Heroes of Might and Magic III Complete (Collector's Edition)

Heroes of Might and Magic III Complete (Collector's Edition) is a video game that consists of 0 releases

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This edition of Heroes of Might and Magic III contains the main Restoration of Erathia game as well as it's two expansion packs: The Shadow of Death and Armageddon's Blade.

BASIC TERMS                                                                 

  • Hero: The unit you control on the map that contains your armies. You can have several heroes active at once, each with up to seven different soldier types.
  • Town: A base where soldiers and heroes are recruited. Buildings basically either train soldiers or generate resources, but can provide other benefits as well. One building can be constructed (or upgraded) per turn, and soldier stocks are replenished once per week.
  • Day: Scenarios' timelines are organized into a simple day, week, month system. When a new turn begins, it's a new day. When seven turns are completed, a new week begins. After 4 weks, a new month begins. Every week, a particular unit will have increased production, and each month, double production.


GAMEPLAY                                                                       
                       

At the beginning of a scenario, a player is given a number of towns and heroes. Different maps have different objectives, typically, defeating enemy towns or slaying a particular monster. Soldiers are trained and upgraded in the town, where the hero picks them up to add to their army. Objects on the map that the hero can interact with fall into five basic categories:
  • Resources: A small amount of a particular resource that will be picked up and immediately added to your stockpile.
  • Artifacts: Equipment for your hero that provides stat improvements for your soldiers or spells for your spellbook.
  • Locations: Visiting various locations will provide benefits such as  resources, experience, spells or quests.
  • Towns: You can enter your own town, or invade enemy / neutral towns from the map.
  • Monsters / Heroes: Groups of monsters stay in one place on the map until beaten. Battle begins when coming into contact with them.

Heroes have a certain amount of movement points that allow them to travel in one turn. This can be increased with artifacts or by visiting stables or such locations. Heroes may also buy or summon a boat to travel over water to reach new areas. When all of a hero's movement is spent, and no more buildings can be constructed, the player's turn is essentially over. Only one building per town may be built a turn, and aside from movement and construction, a player can only recruit new heroes (at cost) or recruit more soldiers, if available.

When a new day (turn)  begins, money is earned based on your level of town hall, and any other sources that are owned. After a week (seven turns), your number of soldiers that can be recruited is replenished. Each type of unit that can be trained in a town can be upgraded once (e.g. archer to marksman) at the cost of a new building and more gold per unit. There are seven different types of units per town, plus their upgraded versions, as well as many other monsters that must be found at special monster dwellings on the map.

TOWNS                                                                                       

Each town comes with a dozen or so different heroes that are aligned with that town. Any hero can be recruited to work for you through the tavern during gameplay, but your starting hero must be aligned with your town. Each town has different specialties, such as magic proficiency or town defence. Several buildings are common to each type of town.

  • Town Hall - Every town starts with a town hall. It provides 500 gold per day, and entering it shows you what buildings can be constructed. It can be upgraded three times, increasing the amount of money generated each day.
  • Fort - Determines a town's defence capabilities during a siege, as well as soldier growth. Each upgrade provides a defence measure for the town (moats, arrow towers) and doubles creature growth. Can be upgraded twice.
  • Tavern - Recruit new heroes, check status on other players.
  • Blacksmith - Provides a hero with either a First Aid Tent (heals a friendly soldier once per round in battle), Ballista (attacks an enemy unit once per round in battle), Ammo Cart (ranged units won't run out of ammunition) or a Catapult (attack an enemy wall one per turn during a siege). Each type of town has a certain one available.
  • Marketplace - Exchange a resource for another (e.g. 5 ore = 1 crystal). Exchange rates improve with each marketplace you own (one per town).
  • Mage Guild - Can be upgraded 3-5 times, depending on the town. Each rank brings higher level spells into your heroe's inventory when they visit.
  • Shipyard - If the town is on a coastline, this building may be available (depending on town). Ships can be purchased here.
  • Creature Dwellings- There will be seven different levels, each may be upgraded once.

