Names, classes, starting skills and sourced specialties. Find a hero and compare their starting profile with your map plan.
Tribes of the East 3.1 manual: 64 standard heroes and 49 additional profiles including campaign variants. Skills and four attributes describe the manual profile, not a guaranteed state on entering every mission.
Hero catalogue
Named heroes and their towns
Open a character by name for affiliation, starting skills, specialty and suggested use on an individual page.
I would place Faiz behind several physical attackers. Vulnerability prepares a durable target for their follow-up hits, while his specialty adds level-dependent damage. Timing on the ATB bar and actually exploiting reduced Defense determine its value.
What the profile establishes
Specialty · Disrupter
Vulnerability also deals damage that scales with hero level. Consider both the defence reduction and the extra hit.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.
VulnerabilitySpell / warcry in the reference profileSpell specialty
Equipment suggestions for the plan (3)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
Detailed game plan · Faiz: weaken defense before focused attacks
The following is our tactical analysis of the sourced profile. Choices depend on the actual map, learned spells and army; linked cards provide rules and references.
Pair the specialty with an actually learned spell
The manual explicitly lists Vulnerability in Faiz’s Army & Spells section. The spell is therefore established separately from his specialty for this reference profile. Read Basic Dark Magic and Master of Pain with the spell card’s single-target and mass variants, and check the actual setup when entering a mission.
Choose a target for follow-up physical hits
Defense reduction mainly benefits attacks that have yet to happen. Select a durable stack and check your army’s ATB before casting. If Gremlins and Golems have already spent their useful actions or cannot reach the target, the debuff’s value in this part of the order falls.
Single-target versus mass casting
Normal Vulnerability costs 5 mana; Master of Pain unlocks the 10-mana mass version in a 4 × 4 area. Compare genuinely useful targets rather than just their number. Repeated reductions stack, but cannot lower Defense below zero; another cast against depleted Defense does not create the same benefit.
Equipment must support the chosen damage source
Disrupter adds its own level-dependent hit. Do not automatically treat that as an ordinary Spellpower damage spell. Sword of Might supports the army’s physical follow-up; Beginner’s Magic Wand provides Spellpower rather than charged casts. Choose according to what will decide the next battle.
Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.
What the profile establishes
Specialty · Spell Twister
Magic Mirror is more likely to redirect a hostile spell onto an enemy instead of a random target. This remains a chance-based defence.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Skills I would build around: Magic mirror · Basic Artificer. Match further choices to available ranks and the current army.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Havez suits the Gremlin / Master Gremlin / Gremlin Saboteur line. Protect their firing space and focus on a target whose removal prevents the next enemy action. Reassess the specialty when replacing the whole recruitment line.
What the profile establishes
Specialty · Gremlin Master
Gremlins / Master Gremlins / Saboteur Gremlins: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Machines listed in the manual profile
Ammo CartExplicitly listed machine · check mission state separately
BallistaExplicitly listed machine · check mission state separately
Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.
Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.
What the profile establishes
Specialty · Windspeaker
Higher levels bring the hero’s next combat action sooner. Evaluate spell timing on the ATB bar; this is not troop movement.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Skills I would build around: Basic Sorcery · Basic Artificer. Match further choices to available ranks and the current army.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Narxes suits the Mage / Archmage / Battle Mage line. Protect their firing space and focus on a target whose removal prevents the next enemy action. Reassess the specialty when replacing the whole recruitment line.
What the profile establishes
Specialty · Mentor
Mages / Archmages / Battle Mages: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.
Skills I would build around:Basic Artificer · Basic Enlightenment. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.
Fist of WrathSpell / warcry in the reference profile
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.
Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.
What the profile establishes
Specialty · Flame Wielder
Fire spells use a level-dependent increase to effective Spellpower. Check the target’s fire protection before relying on them.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Skills I would build around: Basic Destructive Magic · Basic Artificer. Match further choices to available ranks and the current army.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.
What the profile establishes
Specialty · Mystic
Regenerates mana during combat, scaling with level. Compare the benefit with battle length and the cost of the next spell.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Skills I would build around: Basic Sorcery · Basic Artificer. Match further choices to available ranks and the current army.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Razzak suits the Iron Golem / Steel Golem / Magnetic Golem line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.
What the profile establishes
Specialty · Golem Crafter
Iron Golems / Steel Golems / Magnetic Golems: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.
Skills I would build around:Basic Artificer · Basic Defense. Match further choices to available ranks and the current army.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.
Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.
What the profile establishes
Specialty · Spell Twister
Magic Mirror is more likely to redirect a hostile spell onto an enemy instead of a random target. This remains a chance-based defence.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Skills I would build around: Magic mirror · Basic Artificer. Match further choices to available ranks and the current army.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.
What the profile establishes
Specialty · Mystic
Regenerates mana during combat, scaling with level. Compare the benefit with battle length and the cost of the next spell.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Skills I would build around: Basic Sorcery · Basic Artificer. Match further choices to available ranks and the current army.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.
What the profile establishes
Specialty · Master of Elements
A friendly stack’s destruction summons level-dependent elementals. Summon Elementals and Summon Phoenix are also strengthened. Account separately for permanent troop losses.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Skills I would build around: Basic Summoning Magic · Basic Artificer. Match further choices to available ranks and the current army.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The manual names Shadow Witches and Shadow Matriarchs. They may fire an extra shot at the hero’s current target, with a level-dependent chance. Plan for a failed trigger as well. Shadow Mistress is not in this list, and its profile has no ordinary ranged shots. Do not automatically transfer this effect when choosing the second upgrade.
What the profile establishes
Specialty · Coven Mistress
Shadow Witches and Shadow Matriarchs may fire a free shot at the hero’s current target. The chance scales with level; do not budget it as guaranteed damage.
Listed starting skills
Basic Irresistible Magic
Basic Destructive Magic
Basic Attack
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Attack · Basic Irresistible Magic. Match further choices to available ranks and the current army.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The manual names Shadow Witches and Shadow Matriarchs. They may fire an extra shot at the hero’s current target, with a level-dependent chance. Plan for a failed trigger as well. Shadow Mistress is not in this list, and its profile has no ordinary ranged shots. Do not automatically transfer this effect when choosing the second upgrade.
