Released in 1999, Heroes of Might and Magic III: The Restoration of Erathia is a turn-based strategy game developed by New World Computing and first published by the 3DO Company.
-Expert Air Magic = Haste, when cast, applied to all eligible friendly units (same with Expert Earth Magic & Slow; honestly, I really slept on the schools of magic when I played this as a kid) -Adjust battle settings to show hex grid and movement shadow
Regardless of whether you're using a might, or magic hero, always try to gain access to at least one (or preferably more) school of magic. Mastery over a certain school of magic will allow you to target all the units on the battleground with a single spell, be it a beneficial, or a negative one - spells affecting the monster behavior, or their
8. Selecting heroes Whenever you wish to hire heroes from taverns, you are given the choice of 2 heroes. Sometimes, you may not want either of the heroes, either because their race is incompatible with your castles or because they have very lousy specialty skills (eg. Navigation in most scenarios).
If you want to improve your game in any of the Heroes of Might & Magic versions, implementing a strategy is key to managing and winning as the series was intended to be a strategy version of the Might & Magic role-playing universe.
On tactics . . . Well, this works great against the AI, but not against a human player: Whenever there's a Sanctuary near a castle, and you might not be able to successfully defend it against a siege, put a hero in the sanctuary, and leave 1 creature in each spot in the castle (or put up as good a fight as you can with the creatures you have, to wear down the attacking hero some).
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heroes of might and magic tips