Heroes of Might and Magic 3: Horn of the Abyss on Linux and macOS #wine
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Money back guarantee. When Erathia's King Gryphonheart is murdered by traitors he is resurrected as an undead warlord who leads a ruthless invasion of User reviews. Product details. System requirements. When Erathia's King Gryphonheart is murdered by traitors he is resurrected as an undead warlord who leads a ruthless invasion of his former Kingdom. Little resistance is met until his daughter Catherine, Queen of Enroth, returns to her homeland commanding an army of elite Enrothian warriors.
Meanwhile the Necromancers raise large hordes of undead and advance towards the Erathian capitol. Queen Catherine receives the aid of her father's survived generals and embarks on a crusade to reclaim her lost land. You control the greatest heroes and fiercest creatures in a conflict of epic proportions, as Cathereine fights to restore her family's rightful reign, uncover her father's killers and free him from the dark prison of his undead body!
This is a must have for every Might and Magic series fan! Minimum system requirements:. Recommended system requirements:. Game details. Strategy - Turn-based - Fantasy. Works on:. Release date:. New World Computing, Inc. Forum discussion. Game features. Cloud saves. Buy series 6. Buy all series for In library In cart Soon Wishlisted. You may like these products. Something went wrong. Try refresh page. There are no reviews yet.
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Most positive. Most critical. Most recent. Not sure what to write? Check our guidelines. Written in. Written by. These heroes are able to move about and interact with various objects within the game; this includes claiming treasures and artifacts that may benefit the player or boost their heroes' power, taking control of production sites that grant resources with each turn, confronting and attacking monsters or enemy heroes, and laying siege to neutral or hostile towns in order to take control of them.
Being military leaders, heroes can command armies of up to seven different units types at one time, and while these units can be marshaled in a number of ways, the primary means of doing so is by purchasing them through allied towns, which can generate additional creatures at the beginning of each week. During each turn, which represents a single day of game time, heroes have a finite number of movement points to spend in order to move and interact with the environment, and once these points have been expended, heroes cannot act again until all other players have acted and a new turn has begun.
As with previous titles, heroes are a passive presence in combat, contributing mostly by casting spells and offering statistical enhancements to their troops. They can gain experience and levels by defeating monsters or interacting with objects in some cases, and with each new level a hero advances one of their primary skills and either advances an existing secondary skill or learns a new one. Primary skills determine the attack and defense bonuses that a hero's troops receive as well as the power of said hero's spells and the number of spell points they have to cast them.
Secondary skills are more specialized in nature, typically offering bonuses in more narrowly-defined areas, such as increased power in a certain school of magic. Unlike Heroes II, where first-level heroes within the same faction were essentially carbon copies of one another, champions in Heroes III are differentiated in terms of their starting stats, and each one possesses a special ability as well.
In addition, all factions possess both "might" and "magic" hero classes, meaning that they are either predisposed toward physical combat or spellcasting. Changes have also been made to the inventory system; heroes can now carry an unlimited number of artifacts, though they can only equip a finite number of them. Apart from heroes and their armies, players must also cultivate towns in order to increase their income as well as the breadth and strength of the units they can produce and, thus, recruit. In addition to creature dwellings and Town Halls, which generate units and gold, players can construct Mage Guilds within towns, which are vital structures that allow heroes to learn spells.
Various other building types can be constructed that grant bonuses in certain areas, such as town defense, hero skills, and production rates. Some structures are universal between factions, such as Taverns, which allows additional heroes to be recruited, and Marketplaces, where resources can be traded. Others are specific to a certain faction, such as the Castle Stables, which grants a temporary movement bonus to visiting heroes. Spending resources on defense makes towns much more difficult to siege, and unlike previous games, heroes can also be garrisoned within a town in order to protect it.
Being able to claim neutral or hostile towns is highly beneficial regardless of the victory conditions for a given scenario, as it allows access to more spells, more creatures, and more income. A player that loses all of their holdings is at risk of being eliminated if they do not secure a town within the week. When the player is not traversing the overworld map or managing their towns, they will most likely be engaging in combat with another hero or group of monsters, and when this occurs the game shifts its focus to a hexagonal arena where the two armies are arrayed on either side of the screen, with the attacker on the left and defender on the right.
