Heroes of Might & Magic III (This is my ASCII art) FAQ For: Heroes of Might & Magic III (Spell FAQ) System/Platform: Dos/Windows Version: 0.01 Last Updated: 3/23/02 Contributor: CZewe E-mail Address: czewe@greatestgamers.com I. Introduction Welcome to my Heroes of Might & Magic III Spell FAQ. This is nearly an exact replica of my Armageddon's Blade one, but I took out all of the spells exclusive to Armageddon's Blade. This FAQ has everything you need to know about the Spells in HOMM III: The Restoration of Erathia. Also, I'm working on a Heroes of Might & Magic III: The Shadow of Death Full FAQ, and it's the biggest, or close to it, Walkthrough on GameFAQs. When it's done, it's going ot be HUGE, but that's all I'll give away. Now, onto the Table of Contents! II. Table of Contents I. Introduction II. Table of Contents III. Version History IV. Contacting Me* V. Spell Guide* A. School of Air Magic Spells* B. School of Earth Magic Spells* C. School of Fire Magic Spells* D. School of Water Magic Spells* VI. FAQ (^F^requently ^A^sked ^Q^uestions) VII. Wall of Shame VIII. Credits IX. Legal Stuff X. FAQ Size *= Section is complete III. Version History Version Number: 0.01 Date Added: 3/23/02 What's New: Everything! Total FAQ Size: 34.5 KB IV. Contacting Me My e-mail address is czewe@greatestgamers.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 Restoration of Erathia, IM me at Icewind45. E-mail me with: Contributions Spelling and Grammatical errors on my FAQ Hate Mail Praise Letters Asking for help on Heroes of Might & Magic III: The Restoration of Erathia as long as your question isn't answered on this FAQ Asking if you can use this FAQ on your site 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 Restoration of Erathia Questions about Heroes of Might & Magic III: The Restoration of Erathia that are answered on this FAQ Viruses Chain Letters Etc. You can e-mail me asking for help on the 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. V. Spell Guide 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 spell is 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: Increases 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 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: 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: 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: 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. 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). 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: 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 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: 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: 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. VI. FAQ (^F^requently ^A^sked ^Q^uestions^) Here I'll answer all (or most) of the questions I get about this FAQ in my email. Feel free to send them to me at: czewe@greatestgamers.com. FYI: There is NO dot at the end, that's a PERIOD. Do NOT put it in the recipients space with a period or it won't get to me. Oh, and I've made up a few questions to get started. So get to your e-mail and send me some more. Q. How do the equations work? A. the equations are really easy. Let's say yur Hero is Sandro, and he has a Spell Power rating of eight. He casts Frost Ring at the Expert profficiency (sp?). The equation is ((Spell Power x 10)+ 60). So, the equation is X (let "X" represent Sandro's Spell Power) multiplied by 10= ?. Well, since Sandro's Spell Power is 8, then that part of the equation should be 8 x 10= 80. Then, that answer plus 60= Total Damage done. So, eighty plus sixty equals one-hundred and forty. Now, let's do the whole equation now. ((Spell Power[8] x 10 [=80])+ 60 [=140]). So, the total damage Sandro did to all of the creatures in the adjacent hexes is 140 damage. Q. What determines my Hero's Spell Point total? A. Knowledge does. If you do the equation of Knowledge multiplied by 10 (do I _really_ need to do this one in-depth) and then you have that Hero's Spell Point Total. Q. How do my Heroes learn new spells? A. First, you need to build a Mage Guild. This will provide that town with Level 1 Spells. To get more Spells (Levels 2, 3, 4, and 5), you must upgrade the Mage Guild to Levels 2, 3, 4, and 5 (Oh! How "quaint", if you will). Q. Yeah, but how do they actually learn the Spells? A. Your Heroes learn the Spells by going into the Mage Guild. It's that simple. They also replenish ALL Spell Points by entering. To be _able_ to learn the spells, your Heroes can buy a Spellbook by entering the Mage Guild and paying 500 Gold for one. Q. OK, I entered the Mage Guild with a Hero and he had a Spell Book, but he only learned the first two levels of Spells. Why is this? A. Ah, finally! Something that can't be solved by common sense! To be able to learn Level 3 Spells, your Hero must have Basic Wisdom. To learn Level 4 Spells, they must have Advanced Wisdom. And finally, to learn Level 5 Spells, that Hero must have Expert Wisdom. It's all quite simple really. Q. How do I get and Advanced or Expert Spell Rating? A. With secondary Skills. When (or if in some cases) given the chance, choose Basic, Advanced, or Expert of Water, Fire, Earth, or Air Magic. VII. Wall of Shame 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 VIII. Credits 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! ;)) IX. 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 czewe@greatestgamers.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 CZewe'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. X. FAQ Size This isn't that much of a _section_, but I've inluded it anyway. Size of FAQ in Version 0.01: 34.7 KB. Translated to GameFAQs terms: 34 or 35 KB. Life sucks. I know it, you know it, we all know it. You get what you pay for. That might be why life was free. ~Chris Zewe (That's me)