COMBAT                                                                           
        

When a monster or enemy hero is encountered on the map, combat is started. Weaker monsters may attempt to flee before battle begins. When a battle begins, a field appears, with the player's armies on opposite sides. Heroes themselves do not take part in the battle, besides casting spells. A battle ends when all of a hero's soldiers are killed. Aside from various pre-battle actions, the unit with the highest speed stat may take action first. The basic commands for each unit are move, attack, defend and wait.
  • Moving - Each unit may move a certain number of spaces based on their speed stat. An option can be turned on to show their move distance with shadowed ground. Battles often have natural obstacles (trees, rocks etc.) that units will need to move around. Certain units can fly over obstacles, however.
  • Attacking - There are two types of attacking, melee and ranged. Melee attackers must be next to their target, while ranged attackers can be any distance away, though their damage will be reduced if too far from their target. If an enemy unit is directly adjacent to a ranged unit, the unit may not shoot, only use their melee attack.
  • Defend - Increases the unit's defense stat for one turn. The unit doesn't take any other action.
  • Wait - The unit takes no action whatsoever, but it's turn will come again at the end of the round.

The other option during battle is to use magic, which is done by the hero. The spellbook is divided into the four elements of spells, or  can display all spells at once, in order of rank (weakest to strongest). Weaker spells usually have a lower mana cost, and have more fundamental uses, like increasing speed or armor. The higher level spells cost more, and are usually attack spells or advanced buff spells to enhance your soldiers. Mana cannot be recovered in battle naturally.

TOWN ALIGNMENTS (RACES)                                       

Castle

-Mage Guild upgrades to level 4
-Resource Silo provides 1 Wood and Ore
Castle
Castle
-Grail increases morale of all allied heroes by 2

Unique Buildings
Griffin Bastion - Increases Griffin production.
Brotherhood Of The Sword - Upgraded from the tavern. Increases your troop's morale by 2 during a siege.
Stables - Visiting heroes gain extra movement for the week

Soldier Dwellings
Guardhouse-  Recruit Pikemen, a simple melee unit. Upg. Guardhouse recruits Halberdiers.
Archer's Tower-  Recruit archers, a ranged unit. Upg. Archer's Tower recruits marksmen, which are stronger and shoot twice at the target.
Griffin Tower-  Recruit griffins, a flying melee unit that can retaliate twice. Upg. Griffin tower recruits Royal Griffins which can retaliate unlimited times.
Barracks-  Recruit swordsmen, a strong melee unit. Upg. Barracks recruits Crusaders, which are very strong and attack the target twice.
Monastery-  Recruit monks, a strong ranged unit. Upg. Monastery recruits zealots, much stronger. Both units have no melee penalty.
Training Grounds-  Recruit cavaliers, a strong melee unit with lots of movement speed. Upg. Training Grounds recruits champions. Both do more damage the more they travel to reach their target.
Portal of Glory-  Recruit angels, a flying melee unit. Upg. Portal of Glory recruits archangels, which provide 1 moral and can use a turn to resurrect fallen soldiers. Both units do double damage to Devils and Archdevils.


Rampart
-Mage Guild upgrades to level 5
Rampart
Rampart
-Resource Silo provides 1 crystal
-Grail increases luck of all allied heroes by 2

Unique Buildings
Mystic Pond - Produces a small amount of a random resource each week. Upgrades to Fountain of Fortune which also increases luck by 2 during a siege.
Dendroid Saplings - Increases dendroid production by 2.
Miner's Guild - Increases dward production by 4.
Treasury - Earns 10% interest on the gold you have at the end of each week.

