FAQ/Hints and Tips by King Hiss

Version: 1.2 | Updated: 10/02/99 | Printable Version

HEROES OF MIGHT & MAGIC 3 : HINTS  version 1.2
By King Hiss < king_hiss@hotmail.com >

Copyright 1999 King Hiss


1. Dungeon's Portal of Summoning

The Dungeon's Portal of Summoning acts as another dwelling.  For the 
first week, the creatures generated are from the last external dwelling 
flagged on the world map.  From the second week onwards, the creatures 
generated are from a random external dwelling that you have flagged on 
the world map.  Therefore, if you are using the Dungeon army, you 
should be choosy of what you flag on the world map, so as to use this 
Portal of Summoning effectively.

2. Rampart's Dwarven Treasury 

The Rampart's Dwarven Treasury generates 10% interest on gold at the 
start of every week.  Therefore, it may be better to hold out buying 
some units or structures that you do not actually need near the end of 
the week so that the 10% interest would be MUCH bigger.

3. Inferno's Castle Gate

The Inferno's Castle Gate is especially useful for defending your 
Inferno towns if you have more than one Inferno town on the map.  If 
one of the towns is in danger of being attacked by an enemy hero and 
your heroes are not able to rush back in time to save it, you can 
simply recruit another hero, use the Castle Gate to zip to all the 
Inferno towns you have and purchase as much units as you can get (in 
addition to getting the +1 to Attack from the Order of Fire and the 
collective spells from all the towns' Mage Guilds), then return to the 
first town to await the enemy.

4. Placing heroes inside town garrison

One thing that I've noticed many people did not know is that you can 
station a hero inside the town garrison to defend the town just by 
clicking the hero's picture and then clicking on the banner of the 
garrison inside the town.  This hero will not be visible on the world 
map and thus cannot move.  This way, you can recruit more heroes than 
the maximum number of 8 heroes allowed.  You can also use this method 
if you have 2 heroes needing to use 1 town on the same turn to refuel 
their spell points.  Simply click 1 inside the town garrison and then 
have the other hero enter.  Wait 1 turn and the next turn, both heroes' 
spell points will be back to maximum.

5. Defensive Fortress

The Fortress is arguably the worst town in the game.  Overall, the 
units are not as effective compared to the units of the other classes 
and its sole ranged unit the lizardmen are pretty useless.  Its Mage 
Guild can only be upgraded to level 3.  However, the Fortress is quite 
good in defensive capabilities.  Its dragonflies are among the fastest 
units in the game, thereby giving you the opportunity to cast a spell 
before your opponent.  Its gorgons can withstand a lot of punishment.  
You can also build the Glyphs of Fear and the Blood Obelisk, which 
improves the garrison hero's attack and defense by 2 each.  The 
Fortress's moat is two hexagons wide instead of one. Other towns' moat 
are only one hexagon wide (not to include the Stronghold which don't 
have any moat).

World Map

1. Free boat using Summon Boat spell

You can get a free boat even if there is no boat or shipyard available 
on the world map.  Simply have your Water Magic skill at Advanced or 
Expert level as well as the spell Summon Boat.  Then, cast this spell 
near the water and a boat will pop out of nowhere for your use, without 
cost to resources (except the mana points used to cast the spell).

2. Using Fly, Dimension Door or Town Portal spell

The three abovementioned spells are movement-based magic on the world 
map.  Although similar, they have different uses.  The Fly spell should 
be used if you have many movement points but more limited mana points.  
On the other hand, the Dimension Door spell, which can be cast up to a 
maximum of four times per day with Expert Air magic, uses more of mana 
points than movement points.  Therefore, you can still move a bit after 
the spell has been cast.  At Basic Water magic, the Town Portal spell 
sends you to the nearest friendly town.  If this town is occupied by a 
hero already, the spell fails.  This spell is useful in that no matter 
how far the nearest town is, the spell would take you there 
instantaneously.  However, remember to position your hero closer to the 
town you wish to go to as compared to other friendly town or your hero 
would be send to the wrong town.  When cast at Advanced and/or Expert 
level, you will be transported to the town of your choice, not the 
nearest town like Basic level.