Kythra suits the Minotaur / Minotaur Guard / Minotaur Taskmaster line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.
What the profile establishes
Specialty · Slave Driver
Minotaurs / Minotaur Guards / Minotaur Taskmasters: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.
Listed starting skills
Basic Irresistible Magic
Basic Leadership
Estates
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.
Skills I would build around: Basic Irresistible Magic · Basic Leadership. Match further choices to available ranks and the current army.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.
Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.
What the profile establishes
Specialty · Poison Master
Enemy stacks may start combat poisoned. The chance depends on level, so the opening plan should also work when it fails to trigger.
Listed starting skills
Basic Irresistible Magic
Basic Dark Magic
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Skills I would build around: Basic Irresistible Magic · Basic Dark Magic. Match further choices to available ranks and the current army.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.
What the profile establishes
Specialty · Catalyst
Empowered Spells receive a mana discount of 5% plus 1% per hero level. Compare their cost and damage with a normal cast.
Listed starting skills
Basic Irresistible Magic
Basic Destructive Magic
Empowered Spells
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Skills I would build around: Basic Irresistible Magic · Basic Destructive Magic. Match further choices to available ranks and the current army.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.
What the profile establishes
Specialty · Lizard Breeder
Increases Raiders’ Lizard Bite damage with level. The benefit requires a position that actually triggers the special attack.
Listed starting skills
Basic Irresistible Magic
Basic Attack
Battle Frenzy
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Skills I would build around: Basic Irresistible Magic · Basic Attack. Match further choices to available ranks and the current army.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Vayshan suits the Scout / Assassin / Stalker line. Protect their firing space and focus on a target whose removal prevents the next enemy action. Reassess the specialty when replacing the whole recruitment line.
What the profile establishes
Specialty · Black Hand
Scouts / Assassins / Stalkers: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.
Listed starting skills
Basic Irresistible Magic
Basic Luck
Soldier's Luck
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.
Skills I would build around: Basic Irresistible Magic · Basic Luck. Match further choices to available ranks and the current army.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.
Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.
What the profile establishes
Specialty · Dark Mystic
Dark Ritual can restore mana beyond its normal maximum, with a level-dependent excess. Weigh the ritual’s time cost against the next battle.
Listed starting skills
Basic Irresistible Magic
Basic Dark Magic
Dark Ritual
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Skills I would build around: Basic Irresistible Magic · Basic Dark Magic. Match further choices to available ranks and the current army.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Yrwanna suits the Blood Maiden / Blood Fury / Blood Sister line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.
What the profile establishes
Specialty · Blood Mistress
Blood Maidens / Blood Furies / Blood Sisters: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.
Listed starting skills
Basic Irresistible Magic
Basic Enlightenment
Intelligence
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.
Skills I would build around: Basic Irresistible Magic · Basic Enlightenment. Match further choices to available ranks and the current army.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.
Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.
What the profile establishes
Specialty · Dark Mystic
Dark Ritual can restore mana beyond its normal maximum, with a level-dependent excess. Weigh the ritual’s time cost against the next battle.
Listed starting skills
Basic Irresistible Magic
Basic Dark Magic
Dark Ritual
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Skills I would build around: Basic Irresistible Magic · Basic Dark Magic. Match further choices to available ranks and the current army.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.
What the profile establishes
Specialty · Intimidate
Reduces enemy initiative with level. Check the resulting action order on the ATB bar.
Listed starting skills
Basic Irresistible Magic
Basic Defense
Vitality
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Skills I would build around: Basic Irresistible Magic · Basic Defense. Match further choices to available ranks and the current army.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Choose this magical class around spells actually available on the map. This named profile’s exact spell start is not established here; check the spellbook, preparation and casting reserve before departure.
What the profile establishes
Specialty · Master of Initiative
Per level, adds 1% initiative to friendly creatures and subtracts 1% from enemies. This campaign variant differs from Intimidate.
Listed starting skills
Basic Irresistible Magic
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Skills I would build around: Basic Irresistible Magic. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.
What the profile establishes
Specialty · Lizard Breeder
Increases Raiders’ Lizard Bite damage with level. The benefit requires a position that actually triggers the special attack.
Listed starting skills
Basic Irresistible Magic
Basic Attack
Battle Frenzy
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Skills I would build around: Basic Irresistible Magic · Basic Attack. Match further choices to available ranks and the current army.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Choose this magical class around spells actually available on the map. This named profile’s exact spell start is not established here; check the spellbook, preparation and casting reserve before departure.
What the profile establishes
Specialty · Shadow Dancer
Reduces damage from ranged attacks with level. Useful in shooting exchanges; do not assume the same protection against melee.
Listed starting skills
Basic Irresistible Magic
Basic Defense
Evasion
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Skills I would build around: Basic Irresistible Magic · Basic Defense. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Machines listed in the manual profile
First Aid TentExplicitly listed machine · check mission state separately
Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Choose this magical class around spells actually available on the map. This named profile’s exact spell start is not established here; check the spellbook, preparation and casting reserve before departure.
What the profile establishes
Specialty · Dark Mystic
Dark Ritual can restore mana beyond its normal maximum, with a level-dependent excess. Weigh the ritual’s time cost against the next battle.
Listed starting skills
Basic Irresistible Magic
Basic Dark Magic
Dark Ritual
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Skills I would build around: Basic Irresistible Magic · Basic Dark Magic. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Choose this magical class around spells actually available on the map. This named profile’s exact spell start is not established here; check the spellbook, preparation and casting reserve before departure.
What the profile establishes
Specialty · Dark Mystic
Dark Ritual can restore mana beyond its normal maximum, with a level-dependent excess. Weigh the ritual’s time cost against the next battle.
Listed starting skills
Basic Irresistible Magic
Basic Attack
Dark Ritual
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Skills I would build around: Basic Irresistible Magic · Basic Attack. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Machines listed in the manual profile
Ammo CartExplicitly listed machine · check mission state separately
Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.
What the profile establishes
Specialty · Rune Artist
Improves Fine Rune’s success chance by an initial 20% and another 1% per level. Apply it to the relevant rune ability.
