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    FAQ/Walkthrough by Gauntlet Man 99

    Version: 1.00 | Updated: 02/01/03 | Printable Version | Search Guide | Bookmark Guide

    Heroes of Might & Magic III: The Shadow of Death FAQ
    
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    |FAQ for: Heroes of Might & Magic III: The Shadow of Death |
    |System: DOS/Windows                                       |
    |Version: 1.00                                             |
    |Last Updated: 2/1/03                                     |
    |E-mail: Icewind717@hotmail.com                            |
    |Author: CZewe                                             |
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    Some of the *AMAZING* qualities of this FAQ are:
    
    *The first guide with an actual Wlakthrough of the campaigns ever to be posted on GameFAQs!
    *The most (or pretty close to it) comprehensive guide ever
    *A huge database of all my HOMM III: The Shadow of Death information compiled into one big 
    guide
    *A whole section dedicated to helping people get started
    *Everything anyone ever wanted to know about Heroes of Might & Magic III: The Shadow of Death
    *All the codes, secrets, and little "Easter Eggs" all together!
    *Lots of Hints & Tips, Frequently Asked Questions, and Battle Strategies
    *A *HUGE* Walkthrough of the Campaigns
    *The guide that won FAQ of the Week...(Don't I wish)
    *Complete list of all the hotkeys for newbies and veterans alike
    *Gigantic section with complete data on all of the different creatures
    *Amazingly Detailed Spell Guide
    *Helpful Dictionary for beginners
    *So much more...oh so much more...
    
    
    
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                          *  |I     I. Introduction        I|  *
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    Welcome to the most comprehensive guide to Heroes of Might & Magic III!  If you've read IGN's 
    guide, or any of the other contributor's to this site, you'll notice they lack one vital item 
    necessary for a FAQ.  Wondering what that is?  An actual _walkthrough_ for the game!  And, 
    since Heroes of Might & Magic III is one of the hardest games out there, I figured I'd write 
    one.  And please forgive the size of this guide, because it is necessary.  When this guide is 
    finally finished, it will be the biggest (or at least close to it) Walkthrough on GameFAQs!  
    And, as some may doubt, yes, I _did_ type and gather all of this information all by myself.  I 
    only used cheap cut-and-pasting techniques on certain parts, like making and remaking the 
    charts for the Creature Guide and the Spell Book section.  Also, another interesting thing 
    about this FAQ, is that it's spawned six other FAQs so far out of certain sections of it 
    (all my Spell Guides and Creatures Guides).  So, enjoy.
    
    Note: Sorry about barely finishing the first Scenario of the first Campaign of the first 
    game, but tomorrow I'm getting a new comp and I just need t submit this as it is...there goes 
    any FOTW chances...sorry.
                                
                               
                               
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                          *  |I   II. Table of Contents    I|  *
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    I. Introduction*
    II. Table of Contents
    III. Version History
    IV. Contacting Me*
    V. Hotkey Listing*
    VI. Beginner's Guide to HOMM III: The Shadow of Death
    VII. Restoration of Erathia Walkthrough
     1. Long Live the Queen
      A. Homecoming*
      B.
    VIII. Armageddon's Blade Walkthrough
    IX. The Shadow of Death Walkthrough
    X. Creature Guide
    XI. Hints & Tips
    XII. Codes
    XIII. FAQ (^F^requently ^A^sked ^Q*uestions)
    XIV. Spell Guide*
    XV. Heroes of Might & Magic Dictionary
    XVI. Shameless Self Promotion
    XVII. Next Version
    XVIII. Hall of Shame
    XIX. Credits
    XX. Necessary Legal Stuff*
    XXI. FAQ Size
    
    *= Section is complete
    
    
    
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                          *  |I    III. Version History    I|  *
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    Version Number: 1.00
    Date Added: 2/01/03
    What's New: Everything!
    Total FAQ Size: 111 KB
    My two cents: I originally intended on finishing the "Long Live the Queen" Walkthrough and 
    THEN submitting Version 1.00, but tomorrow I'm getting a new computer and getting rid of this 
    one.  Soooooo, once this one is gone, this file will be lost and I'll need it saved somewhere, 
    and what better place than GameFAQs?  So, again, I apologize for the abrupt ending to the 
    Walkthrough, but I _promise_ I will finish them all...someday.
    
    
    
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                          *  |I     IV. Contacting Me      I|  *
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    My e-mail address is Icewind717@hotmail.com and I’ll accept e-mails that have 
    anything to with the stuff on the “E-mail Me With” list.  But if I get anything that is on the 
    “Do not e-mail Me With” list I will delete it and block your e-mail address.  If you just want 
    to talk to me you can drop me an IM on AIM at the screename Outcast717.  But if you have 
    questions about Heroes of Might & Magic III: The Shadow of Death, IM me at Icewind45.
    
    E-mail me with:
    Contributions
    Spelling and Grammatical errors on my FAQ
    Praise Letters
    Asking for help on Heroes of Might & Magic III: The Shadow of Death as long as your question 
    isn’t answered on this FAQ
    Asking if you can use this FAQ on your site
    Constructive Criticism
    
    Do Not E-mail me with:
    Spam
    Spam
    Spam
    Spam
    If you send me spam I will obliterate you off the face of the Earth, so DO NOT spamify me.
    Large Contributions (200 KB or more unless its a walkthrough for a whole campaign)
    Things that have nothing to do with HOMM III: The Shadow of Death
    Hate Mail/Flames
    Questions about Heroes of Might & Magic III: the Shadow of Death that are answered on this FAQ
    Viruses
    Chain Letters
    Etc.
    
    You can e-mail me asking for help on any other Heroes game itself, but just don’t overdo it.  
    If you want to talk about anything on the not list, IM me, except the obvious like viruses and 
    spam.
    
    
    
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                          *  |I     V. Hotkey Listing      I|  *
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    For those of you uneducated in computer terminology, a hotkey is a key you press on the 
    keyboard, and it activates a specific function in the current game, program, word document,
    etc.
    
    Adventure Map/Screen
    Hotkey:                                   Effect:
    H-........................................Selects Next Hero
    M-........................................Moves Current Hero
    K-........................................Kingdom Overview
    U-........................................Toggles Map Elevation
    C-........................................Cast Spell
    Z-........................................Puts Current Hero to Sleep
    W-........................................Wakens Current Hero
    Q-........................................Quest Log
    E-........................................Ends Turn
    
    Adventure Options Menu
    Hotkey:                                   Effect:
    A-........................................Opens Adventure options menu
    V-........................................View World
    P-........................................Puzzle Map
    D-........................................Dig
    I-........................................View Scenario Information
    
    System Options Menu
    Hotkey:                                   Effect:
    M-........................................Main Menu
    L-........................................Load Game
    R-........................................Restart Scenario
    S-........................................Save Game
    Q-........................................Quit to Desktop
    Esc-......................................Return to Game
    
    Miscallenous (sp???)
    Hotkey:                                   Effect:
    Up Arrow-.................................Moves Current Hero Up
    Down Arrow-...............................Moves Current Hero Down
    Left Arrow-...............................Moves Current Hero Left
    Right Arrow-..............................Moves Current Hero Right
    CTRL+Up Arrow-............................Scrolls Adv. Map Up
    CTRL+Down Arrow-..........................Scrolls Adv. Map Down
    CTRL+Left Arrow-..........................Scrolls Adv. Map Left
    CTRL+Right Arrow-.........................Scrolls Adv. Map Right
    Tab-......................................Send A Chat Message (Multi-player Game only!)
    Esc-......................................Quit Current Game
    
    Combat Screen
    Hotkey:                                   Effect:
    A-........................................Auto-Combat on or off (toggle)
    D-........................................Order selected Creature to Defend
    W-........................................Order selected Creature to Defend
    C-........................................Cast Spell
    R-........................................Retreat
    S-........................................Surrender
    O-........................................Open up Combat Options Menu
    T-........................................View selected Creature Data
    F5-.......................................Toggles Creature Pop-up types
    F6-.......................................Toggles hex-grid display
    F7-.......................................Toggles mouse shadow display
    F8-.......................................Toggles movement shadow display
    Up Arrow Key-.............................Scroll up through combat messages
    Down Arrow Key-...........................Scroll Down through combat messages
    Space Bar-................................Select next creature in Tactics Phase
    S-........................................Start Combat in Tactics Phase
    
    Town Screen
    Hotkey:                                   Effect:
    Up Arrow-.................................View Previous town
    Down Arrow-...............................View Next Town
    Space Bar-................................Switches visiting/Garrison Heroes
    
    Spell Book
    Hotkey:                                   Effect:
    Left Arrow-................................Turn page left in Spell Book
    Right Arrow-...............................Turn page right in Spell Book
    A-.........................................Displays Adventure-only Spells
    C-.........................................Displays Combat-only Spells
    
    View Army Window
    Hotkey:                                   Effect:
    U-........................................Upgrade Creature
    D-........................................Dismiss Creature
    
    General
    Hotkey:                                   Effect:
    F1-.......................................Help
    F4-.......................................Toggles window/full screen display
    Esc-......................................Cancel, Exit, or No
    Enter-....................................Okay, Accept, or Yes
    
    
    
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                          *  |I    VI. Beginner's Guide    I|  *
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    So, you're new to the Heroes of Might & Magic series and you're a bit confused?  Well then this 
    is the section for you.  In this section I'll answer commonly asked questions about basic 
    things that I can give long and deatialed answers for.  So, if you want to learn about things 
    in Heroes of Might and Magic III, then this section should answer all (or at least most) of 
    the questions you have.
    
    Hmmm...where should I start?  OK, if you want to know the whole story behind the three games 
    that make up the Shadow of Death, then I suggest you read your read-me, cause there's no way 
    I'm typing all of that up.  So go to that and come back later.  OK, now that you know all of 
    that, I'll just jump right into the section.
    
    What is a Primary Skill and whats a Secondary Skill?
    
    Primary Skills
    Well, Primary Skills are your Hero's main skills.  every Hero has the same four, but they all 
    aren't equally profficient in them.  The four Primary Skills are Attack, Defense, Spell Power, 
    and Knowledge.  Attack is an added bonus to all of that Hero's creatures, thusly allowing them 
    to do more damage when they attack.  Defense is the same, except it helps the creatures defend 
    against everything.  i.e. Spells, attacks, ranged attacks, retaliations, etc.  Spell Power is 
    how effective your Hero's Spells are.  Knowledge determines how many Spell Points your Hero 
    has.  For example: Say Lord Haart has a Knowledge of 13.  That means that he will have 130 
    total Spell Points, not including Artifacts and other altering factors.  Also, the higher a 
    Knowledge rating is, the faster that Hero's Spell Points will recover.  For more information 
    on Spell Power and Knowledge, see the "Spells" section.
    
    Secondary Skills
    Secondary Skills on the other hand are completely different.  If you want to learn about each 
    of them in excruciating detail, go and read about them in the Secondary Skills section.  If 
    you just want to know what they are, keep reading this.  A Hero can gain a Secondary Skill 
    whenever he or she levels up.  A Hero can have up to ten different Secondary Skills.  Another 
    option a Hero has whenever they level up is to better themselves in an already know Skill.  
    There are three levels of Secondary Skill mastery: Basic, Advanced, and Expert.  Basic will 
    get you the bare minimum of that skill, advanced will make it pretty useful, but if the Hero 
    has an Expert mastery of it, they can do great things.  Well, that's about all there is to 
    know about Secondary Skills, besides what is said in the Secondary Skills section.
    
    
    What is the difference between Hero Classes?
    There are a total of 16 different Hero Classes in The Shadow of Death, and each one is 
    different.  Ones that are alike, such as Clerics and Priests, only vary slightly, whereas 
    Heroes like Barbarians and Necromancers are completely different.  The main differences 
    between classes are what kind of creatures they're good/bad with, their Secondary Skills, 
    their Primary Skills, and what kind of Towns they belong to.  An example of of the creature 
    handling this is: If you had a Barbarian, such as Yog, and he had a bunch of creatures like 
    Death Knights and Wraiths, his army's morale would be lower than if a Necromancer or a 
    Beastmaster had them.  In fact, if a Necromancer had those creatures, his army's morale would 
    be higher than usual and less likely to drop.  An example of the Secondary Skill differences 
    is: Nearly all Heroes can't learn any type of Necromancy, but Necromancers and few others 
    can.  But, because of that, Necromancers can't learn other Secondary Skills such as Luck.  The 
    Primary Skill thing is something that needs an example of too.  A Knight might start out with 
    3 Attack, 2 Defense, 1 Spell Power, and 1 Knowledge, whereas a Warlock might have 1 Attack, 2 
    Defense, 3 Spell Power, and 3 Knowledge.  And the Town thing doesn't require much 
    explanation.  The game will _always_ start you out with a hero that belongs to your starting 
    town, but if he visits a Town that is the opposite of his default Town type, his Morale and 
    Luck will drop.  Like you should never send a Necromancer into a Rampart, or a Knight into an 
    Inferno.
    
    
    What's this about an Elemental Conflux?  My game doesn't have any!
    The Elemental Conflux was introduced in Armageddon's blade, and unfortunately dropped in the 
    Beta version of The Shadow of Death.  The reason I cover Elemental Confluxes (that's the 
    plural of Conflux, right?  Or could it be "Confluxi"...?) in my FAQ, is because it covers all 
    three games: HOMM III, HOMM III: Armageddon's Blade, and HOMM III: The Shadow of Death.  
    Combined, these three games make up the one game: Heroes of Might & Magic III: Complete.  
    Sadly, though, CJayC has not recieved the data about this game yet, despite the fact that it 
    has been out for over a year.  So, I decided I'd cover it all in a Shadow of Death Walkthrough.
    