3. Movement based on slowest creature unit

The amount of movement points which you have on the world map is not 
only based on your Logistics or Pathfinding skills or the artifacts you 
picked up.  It can also be reduced based on the slowest creature unit 
in your army.  Therefore, if you want to move fast, you may wish to 
consider dropping some of the slowest units in your army.

4. Raising skeletons

When playing as the Necromancer, you can raise skeletons from enemies 
you have defeated.  It is also possible for your Necromancer to raise 
the upgraded model, the skeleton warriors.  To do this, you must not 
have any skeletons in your Necromancer's army.  One of the units must 
be skeleton warriors and there must not be any empty slots in your 
Necromancer's army.  With these requirements fulfilled, you will get 
skeleton warriors every time your Necromancer defeated his enemies.

5. Training various magic skills

Initially, I thought that the various magic skills such as Air, Water, 
Earth and Fire are useless skills compared to the other skills which 
you can learn, such as Offense and Logistics.  I also did not upgrade 
my Mage Guilds beyond Level 2 or use much spells except the Lightning 
Bolt spell.  However, I later found out that spells can become quite 
powerful if you have the corresponding magic skill, not just in the 
strength of the spell but also in the spell having extra effects.  It 
is not possible to list all the extra effects here so you should 
experiment for yourself.  You can actually win a battle against a much 
superior army using magic alone.  One basic example is that in the 
first round, with Expert Earth magic, you can slow the enemy down to a 
crawl using the Slow spell, enough time for you to pummel them with 
ranged attacks and other magic.  Most of enchantment type spells (like 
Bloodlust, Slow, Cure) can target multiple targets at Expert level.  
Therefore, Bloodlust at Expert level become Mass Bloodlust (target all 
friendly creatures at once). 

6. Defeating Steadwick

This tip is for those playing the campaign game, the scenario whereby 
you have to capture the city of Steadwick, guarded by the super-powered 
General Kendal.  He is VERY powerful, with loads of units and stats 
that make your most powerful hero look like a wimp.  However, the 
objective of the scenario is to CAPTURE Steadwick, not defeat Kendal.  
Therefore, for those of you who does not wish to spent months (game-
time) building a few big armies to defeat this powerhouse, do the 
following.  First, train up one of your heroes in speed (Expert 
Logistics, movement enhancing artifacts, no slow creature in the army).  
Then, after defeating the last garrison before your hero arrived at 
Steadwick, have one of your other expendable heroes move close to 
Steadwick, just enough so that General Kendal will use up nearly all 
his movement points to come forward and make mincemeat of this hero.  
Have your speedy hero stand somewhere behind, just out of reach of 
Kendal.  By the way, there is also a Castle nearby with stables which 
can make him even faster.  He does not even need much troops (just give 
him one Champion is enough).  Wait one turn and Kendal would bring ALL 
his troops from Steadwick just to kill your expendable hero.  However, 
if you followed the above conditions correctly, he would not be able to 
attack your speedy hero or get back to Steadwick before expending his 
movement points.  When it is your turn to act, simply move your speedy 
hero into the unprotected city and you have won!

7. No movement penalty

An army made up of only units native to the same terrain will not 
suffer any movement penalty when traversing its native terrain (eg. a 
Witch with only Fortress units has no movement penalty when traveling 
on swampland).

8. Bonus campaign

After you have completed all 6 campaigns, there will be one bonus 
campaign, "Seeds of Discontent", which takes place after the war with 
the Necromancers.  Here, you take the part of Faruk Welnin, a man who 
wish to free the Contested Lands from both AvLee and Erathia.  To get 
this bonus campaign, just load your latest save game after you watch 
the final movie.

Battles & Spells

1. Creature unit's special ability

One important feature to note in Heroes 3 is that many creature units 
have their own special abilities.  I will be discussing some of the 
units' special abilities but for those not discussed, you can right-
click on the unit's picture and read about it yourself.  Learning about 
what each creature can do and applying it will greatly enhance your 

2. Creature spells

Some creature units can cast their own spells, such as the genie's 
random beneficial spell and the ogre mage's Bloodlust spell.  If you 
have these creatures in your army and some empty slots, you can 
separate these creatures and thus cast as much spells in one round as 
you are able to split up your genie or ogre mage units, eg. if you have 
3 empty slots and some ogre magi, you can split them up and place them 
in the 3 empty slots.  Now, you will be able to cast Bloodlust 4 times 
in one round!  You only need one creature per slot to do this!