Listed starting skills
Advanced Runelore
Fine Rune
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Advanced Runelore · Fine Rune. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Ebba suits the Bear Rider / Blackbear Rider / Whitebear Rider line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.
What the profile establishes
Specialty · Rider
Bear Riders / Blackbear Riders / Whitebear Riders: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.
Listed starting skills
Basic Runelore
Basic Attack
Tactics
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.
Skills I would build around: Basic Attack · Tactics. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.
Erling suits the Rune Priest / Rune Patriarch / Rune Keeper line. Protect their firing space and focus on a target whose removal prevents the next enemy action. Reassess the specialty when replacing the whole recruitment line.
What the profile establishes
Specialty · Keeper of the Flame
Rune Priests / Rune Patriarchs / Rune Keepers: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.
Listed starting skills
Basic Runelore
Advanced Sorcery
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.
Skills I would build around: Basic Runelore · Advanced Sorcery. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.
Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.
What the profile establishes
Specialty · Sacred Hammer
Casting Light Magic on a friendly creature may also add Righteous Might for free. It is not guaranteed on every cast.
Listed starting skills
Basic Runelore
Advanced Light Magic
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Skills I would build around: Advanced Light Magic · Basic Runelore. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.
Righteous MightSpell / warcry in the reference profileEffect triggered by specialty
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.
What the profile establishes
Specialty · Master of the Runes
May learn another runic spell when levelling up. Include the resources needed to use it, rather than counting learned runes alone.
Listed starting skills
Basic Runelore
Basic Enlightenment
Scholar
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Runelore · Basic Enlightenment. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
For Defenders, Shieldguards and Mountain Guards, the manual lists +1 Attack and Defense per two levels and +1 HP per five levels. This description does not specify the first active level, so we do not automatically inherit the level-1 start of other specialists. Compare each upgrade’s own abilities and base HP.
What the profile establishes
Specialty · Protector
Defenders, Shieldguards and Mountain Guards gain Attack and Defense every two levels and health every five levels. The bonus applies to this defender line.
Listed starting skills
Basic Runelore
Basic Defense
Vitality
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Defense · Basic Runelore. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
For Defenders, Shieldguards and Mountain Guards, the manual lists +1 Attack and Defense per two levels and +1 HP per five levels. This description does not specify the first active level, so we do not automatically inherit the level-1 start of other specialists. Compare each upgrade’s own abilities and base HP.
Karli suits the Spearwielder / Skirmisher / Harpooner line. Protect their firing space and focus on a target whose removal prevents the next enemy action. Reassess the specialty when replacing the whole recruitment line.
What the profile establishes
Specialty · Sharp Blade
Spearwielders / Skirmishers / Harpooners: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.
Listed starting skills
Basic Runelore
Basic Luck
Soldier's Luck
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.
Skills I would build around: Basic Runelore · Basic Luck. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Machines listed in the manual profile
Ammo CartExplicitly listed machine · check mission state separately
Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.
Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.
What the profile establishes
Specialty · Stormcaller
Lightning spells gain special penetration. The manual explicitly retains immunities and Magic Proof; this does not remove every defence.
Listed starting skills
Basic Runelore
Basic Destructive Magic
Master of Storms
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Skills I would build around: Basic Destructive Magic · Basic Runelore. Match further choices to available ranks and the current army.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Hangvul suits the Rune Priest / Rune Patriarch / Rune Keeper line. Protect their firing space and focus on a target whose removal prevents the next enemy action. Reassess the specialty when replacing the whole recruitment line.
What the profile establishes
Specialty · Keeper of the Flame
Rune Priests / Rune Patriarchs / Rune Keepers: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.
Listed starting skills
Basic Runelore
Basic Enlightenment
Intelligence
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.
Skills I would build around: Basic Runelore · Basic Enlightenment. Match further choices to available ranks and the current army.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.
Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.
What the profile establishes
Specialty · King of the Stone Halls
Friendly creatures receive Rune of Thunderclap, refreshed at the beginning of their turn. This is a special campaign ability.
Listed starting skills
Advanced Runelore
Greater Rune
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Advanced Runelore · Greater Rune. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.
What the profile establishes
Specialty · Golden Tongue
Improves neutral recruitment and awards gold and resources for victories. Its value depends on the map and neutral armies.
Listed starting skills
Basic Runelore
Basic Leadership
Diplomacy
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Runelore · Basic Leadership. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Use movement and scouting first: open a safe route, reach an important objective and shorten reinforcement travel. Check the assigned army before fighting.
Secondary role: Main commander if movement is supported by skills suited to the main army.
What the profile establishes
Specialty · Border Guard
Within one day of an owned town, gains Defense increasing by 1 every two levels. Check the battle’s location before relying on it.
Listed starting skills
Basic Runelore
Basic Logistics
Pathfinding
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Logistics · Basic Runelore. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Dougal suits the Archer / Marksman / Crossbowman line. Protect their firing space and focus on a target whose removal prevents the next enemy action. Reassess the specialty when replacing the whole recruitment line.
What the profile establishes
Specialty · Archer Commander
Archers / Marksmen / Crossbowmen: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.
Listed starting skills
Basic Counterstrike
Basic Attack
Archery
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.
Skills I would build around: Basic Attack · Archery. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Machines listed in the manual profile
Ammo CartExplicitly listed machine · check mission state separately
Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.
Ellaine suits the Peasant / Conscript / Brute line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.
What the profile establishes
Specialty · Beloved of the People
Peasants / Conscripts / Brutes: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field. They also provide 1 extra gold per creature daily, beyond Tax Payer.
Listed starting skills
Basic Counterstrike
Basic Leadership
Recruitment
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.
Skills I would build around: Basic Counterstrike · Basic Leadership. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.
Irina suits the Griffin / Imperial Griffin / Battle Griffin line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.
What the profile establishes
Specialty · Griffin Trainer
Griffins / Imperial Griffins / Battle Griffins: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field. Also gives basic Griffins Battle Dive.
Listed starting skills
Basic Counterstrike
Basic Luck
Magic Resistance
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.
Skills I would build around: Basic Counterstrike · Basic Luck. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.
Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.