Each party can bring up to seven unit groups into battle at once, and the number of units in each "stack" is represented by a number beside that unit. Players take turns moving their units, with move order being determined by the speed stats of individual creatures, and each combat turn heroes are also allowed to cast a single spell, provided they have sufficient spell points with which to do so.
The objective of combat is simply to defeat the opposing player by killing all of their units, though if a player feels they are on the losing end of an encounter, it is also possible to flee or surrender, the latter of which allows a hero to retain their army for a price.
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Heroes III also adds the option to wait, which postpones a unit's turn, and defend, which sacrifices any movement or attack options for one turn in exchange for a temporary boost to the unit's defensive stats. To fund the construction of armies and towns, Heroes III requires players to amass gold, iron, wood, sulfur, mercury, gems, and crystals in varying amounts in most scenarios, and apart from towns, resource-producing structures are the most valuable holdings a player can have within the game. Unlike towns, though, these resource points have no natural defenses, so it is not uncommon for them to change hands multiple times over the course of a match.
Towns generate gold automatically, and the amount they produce can be increased significantly by investing in Town Hall upgrades. In addition, all towns can construct a Resource Silo, though what resources it produces depends on the faction. Gold is considered the game's primary resource, required for the construction or purchase of almost everything, while iron and wood are secondary resources used most often for buildings. The remaining four types are tertiary in importance, though they are often required in significant amounts when constructing advanced structures, making them more important to control later in the game.
Any resource-producing property owned by a player provides income on a daily basis, which stands in contrast to unit-producing structures, which increase creature population at the beginning of each week. Due to the increased army size, however, heroes are now able to recruit and use all unit types within a faction simultaneously, which was not possible in the previous games with their five-unit limit. The unit upgrade mechanic of Heroes II is carried over into Heroes III, with all faction units having an upgraded form this time around, though Heroes III also allows basic units to be purchased even after their stronger equivalents become available.
Towns are also somewhat more distinct from one another than in past games due to a larger number of unique faction buildings and other distinguishing factors such as unique grail bonuses, differing resource gains from the Resource Silo, and limitations on Mage Guild construction in some cases. In a typical scenario, players will start with a single town and hero of the same alignment, though aside from possible morale penalties for mixing unit types, there is no disincentive for using heroes or units from other factions. The Castle faction, whose heroes are Knights and Clerics, is most akin to the Knight faction of Heroes and Heroes II, and many of its units are similar in nature.
It features a well-rounded composition, with two ranged units and two flying units, allowing it to tackle most other factions comfortably. Castle towns can commission Ballistas from that Blacksmith and receive one unit each of iron and wood from the Resource Silo. They are also one of only three factions in the game that can build a shipyard, and the exclusive Lighthouse structure improves their ship movement as well. A Tavern upgrade called Brotherhood of the Sword is available in Castle towns that grants a two-point morale boost to garrisoned units, and their Stables allow heroes that visit the town to increase their movement points until the end of the week.
Being that it is considered a primarily martial faction, Castle towns are restricted to Mage Guilds of level four or less. On top of normal bonuses, the Castle Grail structure grants plus two to morale for all heroes. The Dungeon faction attracts Warlock and Overlord heroes, and while it is thematically similar to the Warlock faction of past games, its unit composition is quite different. Dungeon units can often fight enemies very effectively over long distances, and many of them have special properties that can be taxing for opposing players to deal with.
Blacksmiths built in Dungeon towns produce Ballistas, while their Resource Silos generate one unit of sulfur per day, which is useful later on for purchasing dragons. In addition to Marketplaces, Dungeon players can build Artifact Merchants to trade resources for artifacts, and a Portal of Summoning in order to remotely recruit creatures from dwellings across the map. The Dungeon town can also augment visiting heroes through the Mana Vortex, which doubles the spell points available to a hero, and the Academy of Battle Scholars, which gives heroes a one-time reward of 1, experience points.
A Dungeon with a Grail structure bestows an extra twelve points of spell power to defending heroes. The Fortress town is home to the Beastmaster and the Witch, and most of its units are denizens of the marshlands. Only one unit within the faction is ranged in nature, however many of their units incorporate special abilities that enemy players must take into account when fighting them. A Fortress Blacksmith produces First Aid Tents for allied heroes to use, while the Resource Silo generates one unit of wood and ore per day.