    
    What exactly is "Morale" and "Luck"?
    Morale and Luck are two things that play sorta major roles in Combat.
    
    Morale: Morale is how high (or in some cases, low) your army's spirits are.  If it is high, 
    then they will perform well in Battle.  Sometimes creatures with High Morale will be granted 
    two actions instead of one in battle.  But, there is a downside, as there is to most things.  
    If your Army has Low Morale, they will be punished by freezeing in panic in battle sometimes.  
    This means that they cannot do anything in that Round.  Morale can be altered in some ways, 
    which will now be explained.
    
    Things That Alter Morale: Morale can be altered (affected) in the following ways.
    1. Artifacts: Certain Artifacts can alter Morale (and Luck for that matter) bonuses.  Things 
    like the Pendant of Negativity, which eliminate Morale and Luck bonuses completely for both 
    you and your opponent.  But other Artifacts are cursed, and eliminate Morale and Luck for you 
    only.  The only way to get rid of these is to give them to another (allied) Hero.
    
    2. Visiting Negative Towns: Visiting Towns that are the opposite of your Hero's default Town 
    will decrease Morale and Luck.  For example, let's say your Hero is Edric, a Knight.  You go 
    and conquer a Necropolis, with a Morale of two, which is quite good.  You foolishly send him 
    into the newly owned Necropolis, and his Morale is lowered by half if he has a Luck of 0 or 
    less.  But if your Luck is above 0, then it will only be lowered to 1.  Get it?  No, huh?  TOO 
    BAD :P!
    
    3. Other: There are other ways to increase/decrease your Morale, but there are too many to 
    list.  Some include visiting Temples twice (negative/bad), or going to a Rally Flag 
    (positive/good).
    
    Luck: Luck is how lucky you and your Creatures are (ummm....duh).  If you have a good amount 
    of Luck, your troops will too.  Lucky creatures will do double damage in battle sometimes, 
    whereas unlucky creatures will sometimes do half damage.  Doing half damage really sucks, so 
    try not to get this.  Here are some ways to alter Luck.
    
    1. 1. Artifacts: Certain Artifacts can alter Luck (and Morale for that matter) bonuses.  Things 
    like the Pendant of Negativity, which eliminate Morale and Luck bonuses completely for both 
    you and your opponent.  But other Artifacts are cursed, and eliminate Morale and Luck for you 
    only.  The only way to get rid of these is to give them to another (allied) Hero.
    
    2. Visiting Negative Towns: Visiting Towns that are the opposite of your Hero's default Town 
    will decrease Morale and Luck.  For example, let's say your Hero is Edric, a Knight.  You go 
    and conquer a Necropolis, with a Luck of two, which is quite good.  You foolishly send him 
    into the newly owned Necropolis, and his Luck is lowered by half if he has a Morale of 0 or 
    less.  But if your Luck is above 0, then it will only be lowered to 1.  Get it?  No, huh?  TOO 
    BAD :P!
    
    3. Other: There are other ways to increase/decrease your Luck, but there are too many to 
    list.  Some include visiting Temples twice (negative/bad), or going to a Swan Pond 
    (positive/good).
    
    
    How do Special Powers work?
    Special Powers are actually a lot more simple than they appear to be.  Although that holds 
    true for most, some aren't that simple.  Example of a simple Special Power: 40% Magic 
    Resistance.  That's the Power from Battle Dwarves, in case you care.  Really simple to 
    understand, and pretty useful too.  Battle Dwarves resist 40% of all negative Spells cast upon 
    them.  Noow here's an example of a not-so-simple Special Power: Hates Arch Devils (FYI: 
    Archangel Special Power).  "What does that mean?", you may be wondering.  Well, it means that 
    they simply loathe Arch Devils.  "Really?".  Nah, j/k.  It means that they do an extra 50% 
    damage to Arch Devils, but something that isn't explained there is that they also "Hate 
    Devils".  They inflict _75%_ extra damage upon Devils, because Devils are weaker, and Angels 
    hate them too.  Now here's an example of one I don't get: "Magic Damper (That's a Unicorn's 
    and War Unicorns Special Power, just so you know)".  WTF does that mean?!  "Magic Damper", 
    LOL, sounds funny, but not at all explanatory.  Correct me if I'm wrong, but doesn't damper 
    mean something like "Make wet, or wetten"?.  Oh well.  I assume that it means they can do bad 
    stuff to an enemy Hero's Magic, but that's just my _guess_.
    
    
    What is this stuff about Creature Levels?  They don't level up!
    I never said they did.  When I (and the rest of the world) say Level (Insert Number 1-7 Here), 
    we meanthe second creature type for that town.  You know how whenever you click on a Fort, 
    Citadel, or Castle it brings up all of your recruitable troops from that town?  Look at the 
    second one in the top row.  That your Level 2 for that Town.  Levels are given to Creatures 
    depending on their effectiveness in battle.  Lower level creatures tend to be cheaper and die 
    more quickly, but higher level Creatures do a lot of damage, but can cost a ton.  And "Base" 
    or "Base Level" Creatures are the two in the top row.  Let's say that you have a Rampart 
    Town.  On the Castle Screen there are three and a half rows.  If you haven't upgraded the 
    buildings yet, the screen should look like this:
    
    Centaurs        Info        Dwarves    Info
    Level 1         Info        Level 2    Info
                    Info                   Info
                    Info                   Info
                    Info                   Info
    
    Wood Elves      Info        Pegasi     Info
    Level 3         Info        Level 4    Info
                    Info                   Info
                    Info                   Info
                    Info                   Info
    
    Dendroid Guard  Info        Unicorn    Info
    Level 5         Info        Level 6    Info
                    Info                   Info
                    Info                   Info
                    Info                   Info
              
                        Green Dragons    Info
                           Level 7       Info
                                         Info
                                         Info
                                         Info
    
    There we go, that took a while, but I lived.  That is how the Level system for Creatures works 
    in all Towns.  But if you built, say, an Upgraded Homestead (used to produce Wood Elves, but 
    now it produces Grand Elves), then they would be a Level 6 creature.  To find out what Level 
    any upgraded Creature is, just double it's original Level.  Well, that sums up the whole 
    Creature Level thing, so, I'm done with that.
    
    
    What is an Artifact and what does it do?
    Artifacts play a decently large role in all Heroes of Might & Magic games.  Artifacts are 
    rarities that your Heroes collect throughout the course of scenarios and campaigns.  I may add 
    an Artifact listing and guide to this Walkthrough, but then again, I may not.
    
    
    
    
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                          *  |I        VII. ROE FAQ        I|  *
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    This is a Walkthrough for Heroes of Might and Magic III: Restoration of Erathia.  All of these 
    walkthroughs for the games will make up a large majority of this FAQ.  I have tried to keep 
    this as small as possible while still giving the needed amount of data for each Campaign.  I 
    finished the first ROE (Restoration of Erathia) campaign in version 1.00, so I still have many 
    months (probably years) of work to do on this FAQ.  Thanks to all the people who contributed 
    to this section, as the help was greatly appreciated (so far that list includes only me 
    though ;).
    
    1. Campaign #1: Long live the Queen
    
    Campaign Description: "Our landing has confirmed both our rumors and our fears.  With the 
    death of my father, Erathia's lands are being greedily divided by her neighbors."
    
    A. Scenario 1: Homecoming
    
    Scenario Description: To win, you must locate and capture the town of Terraneus.  Your Heroes 
    will be limited to the 6th level in this Scenario, but your four strongest heroes will travel 
    with you to the next scenario of this campaign.
    
    Region Description: Queen Catherine has departed to elicit military support from King Gavin 
    Magnus of Bracada.  Other generals are fanning through the region.  Establish a base of 
    operations, rally the local militia, determine the extent of the Nighon occupation, and find 
    their invasion route.
    
    Starting Bonuses:
    1. Start with 14 Pikemen in your army.
    2. Start with an extra 5 Sulfur, Mercury, Crystal, and Gems.*
    3. Start with a first Aid Tent
    
    *= Choose this one!
    
    Allies: 1
    Enemies: 1
    
    Day 1: To start out, rally all of the troops around you by "fighting" them.  They'll try to 
    join you, and you should always obviously say yes.  Next, head into that Castle near you.  You 
    will notice that there are a decent amount of troops in the Garrison.  Place them all into your 
    army.  And be sure to put the Marksmen on the left end, and the Archers on the right end.  Now, 
    click on the Village Hall.  Upgrade it to a Town Hall to increase your Gold Income.  Now, go to 
    your Fort and recruit everything there.  Put them all into your Army where they belong.  Now, 
    leave the Castle.  To your left there should be a Treasure Chest.  Go to it.  When you reach 
    it, take the Experience points, rather than the Gold.  It will level your Hero up.  When you 
    get to choose a Secondary Skill, make your Offense Basic.  since you've done all you can do, 
    end your turn by clicking the choice or pressing "e".
    
    Day 2: Begin the day by clicking the Castle on the right toolbar.  Go to your Town Hall and 
    build a Blacksmith.  Now move your hero to tht pile of wood.  After you get it, kill all of the 
    Infernal Trogolodytes.  Now claim the Lumber Mill by moving your Hero there.  Next, go south to 
    the Treasure Chest, and take the experience points and not the Gold.  When you level up, choose 
    Basic Wisdom as your secondary Skill.  To end the turn, try to go to the nearby Stables, and 
    when you run out of Movement, end the day.
    
    Day 3: Start by finsihing your trip to the Stables.  You can just press "m" if you're too lazy 
    to use the toolbar.  Go to the Windmill and get your weekly bonus.  Next, head north and go 
    kill the Hell Hounds.  You'll notice that they don't go down as easily as the Infernal 
    Trogolodytes did.  But, if you play your cards right, you can escape with only a Griffin 
    casualty.  Now, get the Treasure Chest, but take the Gold.  Next, go straight until you can't 
    move any more.  After that, click on your Castle.  Build a Barracks, but do NOT, I repeat NOT 
    recruit the Swordsmen.  Afterwards, end the turn by clicking on the corresponding button.
    
    Day 4: Now it's time to make Royal Griffins available for your recruitment.  Now that it is 
    possible, build an Upgraded Griffin Tower.  But again, do NOT recruit them.  Wondering why?  
    Well, we're going to upgrade the Swordsmen to Crusaders, and there are no Griffins or Royal 
    Griffins avialable for recruitment...yet.  Now, select your Hero and move straight until you 
    smack into some woods.  Head upward along the path until a scholar is visible.  Get as near as 
    you can to him, and then you'll be out of movement points for the day.  Now, of course, end 
    your turn.
    
    Day 5: You should start day Five by going to the Scholar.  He'll teach you the Basic Scholar 
    Skill, and disspear off the face of the Earth.  Now go due North to the School of Magic.  When 
    you get there increase your Knowledge Skill by +1 for 1,000 Gold.  After that, click on the 
    Treasure Chest.  When you stop short of it, you're out of movement, open up the Overview of 
    your one and only Castle.  Click on the Town Hall and construct a Citadel to upgrade that 
    Castle's defenses and double base creature growth.  This will cost 2500 Gold and five units of 
    Ore.  With that finished, depart from the Castle and end your turn.
    
    Day 6: The first thing you should do is select your Hero and go and get that Treasure Chest you 
    were going to.  Choose to take the Experience Points.  When you level up, choose Advanced 
    Offense as your Secondary Skill bonus instead of Basic Water Magic.  Now go left and rid the 
    area of those Magogs.  This isn't going to be a pretty battle.  If you're lucky, you'll escape 
    with only a loss of six Pikemen and six Halberdiers.  Now go and claim the Sulfur Mine and the 
    pile of Sulfur that are right above you.  Next, get as near as you can to the Treasure Chest in 
    the West as you can.  When it is not possible for you to move any further, open up your Castle 
    Screen.  Go into the Town Hall and have a Griffin Bastion constructed.  Now, end your turn.
    
    Day 7: Start out Day 7 by getting the Treasure Chest you were after on Day 6.  When given the 
    choice, take the experience points.  You'll levl up, and for your secondary skill obnus, 
    choose the Basic Ballistics.  Now, go down until the Entrance to the School of War becomes 
    visible.  When it does, go into it.  Choose to get a +1 Attack Skill for 1000 Gold.  Go down 
    two spaces to the Lean-To which will conatin two units of Gems.  Since you have no movement 
    left, go and open up your Castle screen.  Go to the Town Hall and order a Castle to be built 
    for 10 Wood and Gem units and 5000 Gold.  Now your Castle will have three Arrow Towers, a 
    moat, and your Garrison to defend it.  Also, Base Creature Growth will be multiplied by four.  
    To finish off the week, end you turn.
    
    Day 8: Begin by getting the Treasure Chest that you were after yesterday.  Choose to keep the 
    1500 Gold, because you really need it.  Now go down a little until another Treasure Chest is 
    visible.  Obviously, you should get it, so get to it.  Again, keep the Gold.  Next, go 
    southeast to that little strip of shroud.  Unfortunately, you'll run out of movement on the 
    way there, so go to your Castle which is named Caraytid and will be referred to by that name 
    for the rest of this FAQ.  Open up the Town Hall and have a Marketplace Built.  It will cost 
    five Lumber units and 500 Gold.  Now, since there is nothing else that you _can_ do, end the 
    day.
    