What the profile establishes
Specialty · Cavalry Commander
Improves the jousting bonus of Cavaliers, Paladins and Champions with level, and strengthens Retaliation Strike. Allow room to charge and time retaliation carefully.
Listed starting skills
Basic Counterstrike
Basic Attack
Retaliation Strike
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Attack · Basic Counterstrike. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Laszlo suits the Footman / Squire / Vindicator line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.
What the profile establishes
Specialty · Infantry Commander
Footmen / Squires / Vindicators: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.
Listed starting skills
Basic Counterstrike
Basic Defense
Vitality
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.
Skills I would build around: Basic Defense · Basic Counterstrike. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.
Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.
What the profile establishes
Specialty · Windrider
Improves Haste’s effect by 1% per level. Check whether the initiative change brings an extra action before the decisive attack.
Listed starting skills
Basic Counterstrike
Basic Leadership
Basic Attack
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Attack · Basic Counterstrike. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.
HasteSpell / warcry in the reference profileSpell specialty
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Use movement and scouting first: open a safe route, reach an important objective and shorten reinforcement travel. Check the assigned army before fighting.
Secondary role: Main commander if movement is supported by skills suited to the main army.
What the profile establishes
Specialty · Pathfinder
Adds 1% movement points per two levels. Measure its value by a reached objective or a day saved.
Listed starting skills
Basic Counterstrike
Basic Logistics
Pathfinding
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Logistics · Basic Counterstrike. Match further choices to available ranks and the current army.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Controlled Ballista and siege support · Siege Engineer
Use this hero with a Haven army that benefits from extra shooting pressure and siege support. The Ballista gains +1 Attack per hero level, while the Catapult wall-hit chance increases by 2% per level. The profile explicitly lists the Ballista ability, enabling manual target selection and a second shot under its rules.
What the profile establishes
Specialty · Siege Engineer
Ballista gains +1 Attack per level; Catapult wall-hit chance improves by 2% per level. The machine must be available and survive.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
For the Ballista, compare further War Machines mastery and target suitability. During a siege, decide between opening a route and removing a tower; the specialty bonus does not itself grant Catapult control. More Ballista Attack is also not the same flat number of extra damage HP.
Skills I would build around:Basic War Machines · Basic Counterstrike. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Machines listed in the manual profile
BallistaExplicitly listed machine · check mission state separately
Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
Detailed game plan · Vittorio: controlled Ballista and purposeful siege decisions
The following is our tactical analysis of the sourced profile. Choices depend on the actual map, learned spells and army; linked cards provide rules and references.
Use the specific reference profile
Vittorio’s standard profile lists a Ballista, Basic War Machines, the Ballista ability and Basic Counterstrike. Archers and Footmen are army-plan options, not guaranteed identical mission counts: the manual lists 7–9 Archers and 0–3 Footmen. Check actual troops and the next map objective before buying reinforcements.
Two shots have a specific prerequisite
Basic War Machines and the separate Ballista ability do different jobs. This profile lists both. With the listed Attack 1 and Knowledge 1, M = 2: one arrow has 4–8 base damage and two arrows in an action have 8–16 before defense and further modifiers. The ability gives the Ballista 700 HP. Siege Engineer changes its Attack separately; it does not belong in multiplier M.
Siege: a breach or a tower
Siege Engineer adds +1 Ballista Attack per level and, according to the manual, improves the Catapult wall-hit chance by 2% per level. Keep this separate from the Catapult control ability, which this starting list does not establish. If acquired later, choose between a breach for the army and reduced tower fire. The main tower can only be targeted after both side towers are destroyed.
The machine must support the army’s attack
Use manual targeting to finish a dangerous stack or prepare a target for friendly attackers. Watch ATB and actual creature reach: removing an enemy is especially valuable when it prevents its next action. A replacement Ballista normally costs 1,500 gold in Haven, also the factory price. Compare replacement needs with reinforcements and the Ballista ability’s post-battle restoration rule.
Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.
What the profile establishes
Specialty · Windrider
Improves Haste’s effect by 1% per level. Check whether the initiative change brings an extra action before the decisive attack.
Listed starting skills
Basic Counterstrike
Expert Attack
Battle Frenzy
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Expert Attack · Basic Counterstrike. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Machines listed in the manual profile
BallistaExplicitly listed machine · check mission state separately
Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.
Spells and suitable equipment
The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.
HasteSpell / warcry in the reference profileSpell specialty
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Controlled Ballista and siege support · Siege Engineer
Use this hero with a Haven army that benefits from extra shooting pressure and siege support. The Ballista gains +1 Attack per hero level, while the Catapult wall-hit chance increases by 2% per level. The profile explicitly lists the Ballista ability, enabling manual target selection and a second shot under its rules.
What the profile establishes
Specialty · Siege Engineer
Ballista gains +1 Attack per level; Catapult wall-hit chance improves by 2% per level. The machine must be available and survive.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
For the Ballista, compare further War Machines mastery and target suitability. During a siege, decide between opening a route and removing a tower; the specialty bonus does not itself grant Catapult control. More Ballista Attack is also not the same flat number of extra damage HP.
Skills I would build around:Basic War Machines · Basic Counterstrike. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Machines listed in the manual profile
BallistaExplicitly listed machine · check mission state separately
Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
Detailed game plan · Andreas: campaign reference, two shots and siege support
The following is our tactical analysis of the sourced profile. Choices depend on the actual map, learned spells and army; linked cards provide rules and references.
Check the campaign start separately
Andreas has a separate scenario profile on manual page 35. It lists a Ballista, Basic War Machines, the Ballista ability and Basic Counterstrike, but does not establish the state in every campaign encounter. Check actual level, assigned army and equipment before fighting. Sharing Vittorio’s specialty does not merge the two hero identities.
Two shots have a specific prerequisite
Basic War Machines and the separate Ballista ability do different jobs. This profile lists both. With the listed Attack 1 and Knowledge 1, M = 2: one arrow has 4–8 base damage and two arrows in an action have 8–16 before defense and further modifiers. The ability gives the Ballista 700 HP. Siege Engineer changes its Attack separately; it does not belong in multiplier M.