Fortress towns may construct Shipyards provided the town in question is situated near the water, and the Cage of Warlords bestows a permanent one-point skill increase to defense for passing heroes. The Blood Obelisk gives defending heroes a two-point boost to attack, while the Glyphs of Fear inspires a two-point increase in defense. The Fortress is less magically inclined than other town types, and thus it cannot house Mage Guilds higher than level four.
When the Grail is installed within a Fortress town, heroes gain an additional ten points of defense when protecting it. Frequented by Demoniac and Heretic heroes, the Inferno faction is home to all manner of vile, hell-spawned creatures. Their ranks are filled with powerful melee combatants, though there are no flying units and only one ranged fighter; however, their ultimate unit, the Devil, can move about via teleportation.
Infernal Blacksmiths produce Ammo Carts for their masters, while Resource Silos within Inferno towns generate one unit of sulfur per day, which helps in purchasing Devils later in the game. The Castle Gate allows heroes to travel instantaneously between Inferno towns, though only in the event that both towns have constructed the Gate. Inferno players can also build the Order of Fire, which grants a permanent skill point to a visiting hero's spell power; Brimstone Stormclouds can also be cultivated in order to grant an additional two points of spell power to town defenders.
With the Grail installed in an Inferno town, every week is considered Imp week in terms of population growth, though this affects all Inferno towns, allied or not. The Necropolis faction is typified by its affinity for undead creatures of all sorts, and its heroes are Necromancers and Death Knights. Necropolis minions often focus on afflicting their victims rather than simply killing them, as several have special abilities that cause undesirable effects in addition to damage. All undead units are furthermore immune to mind alteration spells as well as Curse, Bless, and Blind, and are always at neutral morale.
Necropolis Blacksmiths produce First Aid Tents, while their Resource Silos generate one unit of wood and ore each day. Necropolis towns are able to build Shipyards under the right circumstances, and Cover of Darkness creates a shroud that hides the town from its enemies. With a Necromancy Amplifier, all Necropolis heroes receive a ten percent boost to their Necromancy skill, and the Skeleton Transformer allows any creature stack to be converted into Skeletons.
With a Grail structure constructed, Necropolis heroes gain an additional twenty percent to their Necromancy skill. The Rampart faction is home to the Ranger and Druid heroes, and their allies are composed primarily of creatures that wish to protect the wilderness. Some of the Rampart's units have issues with speed, however a number of them have attributes designed to frustrate spellcasters, making them stronger than most against magic-based heroes. Rampart Blacksmiths provide First Aid Tents for their faction's war efforts, and their Resource Silos generate one crystal each day, which facilitates the purchase of dragons, among other things.
The Fountain of Fortune provides a two-point bonus to Luck for defending heroes. The Rampart town is not as predisposed toward magic as others, and may only build Mage Guilds up to level four; it is, however, very economically-minded, with a Treasury that accrues ten percent interest on gold stores once every seven days and a Mystic Pond that creates random resources each week. If a player chooses to install a Grail structure in a Rampart town, all allied heroes will receive a two-point Luck bonus. The Barbarian and Battle Mage heroes are native to the Stronghold faction, and their units are, by and large, rugged, battle-hardened creatures.
They have a good variety of melee attackers and ranged creatures to choose from, although they are easily the most handicapped faction in Heroes III in terms of magic, being restricted to constructing Mage Guilds no higher than level three. Blacksmiths within Stronghold towns produce Ammo Carts for the war effort, and can be further enhanced with a Ballista Yard in order churn out Ballistas; their Resource Silos generate a single unit of wood and ore per day. Stronghold heroes can also sell creatures for resources at the Freelancer's Guild, and the Escape Tunnel allows siege defenders to either flee or surrender if they are losing the fight.
The Hall of Valhalla increases a hero's attack rating by one point permanently, and Strongholds with a Grail structure intact give defenders twenty additional attack points. Haven to Alchemists and Wizards, the Tower faction is mostly comprised of creatures that have been made, summoned, or otherwise bound to the wills of powerful persons. Like the Wizard faction of Heroes II, the Tower faction has exceptional ranged units, and many of their creatures are complemented by useful special abilities.
