Heroes of Might and Magic III: Difference between revisions

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* Save often and in multiple slots, do not rely on the game's autosave function alone as it autosaves at the end of each turn rather than the beginning. This is incredibly important in campaigns where you often have an essential hero who isn't allowed to lose or even flee from combat without failing the entire scenario! It's very possible to get stuck with an autosave where that hero has used up all their movement and thus has no way to avoid an enemy army they can't win against.
* Save often and in multiple slots, do not rely on the game's autosave function alone as it autosaves at the end of each turn rather than the beginning. This is incredibly important in campaigns where you often have an essential hero who isn't allowed to lose or even flee from combat without failing the entire scenario! It's very possible to get stuck with an autosave where that hero has used up all their movement and thus has no way to avoid an enemy army they can't win against.


==Early Game & Basic Mechanics==
==Early Game & Town Management==


* Upgrading your Village/Town/City Hall into a Capitol in your starting town should usually be your first priority due to the income boost it provides. There are a handful of exceptions however, for example Tower will want to upgrade Gremlins into Master Gremlins and Conflux will want to upgrade Pixies to Sprites on the first day as they're far stronger than their unupgraded counterparts and make early fights easier.
* Upgrading your Village/Town/City Hall into a Capitol in your starting town should usually be your first priority due to the income boost it provides. There are a handful of exceptions however, for example Tower will want to upgrade Gremlins into Master Gremlins and Conflux will want to upgrade Pixies to Sprites on the first day as they're far stronger than their unupgraded counterparts and make early fights easier.
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* 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.
* 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.
==Adventure Map==
 
* In addition to its role in combat, the creature with the lowest Speed stat in an army also determines how many movement points that army has available on the adventure map. It's not recommended to bring very slow creatures such as Walking Dead or Dwarves along when going for longer journeys as they will slow your hero down significantly.
 
* Certain terrains increase the amount of movement points required to traverse them on the adventure map, in effect slowing down your heroes. These terrains are Rough (+25%), Sand (+50%), Snow (+50%) and Swamp (+75%), making swampland the hardest terrain to travel in the game. The Pathfinding skill reduces or eliminates these penalties. Roads have the opposite effect, allowing an army to travel further than normal.


* Having Expert skill in a magic school often greatly amplifies the power of spells belonging to that school, most notably causing most status effects to apply to entire armies rather than individual units.
* Each creature also has "native" terrain on which they suffer no movement penalties, and they even gain bonuses in battles taking place on that terrain. For example, an army consisting only of creatures from the swamp-dwelling Fortress town can move on Swamp terrain without suffering the normal +75% penalty to movement point costs.


==Combat==
==Combat==
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* The 4th level spell Armageddon can be combined with fire-immune creatures such as Black Dragons or Fire Elementals to deal devastating damage to enemy armies while leaving your side unharmed. A high-level Anti-Magic spell can also make individual stacks immune to Armageddon.
* The 4th level spell Armageddon can be combined with fire-immune creatures such as Black Dragons or Fire Elementals to deal devastating damage to enemy armies while leaving your side unharmed. A high-level Anti-Magic spell can also make individual stacks immune to Armageddon.


==Adventure Map==
==Miscellaneous==


* In addition to its role in combat, the creature with the lowest Speed stat in an army also determines how many movement points that army has available on the adventure map. It's not recommended to bring very slow creatures such as Walking Dead or Dwarves along when going for longer journeys as they will slow your hero down significantly.
* Having Expert skill in a magic school often greatly amplifies the power of spells belonging to that school, most notably causing most status effects to apply to entire armies rather than individual units.


* Certain terrains increase the amount of movement points required to traverse them on the adventure map, in effect slowing down your heroes. These terrains are Rough (+25%), Sand (+50%), Snow (+50%) and Swamp (+75%), making swampland the hardest terrain to travel in the game. The Pathfinding skill reduces or eliminates these penalties. Roads have the opposite effect, allowing an army to travel further than normal.
* Morale and Luck can't go over +3 or below -3, any further increase or reduction past those points has no effect.
 
* Each creature also has "native" terrain on which they suffer no movement penalties, and they even gain bonuses in battles taking place on that terrain. For example, an army consisting only of creatures from the swamp-dwelling Fortress town can move on Swamp terrain without suffering the normal +75% penalty to movement point costs.
 
==Miscellaneous==


* 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.  
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