Siege: a breach or a tower
Siege Engineer adds +1 Ballista Attack per level and, according to the manual, improves the Catapult wall-hit chance by 2% per level. Keep this separate from the Catapult control ability, which this starting list does not establish. If acquired later, choose between a breach for the army and reduced tower fire. The main tower can only be targeted after both side towers are destroyed.
The machine must support the army’s attack
Use manual targeting to finish a dangerous stack or prepare a target for friendly attackers. Watch ATB and actual creature reach: removing an enemy is especially valuable when it prevents its next action. A replacement Ballista normally costs 1,500 gold in Haven, also the factory price. Compare replacement needs with reinforcements and the Ballista ability’s post-battle restoration rule.
Use movement and scouting first: open a safe route, reach an important objective and shorten reinforcement travel. Check the assigned army before fighting.
Secondary role: Main commander if movement is supported by skills suited to the main army.
What the profile establishes
Specialty · Pathfinder
Adds 1% movement points per two levels. Measure its value by a reached objective or a day saved.
Listed starting skills
Basic Counterstrike
Advanced Logistics
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Advanced Logistics · Basic Counterstrike. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Bertrand suits the Footman / Squire / Vindicator line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.
What the profile establishes
Specialty · Infantry Commander
Footmen / Squires / Vindicators: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.
Listed starting skills
Basic Counterstrike
Basic Defense
Evasion
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.
Skills I would build around: Basic Defense · Basic Counterstrike. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.
Use movement and scouting first: open a safe route, reach an important objective and shorten reinforcement travel. Check the assigned army before fighting.
Secondary role: Main commander if movement is supported by skills suited to the main army.
What the profile establishes
Specialty · Pathfinder
Adds 1% movement points per two levels. Measure its value by a reached objective or a day saved.
Listed starting skills
Basic Counterstrike
Basic Attack
Tactics
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Counterstrike · Basic Attack. Match further choices to available ranks and the current army.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.
What the profile establishes
Specialty · Windrider
Improves Haste’s effect by 1% per level. Check whether the initiative change brings an extra action before the decisive attack.
Listed starting skills
Basic Counterstrike
Basic Attack
Tactics
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Attack · Tactics. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.
HasteSpell / warcry in the reference profileSpell specialty
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.
What the profile establishes
Specialty · Vessel Of Elrath
After Light Magic, adds Divine Vengeance against a random eligible enemy stack that has already killed a creature. Do not rely on it without an eligible target.
Listed starting skills
Basic Counterstrike
Basic Light Magic
Basic Attack
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Skills I would build around: Basic Light Magic · Basic Counterstrike. Match further choices to available ranks and the current army.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Gabrielle suits the Griffin / Imperial Griffin / Battle Griffin line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.
What the profile establishes
Specialty · Griffin Trainer
Griffins / Imperial Griffins / Battle Griffins: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field. Also gives basic Griffins Battle Dive.
Listed starting skills
Advanced Counterstrike
Basic Leadership
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.
Skills I would build around: Advanced Counterstrike · Basic Leadership. Match further choices to available ranks and the current army.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.
Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.
What the profile establishes
Specialty · Paragon Knight
Benediction scales with level and Light Magic costs 1 less mana. Compare army support with other uses of the hero’s action.
Listed starting skills
Basic Counterstrike
Basic Leadership
Basic Light Magic
Benediction
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Skills I would build around: Basic Light Magic · Basic Counterstrike. Match further choices to available ranks and the current army.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.
What the profile establishes
Specialty · Suzerain
Provides 250 gold daily and a Haven Training discount of 2% per level. Training still requires the appropriate town and conditions.
Listed starting skills
Basic Counterstrike
Advanced Leadership
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Counterstrike · Advanced Leadership. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.
What the profile establishes
Specialty · Dragonblessed
Friendly creatures have Bless throughout combat. This belongs to a separate Isabel variant, not to every version of her.
Listed starting skills
Basic Counterstrike
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Counterstrike. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Laszlo suits the Footman / Squire / Vindicator line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.
What the profile establishes
Specialty · Infantry Commander
Footmen / Squires / Vindicators: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.
Listed starting skills
Basic Counterstrike
Basic Attack
Tactics
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.
Skills I would build around: Basic Attack · Tactics. Match further choices to available ranks and the current army.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.
Lorenzo suits the Archer / Marksman / Crossbowman line. Protect their firing space and focus on a target whose removal prevents the next enemy action. Reassess the specialty when replacing the whole recruitment line.
What the profile establishes
Specialty · Archer Commander
Archers / Marksmen / Crossbowmen: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.
Listed starting skills
Basic Counterstrike
Basic Attack
Archery
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.
Skills I would build around: Basic Attack · Archery. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Machines listed in the manual profile
Ammo CartExplicitly listed machine · check mission state separately
Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.
Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.
What the profile establishes
Specialty · Suzerain
Provides 250 gold daily and a Haven Training discount of 2% per level. Training still requires the appropriate town and conditions.
Listed starting skills
Expert Counterstrike
Advanced Leadership
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Expert Counterstrike · Advanced Leadership. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Orlando suits the Griffin / Imperial Griffin / Battle Griffin line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.
What the profile establishes
Specialty · Griffin Trainer
Griffins / Imperial Griffins / Battle Griffins: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field. Also gives basic Griffins Battle Dive.
Listed starting skills
Basic Counterstrike
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.
Skills I would build around: Basic Counterstrike. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.
Use movement and scouting first: open a safe route, reach an important objective and shorten reinforcement travel. Check the assigned army before fighting.
Secondary role: Main commander if movement is supported by skills suited to the main army.
What the profile establishes
Specialty · Pathfinder
Adds 1% movement points per two levels. Measure its value by a reached objective or a day saved.
Listed starting skills
Basic Counterstrike
Basic Leadership
Recruitment
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Counterstrike · Basic Leadership. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.
What the profile establishes
Specialty · Cavalry Commander
Improves the jousting bonus of Cavaliers, Paladins and Champions with level, and strengthens Retaliation Strike. Allow room to charge and time retaliation carefully.
Listed starting skills
Basic Counterstrike
Basic Attack
Retaliation Strike
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Attack · Basic Counterstrike. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.