Soldier Dwellings
Centaur Stables-  Recruit Centaurs, a melee unit with high speed. Upg. Centaur Stables recruits Centaur Captains.
Dwarf Cottage-  Recruit Dwarves, a strong melee unit. Upg. Dwarf Cottage recruits Battle Dwarves. Both units have high magic resistance.
Homestead-  Recruit Wood Elves, a ranged unit. Upg. Homestead recruits Grand Elves. Grand Elves have no range penalty.
Enchanted Spring-  Recruit Pegasi, a flying melee unit with high speed. Upg. Enchanted Spring recruits Silver Pegasi.
Dendroid Arches-  Recruit Dendroid Guards, a strong melee unit. Upg. Dendroid Arches recruits Dendroid Soldiers, which bind enemies to their spot when attacked.
Unicorn Glade-  Recruit Unicorns, a strong melee unit. Upg. Unicorn Glade recruits War Unicorns, which have a chance to blind the target on attack.
Dragon Cliffs-  Recruit Green Dragons, a flying melee unit. Upg. Dragon Cliffs recruits Gold Dragons. Both attack two spaces ahead and have some spell immunity.


Tower
-Mage Guild upgrades to level 5
Tower
Tower
-Resources Silo provides 1 gems
-Grail gives view of the entire map

Unique Buildings
Artifact Merchant-  Allows purchase of several artifacts, refreshed each month. Purchase can be made with gold or resources.
Library-  Adds more spells to the Mage Guild.
Sculptor's Wings-  Increases Gargoyle production by 4.
Lookout Tower
-  Increases town's sight range on map.

Soldier Dwellings
Workshop-  Recruit Gremlins, a melee unit. Upg. Workshop recruits Master Gremlins, a ranged unit.
Parapet-  Recruit Gargoyles, a flying melee unit. Upg. Parapet recruits Obsidian Gargoyles.
Golem Factory-  Recruit Stone Golems, a melee unit. Upg. Golem Factory recruits Iron Golems. Both have some magic resistance.
Mage Tower-  Recruit Magi, a ranged unit. Upg. Mage Tower recruits Archmagi.
Altar of Wishes-  Recruit Genies, a flying melee unit. Upg. Altar of Wishes recruits Master Genies, which can cast a random beneficial spell on an ally unit. Both units do double damage to Efreet and Efreet Sultans.
Golden Pavillion-  Recruit Nagas, a strong melee unit. Upg. Golden Pavillion recruits Naga Queens, which attack spaces above and below the target as well.
Cloud Temple-  Recruit Giants, a strong melee unit. Upg. Cloud Temple recruits Titans, a strong ranged unit.


Inferno
Inferno
Inferno
-Mage Guild upgrades to level 5
-Resource Silo provies 1 mercury
-Grail makes every week/month give Familiar bonus

Unique Buildings
Birthing Pools-  Increases Imp production by 8
Cages-  Increases Hell Hound production by 3
Castle Gate-  Teleports a visiting hero to another allied Inferno. Destination town must have a Castle Gate as well.
Brimstone Stormclouds-  Increases Spell Power by 2 during sieges.

Soldier Dwellings
Imp Crucible-  Recruit Imps, a melee unit. Upg. Imp Crucible recruits Familiars, a melee unit that drains some of an enemy hero's mana during combat each turn.
Hall of Sins
-  Recruit Gogs, a ranged unit. Upg. Hall of Sins recruits Magogs. Magogs' attack harms all units around the targeted unit.
Kennels-  Recruit Hell Hounds, a melee unit. Upg. Kennels recruits Cerberi, which attack enemy units directly above and below the target as well.
Demon Gate-  Recruits Demons, a melee unit. Upg. Demon Gate recruits Horned Demons.
Hell Hole-  Recruits Pit Fiends, a strong melee unit. Upg. Hell Hole recruits Pit Lords, which can choose to raise a defeated soldier stack as some demons.
Fire Lake-  Recruits Efreet, a strong, fast melee unit. Upg. Fire Lake recruits Efreet Sultans, which have a passive Fire Shield that harms attacking units. Both units do double damage to Genies and Master Genies.
Forsaken Palace-  Recruits Devils, a teleporting melee unit. Upg. Forsaken Palace recruits Archdevils, which reduce an enemy hero's luck by 1 during combat. Both units do double damage to Angels and Archangels.