3. Using Behemoths

A good way to use Behemoths or Ancient Behemoths is to have your hero 
learn the Tactics skill (which the barbarian class seems to learn 
easily).  At the start of the battle, move your Behemoths as close to 
the enemy as possible.  Then, start the battle.  Except for faster 
enemy creatures, your Behemoths will usually be able to move first.  
Just move him over to the enemy and attack.  Because of the Behemoth's 
ability to reduce the defense of the creatures it is attacking, you can 
severely damage the creatures you are attacking.  A very powerful first 
strike indeed!

4. Waiting for enemy to get close before shooting at them

For creatures with ranged attacks, there is a difference between a 
broken arrow and an unbroken arrow when you move the cursor over your 
enemy creatures.  An unbroken arrow definitely causes more damage to 
the creatures than a broken arrow.  Therefore, it is usually best for 
your ranged creatures to use the "wait" feature for a non-ranged enemy 
creature unit to move closer first before shooting.

5. Creatures with no retaliation to attack first

Many creatures, eg, naga queens, vampire lords, have the ability of no 
retaliation to their attacks.  Therefore, against very powerful enemy 
units, it is best for these creatures to act first before the other 
units (but if possible after the ranged units).  Then, have one of your 
more powerful units attack after that.  This way, you can minimise your 

6. Dendroids

Dendroid soldiers have the ability to entangle the unit it is 
attacking.  If the enemy unit is entangled, it cannot move until the 
dendroid moves or is attacked by another unit.

7. Armageddon spell

This is a level 4 spell that is very powerful.  The offset is that it 
affects all creatures on the battlefield, regardless of friend or foe.  
However, there are certain creatures which can counter this problem.  
Gold and black dragons are immune to at least level 4 spells and efreet 
sultans and fire elementals are immune to fire magic.  Thus, you can go 
into battle against a much superior army with just these creatures and 
cast Armageddon spell to your heart's content, causing enormous damage 
to the enemy without suffering any yourself!

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).  
Therefore, you can try restarting the scenario if you are just 
beginning or save and then reload the game on the seventh day of the 
week.  See what heroes you can hire the next round and if you are not 
satisfied with them, just reload the game.  However, some heroes appear 
less often than others.  Some good heroes (in my opinion) include Sir 
Christian (start with ballista) and Solymr (Chain Lightning specialty).

9. Vampire lords attacking low level units

Vampire lords have the ability of no retaliation and also of 
regeneration.  Therefore, it is quite an effective unit to use, as 
while attacking an enemy, it also sucks the energy from it and 
transfers the energy into itself.  This allows it to restore lost 
health points, and even to revive those within the unit which have 
already be killed.  This can be used most effectively against weak 
units that are numerous in numbers.  This only applies to "living" 
creatures, so it does not work on Gargoyles, Golems, and all 

10. Cyclops against castle walls

The Cyclops and Cyclops kings have the ability to knock down castle 
walls during siege battle on castles.  This will help very much if you 
need to get your troops into the castle quickly but do not have 
sufficient ballistic power.  You can also use them to aim for the 
damaging castle archers.

11. Dragon flies to dispel beneficial spells

Besides being one of the fastest units in the game, dragon flies have 
the ability to dispel any beneficial spells cast on enemy troops, eg. 
Bless, Prayer.  Just attack the enemy unit as per normal.

12. Some creatures can be positioned to damage more than 1 unit

Some creatures can attack more than one adjacent enemy.  These include 
the hydra and the cerebrus hound.  Therefore, with some smart 
positioning, you can go in-between 2 enemy units whenever there is a 
chance and do damage to both the enemy units.  These attacks cannot be 

13. Champions' charging bonus

The champions have their attack statistic increased when charging at 
and attacking an enemy unit in the same round.  The further away from 
the enemy unit at the start of the round, the higher the increase in 
attack.  The distance is measured by the squares of the battle terrain.  
When attacking an enemy unit, it is therefore best to move your 
champions all the way around him to take advantage of this ability.

14. No melee penalty for medusas and evil eyes 

The Dungeon class is perhaps overall the most powerful class in the 
game.  Besides the black dragons, it have two ranged units, the medusas 
and evil eyes, which are quite powerful and numerous for low level 
units.  Both units do not suffer any penalty for close combat fighting.  
Furthermore, the medusa may actually benefit from close combat as then, 
it has the additional ability of stone curse.