What the profile establishes
Specialty · Mindreaver
Confusion also removes mana from the target equal to hero level. Relevant against a target that uses mana and still has some left.
Listed starting skills
Basic Gating
Basic Sorcery
Mana Regeneration
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Gating · Basic Sorcery. Match further choices to available ranks and the current army.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Use Deleb where the Ballista has room to fire repeatedly. Its hits trigger Fireball, so inspect the area around the target too. The manual lists a Ballista and Advanced War Machines, but does not list the separate Ballista ability for manual target selection.
What the profile establishes
Specialty · Iron Maiden
Ballista hits add Fireball, whose Spellpower grows every five levels. Account for nearby stacks as well as the main target.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Protect the machine first, then compare further War Machines mastery with the separate Ballista control ability. The fire effect is a triggered specialty; it does not establish a learned Fireball in the spellbook. The basic Ballista damage calculator excludes this additional effect.
Skills I would build around:Advanced War Machines · Basic Gating. Match further choices to available ranks and the current army.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
Detailed game plan · Deleb: arrow damage, triggered Fireball and machine survival
The following is our tactical analysis of the sourced profile. Choices depend on the actual map, learned spells and army; linked cards provide rules and references.
Check the machine and its control ability
The manual lists a Ballista, Ammo Cart, Advanced War Machines and Basic Gating. It does not list the separate Ballista ability. Plan early fights around automatic target selection; ownership and higher War Machines mastery do not themselves enable manual control. Check the actual campaign entry state separately.
Separate the arrow base from the final hit
The listed Attack 2 and Knowledge 2 give M = 4. At Advanced mastery, one arrow’s base damage is 8–20 before target defense, specialties and further modifiers. Without the Ballista ability, this means one shot per action and 450 machine HP. The Ammo Cart gives shooters, including the Ballista, +2 Attack; this is not +2 to the hero’s Attack in multiplier M.
Fireball is a triggered specialty effect
Iron Maiden adds a Fireball effect to Ballista hits. The manual increases its Spellpower by one every five hero levels. This relationship does not mean Deleb has learned Fireball for manual casting. Consider the area around likely targets before combat; the basic arrow damage calculator does not include this extra area effect.
Keep the plan from collapsing with the machine
Judge Imps and Horned Demons by whether they help secure another useful army or machine action. Check ATB order; Initiative and Speed are different values. Compare acquiring Ballista with higher War Machines mastery. A new Ballista normally costs 1,500 gold in Inferno or at a factory, and Iron Maiden alone does not guarantee restoration after destruction.
Grawl suits the Hell Hound / Cerberus / Firehound line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.
What the profile establishes
Specialty · Hound Master
Hell Hounds / Cerberi / Firehounds: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.
Listed starting skills
Basic Gating
Advanced Destructive Magic
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.
Skills I would build around: Basic Gating · Advanced Destructive Magic. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.
Use movement and scouting first: open a safe route, reach an important objective and shorten reinforcement travel. Check the assigned army before fighting.
Secondary role: Main commander if movement is supported by skills suited to the main army.
What the profile establishes
Specialty · Rusher
Starts with +5% movement and adds 1% every four levels. Teleport costs half the mana. Separate adventure movement from moving a troop in combat.
Listed starting skills
Basic Gating
Basic Logistics
Pathfinding
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Logistics · Basic Gating. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.
TeleportationSpell / warcry in the reference profile
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Jezebeth suits the Succubus / Succubus Mistress / Succubus Seducer line. Protect their firing space and focus on a target whose removal prevents the next enemy action. Reassess the specialty when replacing the whole recruitment line.
What the profile establishes
Specialty · Temptress
Succubi / Succubus Mistresses / Succubus Seducers: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.
Listed starting skills
Basic Gating
Basic Sorcery
Magic Insight
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.
Skills I would build around: Basic Gating · Basic Sorcery. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Machines listed in the manual profile
First Aid TentExplicitly listed machine · check mission state separately
Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.
Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.
What the profile establishes
Specialty · Spellbreaker
The army gains 5% Magic Resistance plus 1% per level. Resistance is not certainty; prepare for a hostile spell that succeeds.
Listed starting skills
Basic Gating
Basic Defense
Protection
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Defense · Basic Gating. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.
What the profile establishes
Specialty · Chosen of Chaos
Adds +1 Luck to the army and prevents the opposing hero from using Tactics. Check the deployment advantage before combat.
Listed starting skills
Basic Gating
Basic Attack
Tactics
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Attack · Tactics. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.
What the profile establishes
Specialty · Gate Keeper
Increases creatures called through Gating by 1% per level. These summoned stacks are separate from permanent town recruitment.
Listed starting skills
Basic Gating
Basic Luck
Magic Resistance
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Gating · Basic Luck. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.
What the profile establishes
Specialty · Aura of Swiftness
Adds 1% initiative per level to the army. Acting sooner does not increase movement range.
Listed starting skills
Basic Gating
Basic Attack
Battle Frenzy
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Attack · Basic Gating. Match further choices to available ranks and the current army.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.
What the profile establishes
Specialty · Gate Keeper
Increases creatures called through Gating by 1% per level. These summoned stacks are separate from permanent town recruitment.
Listed starting skills
Basic Gating
Basic Luck
Magic Resistance
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Gating · Basic Luck. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.
What the profile establishes
Specialty · Mindreaver
Confusion also removes mana from the target equal to hero level. Relevant against a target that uses mana and still has some left.
Listed starting skills
Basic Gating
Basic Dark Magic
Master of Mind
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Skills I would build around: Basic Dark Magic · Basic Gating. Match further choices to available ranks and the current army.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.
What the profile establishes
Specialty · Aura of Swiftness
Adds 1% initiative per level to the army. Acting sooner does not increase movement range.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around:Basic War Machines · Basic Gating. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.
What the profile establishes
Specialty · Aura of Swiftness
Adds 1% initiative per level to the army. Acting sooner does not increase movement range.
Listed starting skills
Basic Gating
Basic Attack
Battle Frenzy
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Attack · Basic Gating. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.
What the profile establishes
Specialty · Spellbreaker
The army gains 5% Magic Resistance plus 1% per level. Resistance is not certainty; prepare for a hostile spell that succeeds.