Necropolis
Necropolis
Necropolis
-Mage Guild upgrades to level 5
-Resource Silo provides 1 wood and ore
-Grail and boosts the Necromancy skill of allied heroes that possess the skill by 20%

Unique Buildings
Necromancy Amplifier-  Increases the Necromancy of all your heroes by 10%.
Skeleton Transformer-  Turns selected units into skeletons.
Cover of Darkness-  Blankets the town with a permanent shroud to all other players.
Unearthed Graves-  Increases Skeleton production by 6.

Soldier Dwellings
Cursed Temple-  Recruits Skeletons, a melee unit. Upg. Cursed Temple recruits Skeleton Warriors.
Graveyard
-  Recruits Walking Dead, a melee unit. Upg. Graveyard recruits Zombies, which can disease the enemy on attack.
Tomb Of Souls-  Recruits Wights, a flying melee unit. Upg. Tomb of Souls recruits Wraiths, which absorb some mana used by an enemy hero when casting a spell.
Estate-  Recruits Vampires, a flying melee unit. Upg. Estate recruits Vampire Lords, which restore HP (and fallen Vampire Lords) on attack.
Masoleum-  Recruits Liches, a ranged unit. Upg. Masoleum recruits Power Liches, which attack the area around the target as well.
Hall of Darkness-  Recruits Black Knights, a strong melee unit. Upg. Hall of Darkness recruits Dread Knights, which have a chance on attack to deal double normal damage.
Dragon Vault-  Recruits Bone Dragons, a flying melee unit. Upg. Dragon Vault recruits Ghost Dragons, which have a chance on attack to lower the enemy unit's max hp.


Dungeon

Dungeon
Dungeon
-Mage Guild upgrades to level 5
-Resource Silo provides 1 sulfur
-Grail increases a hero's spell power by 12 during a siege

Unique Buildings
Portal of Summoning-  Can recruit creatures from dwellings claimed on the map.
Mana Vortex-  Temporarily doubles the available spell points of a visiting hero.
Battle Scholar Academy-  Each allied hero will receive 1000 experience their first visit.
Mushroom Rings-  Increases Troglodyte production by seven.

Soldier Dwellings
Warren-  Recruits Troglodytes, a melee unit. Upg. Warren recruts Infernal Troglodytes. Both are immune to blindness.
Harpy Loft-  Recruits Harpies, a flying melee unit. Upg. Harpy Loft recruits Harpy Hags. Both return to original space after moving to attack. Foes can't retaliate to Harpy Hags.
Pillar of Eyes-  Recruits Evil Eyes, a ranged unit. Upg. Pillar of Eyes recruits Beholders. Both have no melee penalty.
Chapel of Stilled Voices-  Recruits Medusas, a ranged unit. Upg. Chapel of Stilled Voices recruits Medusa Queens. Both units' melee attack may petrify the target.
Labyrinth-  Recruits Minotaurs, a strong melee unit. Upg. Labyrinth recruits Minotaur Kings.
Manticore Lair-  Recruits Manticores, a flying melee unit. Upg. Manticore Lair recruits Scorpicores, which may paralyze their targets.
Dragon Cave-  Recruits Red Dragons, a flying melee unit. Upg. Dragon Cave recruits Black Dragons. Black Dragons are immune to all spells.


Stronghold
Stronghold
Stronghold
-Mage Guild upgrades to level 3
-Resource Silo provides 1 wood and ore
-Grail provides 20 attack power to a hero during a siege

Unique Buildings
Escape Tunnell-
  Allows your heroes to escape from sieges.
Hall of Valhalla-  Increases the attack stat of allied visiting heroes by 1 once.
Freelancer's Guild-  Allows you to trade creatures / soldiers for resources.
Mess Hall-
  Increases goblin production by 8.

