1. Usually costs a lot in trade games. 2. Undead units are immune to Bless spell. 3. Relatively weak units except for skeletons and black/dread knights (for example the bone dragon is the weakest level 7 unit in the game) 4. Undead army doesn’t mix well with units from other factions as the presence of undead in your army gives -1 morale to A Free Woman among Brothers. An Unknown Name. E. Every Dog Has His Day. T. The Knowledge of Sin. The Path to Power. The Stuff of Future Memory. The Twilight Odyssey. Coyot's HOMM3 Guide. Strengths: Four two-hex creatures (although it may be considered a weakness, too ;-)) Best 4thlevel troop. Dangerous 7thlevel creature. Fast flyers. Two-hex moat! (Effectively doubling the time walkers will need to cross.) Weaknesses: Gem Campaign Guide (PC) by kanato. Gem's Campaign This guide is for the first Shadow of Death campaign. I will assume you are familiar with the general gameplay, strategies and units of Heroes of Might and Magic 3, and I will not tell you to do basic things like flag mines, etc, and I also won't tell you what units you need to deal with the What is the general consensus on how to build up towns most efficiently? Capitol first, armies first, selected armies + City Hall first? I (used to) almost always go for 1-6 levels+Citadel on week 1 (provided I start with Town Hall+Fort) and City Hall+Castle on week 2, meanwhile Mage Guild only when necessary for battles or building up and Explore the rest of the floor and clear it of all monsters. Build up your towns quickly and then train troops. distribut them and send hero 1 and Mutare northeast to the tunnels. Go down. Leave zbRK9kw. Likewise, don't miss out on getting Water Magic (WM) as a secondary skill as soon as possible from leveling up. Later in the game, if you haven't learned it yet naturally, get it from the Conflux's Magic University (MU). The idea is to build it up to Expert Water Magic (EWM) level. Coyot's HOMM3 Guide. Strengths: Four two-hex creatures (although it may be considered a weakness, too ;-)) Best 4thlevel troop. Dangerous 7thlevel creature. Fast flyers. Two-hex moat! (Effectively doubling the time walkers will need to cross.) Weaknesses: I know this is a strategy game, but I always tend to go the same route on my games: - City build order: First capitol, then creature dwellings. Base dwelling first to get the max possible units and then upgrade everything. - Heroes: Usually just one powerful hero and one or two backup heroes to transfer units from main town. - Exploration: Get Your castle development isn't important, but you can build up Mage's Guild and Marketplace in order to gain access to City Hall. Getting through the garrison is extremely easy. At the beginning of the 3rd week, transfer all your troops from your heroes to Mephala and order her to go through one of the garrisons ( points G1 or G2 on the map Ice elementals 8/10/30/3-7/6/375, shoots. Fire is not as damaging as lightning, so you can expect them to last a bit longer than Storm folks. Fire elementals 10/8/35/4-6/6/350. Energy elementals 12/8/35/4-6/8/400. Average fighter. Earth Elementals 10/10/40/4-8/4/400. Magma Elementals 11/11/40/6-10/6/500. First of all, this game captures the vibe of the original perfectly. It really feels like HoMM. The exploration, city building, hero development (deck building) and the chess-like battle system are all here and are great. The map is full of interactive elements. Almost all hexes have various objects - mines, marketplaces, observatories, stables

heroes of might and magic 3 build order