Listed starting skills
Basic Gating
Basic Defense
Protection
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Defense · Basic Gating. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Machines listed in the manual profile
First Aid TentExplicitly listed machine · check mission state separately
Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.
Spells and suitable equipment
The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.
Fist of WrathSpell / warcry in the reference profile
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.
What the profile establishes
Specialty · Banshee
Strengthens Banshee Howl with level. Compare its effect with the value of another spell at that moment.
Listed starting skills
Basic Necromancy
Basic Dark Magic
Banshee Howl
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Skills I would build around: Basic Dark Magic · Basic Necromancy. Match further choices to available ranks and the current army.
Account for the difference between living and undead troops. Temporarily restored living reinforcements do not guarantee the army survives after battle.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Consider Kaspar for a Necropolis army intended to fight several battles with fewer losses. The First Aid Tent heals 5 extra HP per hero level. The manual lists both the tent and First Aid; budget the three healing actions around which stack they can keep fighting.
What the profile establishes
Specialty · Embalmer
First Aid Tent heals 5 extra health per level; Plague Tent damage also improves. The tent must be available.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Before healing again, compare whether the stack survives until the tent’s next action and how many uses remain. First Aid provides control and recovery under its own rules; the specialty increases the healing value. Plague Tent is a further conditional option against enemies, not established by Kaspar’s listed start.
Skills I would build around:Basic War Machines · Basic Necromancy. Match further choices to available ranks and the current army.
Account for the difference between living and undead troops. Temporarily restored living reinforcements do not guarantee the army survives after battle.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
Detailed game plan · Kaspar: three tent actions and a plan for fewer losses
The following is our tactical analysis of the sourced profile. Choices depend on the actual map, learned spells and army; linked cards provide rules and references.
The tent, First Aid and a spell are separate resources
Kaspar’s manual profile lists a First Aid Tent, Basic War Machines, First Aid and Raise Dead. First Aid controls the tent and its recovery under the ability rules; Raise Dead is a separate hero action with its own requirements and mana. A campaign can alter the actual start, so check both the machine and spellbook before leaving.
Calculate the healing budget and timing
Basic War Machines gives the tent a 20 HP healing value; Embalmer adds 5 HP per hero level. At level one this means 25 HP per action before further changes and wasted excess. The tent has three healing actions, allowing at most 75 allocated HP in this example. The recipient must survive until each later action; the total is not instantaneous healing.
Compare saving the stack with removing the threat
Choose Skeletons or Zombies where healing preserves another important attack or their position in melee. Use ATB order and the next enemy hit to decide. Advanced War Machines adds cleansing of weaker curses; Expert extends removal to Dark Magic through level three. Basic mastery is not complete cleansing or protection against every subsequent spell.
Treat Plague Tent as a separate further choice
The manual allows a Necromancer to acquire Plague Tent with First Aid as its prerequisite. Its damage follows the healing value and benefits from Embalmer, but Kaspar’s listed start does not include Plague Tent. Compare future use against enemies with friendly losses prevented. A new First Aid Tent normally costs 500 gold in Necropolis or at a factory; First Aid also has its own post-battle restoration rule.
Lucretia suits the Vampire / Vampire Lord / Vampire Prince line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.
What the profile establishes
Specialty · Vampire Princess
Vampires / Vampire Lords / Vampire Princes: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.
Listed starting skills
Basic Necromancy
Basic Sorcery
Mana Regeneration
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.
Skills I would build around: Basic Necromancy · Basic Sorcery. Match further choices to available ranks and the current army.
Account for the difference between living and undead troops. Temporarily restored living reinforcements do not guarantee the army survives after battle.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.
The trigger is an entire enemy stack’s destruction. Friendly Ghosts replace it in a hero-level-dependent number and remain for this combat. Compare finishing one stack with spreading damage among several stacks that can still act. Do not include these Ghosts in the permanent post-battle army.
What the profile establishes
Specialty · Soulhunter
A destroyed enemy stack is replaced by temporary friendly Ghosts. Their number scales with level; they are not permanent reinforcements.
Listed starting skills
Basic Necromancy
Basic Summoning Magic
Basic Dark Magic
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Necromancy · Basic Summoning Magic. Match further choices to available ranks and the current army.
Account for the difference between living and undead troops. Temporarily restored living reinforcements do not guarantee the army survives after battle.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The trigger is an entire enemy stack’s destruction. Friendly Ghosts replace it in a hero-level-dependent number and remain for this combat. Compare finishing one stack with spreading damage among several stacks that can still act. Do not include these Ghosts in the permanent post-battle army.
Orson suits the Zombie / Plague Zombie / Rot Zombie line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.
What the profile establishes
Specialty · Zombie Lord
Zombies / Plague Zombies / Rot Zombies: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.
Listed starting skills
Basic Necromancy
Basic Defense
Vitality
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.
Skills I would build around: Basic Defense · Basic Necromancy. Match further choices to available ranks and the current army.
Account for the difference between living and undead troops. Temporarily restored living reinforcements do not guarantee the army survives after battle.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.
Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.
What the profile establishes
Specialty · Souldrinker
Weakness also reduces Defense by 1 per three levels, starting at level 1. A follow-up physical attack can exploit both penalties.
Listed starting skills
Basic Necromancy
Basic Destructive Magic
Basic Dark Magic
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Skills I would build around: Basic Destructive Magic · Basic Dark Magic. Match further choices to available ranks and the current army.
Account for the difference between living and undead troops. Temporarily restored living reinforcements do not guarantee the army survives after battle.
WeaknessSpell / warcry in the reference profileSpell specialty
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.
What the profile establishes
Specialty · Reanimator
Raise Dead uses higher effective Spellpower, +1 per five levels starting at level 1. Check available mana and the target stack.
Listed starting skills
Basic Necromancy
Basic Summoning Magic
Master of Life
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Skills I would build around: Basic Summoning Magic · Basic Necromancy. Match further choices to available ranks and the current army.
Account for the difference between living and undead troops. Temporarily restored living reinforcements do not guarantee the army survives after battle.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.
Raise DeadSpell / warcry in the reference profileSpell specialty
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.