Tower Blacksmiths allow heroes to purchase Ammo Carts, while their Resource Silos generate a single gem per day, which make the purchase of Giants and Titans easier. The Wall of Knowledge permanently increases the knowledge stat of visiting heroes by one, while the Lookout Tower reveals the overworld map within a twenty-tile radius of the town itself. Artifact Merchants can be purchased in order to swap resources for artifacts, and the Library structure allows for a single additional spell to be learned for each level of the Mage Guild.
When a Tower player houses a Grail within one of their towns, the entirety of the overworld map is revealed to them. Neutral units are any creatures that do not have a specific faction affiliation. In Heroes III, neutral creatures are either constructs or elemental spirits that may be fought while adventuring or recruited at external dwellings situated around the overworld map.
Being unusual creatures, all neutrals are immune to poison and remain at neutral morale regardless of modifiers, while elementals are also immune to mind-altering magic spells. Many of Heroes III's neutral beings specifically the elementals would be later incorporated into the Conflux town of Armageddon's Blade, which, appropriately enough, is considered a neutral town alignment. Heroes of Might and Magic III was well-received critically upon its release in , with reviewers responding positively to the game's revised visual presentation as well as the additional content and mechanics it provided.
Criticisms leveled against the game, which were generally few and qualified, often revolved around Heroes III's extreme similarity to previous titles in the Heroes series. It was seen by some as an incremental enhancement over Heroes II, though a welcome one, and it is revered by many fans as the best game in the series. This edit will also create new pages on Giant Bomb for:. Until you earn points all your submissions need to be vetted by other Giant Bomb users. This process takes no more than a few hours and we'll send you an email once approved.
Gameplay Subterranean areas are a significant new addition in Heroes III, increasing the potential size of maps. Campaign briefings allow players to choose a single starting bonus while also detailing general difficulty. A siege scenario between opposing Castle players. Shaded hexes indicate the movement range of units. They are also very capable units offensively speaking, though to some extent their foot speed hampers their ability to engage enemies on their own terms.
For this reason, they are often used as purely defensive units that protect ranged units such as Archers and Marksmen, and this is a task for which they are particularly well-suited. Archers and Marksmen are the basic ranged units of the Castle faction, and as such they are a crucial support troop, especially early on when Monks and Zealots are not available. The transition to Marksman increases the unit's price by fifty percent, and none of its base stats save speed are improved by the upgrade, however the Marksman is able to fire at a single foe twice with each turn, making it much deadlier than the basic Archer.
With good stats in all areas, Griffins are solid melee units that form the core of most Castle armies. Their population growth is fairly high especially with the Griffin Bastion upgrade , and as fast flying units their mobility is better than that of most creatures.
Standard Griffins also have the ability to counterattack twice in one turn, while the Royal Griffins can retaliate against as many melee foes as they are attacked by within a single turn. Much like the Castle faction's level one units, the Swordsman and Crusader are tough creatures that soak up a fair amount of damage and dish out a great deal of it as well.
This durability is just as well, however, as their speed makes it slightly difficult for them to get the first hit in on their enemies. The Crusader upgrade not only boosts the unit's damage per hit, but also allows it to strike an enemy unit two times when proactively attacking. Monks and Zealots are high-end ranged units for Castle heroes, having much higher damage potential than Marksmen even when taking their two shots into consideration.
As is commonly the case with ranged units, Monks suffer a fifty percent damage penalty when attacking foes adjacent to themselves, however the Zealot, in addition to having twice as many shots, does not incur any such penalty when attacking nearby opponents. As the fastest ground-based Castle units, Cavaliers and Champions are better equipped than Pikemen, Swordsmen, and their associated upgrades to attack enemies on their own terms, and they do not sacrifice damage or durability in order to do so.
As an added bonus, both versions of the unit deal five percent additional damage for each hex traveled prior to their attack, making it advantageous to travel as far as possible before striking. As divine beings, Angels do fifty percent additional damage to Devils, and they're no joke when fighting other enemies either. In fact, when upgraded to Archangels, they have the best attack, defense, and speed ratings in the entire game, and gain the ability to resurrect dead allied troops once per battle.
