sources are abundant but can be valuable if your army has creatures from many different factions)


:: BAD - Artillery, Ballistics, Mysticism, Resistance, Scholar, Scouting, Sorcery, Estates (Good on secondary heroes)
:: BAD - Artillery, Ballistics, Mysticism, Resistance, Scholar, Scouting, Sorcery, Estates ("Useful" on secondary heroes)


:: TERRIBLE - Eagle Eye, First Aid, Learning
:: TERRIBLE - Eagle Eye, First Aid, Learning
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