    Day 9: You should see a Gem Pond to your right guarded by "Lots of Beholders".  Double-click 
    it and enggage them in combat.  This is a fairly simple fight.  You should be able to escape 
    with minimal losses.  To be more specific, 2 Marksmen, 2 Halberdiers, and all 6 Griffins.  
    Your Archers are the key to this fight.  Use them to weaken, cripple, and eventually kill the 
    enemy units.  After you slaughter the Beholders (and Evil Eyes), obviously, claim the Gem 
    Pond.  Oops, you're out of Movement for the day.  Click on your Town and have a Resource Silo 
    built so you can get even more Wood and the the Ore you desparately need every day.  Speaking 
    of "days", exit the Castle and end your day.
    
    Day 10: Claim the Gem Pond as your own, and leave no guards to guard it.  You need men badly 
    for this scenario.  Bow, beneath you, you'll see a pile of Gems.  Take them and add +4 gems to 
    your total funds.  Next, start heading east towards the Stables until you run out of your 
    daily allotment of Movement Points and then open up the screen for your Castle.  You can't 
    build most of the stuff becuase you used all of your Ore on building that Resource Silo, but 
    trust me; it WILL pay off in the long run.  Pay 5000 Gold to upgrade your Town Hall to a City 
    Hall so it now supplies you with 2000 Gold per day, rather than the current 1000 Gold.  Now, 
    end they day.
    
    Day 11: Start Day 11 by finishing your journey to the Stables.  Yay!  Extra Movement Points 
    for three days!  Go south to the Windmill and the keeper will give you three units of Ore.  A 
    bit to the east is some Sulfur hiding behind a tree.  Take it, of course.  Click on the Wood 
    to the east and try to take it.  Oh wait a sec, you're out of Movement Points ;P.  Instead, 
    click on your Castle, open up the City Hall screen, and order your little peons to build a 
    Monastery.  Since you have done all that is possible for the day, just end it.
    
    Day 12: Begin by taking the Wood that you were heading for, and thne go north to the Witches 
    Hut.  She'll teach you the Secondary Skill of Navigation which increases that Hero's Movement 
    Points at sea by a whopping 50%.  If you look northeast of your current position, you'll see 
    some crystals just lying on the ground.  Get as near as you can to them before running out of 
    Movement Points, and then, when you do, open up the Town screen.  build the Stables so that 
    whenever a Hero enters the Town he/she will get a Movement bonus for the remainder of the week 
    (Yay!).  After you do that, exit the Town and end the day.
    
    Day 13: Finish going to the Crystals and then move sort of north east until you're one hex 
    underneath the lone tree, and then move one more forward.  See the Water Wheel above you?  Go 
    to it and the keeper of the Mill will give you 1000 Gold and he will tell you to come back 
    next Week for 1000 more Gold.  Now, move one space right and kill the Hell Hounds.  This fight 
    is too easy.  You'll only lose 4 Halberdiers if you are careful.  Northeast of your current 
    position is a Garden of Revelation, which you should go to now.  Congratulations, you get +1 
    Knowledge.  Double click on the entrance to the Mercenary Camp and move until you're out of 
    Movement Points.  Get into your Castle screen, enter the Tavern, and recruit the Hero Ingham 
    the cleric.  Get out of the Castleand move Ingham on to the top boat.  Once he has boarded it, 
    he will be out Movement Points, so just end the day.
    
    Day 14: Begin by moving Christian to the Mercenary Camp, increasing his Attack Skill by +1.  
    Then move him down to fight the Gogs.  When prompted to let them flee or not, choose yes.  
    Now, move down the Guardhouse and choose to recruit Pikemen to get a free 14 of them.  Now, 
    get as near as you can to the Castle, and when you run out of Movement Points, switch to 
    Ingham.  Move his boat south to the Sea Chest and get 1500 Gold.  Then, move Southwest to find 
    a Flotsam containing 10 Wood and 500 Gold.  Next, move west as the crow flies until you run 
    out of Movement Points for the day.  Finally, open up Caryatid (that's the name of your 
    Castle) and build the Training Grounds.  After this, end the day.
    
    Day 15: Start by finishing Christian's trek back to Caryatid.  Open up the Castle Screen and 
    recruit all the Pikemen and Archers, followed by all the Griffins you can afford.  Then, get 
    out of the town and switch to Ingham.  Move down below the rocks to expose 4 flotsams.  Get 
    them in order from the one below you, then to the right, then the one above that, and then the 
    one to the far left.  But wait.  You only have enough Movement for the first two today.  Get 
    then and end the day.
    
    Day 16: Re-enter the Castle Screen of Caryatid and recruit the eight Griffins that you can 
    afford.  Now go to the Garrison and move all the creatures there into Christian's Army, then 
    close the town up.  Move Christian north to fight the Infernal Trogolodytes.  Despite theire 
    attemps to run away, choose to attack them.  Use ONLY your ranged attackers for this battle, 
    but finish it up with your Griffins.  You can easily win this simple battle without a single 
    casualty.  Afterwards, move Christian to the Redwood Observatory and then to the pile of Ore.  
    He's now out of Movement.  Switch over to Ingham and finish getting the Flotsams.  After you 
    get the last one, get the nearest Sea Chest and then move straight west until you're out of 
    Movement Points for the day.  Finally, end the day.
    
    Day 17: Start by moving Christian to take the Ore Mine and then move up to get 1000 Gold from 
    the Water Wheel.  Farther up, you should see a Treasure Chest.  Get as near to it as you can 
    before you run out Movement Points, and then switch over to Ingham.  First move Ingham's boat 
    to the Buoy for a +1 Morale Bonus.  Then move him to the Sea Chest to get the Collar of 
    Conjuring and 1000 Gold.  Next, move to the three Flotsams.  Oops.  You're out of Movement.  
    Oh well.  Open Caryatid and then the Castle Screen.  Build an Upgraded Monastery so now you 
    can make Zealots.  Since there is absolutely nothing left to do, end the day.
    
    Day 18: Move Christian to the Treasure Chest and choose to take the 1500 Gold over the 1000 
    Experience Points.  Next, move east to the Marletto Tower to get +1 to your Defense Skill.  
    Double-click the grass directly left of the mountains, so when you get there, you'll be 
    directly aligned with the entrance to the Marletto Tower.  You won't be able to get there 
    today, so switch over to Ingham and get the two nearest Flotsams.  Now, move down to the 
    Shipwreck Survivor, and he'll give you the Dragon Scale Shield(!), and then get the Flotsam to 
    the left.  Go straight west until you can't go any further, and then open Caryatid.  Enter 
    City Hall and have an Upgraded Archers' Tower built, and then end the day.
    
    Day 19: Finish Christian's move and then move up and fight the Hell Hounds.  As before, use 
    only your ranged attackers and you can EASILY win this fight without losing a single man.  
    With the Experience Points from winning this battle, Christian levels up to Level 6.  Choose 
    to learn the Secondary Skill "Basic Luck" rather than "Advanced Artillery".  Now, nove 
    straight up so that you arrive on the other side of the forest, but you're lined up precisely 
    with your previous spot.  Use Christian's last bit of Movement to go up and get to the Star 
    Axis, giving him a +1 Spell Power bonus.  Then, since he can't go anywhere, switch Heroes.  
    Move due west until a Sea Chest and a Flotsam are in sight.  Get the Sea Chest first, then the 
    Flotsam.  You'll be out of Movement after this, so open Caryatid up and go to City Hall and 
    have a Capitol built, doubling your daily Gold income to 4000.  After this is done, end the 
    day.
    
    Day 20: Hum...I have it written out from taking the notes, but I'm too lazy to type it in this 
    version, sorry =/.  But, basically, all you have to do move your Heroes north to the 
    Subterranean (Sp?) Gate and then head to the center of the Underground.  It's that simple.  
    For a complete walkthrough, look at Version 1.02.
    
    
    
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                          *  |I      X. Creatures FAQ      I|  *
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    Here is a detailed listing of all of the creatures (units, troops, monsters, whatever you want 
    to call them) in Heroes of Might & Magic III: THe Shadow of Death.
    
    Here is how the setup for this section will work:
    
    Name: The creature's name
    Cost: How much one single unit of that creature costs to recruit
    Dwelling: What dwelling the creature can be recruited from
    Attack Rating: The creature's attack rating + its master's attack rating
    Defense Rating: The creature's defense rating + its master's defense rating
    Speed (in hexes per turn): How many hexes per turn the creature can move across the Battlefield
    HP (Hit Points): How many hit points a creature.  That means "Health" for those of you new to 
    the video game industry.
    Damage: How many HP the unit can take away from another unit whenever it attacks.
    Shots: How many arrows/missilies/any projectile weapon certain creatures have.
    Special: some creatures have this, some creatures don't.  Special abilities are things that 
    some creatures can do extra on top of attacking.
    My rating: My rating of the creature.  It will be 1-10: 1, 1.5, 2, 2.5, 3, 3.5, and so on and 
    so forth.
    Description: This is my desription of the creature.  It's that simple, folks.
    
    Now, onto the actual section.
    
    Castle Creatures:
    
    Name: Pikeman
    Cost: 60 Gold
    Dwelling: Guardhouse
    Attack Rating: 4
    Defense Rating: 5
    Speed (in hexes per turn): 4
    HP (Hit points): 10
    Damage: 1-3
    Shots: N/A
    Special: N/A
    My rating (1-10): 3
    Description: Pikemen are the weakest castle creatures, and nearly worthless unless you group 
    several hundred of them all together.  When you do that they can do large amounts of damage and 
    kill much stronger creatures in a few turns.
    
    Name: Halberdier
    Cost: 75 Gold
    Dwelling: Upgraded Guardhouse
    Attack Rating: 6
    Defense Rating: 5
    Speed (in hexes per turn): 5
    HP (Hit points): 10
    Damage: 2-3
    Shots: N/A
    Special: N/A
    My rating (1-10): 4
    Description: Halberdiers do little more damage than Pikemen, and it's practically pointless to 
    waste resources upgrading a guardhouse just so you can do one more point of damage sometimes.
    
    Name: Archer
    Cost: 100 Gold
    Dwelling: Archer's Tower
    Attack Rating: 6
    Defense Rating: 3
    Speed (in hexes per turn): 4
    HP (Hit points): 10
    Damage: 2-3
    Shots: 12
    Special: N/A
    My rating (1-10): 4.5
    Description: Archer's are the weakest of the weak when it comes to non-melee fighting, thus the 
    four and a half rating.  They do as much damage as Halberdiers, but usually end up doing the 
    two rather than three. Upgrade the Archer's Tower and stick with Marksmen.
    
    Name: Marksman
    Cost: 150 Gold
    Dwelling: Upgraded Archer's Tower
    Attack Rating: 6
    Defense Rating: 3
    Speed (in hexes per turn): 6
    HP (Hit points): 10
    Damage: 2-3
    Shots: 24
    Special: Shoots twice per attack
    My rating (1-10): 5
    Description: Marksmen would be getting a 4.5 too if it weren't for ther special ability. The 
    differences between them and archers are their speed, their cost, their shots, and their 
    special.
    
    Name: Griffin
    Cost: 200 Gold
    Dwelling: Griffin Tower
    Attack Rating: 8
    Defense Rating: 8
    Speed (in hexes per turn): 6
    HP (Hit points): 25
    Damage: 3-6
    Shots: N/A
    Special: Retaliates two times per turn.
    My rating (1-10): 6
    Description: Griffin's are flying bird type things, and pretty useful.  They take a big step up 
    in the damage and HP category, which helps them a lot.  And their special ability is useful 
    too, but not nearly as good as the Royal Griffin's.
    
    Name: Royal Griffin
    Cost: 240 Gold
    Dwelling: Upgraded Griffin Tower
    Attack Rating: 9
    Defense Rating: 9
    Speed (in hexes per turn): 9
    HP (Hit points): 25
    Damage: 3-6
    Shots: N/A
    Special: Unlimited Retaliation
    My rating (1-10): 7
    Description: Royal Griffins have a lot in common with their predecessors, but they have some 
    small differences and one large one.  The small ones are attack and defense rating, speed, and 
    cost.  The big one is the Special Ability.  With unlimited retaliations, Royal Griffins are 
    invaluable.  If you put a hundred or more of these creatures in a single group and attack 
    nearly anything, stronger or weaker, you'll win within a few turns.
    
    Name: Swordsman
    Cost: 300 Gold
    Dwelling: Barracks
    Attack Rating: 10
    Defense Rating: 12
    Speed (in hexes per turn): 5
    HP (Hit points): 35
    Damage: 6-9
    Shots: N/A
    Special: N/A
    My rating (1-10): 6.5
    Description: Swordsmen aren't as strong as Royal Griffins, but they're better than Griffins.  
    Hence the 6.5 rating.  The main problem with them is that they need a special ability, or else 
    they're just an overpriced waste of time.  Upgrade your Barracks immediately rather than 
    recruiting Swordsmen.
    
    Name: Crusader
    Cost: 400 Gold
    Dwelling: Upgraded Barracks
    Attack Rating: 12
    Defense Rating: 12
    Speed (in hexes per turn): 6
    HP (Hit points): 35
    Damage: 7-10
    Shots: N/A
    Special: Strikes twice
    My rating (1-10): 7.5
    Description: Crusaders are a step up from Swordsmen, due to their Special Ability.  I've won 
    countless battles because of the "Strikes Twice" special ability, so that explains the high(er) 
    rating.
    
    Name: Monk
    Cost: 400 Gold
    Dwelling: Monastery
    Attack Rating: 12
    Defense Rating: 7
    Speed (in hexes per turn): 5
    HP (Hit points): 30
    Damage: 10-12
    Shots: 12
    Special: N/A
    My rating (1-10): 8
    Description: Monks and Zealots are the only decent ranged attacking units in the Castle set of 
    creatures.  With thirty HP and a 10-12 damage amount, Monks are a solid choice for any army.
    
