We're sorry but you may not access this content due to age gate. In the service of Erathia, beset by enemies external and internal, you command the land's greatest heroes and fiercest creatures in Queen Catherine's war to restore her homeland, discover her father's killer, and free him from the prison of his undead body. In the demon kingdom of Eeofol, Lucifer Kreegan has a vision to set the world on fire by constructing "Armageddon's Blade. However, her generals report the appearance of the fiery Phoenix and mysterious elemental Confluxes.
As Catherine contemplates her next move, she wonders -- do these omens foretell of Erathia's victory. Sandro, a power-hungry lich, seeks two powerful combination artifacts that will allow him to rule all of Antagarich. Four brave Heroes must find the fabled Angelic Alliance sword to defeat the unstoppable forces of the undead, over the course of the seven exhilarating campaigns.
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Rainbow Six Extraction is almost here! Get your pre-order bonus now. View Policy. Search Results. We're sorry, no products were found for your search: 0 results found with your search: " ". Check the spelling carefully. Heroes of Might and Magic III: The Restoration of Erathia is the third entry in the popular Heroes of Might and Magic series and expands the playing world and the forces that inhabit it to epic proportions. While I've always thought Master of Magic was the best of the bunch, due to its rich magic system and more detailed, Civilization-style economy, the latest installment of the Heroes series comes close to changing my mind.
Like all great turn-based games, it has that addictive, up-all-night quality. It achieves this by making you worry about four or five things at a time, just enough to keep you busy but not enough to overwhelm you. There's a tactical mini-game, cities to upgrade, costly armies to raise, and an exploration and overland adventure mode, but the game never really bogs down into the sort of tedious micro-management that plagues most other explore and conquer games near the end of a scenario.
At the heart of the game are the heroes. There are more than one hundred individual, pre-packaged heroes, each with their own name, portrait and special abilities. This is very reminiscent of Master of Magic, though the disparity between heroes you can hire early in the game and later on is not as great. Heroes can be one of sixteen different character classes, which is more than you'll find in most straight up roleplaying games, let alone a strategy game.
Each of the eight town types has two character classes associated with it, generally one mage type and one warrior type. They range from the normal Humans, Elves and Dwarves to more outlandish characters like Demons, Vampires and Efreeti, though the race of the hero has virtually no affect on the game.
More important than the class of the hero you hire is getting them up in levels. A tenth or twelfth level hero of any class is worth far more than a bunch of low level minions. What is key is hanging on to your heroes, building up their levels, and equipping them with useful magic items and powerful armies. Generally, you're going to want as many heroes as you can afford, and you're going to put them into a variety of different roles.
Your toughest and most experienced heroes go out on the front lines with powerful stacks of troops. They'll be used to take over enemy towns and intercept enemy armies before they get into your territory. They are your game winners. You'll also want one hero per town, leading the garrisons, though a lot of times I found myself skimping in this department, particularly with cities well away from the front lines. Finally, you'll use other heroes as scouts and explorers, and a couple others for more mundane chores, like going to the sawmill once a week to collect resources, or ferrying troops from the cities where they were bought to the heroes on the front lines.
These tasks are suitable for low-level duds. But when two armies meet, the heroes don't actually get out on the battlefield and fight. That's handled by your armies, and stacking tons of good troops with each hero is the key to victory. Every hero can handle up to seven slots of troops, and there is no real upper limit to how many of one creature will accompany your hero.
So a knight might have pikemen, archers, and 20 griffins with him, for example. What heroes add to the fray are combat bonuses, acquired either through experience or magic items, and spellcasting ability. They can also direct the siege equipment that can accompany an army. When combat does occur, the game shifts away from the overland map and onto a hexagon grid that serves as a battlefield.
Each creature type is represented by one big icon on the field even if the icon represents only ten or a hundred pikemen, it's always the same size. Units take turns moving and attacking, and a really good, if complicated, formula is used for dishing out damage and allowing the defending units assuming they survive to strike back.
And while it isn't actually simplistic, since the game mechanics are balanced, highly detailed and very sound, the scope and presentation of the battles--goofy, over-sized characters on a narrow, flat field--doesn't really stack up with other wargames, fantastic or not. Although it does beat Warlords III and that game's almost non-interactive combat, hands down.
During the six fairly short campaign games, most of your heroes will carry over from one scenario to the next, though strangely, their accumulated artifacts and armies do not.
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