They were considered so strong that their purchase price was increased in later updates, adding gem requirements to the existing gold cost. Being the lowly cave dwellers that they are, Troglodytes are not the most powerful level one units in the game, though they are also not the worst. Their stats are decidedly average across the board, though they are one of the few creatures of their level to have a special ability. Seeing as they have no eyes, and thus do not sense their enemies through the visible spectrum, both versions of the Troglodyte are immune to magical blindness.
Harpies and Harpy Hags are primarily intended as harassment units, as they have the unique ability to return to their starting hex after flying to and attacking an enemy. Harpy Hags are particularly good at frustrating opponents, as they can stay up to nine hexes away from their opponents while still being able to attack them, and they cannot be counterattacked when they take the initiative.
For slower melee units, they are hard to pin down. Beholders and Evil Eyes are surprisingly strong third-level ranged units that suffer no damage penalties when attacked at close range. Both the base unit and its upgrade have a fair amount of hit points and defense, especially when considering the generally poor survivability that most ranged units have.
They do not have any special abilities to speak of, however they offer respectable sustained damage at a distance with no glaring weaknesses. The Medusa is the second ranged unit available to the Dungeon faction, and for a modest increase in price they are even better than Beholders and Evil Eyes. Their main drawback is their limited ammo supply, with only four shots available to Medusae and eight available to Medusa Queens. Ammo Carts can alleviate this problem nicely, and even if ammo does run out, both versions have a twenty percent chance to petrify nearby foes.
Being very assured of their own prowess in battle, Minotaurs can never drop below one in morale regardless of any morale modifiers that may be in effect. This confidence in their own abilities is well-founded, as both varieties are tough, reasonably mobile, and, more importantly, incredibly handy with an ax. It could rightfully be said that Minotaurs are the backbone of the Dungeon armies, as a group of them can be very difficult to take down. While Manticores and Scorpicores are an undeniable statistical improvement over the Minotaur units, they are somewhat underwhelming when compared to other sixth-level faction units.
They are very mobile as flying units, and the Scorpicore also possesses a twenty percent chance to paralyze units when attacking, however they also cost much more than Minotaurs even though their damage potential is roughly the same. With the initial unit having immunity to spells of level three or lower and the upgraded version possessing total spell immunity, Red and Black Dragons are an absolute nightmare for heavily-invested spellcasters. Black Dragons also do fifty percent additional damage to the level seven creatures of the Tower faction, though even without this bonus damage, Dragons have little to fear from the rest of Heroes III's menagerie.
While unspectacular to be sure, the Gnoll is a better-than-average level one unit that is also reasonably priced at fifty gold. Its upgrade, on the other hand, is somewhat less defensible, as it improves three of the Gnoll's stats only slightly while increasing the price of the unit itself considerably.
In any event, whether upgraded or not, the Gnoll is a decent unit for its level, if somewhat slow, and can be a mildly useful creature for Fortress heroes. As the only ranged units for the Fortress faction, Lizardmen and Lizard Warriors have a heavy burden to carry, and they carry it reasonably well. Lizardmen do a fair amount of damage especially when upgraded , have fair hit points for their level, and enjoy very good weekly population growth.
Their utility is primarily due to a post-release patch, but, all the same, Fortress players will want to invest in them as a supplement to melee units. The Serpent Fly and Dragon Fly are incredibly fast third-level units with a special ability that debuffs targets, thus causing frustration to spellcasters. Both versions can dispel all beneficial spell effects on a target simply by attacking it, while the Dragon Fly can also cast weakness on its victim at the same time.
With their movement speed, they are also quite adept at quickly crossing the battlefield in order to block enemy ranged units. Basilisks and Greater Basilisks are well-rounded level four units with good attack, defense, damage, and hit points.
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They also possess the petrify special ability, which grants them a twenty percent chance to turn creatures to stone for three turns. Creatures that have been petrified will take only half damage when attacked, and if they sustain damage before three turns have passed, they will automatically return to their normal state. While the Gorgons are certainly good units purely on a statistical level, it is the special ability of the Mighty Gorgon that truly sets them apart. For every ten Mighty Gorgons in a unit stack, the creature has a ten percent chance to kill the top creature in a stack outright.