    Name: Zealot
    Cost: 450 Gold
    Dwelling: Upgraded Monastery
    Attack Rating: 12
    Defense Rating: 10
    Speed (in hexes per turn): 7
    HP (Hit points): 30
    Damage: 10-12
    Shots: 24
    Special: No melee penalty
    My rating (1-10): 8.5
    Description: Zealots are an excellent choice for a Castle-based army.  And with no melee 
    penalty (don't know what melee is?  See the HOMM Dictionary section) Zealots are just as good 
    whenever they're being pressed back, unlike Archers.  And if you really want to make the most 
    of they're powers, put them behind a Castle wall during a seige and trash the opposition.
    
    Name: Cavalier
    Cost: 1000 Gold
    Dwelling: Training Grounds
    Attack Rating: 15
    Defense Rating: 15
    Speed (in hexes per turn): 7
    HP (Hit points): 100
    Damage: 15-25
    Shots: N/A
    Special: Jousting Bonus
    My rating (1-10): 9
    Description: Cavaliers are great.  With a large movement range, a nice amount of damage, and a 
    fair price, Cavaliers are ideal for someone with a decent amount of Gold.  And you may be 
    wondering what a jousting bonus is.  Whenever you use a Cavalier or a Champion and you put it 
    beside an enemy and attack it, you'll do 25% more damage.
    
    Name: Champion
    Cost: 1200 Gold
    Dwelling: Upgraded Training Grounds
    Attack Rating: 16
    Defense Rating: 16
    Speed (in hexes per turn): 9
    HP (Hit points): 100
    Damage: 20-25
    Shots: N/A
    Special: Jousting Bonus
    My rating (1-10): 9.5
    Description: Champions are nearly perfect, except they're lacking in one thing that keeps them 
    from getting a 10.  That's their damage statistic.  There's nothing _wrong_ with a 20-25 damage 
    stat, it's just a ten rating would have to be higher.  But with the Jousting Bonus they have, 
    it helps a lot.
    
    Name: Angel
    Cost: 3000 Gold + 1 Gem
    Dwelling: Portal of Glory
    Attack Rating: 20
    Defense Rating: 20
    Speed (in hexes per turn): 12
    HP (Hit points): 200
    Damage: 50
    Shots: N/A
    Special: Hates Devils
    My rating (1-10): 10
    Description: Angels are far superior to all of the previous Castle creatures by far.  They 
    easily surpass the Champions and Cavaliers in every single category.  If you have about twenty 
    of these in your army, you'll be nearly unbeatable by most armies.
    
    Name: Archangels
    Cost: 5000 Gold +3 Gems
    Dwelling: Upgraded Portal of Glory
    Attack Rating: 30
    Defense Rating: 30
    Speed (in hexes per turn): 18
    HP (Hit points): 250
    Damage: 50
    Shots: N/A
    Special: +1 morale, Hates Devils, Ressurects dead allies
    My rating (1-10): 11
    Description: Archangels are amazing.  Just having one of them in your army gives you a +1 
    morale bonus, they can ressurect dead allies once per every five rounds, and they get a 50% 
    attack bonus whenever they're fighting Devils or Archdevils.  With huge attack, defense, 
    speed, and HP ratings, these things are excellent.  The only flaw is their price, but if you 
    can afford it, buy as many as you can.
    
    
    Rampart Creatures
    
    Name: Centaur
    Cost: 70 Gold
    Dwelling: Centaur Stables
    Attack Rating: 5
    Defense Rating: 3
    Speed (in hexes per turn): 6
    HP (Hit Points): 8
    Damage: 2-3
    Shots: N/A
    Special: N/A
    My rating: 5
    Description: I have no idea why, but I love the Centaurs.  Due to their cheap price, I group 
    several hundred of them together and then send them on what would be a suicide mission at 
    hugely powerful cretaures like Ghost Dragons and attack them.  Within a one to three rounds, 
    that enemy is dead.  But still, they need to be grouped to be good, so they get a five rating 
    instead of something higher or lower.
    
    Name: Centaur Captain
    Cost: 90 Gold
    Dwelling: Upgraded Centaur Stables
    Attack Rating: 6
    Defense Rating: 3
    Speed (in hexes per turn): 8
    HP (Hit Points): 10
    Damage: 2-3
    Shots: N/A
    Special: N/A 
    My rating: 5
    Description: Centaur Captains aren't really much different than Centaurs.  They can move 
    farther and have two more HP, but that's about it.  They cost more too, so that cancels out 
    the two upgrades.  In the end, stick with the Centaurs.
    
    Name: Dwarf
    Cost: 120 Gold
    Dwelling: Dwarf Cottage
    Attack Rating: 6
    Defense Rating: 7
    Speed (in hexes per turn): 3
    HP (Hit Points): 20
    Damage:2-4 
    Shots: N/A
    Special: 20% Magic restistance
    My rating: 3
    Description: Ugh...I hate these things.  They do one more damage than Centaurs and have twice 
    as much health, but go look at their speed.  They're _way_ too slow.  Three hexes per turn 
    would take five rounds to get across the field.  And that's assuming it has no obstacles!  
    Dwarves would be decent, but they sink due to their speed.
    
    Name: Battle Dwarves
    Cost: 150 Gold
    Dwelling: Upgraded Dwarf Cottage
    Attack Rating: 7
    Defense Rating: 7
    Speed (in hexes per turn): 5
    HP (Hit Points): 20
    Damage: 2-4
    Shots: N/A
    Special: 40% Magic Resistance
    My rating: 4.5
    Description: Considerably better than their predecessors, but still none too useful, Battle 
    Dwarves almost solve their speed problem.  Still, they're a little too slow.  And something 
    that makes them even more useful is their 40% Magic Resistance.  And FYI, that _negative_ 
    magic that they resist.
    
    Name: Wood Elf
    Cost: 200 Gold
    Dwelling: Homestead
    Attack Rating: 9
    Defense Rating: 5
    Speed (in hexes per turn): 6
    HP (Hit Points): 15
    Damage: 3-5
    Shots: 24
    Special: N/A
    My rating: 5
    Description: Wood Elves are pretty average all-around.  They've got decent HP, a nice 
    quiver-full of arrows, and they do a fair amount of damage.  But, don't recruit these guys, 
    take they're very superior upgraded forms.
    
    Name: Grand Elf
    Cost: 225 Gold
    Dwelling: Upgraded Homestead
    Attack Rating: 9
    Defense Rating: 5
    Speed (in hexes per turn): 7
    HP (Hit Points): 15
    Damage: 3-5
    Shots: 24
    Special: Shoots Twice
    My rating: 7 
    Description: Grand Elves are amazingly good.  They have a great price, lots of arrows, and 
    decent damage.  Due to their cheap price and and 2x shot special ability, they do a great 
    amount of damage when you put a lot together.  And if you ever need them to escape from an 
    enemy, their big movement range si made for that.  all in all, Grand Elves are one of the best 
    ranged attackers.
    
    Name: Pegasus
    Cost: 250 Gold
    Dwelling: Enchanted Spring
    Attack Rating: 9
    Defense Rating: 8
    Speed (in hexes per turn): 8
    HP (Hit Points): 30
    Damage: 5-9
    Shots: N/A
    Special: Magic Damper
    My rating: 6
    Description: Pegasi (that's the plural form of "Pegasus" for those of you uneducated in 
    mythology) are slightly above average.  They do more damage and move slightly farther than 
    Grand Elves, but they're really more trouble than they're worth.  I would _much_ rather have a 
    Grand Elf than a Pegasus or a Silver Pegasus.  In the end, you should save your hard-earned 
    Gold.
    
    Name: Silver Pegasus
    Cost: 275 Gold
    Dwelling: Upgraded Enchanted Spring
    Attack Rating: 9
    Defense Rating: 10
    Speed (in hexes per turn): 12
    HP (Hit Points): 30
    Damage: 5-9
    Shots: N/A
    Special: Magic Damper
    My rating: 7
    Description: Silver Pegasi are about equal to Grand Elves.  Maybe if I had any idea what Magic 
    Damper does, they'd have a higher rating.  Well, besides they're movement and increased cost, 
    they're exactly the same as regular Pegasi.  But they _are_ a good addition to your army, so I 
    reccomend buying some.
    
    Name: Dendroid Guard
    Cost: 350 gold
    Dwelling: Dendroid Arches
    Attack Rating: 9
    Defense Rating: 12
    Speed (in hexes per turn): 3
    HP (Hit Points): 55
    Damage: 10-14
    Shots: N/A
    Special: Binds enemies in place
    My rating: 6.5
    Description: Dendroid Guards are pretty good.  They're rating would be 7.5 if they didn't cost 
    so much, but they do :(.  They do a good amount of damage, but move quite slowly.  But to make 
    up for their speed, they have their special ability.  They cast the Bind spell on all enemies 
    they attack, which renders them temporarily immobile.  This is *VERY* useful.
    
    Name: Dendroid Soldier
    Cost: 425 Gold
    Dwelling: Upgraded Dendroid Arches
    Attack Rating: 9
    Defense Rating: 12
    Speed (in hexes per turn): 4
    HP (Hit Points): 65
    Damage: 10-14
    Shots: N/A
    Special: Binds enemies in place
    My rating: 7.5
    Description: Dendroid Soldiers are rather expensive, but their skills make up for that, 
    easily.  Although they can only move four hexes per turn, they do a good amount of damage, and 
    have a tremendously useful special ability.  as I explained in the Dendroid Guard description, 
    Binds makes the enemy they attack unable to move for a little bit.  This abilty can easily win 
    you battles.
    
    Name: Unicorn
    Cost: 850 Gold
    Dwelling: Unicorn Glade
    Attack Rating: 15
    Defense Rating: 14
    Speed (in hexes per turn): 7
    HP (Hit Points): 90
    Damage: 18-22
    Shots: N/A
    Special: Aura of Magic Resistance, Blinding Attack
    My rating: 8.5
    Description: Unicorns are a great unit choice for anyone.  They deal a great amount of damage, 
    move decently, and have a reasonable price.  And their best aspect is their special ability.  
    If you have only seven Unicorns, and you're fighting against, say...50 Skeletons, in five 
    groups of 10, you can wait until they come near you one at a time, then blind them.  The few 
    that are left in that group won't be able to attack you.  Repeat as needed.
    
    Name: War Unicorns
    Cost: 950 Gold
    Dwelling: Upgraded Unicorn Glade
    Attack Rating: 15
    Defense Rating: 14
    Speed (in hexes per turn): 9
    HP (Hit Points): 110
    Damage: 18-22
    Shots: N/A
    Special: aura of Magic Resistance, Blinding Attack
    My rating: 9.5
    Description: War Unicorns are a big step above Unicorns.  They move two more hexes per turn, 
    have *20* more HP, are at a good price, and they still have their great special abilities.  I 
    explained what Blinding Attack did in the Unicorn's description, so now I'll get to their Aura 
    of Magic Resistance.  If an enemy hero casts, let's say, Meteor Shower on your War Unicorns.  
    Their Aura of Magic Resistance resists it entirely, and the bad creatures around your each 
    receive a fraction of that damage.
    
    Name: Green Dragon
    Cost: 2400 Gold + 1 Crystal
    Dwelling: Dragon Cliffs
    Attack Rating: 18
    Defense Rating: 18
    Speed (in hexes per turn): 10
    HP (Hit Points): 180
    Damage: 40-50
    Shots: N/A
    Special: Immune to negative spells levels 1-3
    My rating: 10
    Description: Green Dragons are a great creature.  though the path to upgrading them is long, 
    hard, and expensive, they're definitly worth it.  Their special ability makes them all the more 
    powerful, as they can resist a large variety of spells that some other creatures would die 
    from.
    
    Name: Gold Dragon
    Cost: 4000 Gold + 2 Crystals
    Dwelling: Upgraded Dragon Cliffs
    Attack Rating: 27
    Defense Rating: 27
    Speed (in hexes per turn): 16
    HP (Hit Points): 250
    Damage: 40-50
    Shots: N/A
    Special: Immune to negative spells levels 1-4
    My rating: 10
    Description: Though they are a huge step up from their predecessors, so is their cost.  The 
    price is doubled, and is very expensive for most people.  Luckily, they have a redeeming 
    quality.  Their special ability.  It might not seem like much, but there are only five spell 
    levels.  Levels one through four are quite strong, especially four.  And most heroes aren't 
    willing to burn the large amount of spell points level five spells cost, so Gold Dragons are 
    fairly immune to negative magic in any way, shape, or form.
    
    Tower Creatures
    
    Name: Gremlin
    Cost: 30 Gold
    Dwelling: Workshop
    Attack Rating: 3
    Defense Rating: 3 
    Speed (in hexes per turn): 4
    HP (Hit Points): 4
    Damage: 1-2
    Shots: N/A
    Special: N/A
    My rating: 1.5
    Description: Gremlins are about as useless as they come.  They can only move four hexes per 
    turn, and only have four HP.  One hit from even a single 4+ Level creature will usually knock 
    a whole group out.  Doing 1-2 (usually _always_ one) damage doesn't help them either.  Their 
    saving grace is their cost, which is exceptionally cheap, making them easy to mass-produce.  
    But they're hardly worth it.
    
    Name: Master Gremlin
    Cost: 40 Gold
    Dwelling: Upgraded Workshop
    Attack Rating: 4
    Defense Rating: 4
    Speed (in hexes per turn): 5
    HP (Hit Points): 4
    Damage: 1-2
    Shots: 8
    Special: Ranged attacker 
    My rating: 2
    Description: Master Gremlins are only a small step above the Gremlins.  The only reall 
    "upgrades" are their ranged attacking ability, and an extra hexadecimal in their speed rating.
    