15. Death Ripple and Destroy Undead spells

Both the Death Ripple and Destroy Undead spells are spells that affect 
multiple units.  The Death Ripple spell affects all living units on the 
battle screen (subject to the unit's magic resistance) while the 
Destroy Undead spell affects all Undead (Necropolis) units.  While the 
damage caused to each unit initially is not much, you can upgrade the 
respective magic skills to cause more damage.  Just be careful of your 
own units as they can also be damaged by the spell if they are of the 
same type as the targeted units.  The Destroy Undead spell is 
especially useful in the campaign "Song for the Father" as nearly all 
the foes you face are undead.

16. Sacrificing weak troops by putting them beside powerful ranged 
units, forcing them to attack

Some of the ranged units can be very damaging on your units.  In some 
circumstances, you may want to stop the ranged units from shooting at 
your vital units, usually your own ranged units, but your only unit 
closest to the enemy is so weak that it is bound to die by the 
retaliatory attack if you use it to attack the ranged unit.  The enemy 
unit would then still be able to shoot at your vital units.  In this 
case, you should consider sacrificing this unit to save your vital 
units from being cut down.  Just move your weak unit to stand beside 
the enemy ranged unit but DO NOT attack it.  In this way you will force 
it to act by moving away or killing your weak unit and thereby losing 
its opportunity to shoot.  This allows your own ranged units to attack 
and your hero to cast a spell at the enemy ranged unit with less 
casualties suffered.

17. Chain Lightning spell
The Chain Lightning spell is a rather useful spell in that it can 
inflict good damage on multiple units in one turn.  The downside of 
this spell is that it does not discriminate between friend or foe.  No 
matter how many enemy units are on the screen, it would still inflict 
damage to four units (five if your Air Magic skill is at Advanced 
level), including your own units if they are closer to the targeted 
unit or there are less than four (or five) enemy units.  Therefore, you 
may hesitate in using this spell then.  There is one way to still use 
this spell in the mentioned situations.  For some people, before 
engaging powerful enemy heroes or wandering monsters in battle, they 
would usually save the game first so that after the battle, they can 
review the fight and reload the game again so as to fight again and 
thereby reduce the damage caused.  You can use this to reload the game 
and before engaging the enemy unit, split up one creature from one of 
your troops.  It is best if he can move fast.  When you need to use the 
Chain Lightning spell, position him in such a way that when you use it 
the next round, the only casualty in your army is the lone creature.  
This would greatly reduce the general damage suffered by your units.

18. Using Fire Wall spell for certain terrain

During battle, the Fire Wall spell is best use in terrain where there 
are obstacles in the way, such as a ridge, which forces more than one 
enemy unit to move a specific route.  Cast the Fire Wall right in the 
path of the advancing enemy units.  In this way, the enemy units cannot 
avoid going around the Fire Wall to bypass it.  Take note that it 
should only be used against walking units and not flying ones.  Another 
way to use this is to place the Fire Wall right in front of your ranged 
unit if it appears that the enemy wants to concentrate on it and have 
more than one unit moving towards it.

19. Against elementals, use vulnerable magic

When fighting against elementals, you should use classes of magic which 
it is more vulnerable to.  Check the description of the elemental unit 
to find out which class of magic to use against which type of 

20. Against golems, avoid using magic

Golems, especially obsidian golems, are very resistant to magic.  
Unless you have no other choice, avoid using magic against them.

21. Advanced Resurrection spell

The Resurrection spell is very useful at Advanced level.  The creature 
units that you resurrect will stay with you even after the battle.  At 
Normal level, your resurrected units can only be used for the battle 
and will disappear after that.

22. Using Scholar skill

The Scholar skill is used to trade spells between heroes.  You need 
only one of them to have the skill.  This skill is very useful in 
having all your heroes learn up to level 4 spells of all of them 
combined without having spend time visiting all the castles.  The best 
way to trade spells is to have the hero with the Scholar skill click on 
each hero from one end of the map to the other end, and then back 


The following fellows have shared with me some of the hints that I have 
mentioned above:

Guy, Blitz, City Hunter.

And also special thanks to Stephanus Rudiyanto Natari for pointing out 
some extra info and correction to this work.

Thanks, guys!