Soldier Dwellings
Goblin Barracks- Recruits Goblins, a melee unit. Upg. Goblin Barraks recruits Hobgoblins.
Wolf Pen- Recruits Wolf Riders, a melee unit. Upg. Wolf Pen recuits Wolf Raiders, which attack twice.
Orc Tower- Recruits Orcs, a ranged unit. Upg. Orc Tower recruits Orc Chieftains.
Ogre Fort- Recruits Ogres, a melee unit. Upg. Ogre Fort recruits Ogre Magi, which can cast Bloodlust on allied units in combat.
Cliff Nest- Recruits Rocs, a flying melee unit. Upg. Cliff Nest recruits Thunderbirds, which may cast lightning on a target when attacking.
Cyclops Cave- Recruits Cyclops, a ranged unit. Upg. Cyclops Cave recruits Cyclops Kings. Both can attack walls during a siege.
Behemoth Lair- Recruits Behemoths, a strong melee unit. Upg. Behemoth Lair recruits Ancient Behemoths. Both ignore some of the opponent's armour.


Fortress
Fortress
Fortress
-Mage Guild upgrades to level 4
-Resource Silo provides 1 wood and ore
-Grail increases the attack and defense of defending heroes by 10 during a siege

Unique Buildings
Blood Obelisk- Increases the attack of defending heroes by 2 during sieges
Glyphs of Fear- Increases the defense of defending heroes by 2 during sieges
Cage of Warlords- Grants 1 defense to visiting heroes once each.
Captain's Quarters-  Increases Gnoll production by 6.

Soldier Dwellings

Gnoll Hut-  Recruits Gnolls, a melee unit. Upg. Gnoll Hut recruits Gnoll Marauders.
Lizard Den-  Recruits Lizard Men, a ranged unit. Upg. Lizard Den recruits Lizard Warriors.
Serpent Fly Hive-  Recruits Serpent Flies, a flying melee unit. Upg. Serpent Fly Hive recruits Dragon Flies, which cast weakness on their targets.
Basilisk Pit-  Recruits Basilisks, a melee unit. Upg. Basilisk Pit recruits Greater Basilisks, which may petrify targets when attack.
Gorgon Lair-  Recruits Gorgons, a strong melee unit. Upg. Gorgon Lair recruits Mighty Gorgons, which have a chance on attack to instantly kill some units.
Wyvern Nest-  Recruits Wyverns, a flying melee unit. Upg. Wyvern Nest recruits Wyvern Monarchs, which have a chance on attacking to poison enemies.
Hydra Pond-  Recruits Hydras, a melee unit. Upg. Hydra Pond recruits Chaos Hydras. Both units attack enemies on all adjacent spaces.


Conflux
-Mage Guild upgrades to level 5
Conflux
Conflux

-Resource Silo provides 1 mercury
-Grail puts all spells in the game in the mage guild

Unique Buildings
Garden of Life- Increases Sprite production by 10.
Magic University-
Allows visiting allied heroes to learn one of the four schools of magic.
Artifact Merchant- 
Can buy artifacts, which are changed out each month.

Soldier Dwellings
Magic Lantern- Recruits Pixies, a flying melee unit. Upg. Magic Lantern recruits Sprites.
Altar of Air- Recruits Air Elementals, a melee unit. Upg. Altar of Air recruits Storm Elementals, a ranged unit.
Altar of Water- Recruits Water Elementals, a melee units. Upg. Altar of Water recruits Ice Elementals, a ranged unit.
Altar of Fire- Recruits Fire Elementals, a melee unit. Upg. Altar of Fire recruits Energy Elementals, a flying melee unit.
Altar of Earth- Recruits Earth Elementals, a melee unit. Upg. Altar of Earth recruits Magma Elementals.
Altar of Thought- Recruits Phsychic Elementals, a melee unit. Upg. Altar of Thought recruits Magic Elementals. Both attack all adjacent enemies.
Pyre- Recruits Firebirds, a flying melee unit. Upg. Pyre recruits Phoenixes, of which a small number ressurrect after death. Both units attack two spaces ahead.

Game Name Heroes of Might and Magic III Complete (Collector's Edition)
Platform(s)

PC
Publisher(s)
Developer(s)
Genres
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Themes
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Original US Release
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Original US Release

2000
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Aliases HOMAM3
HOMAM III


OfficialJab
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