    Name: Stone Gargoyle
    Cost: 130 Gold
    Dwelling: Parapet
    Attack Rating: 6
    Defense Rating: 6
    Speed (in hexes per turn): 6
    HP (Hit Points): 16
    Damage: 2-3
    Shots: N/A
    Special: N/A
    My rating: 4
    Description: Stone Gargoyles are great for a base level two creature.  The Base Level one that 
    comes before them only has 1/4 of the Stone Gargoyles's HP, and they do 1/3 less damage.  
    Stone Gargoyles also have the ability to fly, so they can go over Castle Walls during a Siege 
    and wreak havoc on the creatures on the other side of the wall.
    
    Name: Obsidian Gargoyle
    Cost: 160 Gold
    Dwelling: Upgraded Parapet
    Attack Rating: 7
    Defense Rating: 7
    Speed (in hexes per turn): 9
    HP (Hit Points): 16
    Damage: 2-3
    Shots: N/A
    Special: N/A
    My rating: 4.5
    Description: For and extra thirty gold per Obsidian Gargoyle you get three more hexes, and 
    that's it all the extras you get with Obsidian Gargoyles.  In the end, screw upgrading them 
    and keep your regular Stone Gargoyles.  Unless you have lots of Gold, don't upgrade your 
    Gargoyles to Obsidian ones.
    
    Name: Stone Golem
    Cost: 150 Gold
    Dwelling: Golem Factory
    Attack Rating: 7
    Defense Rating: 10
    Speed (in hexes per turn): 3
    HP (Hit Points): 30
    Damage: 4-5
    Shots: N/A
    Special: Damage from spells is reduced by 50%.
    My rating: 4.5 
    Description: Stone Golems do a decent amount of damage, but move really slowly, so those two 
    factors cancel each other out.  Their real highlight is that they resist 50% of any damage 
    done by spells to them.  And, they also have 30 HP.  Ultimately, Stone Golems are a good buy 
    (heh, good-bye).
    
    Name: Iron Golems
    Cost: 200 Gold
    Dwelling: Upgraded Golem Factory
    Attack Rating: 9
    Defense Rating: 10
    Speed (in hexes per turn): 5
    HP (Hit Points): 35
    Damage: 4-5
    Shots: N/A
    Special: Damage from spells is reduced by 75%.
    My rating: 5
    Description: Iron Golems are a huge step up from their predecessors, the Stone Golems.  With 
    better Defense, speed, HP, and best of all: their even more improved magic resistance.  If 
    they didn't come with such a high price tag, the Iron Golems would probably have gotten a six 
    or a seven instead of a five.
    
    Name: Mage (Plural: Magi)
    Cost: 350 Gold
    Dwelling: Mage Tower
    Attack Rating: 11
    Defense Rating: 8
    Speed (in hexes per turn): 5
    HP (Hit Points): 25
    Damage: 7-9
    Shots: 24
    Special: No melee penalty (can fight in hand-to-hand combat with no decrease in damage).
    My rating: 7
    Description: Mages--er... Magi are long distance fighters.  They shoot balls of ligthning at 
    their targets and very effective against most other units.  They have 24 shots, a fair amount 
    of HP, and a good recruiting cost.  And, if they get melee attacked, they suffer no melee 
    penalty, unlike nearly all of the other ranged attackers.  Also, they have a nice defensive 
    rating too, so when they do get attacked, it won't do as much damage as it would to lesser 
    creatures.  
    
    Name: Arch Mage (Plural: Arch Magi)
    Cost: 450 Gold
    Dwelling: Upgraded Mage Tower
    Attack Rating: 12
    Defense Rating: 9
    Speed (in hexes per turn): 7
    HP (Hit Points): 30
    Damage: 7-9
    Shots: 24
    Special: No melee penalty.  Spell Caster
    My rating: 8.5
    Description: A huge step up from there already great less-skilled predecessors, the Magi, Arch 
    Magi have a better attack, defense, speed/movement rating than them, AND they also have the 
    ability to cast a few spells, depending on your Hero's known spells and secondary skills such 
    as Wisdom.  Oh yeah, did I mention that they also have 1/6 more HP and 24 shots?  Arch Magi 
    are a great choice for armies consisting of Tower creatures.
    
    Name: Genie
    Cost: 550 Gold
    Dwelling: Altar of Wishes
    Attack Rating: 12
    Defense Rating: 12
    Speed (in hexes per turn): 7
    HP (Hit Points): 40
    Damage: 13-16
    Shots: N/A
    Special: Hates Efreeti
    My rating: 9
    Description: WOW!  Genies are possibly the best Level 5 creatures in the whole game, and they 
    come at a very reasonable price of only 550 Gold.  First of all, their speed is great and they 
    are flying, so they can get over Walls in a Seige and reach the enemy in a matter of two 
    turns.  Secondly, they have 40 HP, and with their defense rating, it'll take awhile to lose 
    that 40 HP.  Another great qulaity of Genies is that they hate Efreeti, allowing them to do 
    twice as much damage when they attack ro retaliate against one.  Finally, Genies do a whole 
    13-16 damage each time they attack or retaliate.  Overall, Genies are excellent.  Nine out of 
    ten.
    
    Name: Master Genie
    Cost: 600 Gold
    Dwelling: Upgraded Altar of Wishes
    Attack Rating: 12
    Defense Rating: 12
    Speed (in hexes per turn): 11
    HP (Hit Points): 40
    Damage: 13-16
    Shots: N/A
    Special: Random Spell Casting, Hates Efreeti
    My rating: 9
    Description: When you buy Master Genies, you pay 50 extra Gold, just for a +4 hex bonus and a 
    half decent Special Ability.  Random spell-casting doesn't mean that they may cast Berserk on 
    your own men, or that they'll let lose with an Armageddon Spell either.  Master Genies ONLY 
    cast spells Levels 1-3, and they can tell the difference between friend and foe.  So don't 
    worry about your own guys casting Bless on the enemy or Curse on you.  In the end, the 50 Gold 
    is hardly ever worth it, but the +4 to their speed is sort of useful.  They can get down the 
    battlefield faster and kill the enemies.  Still a 9/10 though.  If I were you, I'd stick with 
    regular Genies, but that's just me.
    
    Name: Naga
    Cost: 1100 Gold
    Dwelling: Golden Pavilion
    Attack Rating: 16
    Defense Rating: 13
    Speed (in hexes per turn): 5
    HP (Hit Points): 110
    Damage: 20
    Shots: N/A
    Special: No enemy retaliation
    My rating: 9
    Description: If the price on Nagas wasn't so high, they probably would have scored a perfect 
    10, but at 1100 Gold a pop, if you only have a Capitol as your source of income you can only 
    buy 3 a day.  Another downside of Nagas is they're incredibly slow.  Sure they do 20 Damage, 
    but it takes like four rounds to get them down to the enemies.  The no enemy retaliation 
    Special Ability is pretty useful, but they could stand to have another good ability, 
    considering their hish price tag.
    
    Name: Naga Queen
    Cost: 1600 Gold
    Dwelling: Upgraded Golden Pavilion
    Attack Rating: 16
    Defense Rating: 13
    Speed (in hexes per turn): 7
    HP (Hit Points): 110
    Damage: 30
    Shots: N/A
    Special: No enemy retaliation
    My rating: 9.5
    Description: Naga Queens are a big step up from the regular Nagas, but they're even more 
    ridiculously priced.  Naga Queens can move 7 hexes/turn compared to the previous five and they 
    can do 10 more damage, so the +500 Gold price is worth it overall, but hardly at 1600 Gold.  
    Again, Naga Queens have no enemy retaliation which is very useful.  With about 25 of these, 
    you can EASILY decimate nearly any enemy troop and not have to worry about retaliation.  I 
    suggest sending out your more powerful creatures like Dragons to weaken the larger enemies and 
    get your ranged attackers to take out the smaller ones, and then send the Naga Queens down to 
    pick at the remains.
    
    Name: Giant
    Cost: 2000 Gold + 1 Gem
    Dwelling: Cloud Temple
    Attack Rating: 19
    Defense Rating: 16
    Speed (in hexes per turn): 7
    HP (Hit Points): 150
    Damage: 40-60
    Shots: N/A
    Special: Mind Spell immunity
    My rating: 10
    Description: 
    
    Name: Titan
    Cost: 5000 Gold + 2 Gems
    Dwelling: Upgraded Cloud Temple
    Attack Rating: 24
    Defense Rating: 24
    Speed (in hexes per turn): 11
    HP (Hit Points): 300
    Damage: 40-60
    Shots: 24
    Special: Mind Spell Immunity, No Melee Penalty, Hates Black Dragons.
    My rating: 10
    Description: 
    
    Necropolis Creatures
    
    Name: Skeleton
    Cost: 60 Gold
    Dwelling: Cursed Temple
    Attack Rating: 5
    Defense Rating: 4
    Speed (in hexes per turn): 4
    HP (Hit Points): 6
    Damage: 1-3
    Shots: N/A
    Special: Undead
    My rating: 2
    Description: 
    
    Name: Skeleton Warrior
    Cost: 70 Gold
    Dwelling: Upgraded Cursed Temple
    Attack Rating: 6
    Defense Rating: 6
    Speed (in hexes per turn): 5
    HP (Hit Points): 6
    Damage: 1-3
    Shots: N/A
    Special: Undead
    My rating: 2.5
    Description: 
    
    Name: Walking Dead
    Cost: 100 Gold
    Dwelling: Graveyard
    Attack Rating: 5
    Defense Rating: 5
    Speed (in hexes per turn): 3
    HP (Hit Points): 15
    Damage: 2-3
    Shots: N/A
    Special: Undead
    My rating: 2.5
    Description: 
    
    Name: Zombie
    Cost: 125 Gold
    Dwelling: Upgraded Graveyard
    Attack Rating: 5
    Defense Rating: 5
    Speed (in hexes per turn): 4
    HP (Hit Points): 20
    Damage: 2-3
    Shots: N/A
    Special: Undead, Disease
    My rating:  3
    Description: 
    
    Name: Wight
    Cost: 200 Gold
    Dwelling: Tomb of Souls
    Attack Rating: 7
    Defense Rating: 7
    Speed (in hexes per turn): 5
    HP (Hit Points): 18
    Damage: 3-5
    Shots: N/A
    Special: Undead, Regenerates
    My rating: 3.5
    Description: 
    
    Name: Wraith
    Cost: 230 Gold
    Dwelling: Upgraded Tomb of Souls
    Attack Rating: 7
    Defense Rating: 7
    Speed (in hexes per turn): 7
    HP (Hit Points): 18
    Damage: 3-5
    Shots: N/A
    Special: Undead, Regenerates, Drains foe's Mana
    My rating: 4.5
    Description: 
    
    Name: Vampire
    Cost: 360
    Dwelling: Estate
    Attack Rating: 
    Defense Rating: 
    Speed (in hexes per turn): 
    HP (Hit Points): 
    Damage: 
    Shots: 
    Special:
    My rating: 
    Description: 
    
    
    
    
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                          *  |I      XI. Hints & Tips      I|  *
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    In this section I'll share with you some hints and tips to help you out in HOMM III.
    
    *Don't use cheat codes if you have any honor or are trying for a high score.  If you get a high 
    score by using them, it will rank you as "CHEATER!", and you'll get 10th place.
    
    *Never surrender, despite what people tell you.  It's completely pointless, and does nothing 
    for you.
    
    *Explore the immediate area around your starting point.  Then you can see if any enemies are 
    around you, and you can also scout out the terrain.
    
    *When you start out, recruit weaker heroes and give them only one creaure, then send them to 
    grab all of the rescources.  Use your good hero(es) to kill everything.
    
    *Here's another good use for weaker heroes: Bait.
    
    *Try to balance out all of your Basic Skills, i.e. Attack, Defense, Spell Power, and Knowledge.
    
    *Create an equal mixture of different creatures in your army.
    
    *Don't forget to put some Creatures to guard towns and mines.
    
    *Never EVER mix Castle creatures with Necropolis creatures (or vice versa).  This hugely 
    negates everyone's morale in that army.
    
    *Don't try to conserve your Spell Points.  You need to cast spells in some battles to win.
    
    *Near the start of a game, make an extra hero and give all his men to one good hero or put 
    them to guard a mine.  Keep the one weakest unit in his army, and then use him to explore, but 
    not get into any fights.  This is good for finding your opponent's Castle's, figuring out the 
    lay of the land, and finding mines.
    
    
    
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                          *  |I         XII. Codes         I|  *
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    Here are all of the known codes for Heroes of Might and Magic III: The Shadow of Death.  To use 
    these, simply press "tab" to type them, and then press enter when one is typed to activate 
    it.
    
    nwctrinity- Gives the selected hero 10 Archangels in all of his or her empty slots
    nwcnedbuchadnezzar- Gives you unlimited movement.  Really cheap, yet fun.
    nwcbluepill- Lose scenario.
    nwcredpill- Win scenario.
    nwcneo- Selected Hero gains a Level.
    nwcoracle- Reveals entire Grail Map.
    nwctrinity- Fill all open slots with 5 Archangels.
    
    
    
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                          *  |I          XIII. FAQ         I|  *
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    Here is where I'll list all of the questions I get from readers of this FAQ.  I've made up a 
    few to start out.  Feel free to send questions to me at Icewind717@hotmail.com
    
    Q: Why can't I move my hero?
    A: You've used up all that hero's movement points for that day.
    