This skill becomes more powerful with greater numbers of Mighty Gorgons, and even units that far outclass the Gorgon statistically must respect the lethality of Death Stare. Wyverns are strong units overall, but less so in comparison to other faction units at level six. Perhaps the Wyvern's biggest issue is its hit points, which are dangerously low for a creature of its stature. The upgrade to Monarch brings with it the special ability to poison a unit stack, which causes the top creature in it to lose half their health each turn. This is perhaps most useful against level seven units with their typically large pools of health.
Hydras and Chaos Hydras have two of the better special abilities in the game, however they are also the slowest level seven units in Heroes III, making spells like Haste and Teleportation very useful when using them. Both Hydras affect all adjecent squares when attacking, and furthermore their enemies are unable to retaliate against them.
If a Hydra can get in position to attack two or more units at once, the results can be devastating. Imps and Familiars are some of the weakest units in Heroes III, though what they lack in raw strength they make up for in numbers. The upgraded version of the Imp is probably more crucial than other level one upgrades, as it not only improves stats but also offers a useful special ability. That is to say, Familiars have a unique ability to leech away twenty percent of the mana used by enemy heroes, returning them as spell points for their hero.
The Gogs are the only ranged units Inferno towns can produce, and though their initiative is somewhat lacking, they are otherwise perfectly serviceable long-range attackers. Upgrading them to Magogs helps alleviate their speed problem, and allows their attacks to affect adjacent hexes as well.
This is something of a double-edged sword, though, as this area of affect attack can injure allied creatures just as easily as hostile ones. Both fast and ferocious, Hell Hounds and Cerberi are able to cover ground quickly and cause a fair amount of harm to their opponents. Curiously, Cerberi are the only instance in Heroes III in which an upgraded unit actually causes less base damage than its normal counterpart. In exchange, it is able to attack all three hexes in front of itself. The Cerberus also prevents enemies from retaliating, and has higher defense than the Hell Hound.
Demons and Horned Demons are fairly unremarkable as level four creatures go, with average statistics in all areas and no exceptional features or special abilities. This is compensated for by their price, which is inexpensive when compared to other similar units. This affordability is not without its own drawbacks, though, as the upgrade from Demon to Horned Demon is incremental to say the least, with only a few hit points and more speed. While the Pit Fiend is certainly an acceptable level five unit, it is not until the Pit Lord upgrade is available that it truly comes into its own.
Statistically, the only difference between the two is a single point in the speed stat, however the Pit Lord can also, once per battle, cast a resurrect spell that converts a dead stack into Demons. The number of Demons created depends on the number of Pit Lords and the hit points of the stack. As the evil counterparts of the Genies, Efreet and Efreet Sultans have an innate fifty percent damage bonus when attacking them. They are also immune to fire, allowing them to shrug off certain spells and disregard the splash damage of Magogs.
Once upgraded, Efreet are not only extremely fast, but are also protected by a permanent Fire Shield effect, which forces foes to think twice before attacking, lest they face two counterattacks. The Devil and Arch Devil are naturally at odds with the Castle faction's level seven units, and concordantly they gain a fifty percent damage bonus when targeting Angels. Their mere presence on the battlefield is enough to cause enemies to automatically experience negative one luck, and to make matters worse, they cannot be counterattacked.
Both iterations move about via teleportation, though they have slightly less range than Angels. Skeletons are fairly good low-level units, and much like the Necromancer faction of Heroes II, the Necropolis faction can generate them in extremely large numbers thanks to the Necromancy skill. Their town also has a couple of structures that can boost Necromancy yields even further, and other units can be converted to Skeletons through a Tranformer. While the Warrior upgrade is significant, larger numbers of Skeletons are often preferable. Much like the Zombies and Mutant Zombies of Heroes II, the Necropolis faction's level two units are fair attack units that are somewhat limited by their slow speed.
It is worth noting that, while they have higher hit points, both versions of the unit have lower attack, defense, and speed ratings than the Skeleton Warrior. The Zombie has a twenty percent chance to inflict disease, which lowers attack and defense ratings by two for three turns. Wights and Wraiths have decent stats, though they do not truly excel in any one area. They do, however, have a couple of extremely useful special abilities.