    Q: What is the best town type?
    A: It's all a matter of personal preference, but I prefer the Necropolis over any other town 
    type.
    
    Q: How often will you update this FAQ?
    A: Whenever I feel like it.  Don't ask.
    
    Q: Why didn't my question I sent to you get posted in your FAQ?
    A: Not all of the questions I get are posted.  Your question must clear, good in my opinion, 
    and I need to get it from three different people.
    
    Q: What are the best Secondary Skills?
    A: Again, that's all personal preference, but the top three in my mind are:
    
    1. Necromancy- You can resurrect all of the enemies troops as skeletons, Wraiths, or Vampires 
    if you're proficient enough in it.  At lower proficiencies, you can resurrect some of the 
    enemies as Skeletons.  This Secondary Skill is easily my favorite.
    
    2. Defense- If you're proficient enough in Defense, and you're a semi-high level Hero, this 
    can make you nearly invincible.  What this skill does speaks for itself.
    
    3. Archery- The Archery skill gets better and better as you progress in it.  Again, it speaks 
    for itself, but it does have some things about it that are unseen by the name.  For example, 
    at later Archery proficiencies, it lowers and eventually eliminates the melee penalty for your 
    ranged attackers.  Also, at another level of proficiency, it gets rid of the obstacle penalty 
    for them.
    
    Q: What do you mean when you say "proficiency"?
    A: When I say proficiency, I mean how skilled your Hero is in that secondary skill; basic, 
    advanced, and expert.
    
    
    
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                          *  |I       XIV. Spell FAQ       I|  *
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    Here is an extremely detailed spell guide.  I have covered every little nook and cranny of 
    each spell, so whatever you want to know, is right here.  Here is a description directly from 
    the readme: Here you will find descriptive listings for all spells in the _Heroes III_ game.  
    Each spellis from one of the four schools of magic---Air, Earth, Fire, or Water.  Your heroes' 
    expertise in a spell increases as he gains the secondary skill for the appropriate school of 
    magic (see *Secondary Skills,* page 45).  Heroes without such expertise may cast a school's 
    spells at a normal level (resulting in the same effect as a basic level spell).  Increased 
    expertise allows for spells to be cast at the Basic, Advanced, and Expert Levels.
    
    Heroes holding expertise in a school's secondary skill casts spells from a school at a reduced 
    cost.  This cost reduction is the same regardless of whether a hero holds the skill at basic, 
    advanced, or expert level.
    
    ______________________________________________________________________________________________
    |                      Effects of School Expertise on Casting Cost                            |
    |  Spell Level I       Spell Level II    Spell Level III    Spell Level IV     Spell Level V  |
    |      -1                  -2                -3                  -4                -5         |
    |                                                                                             |
    |_____________________________________________________________________________________________|
    
    Here is the layout of how I'll do this section, and it's explained too!
    
    
    Name: What the Spell is called
    Type: Indicates whether the spell may be cast in combat or on the Adventure Map
    Cost: How many spell poitns it takes to cast the spell
    Duration: How long the Spell lasts
    Basic Effect: Effect of the Spell cast at Normal or Basic Expertise
    Advanced Effect: Effect of the Spell cast at Advanced Level
    Expert Effect: Effect of the Spell cast at Expert Expertise
    
    Understanding the Spell Section: 
    I've put previous versions of this FAQ on different web sites, and people have complained 
    about the Spell section being too confusing.  Luckily, they're reffering to the equations for 
    damage.  OK, who passed fifth grade math?  
    *Hands shoot up.  
    Now, who remembers order of operations?  
    *Hands shoot up again.  
    PEMDAS.  Parentheses, exponents, multiply, divide, add, then subtract.  If you see an equation 
    like this:  Target creature recieves ((Power x 10)+ 10) damage, then the answer is...?  
    Whatever the casting hero's Spell Power is multiplied by ten, then with ten added onto that 
    answer.  Get it yet?
    
    And one last note: I will divide the Spells into four sections.  They are what schools they're 
    from.  Now, shall we move on to the actual spells and what they do?
    
    A. School of Air Magic Spells
    
                                     School of Air Magic
    
    Level I Spells
    
    Name: Haste
    Type: Combat
    Cost: 6 Spell Points
    Duration: 1 Round per spell power point
    Basic Effect: Increases allied troop's speed by three hexes/turn
    Advanced Effect: Increases allied troop's speed by five hexes/turn
    Expert Effect: Increases allied troop's speed by five hexes/turn
    
    Name: Magic Arrow
    Type: Combat
    Cost: 5 Spell Points
    Duration: Instant Damage
    Basic Effect: Enemy troop recieves ((Power x 10) +10) damage
    Advanced Effect: Enemy troop recieves ((Power x 10) +10) damage
    Expert Effect: Enemy troop recieves ((Power x 10) +10) damage
    
    Name: View Air
    Type: Adventure
    Cost: 2 Spell Points
    Duration: Instant
    Basic Effect: Displays location of all artifacts on the View World Screen
    Advanced Effect: Displays location of all artifacts and heroes on the View World Screen
    Expert Effect: Displays loaction of all artifacts, heroes, and towns on the View World Screen
    
    Level II Spells
    
    Name: Disguise
    Type: Adventure
    Cost: 4 spell points
    Duration: 1 day
    Basic Effect: When the casting hero is right-clicked (queried) by opponents, all of the hero's 
    creature troops are displayed as if they were composed of the most powerful creatures in the 
    Hero's Army.  Troop population numbers are represented normally.
    Advanced Effect: Same as Basic Effect, except troop quantities are represented as "0"
    Expert Effect: Same as Advanced Effect, except all troops are represented as if populated by 
    the most powerful creatures in the Hero's longest owned Town.
    
    Name: Disrupting Ray
    Type: Combat
    Cost: 10 Spell Points
    Duration: Whole Battle
    Basic Effect: Reduces' target's defense rating by three.  Spell may be cast on the same unit 
    repeatedly.
    Advanced Effect: Same as Basic Effect, excpet Defense is lowered by 4
    Expert Effect: Same as Advanced Effect, except Defense is lowered by 5
    
    Name: Fortune
    Type: Combat
    Cost: 7 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Increases's target creature's luck by one
    Advanced Effect: Increases target creature's luck by two
    Expert Effect: Iincreases luck of all allied troops by two
    
    Name: Lightning Bolt
    Type: Combat
    Cost: 10 Spell Points
    Duration: Instant Damage
    Basic Effect: Target creature recieves ((Spell Power x 25)+ 10) Damage
    Advanced Effect: Target creature receives ((Spell Power)+ 20 Damage
    Expert Effect: Target creature receives ((Spell Power)+ 50 Damage
    
    Name: Precision
    Type: Combat
    Cost: 8 Spell Points
    Duration: Instant
    Basic Effect: Target Creature with ranged attacks has its ranged attack rating raised by three
    Advanced Effect: Same as Basic, excpet it's increased by six
    Expert Effect: Same as Advanced, except all allied ranged attackers are affected
    
    Name: Visions
    Type: Adventure
    Cost: 4 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Displays number of of monsters in a wandering monster troop, and whether or not 
    the troop will offer to join the caster's army.  The range is equal to the Hero's Spell Power 
    or three, whichever is greater.
    Advanced Effect: Smae as Basic Effect, except an enemy hero's primary skill stats, and the 
    composition (Luck and Morale), and the quantity of that Hero's Army can be viewed.  Range is 
    Spell Power x 2, or three, whichever is greater.
    Expert Effect: Same as Advanced Effect, except an enemy town's statistics and Garrison 
    composition (Luck and Morale) and quantity may be viewed.  Range is Spell Power x 3, or three, 
    whichever is greater.
    
    Level III Spells
    
    Name: Air Shield
    Type: Combat
    Cost: 12 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Target Creature takes 25% less damage from Ranged Attacks
    Advanced Effect: Target Creature takes 50% less damage from Ranged Attacks
    Expert Effect: All allied troops takes 50% less damage from Ranged Attacks
    
    Name: Destroy Undead
    Type: Combat
    Cost: 15 Spell Points
    Duration: Instant Damage
    Basic Effect: All undead creatures take ((Spell Power x 10)+ 10) Damage
    Advanced Effect: All undead creatures take ((Spell Power x 10)+ 20 Damage
    Expert Effect:All undead creatures take ((Spell Power x 10) + 50 Damage
    
    Name: Protection From Earth
    Type: Combat
    Cost: 12 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Damage from all Earth Spells is reduced by 30% for target creature
    Advanced Effect: Damage from all Earth Spells is reduced by 50% for target creature
    Expert Effect: Damage from all Earth Spells is reduced by 50% for all allied troops
    
    Name: Hypnotize
    Type: Combat
    Cost: 18 Spell Points
    Duration: Special
    Basic Effect: Target Creature of less than ((Power x 25)+ 10) Health is put under your 
    control.  Allied troops may attack hypnotized troops without fear of retaliation.
    Advanced Effect: Same as Basic Efect, except that Health must be less than ((Power x 25)+ 20)
    Expert Effect: Same as Advanced Effect, except that Health must be less than ((Power x 25)+ 50)
    
    Level IV Spell
    
    Name: Chain Lightning
    Type: Combat
    Cost: 24 Spell Points
    Duration: Instant Damage
    Basic Effect: Lighting Bolt strikes target troop ((Power x 40)+ 25) damage.  Bolt then strikes 
    closest troop for half of the damage.  Effect continues until four more untis are hit.
    Advanced Effect: Like Basic Effect except that the initial strike does ((Power x 40)+ 50 
    Damage), and bolt strikes five creatures.
    Expert Effect: Like Advanced Effect, except that initial strike does ((Power x 40)+ 100) 
    damage.
    
    Name: Counterstrike
    Type: Combat
    Cost: 24 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Target Creature can retailiate against one additional attack per round
    Advanced Effect: Target Creature can retaliat against two additional attaks per round
    Expert Effect: All allied troops can retaliate against two additional attacks per round
    
    Level V
    
    Name: Dimension Door
    Type: Adventure
    Cost: 25 Spell Points
    Duration: Instant
    Basic Effect: Teleports casting hero to unoccupied, visible location on the Adventure Map.  
    Spell may be cast twice per day, and for each time it reduces the caster's movement by three 
    for that day.  If movement is reduced to 0, 1, or 2 the spellcan't be cast anymore.
    Advanced Effect: Same as Basic Effect, except spell can be cast three times per day.
    Expert Effect: Same as Advcanced Effect except the spell may be cast four times per day, and 
    movement alloance is only reduced by two tiles.
    
    Name: Fly
    Type: Adventure
    Cost: 20 Spell Points
    Duration: 1 Day
    Basic Effect: Caster can fly over terrain obstacles to an unoccupied location on the map.  
    Distance flown can be up to 60% of Hero's normal movement.
    Advanced Effect: Same as Basic Effect, except Hero may fly up to 80% of their normal movement.
    Expert Effect: Same as Advanced Effect, excep Hero may fly up to 100% of their normal movement.
    
    Name: Magic Mirror
    Type: Combat
    Cost: 25 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Enemy spells casted on target creature have a 20% chance of being deflected and 
    damage being given to an enemy unit.
    Advanced Effect: Same as Basic Effect, except there is a 30% chance of the Spell being 
    redirected.
    Expert Effect: Same as Advanced Effect, except there is a 40% chance of the Spell being 
    redirected.
    
    Name: Summon Air Elemental
    Type: Combat
    Cost: 25 Spell Points
    Duration: Until they die
    Basic Effect: A troop containing the caster's spell power x 2 of Air Elemental is summoned.  
    Only one type of Elemental may be summoned per battle.
    Advanced Effect: Same as Basic Effect, except Hero's Spell Power is multiplied by three to 
    determine the number of Air Elementals.
    Expert Effect: Same as Advanced Effect, except Hero's Spell Power is multiplied by four to 
    determine the number of Air Elementals that are summoned.
    
    B. School of Earth Magic Spells
    
                                     School of Earth Magic
    Level I Spells
    
    Name: Magic Arrow
    Type: Combat
    Cost: 5 Spell Points
    Duration: Instant Damage
    Basic Effect: Enemy troop recieves ((Power x 10) +10) damage
    Advanced Effect: Enemy troop recieves ((Power x 10) +20) damage
    Expert Effect: Enemy troop recieves ((Power x 10) +30) damage
     
    Name: Shield
    Type: Combat
    Cost: Instant
    Duration: 1 Round per Power
    Basic Effect: Hand-to-hand damage done to target creature is reduced by 15%
    Advanced Effect: Hand-to-hand damage done to target creature is reduced by 50%
    Expert Effect: Hand-to-hand damage done to all allied creatures is reduced by 40%
    
    Name: Slow
    Type: Combat
    Cost: 6 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Target Creature's speed is reduced by 25% of normal.
    Advanced Effect: Target Creature's speed is reduced by 50% of normal.
    Expert Effect: All enemy troops' speed ratings are reduced by 50%.
    
    Name: Stone Skin
    Type: Combat
    Cost: 5 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Target creature's Defense Rating is increased by three.
    Advanced Effect: Target creature's Defense rating is increased by six.
    Expert Effect: All allied creatures Defense ratings are increased by six.
    
    Name: View Earth
    Type: Adventure
    Cost: 2 Spell Points
    Duration: Instant
    Basic Effect: Displays the location of all loose resources on the View World screen
    Advanced Effect: Displays the location of all mines and loose resources on the View World 
    screen.
    Expert Effect: Displays the loacation of the entire terrain, all mines, and all loose 
    resources on the View World Screen.
    
    Level II Spells
    
    Name: Death Ripple
    Type: Combat
    Cost: 10 Spell Points
    Duration: Instant Damage
    Basic Effect: All living (not un-dead, folks) troops take ((Spell Power x 5)+ 10) damage.
    Advanced Effect: All living (not un-dead, folks) troops take ((Spell Power x 5)+ 20) damage.
    Expert Effect: All living (not un-dead, folks) troops take ((Spell Power x 5)+ 30) damage.
    
    Name: Protection from Air
    Type: Combat
    Cost: 7 Spell Points
    Duration: 1 Round/Spell Power
    Basic Effect: Damage from Air Magic Spells is reduced by 30% for target creature.
    Advanced Effect: Damage from Air Magic Spells is reduced by 50% for target creature.
    Expert Effect: Damage from Air Magic Spells is reduced by 50% for all allied creatures.
    
    Name: Quicksand
    Type: Combat
    Cost: 8 Spell Points
    Duration: Until Touched
    Basic Effect: Quicksand pits are placed in four random hexes.  They are invisible to creatures 
    unless they are on native terrain.  Troops stepping on pit hexes have their movement halted 
    for the current roun.  Oce a pit is stepped in, it is visible to all.
    Advanced Effect: same as Basic Effect, except six pits are placed.
    Expert Effect: Same as Basic and Advanced Effects, except eight pits are placed.
    
    Name: Visions
    Type: Adventure
    Cost: 4 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Displays number of of monsters in a wandering monster troop, and whether or not 
    the troop will offer to join the caster's army.  The range is equal to the Hero's Spell POwer 
    or three, whichever is greater.
    Advanced Effect: Smae as Basic Effect, except an enemy hero's primary skill stats, and the 
    composition (Luck and Morale), and the quantity of that Hero's Army can be viewed.  Range is 
    Spell Power x 2, or three, whichever is greater.
    Expert Effect: Same as Advanced Effect, except an enemy town's statistics and Garrison 
    composition (Luck and Morale) and quantity may be viewed.  Range is Spell Power x 3, or three, 
    whichever is greater.
    
    Level III Spells
    
    Name: Animate Dead
    Type: Combat
    Cost: 15 Spell Points
    Duration: Permanent
    Basic Effect: Reanimates ((Power x 50)+ 30) Health Points (HP) worth of killed undead 
    creatures in target troop.
    Advanced Effect: Reanimates ((Power x 50)+ 60) Health Points (HP) worth of killed undead 
    creatures in target troop.
    Expert Effect: Reanimates ((Power x 50)+ 160) Health Points (HP) worth of killed undead 
    creatures in target troop.
    
    Name: Anti-Magic
    Type: Combat
    Cost: 15 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Target troop can only be affected by Level four or five Spells.
    Advanced Effect: Target troop can only be affected by Level five Spells.
    Expert Effect: Target troop is immune to all Spell Effects.
    
    Name: Earthquake
    Type: Combat, Siege Only
    Cost: 20 Spell Points
    Duration: Instant Quake
    Basic Effect: Does one point of damage to two, random Castle Walls in Siege Combat.
    Advanced Effect: Does one point of damage to three random Castle Walls in Seige Combat.
    Expert Effect: Does one point of damage to four random Castle Walls in Seige Combat.
    
    Name: Force Field
    Type: Combat
    Cost: 12 Spell Points
    Duration: 2 Rounds
    Basic Effect: A two-hex wide force field is created at target hex(es).  Movement through these 
    hexes is blocked.
    Advanced Effect: Same as Basic Effect, except Force Field is three hexes wide.
    Expert Effect: Same as Advanced Effect.  No change whatsoever.
    
    Level IV Spells
    
    Name: Meteor Shower
    Type: Combat
    Cost: 16 Spell Points
    Duration: Instant Damage
    Basic Effect: Troops in target hex and adjacent hexes take ((Spell Power x 25)+ 25)damage
    Advanced Effect: Troops in target hex and adjacent hexes take ((Spell Power x 25)+ 50) damage
    Expert Effect: Troops in target hex and adjacent hexes take ((Spell Power x 25)+ 100) damage
    
    Name: Resurrection
    Type: Combat
    Cost: 20 Spell Points
    Duration: Permanent
    Basic Effect: Target Creature's group with dead creatures has ((Spell Power x 50)+ 40) Health 
    worth of Creatures restored to life for the duration of the current battle.
    Advanced Effect: Same as Basic Effect, except that ((Spell Power x 50)+ 80) Health worth of 
    Creatures permanently resurrected.
    Expert Effect: Same as Advanced effect, except that ((Spell Power x 50)+ 160) Health worth of 
    Creatures are permanently resurrected.
    
    Name: Sorrow
    Type: Combat
    Cost: 16 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Target creature's Morale is reduced by one.
    Advanced Effect: Target creature's Morale is reduced by two
    Expert Effect: All enemy creatures' Morale is reduced by two
    
    Name: Town Portal
    Type: Adventure
    Cost: 16 Spell Points
    Duration: Instant
    Basic Effect: Caster is teleported to nearest, allied, and unoccupied town.  300 Movement 
    points are expended when Spell is cast.
    Advanced Effect: Casting Hero may teleport to any allied Town with no visiting Hero.  300 
    Movement Points are expended when Spell is cast.
    Expert Effect: Same as Advanced Effect, except the Movement Point reduction is 200, rather 
    than 300.
    
    Level V Spells
    
    Name: Implosion
    Type: Combat
    Cost: 30 Spell Points
    Duration: Instant Damage
    Basic Effect: Target Creature receives ((Spell Power x 75)+ 100) damage.
    Advanced Effect: Target Creature receives ((Spell Power x 75)+ 200) damage.
    Expert Effect: Target Creature receives ((Spell Power x 75)+ 300) damage.
    
    Name: Summon Earth Elemental
    Type: Combat
    Cost: 25 Spell Points
    Duration: Whole Battle
    Basic Effect: A troop containing the caster's Spell Power x 2 of Earth Elementals is summoned.  
    Only one type of Elemental may be summoned per battle.
    Advanced Effect: Same as Basic Effect, except Hero's Spell Power is multiplied by three to 
    determine the number of Earth Elementals.
    Expert Effect: Same as Advanced Effect, except Hero's Spell Power is multiplied by four to 
    determine the number of Earth Elementals that are summoned.
    
    C. School of Fire Magic Spells
    
                                     School of Fire Magic
    Level I Spells
    
    Name: Bloodlust
    Type: Combat
    Cost: 5 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Target Creature receives a +3 Attack Rating bonus for hand-to-hand combat.
    Advanced Effect: Target Creature receives a +6 Attack Rating bonus for hand-to-hand combat.
    Expert Effect: All allied troops receive a +6 Attack Rating bonus for hand-to-hand combat.
    
    Name: Curse
    Type: Combat
    Cost: 6 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Target creature delivers minimum damage when they attack
    Advanced Effect: Target creature delivers ((80% of their minimum damage) -1) when they attack.
    Expert Effect: All enemy creatures deliver ((80% of their minimum damage) -1) when they attack.
    
    Name: Magic Arrow
    Type: Combat
    Cost: 5 Spell Points
    Duration: Instant Damage
    Basic Effect: Enemy troop recieves ((Power x 10) +10) damage
    Advanced Effect: Enemy troop recieves ((Power x 10) +20) damage
    Expert Effect: Enemy troop recieves ((Power x 10) +30) damage
    
    Name: Protection From Water
    Type: Combat
    Cost: 5 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Damage from all Water Spells is reduced by 30% for target creature
    Advanced Effect: Damage from all Water Spells is reduced by 50% for target creature
    Expert Effect: Damage from all Water Spells is reduced by 50% for all allied troops
    
    Level II Spells
    
    Name: Blind
    Type: Combat
    Cost: 10 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Target creature troop is frozen until they are attacked.  Deactivating attack is 
    retaliated at 50% of Base Attack Rating.
    Advanced Effect: Target creature troop is frozen until they are attacked.  Deactivating attack 
    is retaliated at 25% of Base Attack Rating.
    Expert Effect: Target creature troop is frozen until they are attacked.  Deactivating attack is 
    not retailiated against at all.
    
    Name: Fire Wall
    Type: Combat
    Cost: 8 Spell Points
    Duration: 2 Rounds
    Basic Effect: A two hex-wide wall of flames is produced at target hex.  A troop passing through 
    these hexes takes ((Caster's Spell Power x 10)+ 10) damage.
    Advanced Effect: Same as Basic Effect, except that the wall of flames is three hexes wide and 
    damage is ((Spell Power x 10)+ 20) damage.
    Expert Effect: Same as Advanced Effect, except that damage is ((Spell Power x 10)+ 50).
    
    Name: Visions
    Type: Adventure
    Cost: 4 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Displays number of of monsters in a wandering monster troop, and whether or not 
    the troop will offer to join the caster's army.  The range is equal to the Hero's Spell Power 
    or three, whichever is greater.
    Advanced Effect: Smae as Basic Effect, except an enemy hero's primary skill stats, and the 
    composition (Luck and Morale), and the quantity of that Hero's Army can be viewed.  Range is 
    Spell Power x 2, or three, whichever is greater.
    Expert Effect: Same as Advanced Effect, except an enemy town's statistics and Garrison 
    composition (Luck and Morale) and quantity may be viewed.  Range is Spell Power x 3, or three, 
    whichever is greater.
    
    Level III Spells
    
    Name: Fireball
    Type: Combat
    Cost: 15 Spell Points
    Duration: Instant Damage
    Basic Effect: Trooops in target hex and surrounding hexes take ((Spell Power x 10)+ 15) damage.
    Advanced Effect: Same as Basic Effect except damage done is ((Spell Power x 10)+ 30).
    Expert Effect: Same as Advanced Effect, except damage done is ((Spell Power x 10)+ 60).
    
    Name: Land Mine
    Type: Combat
    Cost: 18 Damage
    Duration: Until touched
    Basic Effect: Landmines are placed in four random hexes on the battlefield.  A troop stepping 
    on the landmine takes ((Spell Power x 10)+ 25) damage.  Enemy creatures battling on their 
    native terrain can see the mines and can cross over them safely.  To all others, they are 
    invisible.
    Advanced Effect: Same as Basic Effect except that six mines are placed and damage done is 
    ((Spell Power x 10)+ 50).
    Expert Effect: Same as Advanced Effect, except that eight mines are placed and damage done is 
    ((Spell Power x 10)+ 100).
    
    Name: Misfortune
    Type: Combat
    Cost: 12 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Luck of Target creature is rduced by one.
    Advanced Effect: Luck of target creature is reduced by two.
    Expert Effect: Luck of all enemy creatures is reduced by two.
    
    Level IV Spells
    
    Name: Armageddon
    Type: Combat
    Cost: 24 Spell Points
    Duration: Instant Damage
    Basic Effect: All creatures take ((Spell Power x 50)+ 30) points of damage.
    Advanced Effect: All creatures take ((Spell Power x 50)+ 60) points of damage.
    Expert Effect: All creatures take ((Spell Power x 50)+ 120) points of damage.
    
    Name: Berserk
    Type: Combat
    Cost: 20 Spell Points
    Duration: 1 Round
    Basic Effect: Target attacks nearest troop.  All creatures in a one hex radius are affected.
    Advanced Effect: Target attacks nearest troop.  All creatures in a seven hex radius are 
    affected.
    Expert Effect: Target Attacks nearest troop.  All creatures within a 19 he radius are affected.
    
    Name: Fire Shield
    Type: Combat
    Cost: 16 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: 20% of hand-to-hand damage inflicted on Target creature is counter-inflicted on 
    the attacker.
    Advanced Effect: Same as Basci Effect, except that 25% of the damage is counter-inflicted.
    Expert Effect: Same as Advanced Effect, except that 30% of the damage is counter-inflicted.
    
    Name: Frenzy
    Type: Combat
    Cost: 16 Spell Points
    Duration: Until target creature's next action
    Basic Effect: Target creature's Attack rating is increased to 100% of its Defense rating, and 
    its Defense rating is reduced to zero.
    Advanced Effect: Same as Basic Effect, except that the Attack rating is increased to 150% of 
    their Defense rating.
    Expert Effect: Same as Advanced Effect, except that the Attack rating is increased to 200% of 
    their Defense rating.
    
    Name: Inferno
    Type: Combat
    Cost: 16 Spell Points
    Duration: Instant Damage
    Basic Effect: Strikes target hex, and all within two hexes take ((Spell Power x 10)+ 20) 
    damage.
    Advanced Effect: Same as Basic Effect, except that the damage is ((Spell Power x 10)+ 40).
    Expert Effect: Same as Basic Effect, except that the damage is ((Spell Power x 10)+ 80).
    
    Name: Slayer
    Type: Combat
    Cost: 16 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Target troop's Attack Rating is increased by eight against Behemoths, Dragons, 
    and Hydras.
    Advanced Effect: Same as Basic Effect except that the Attack bonus also includes Devils and 
    Angels.
    Expert Effect: Same as Advanced Effect, except that the Attack bonus also includes Titans.
    
    Level V Spells
    
    Name: Sacrifice
    Type: Combat
    Cost: 25 Spell Points
    Duration: Permanent
    Basic Effect: Targeted non-undead troop is sacrificed (destroyed).  Then another target dead 
    has ((Spell Power + Destroyed Troop's Creature Base Health + 3)x # of Creatures Sacrificed) in 
    Health total of creatures returned to life.
    Advanced Effect: Same as Basic Effect, except that Health total of creatures resurrected is 
    ((Spell Power + Destroyed Troop's Creature Base Health +6) x # of creatures sacrificed).
    Expert Effect: Same as Advanced Effect, except that the Health total of creatures resurrected 
    is ((Spell Power + Destroyed Troop's Creature Base Health + 10) x # of creatures sacrificed).
    
    Name: Summon Fire Elemental
    Type: Combat
    Cost: 25 Spell Points
    Duration: Whole Battle
    Basic Effect: A troop containing the caster's Spell Power x 2 of Fire Elementals is summoned.  
    Only one type of Elemental may be summoned per battle.
    Advanced Effect: Same as Basic Effect, except Hero's Spell Power is multiplied by three to 
    determine the number of Fire Elementals.
    Expert Effect: Same as Advanced Effect, except Hero's Spell Power is multiplied by four to 
    determine the number of Fire Elementals that are summoned.
    
    D. School of Water Magic Spells
    
                                      School of Water Magic
    
    Name: Bless
    Type: Combat
    Cost: 5 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Creatures in target troop inflict maximum damage when they attack.
    Advanced Effect: Creatures in target troop inflict maximum damage + 1 when they attack.
    Expert Effect: All allied creatures inflict maximum damage + 1 when they attack.
    
    Name: Cure
    Type: Combat
    Cost: 6 Spell Points
    Duration: Instant
    Basic Effect: Removes all negative Spell effects from target troop and heals it for ((Spell 
    Power x 5)+ 20) Health Points.
    Advanced Effect: Removes all negative Spell effects from target troop and heals it for ((Spell 
    Power x 5)+ 20) Health Points.
    Expert Effect: Removes all negative Spell effects from all allied troops and heals each for 
    ((Spell Power x 5)+ 30) Health Points.
    
    Name: Magic Arrow
    Type: Combat
    Cost: 5 Spell Points
    Duration: Instant Damage
    Basic Effect: Enemy troop recieves ((Power x 10)+ 10) damage
    Advanced Effect: Enemy troop recieves ((Power x 10)+ 20) damage
    Expert Effect: Enemy troop recieves ((Power x 10)+ 30) damage
    
    Name: Protection From Fire
    Type: Combat
    Cost: 5 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Damage from all Fire Spells is reduced by 30% for target creature
    Advanced Effect: Damage from all Fire Spells is reduced by 50% for target creature
    Expert Effect: Damage from all Fire Spells is reduced by 50% for all allied troops
    
    Name: Summon Boat
    Type: Adventure
    Cost: 6 Spell Points
    Duration: Instant
    Basic Effect: Summons one of your Hero's boats to their current location.  If none of those 
    boats are available, then one of your other Hero's boats are summoned.  This spell has a 50% 
    chance of working :(.  The spell fails if no unoccupied boats are available.
    Advanced Effect: Same as Basic Effect, except that if no boats are available, a new one is 
    created.  The spell has a 75% chance of working :|.  There are a maximum of 64(!) boats allowed 
    on the Adventure Map at one time.  This spell fails if all are occupied (yeah right).
    Expert Effect: Same as Advanced Effect, except that the spell has a 100% chance of wroking :).
    
    Level II Spells
    
    Name: Ice Bolt
    Type: Combat
    Cost: 8 Spell Points
    Duration: Insant Damage
    Basic Effect: Target creature receives ((Spell Power x 20)+ 10) damage.
    Advanced Effect: Target creature receives ((Spell Power x 20)+ 20) damage.
    Expert Effect: Target creature receives ((Spell Power x 20)+ 50) damage.
    
    Name: Remove Obstacle
    Type: Combat
    Cost: 7 Spell Points
    Duration: Instant
    Basic Effect: Removes one, non-magic obastacle from the battlefield.  Integrated obstacles, 
    such as cliffs, are not affected.
    Advanced Effect: Same as Basic Effect, except Fire Walls (not firewalls) can also be removed.
    Expert Effect: Same as Advanced Effect, except all, non-integrated obstacles can be removed.
    
    Name: Scuttle Boat
    Type: Adventure
    Cost: 8 Spell Points
    Duration: Instant
    Basic Effect: Spell has a 50% (0% if occupied) chance of destroying the selected boat.
    Advanced Effect: Spell has a 75% chance (0% if occupied) chance of destroying the selected 
    boat.
    Expert Effect: Spell destroys the selected boat unless it is occupied at the time.
    
    Name: Visions
    Type: Adventure
    Cost: 4 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Displays number of of monsters in a wandering monster troop, and whether or not 
    the troop will offer to join the caster's army.  The range is equal to the Hero's Spell Power 
    or three, whichever is greater.
    Advanced Effect: Smae as Basic Effect, except an enemy hero's primary skill stats, and the 
    composition (Luck and Morale), and the quantity of that Hero's Army can be viewed.  Range is 
    Spell Power x 2, or three, whichever is greater.
    Expert Effect: Same as Advanced Effect, except an enemy town's statistics and Garrison 
    composition (Luck and Morale) and quantity may be viewed.  Range is Spell Power x 3, or three, 
    whichever is greater.
    
    Name: Weakness
    Type: Combat
    Cost: 8 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Target troop's Attack Rating is decreased by three.
    Advanced Effect: Target troop's Attack Rating is decreased by six.
    Expert Effect: All enemy troops' Attack Ratings are decreased by six.
    
    Level III Spells
    
    Name: Forgetfulness
    Type: Combat
    Cost: 12 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Half of the target creatures with ranged attack forget to shoot.
    Advanced Effect: Target troop cannot use its ranged attack.
    Expert Effect: All enemy troops cannot use their ranged attacks, provided they have one.
    
    Name: Frost Ring
    Type: Combat
    Cost: 12 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Troops in hexes surrounding target hex receive ((Spell Power x 10)+ 15) in 
    damage.  Target hex is unaffected.
    Advanced Effect: Same as Basic Effect, except that damage done is ((Spell Power x 10) 30).
    Expert Effect: Same as Advanced Effect, except damage done is ((Spell Power x 10)+ 60).
    
    Name: Mirth
    Type: Combat
    Cost: 12 Spell Points
    Duration:1 Round per Spell Power
    Basic Effect: Morale of target troop is increased by one.
    Advanced Effect: Morale of target troop is increased by two.
    Expert Effect: Morale of all allied troops is increased by two.
    
    Name: Teleport
    Type: Combat
    Cost: 15 Spell Points
    Duration: Instant
    Basic Effect: Target troop can teleport to any unoccupied hex.  Troop cannot teleport over 
    Walls or Moats.
    Advanced Effect: Same as Basic Effect, except troop can teleport over Walls.
    Expert Effect: Troop can move to any unoccupied hex.
    
    Level IV Spells
    
    Name: Clone
    Type: Combat
    Cost: 24 Spell Points
    Duration: Whole Battle
    Basic Effect: Creates a duplicate of target creature that is Level 1-5.  The duplicate can 
    attack, but is gone if it receives any damage.  Creatures from a given town are given levels 
    1-7.  Pikemen are Level 1, Angels are Level 7.
    Advanced Effect: Same as Basic Effect, except the Clone can be Level 1-6.
    Expert Effect: Same as Advanced effect, except the Clone may be any Level.
    
    Name: Prayer
    Type: Combat
    Cost: 16 Spell Points
    Duration: 1 Round per Spell Power
    Basic Effect: Target creature's Attack, Defense, and Speed (hexes per turn) are increased by 
    two.
    Advanced Effect: Same as Basic Effect, except the ratings are increased by four.
    Expert Effect: All allied creatures' Attack, Defense, and Speed are increased by four.
    
    Name: Water Walk
    Type: Adventure
    Cost: 12 Spell Points
    Duration: 1 Day
    Basic Effect: The casting Hero may follow a movement path across water, provided the end 
    destination is an unoccupied location on the land.  Water movement may be up to 60% of the 
    Hero's normal movement.
    Advanced Effect: Same as Basic Effect, except that water movement may be up to 80% of the 
    Hero's normal movement.
    Expert Effect: Same as Advanced Effect, except the Hero may move up to 100% of their regular 
    movement.
    
    Name: Summon Water Elemental
    Type: Combat
    Cost: 25 Spell Points
    Duration: Whole Battle
    Basic Effect: A troop containing the caster's Spell Power x 2 of Water Elementals is summoned.  
    Only one type of Elemental may be summoned per battle.
    Advanced Effect: Same as Basic Effect, except Hero's Spell Power is multiplied by three to 
    determine the number of Water Elementals.
    Expert Effect: Same as Advanced Effect, except Hero's Spell Power is multiplied by four to 
    determine the number of Water Elementals that are summoned.
    
    
    
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                          *  |I     XV. HOMM Dictionary    I|  *
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    About half-way through the first version of this FAQ, I realized that everyone might not know 
    what all of these words mean.  Most people who haven't played this game probably have no idea 
    what a Necropolis is, or other words used in this FAQ.  So, I made this section.
    
    
    Hero- Heroes are the generals in HOMM.  They control all of the units and cast Spells.
    
    HOMM- Heroes of Might & Magic.
    
    Necromancer- One who can resurrect the dead.  Generally an evil character in mythology.
    
    Necropolis- One of the town types.  Houses evil and undead creatures.
    
    Primary Skill- Primary Skills: Attack, Defense, Spell Power, and Knowledge.
    
    Retaliation- Retaliation is whenever a unit attacks another, the remaining units of the strike 
    attack the unit that attacked them.
    
    Round- One round is the equivalent of every creature on one side attacking.
    
    Secondary Skills- Secondary Skills are skills that Hero's can learn and specialize in.  The 
    maximum is ten per Hero.
    
    Spam- Junk mail, messages repeating the same thing over and over (i.e. YOUR FAQ SUCKS!YOUR FAQ 
    SUCKS!YOUR FAQ SUCKS!YOUR FAQ SUCKS!YOUR FAQ SUCKS!YOUR FAQ SUCKS!YOUR FAQ SUCKS!YOUR FAQ 
    SUCKS!YOUR FAQ SUCKS!YOUR FAQ SUCKS!YOUR FAQ SUCKS!YOUR FAQ SUCKS!YOUR FAQ SUCKS!YOUR FAQ 
    SUCKS!), advertisements, etc.
    
    Spell Points- Spell Points are "MP" for all of you RPG gamers out there.  They are determined 
    by your Hero's Knowledge rating.  Spell Points= Knowledge Rating x 10.
    
    Spell Power- The number that represents that Hero's skill at casting spells.
    
    
    
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    FAQs by me:
    1. Harvest Moon 3 GBC
    2. Heroes of Might and Magic GBC Spell FAQ
    3. Heroes of Might & Magic III: The Shadow of Death FAQ (You're reading it)
    4. Heroes of Might & Magic III: The Shadow of Death Spell FAQ
    5. Heroes of Might & Magic III: Armageddon's Blade Spell FAQ
    6. Heroes of Might & Magic III: The Restoration of Erathia Spell FAQ
    7. Jumpman Junior FAQ
    8. Morrowind Ingredients FAQ
    
    Reviews:
    1. Next time~
    
    
    
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    What to expect in the next version:
    
    1.01- I'll update the Capmaign Walkthroughs, add words to the HOMM III Dictionary, and do some 
    other stuff. Wait and see.
    
    
    
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    These are the Websites that stole my work and are NOT permitted to have any of it on them.  
    Please inform me if they rip anyone else off.
    
    1. http://www.neoseeker.com
    2. http://www.cheatplanet.com
    
    
    
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    Thanks to 3D0 for making this game
    Thanks to New World Computing for publishing this game
    Thanks to the readme for some spell information
    Thanks to CjayC for posting this FAQ
    Thanks to me for writing it! (see, I did all of this  by myself! ;))
    
    
    
    XX. Necessary Legal Stuff
    This document has been written for it to appear at Gamefaqs.com.  This script may not be copied 
    in any way and/or published in any way.  Any commercial usage of this FAQ is strictly forbidden 
    and can only be used for personal use.  Any necessary legal action will take place if any of 
    these rules are violated.  Penalty for plagiarism will be convicted.  Heroes of Might & Magic 
    III, Restoration of Erathia, Armageddon's Blade, Shadow of Death, New World Computing, and 3D0 
    Inc., and any related materials are copyrighted too.
    NOTE: You may use this on your site as long as I say you can.  To reach me e-mail me at 
    Icewind717@hotmail.com
    
    
    Want that in English?
    This FAQ was made for GameFAQs.  It can't be published on any site, WITHOUT my permission.  You 
    can NOT sell this FAQ or use it to promote your website or company in any way (again) WITHOUT 
    my permission.  I will take legal action if I ask you to remove this FAQ from your site and you 
    don't.  The rest is self-explanatory.  Now, repeat after me: "I will not use this FAQ on my 
    site, or alter it in any way at all without Chris Zewe's permission permission."
    
    Now, for the condensed version:
    Do NOT use this FAQ for any commercial purpose, or at all without permission.
    
    Sites already authorized to use this FAQ: GameFAQs, Gamewinners, Gamespot and IGN.  If you 
    would like your site to be added to that list, email me.
    
    Sites NOT authorized to use this FAQ: Neoseeker and Cheat Planet.  If you find this FAQ on any 
    site that does not have specific permission, notify me.
    
    That's about as much as is possible to say, so you get the point.
    
    
    
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    KB: 111
    Words: Some number more than one, but less than a trillion.
    Pages to Print: Way too many.  I'll leave it at that.  I tried, but ran out of time, paper, 
    and ink.
    
    Well, that took aaaaaaaaaaaaaaaaaaaages.  Now, excuse me while I go and visit my life.  I 
    suggest that all of you go and do the same.  That is, assuming you actually _have_ one.  I 
    mean, you just read a FAQ that's over 100 pages long for God's sake. Later.
    
    ~Chris
    
    
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