What the profile establishes
Specialty · Spellwringer
An enemy cast may lock that spell out of the opposing spellbook for the rest of combat. The chance rises with level and is lower for higher-circle spells.
Listed starting skills
Basic Necromancy
Basic Enlightenment
Arcane Intuition
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Skills I would build around: Basic Enlightenment · Basic Necromancy. Match further choices to available ranks and the current army.
Account for the difference between living and undead troops. Temporarily restored living reinforcements do not guarantee the army survives after battle.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.
What the profile establishes
Specialty · Avatar Of Death
Summons a special creature whose power scales with level. Its death drains the hero’s mana; assess that risk before summoning.
Listed starting skills
Basic Necromancy
Basic Summoning Magic
Basic Dark Magic
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Skills I would build around: Basic Summoning Magic · Basic Dark Magic. Match further choices to available ranks and the current army.
Account for the difference between living and undead troops. Temporarily restored living reinforcements do not guarantee the army survives after battle.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The trigger is an entire enemy stack’s destruction. Friendly Ghosts replace it in a hero-level-dependent number and remain for this combat. Compare finishing one stack with spreading damage among several stacks that can still act. Do not include these Ghosts in the permanent post-battle army.
What the profile establishes
Specialty · Soulhunter
A destroyed enemy stack is replaced by temporary friendly Ghosts. Their number scales with level; they are not permanent reinforcements.
Listed starting skills
Basic Necromancy
Basic Summoning Magic
Basic Attack
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Attack · Basic Necromancy. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The trigger is an entire enemy stack’s destruction. Friendly Ghosts replace it in a hero-level-dependent number and remain for this combat. Compare finishing one stack with spreading damage among several stacks that can still act. Do not include these Ghosts in the permanent post-battle army.
Choose this magical class around spells actually available on the map. This named profile’s exact spell start is not established here; check the spellbook, preparation and casting reserve before departure.
What the profile establishes
Specialty · Death Lord
Neutral undead join in a proportion of 50% of the initial stack plus 2% per level. This concerns eligible neutrals, not every hostile army.
Listed starting skills
Basic Necromancy
Basic Leadership
Diplomacy
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Skills I would build around: Basic Necromancy · Basic Leadership. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.
What the profile establishes
Specialty · Reanimator
Raise Dead uses higher effective Spellpower, +1 per five levels starting at level 1. Check available mana and the target stack.
Listed starting skills
Basic Necromancy
Basic Summoning Magic
Master of Life
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Skills I would build around: Basic Summoning Magic · Basic Necromancy. Match further choices to available ranks and the current army.
Account for the difference between living and undead troops. Temporarily restored living reinforcements do not guarantee the army survives after battle.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.
Raise DeadSpell / warcry in the reference profileSpell specialty
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Ornella suits the Vampire / Vampire Lord / Vampire Prince line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.
What the profile establishes
Specialty · Vampire Princess
Vampires / Vampire Lords / Vampire Princes: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.
Listed starting skills
Basic Necromancy
Basic Dark Magic
Fallen Knight
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.
Skills I would build around: Basic Necromancy · Basic Dark Magic. Match further choices to available ranks and the current army.
Account for the difference between living and undead troops. Temporarily restored living reinforcements do not guarantee the army survives after battle.
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.
Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.
What the profile establishes
Specialty · Blood Drinker
Destroying an enemy stack increases friendly Attack according to level; summoned stacks also count. Distinguish an entire stack’s destruction from killing one creature.
Listed starting skills
Basic Blood Rage
Basic Attack
Archery
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Attack · Archery. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Gorshak suits the Slayer / Executioner / Chieftain line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.
What the profile establishes
Specialty · Blade of the Khan
Slayers / Executioners / Chieftains: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.
Listed starting skills
Advanced Blood Rage
Powerful Blow
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.
Skills I would build around: Advanced Blood Rage · Powerful Blow. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.
Haggash suits the Centaur / Centaur Nomad / Centaur Marauder line. Protect their firing space and focus on a target whose removal prevents the next enemy action. Reassess the specialty when replacing the whole recruitment line.
What the profile establishes
Specialty · Centaur Commander
Centaurs / Centaur Nomads / Centaur Marauders: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field. They also gain 1% starting initiative per level.
Listed starting skills
Basic Blood Rage
Basic Attack
Memory of our Blood
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.
Skills I would build around: Basic Attack · Basic Blood Rage. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.
The weekly reinforcement count equals hero level. Upgraded reinforcements require upgraded Goblins already present, with priority given to Goblin Trappers. Check the actual army before the new week; these are not three simultaneous recruitment rewards. The manual also lowers Goblin betrayal chance by 1% per level.
What the profile establishes
Specialty · Goblin King
Adds Goblins weekly equal to hero level and lowers betrayal chance by 1% per level. Reinforcement type depends on upgraded Goblins already present.
Listed starting skills
Basic Blood Rage
Basic Leadership
Recruitment
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Blood Rage · Basic Leadership. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Machines listed in the manual profile
Ammo CartExplicitly listed machine · check mission state separately
Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The weekly reinforcement count equals hero level. Upgraded reinforcements require upgraded Goblins already present, with priority given to Goblin Trappers. Check the actual army before the new week; these are not three simultaneous recruitment rewards. The manual also lowers Goblin betrayal chance by 1% per level.
Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.
What the profile establishes
Specialty · Pounder
Performs a special melee attack at combat start. The hero’s attacks also gain 5% damage per level.
Listed starting skills
Basic Blood Rage
Basic Attack
Battle Frenzy
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Attack · Basic Blood Rage. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
The corrected manual typography gives Wyverns, Foul Wyverns and Paokais +2 HP per hero level, starting at level 1. At level 10 that is +20 HP per creature in this line before other modifiers. Page 60 corrects the previous value. Account for the separate Vitality ability and other bonuses independently.
What the profile establishes
Specialty · Wyvern Tamer
The corrected manual gives Wyverns, Foul Wyverns and Paokais +2 HP per hero level, starting at level 1. Keep their different abilities and resistances separate.
Listed starting skills
Basic Blood Rage
Basic Defense
Vitality
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Defense · Basic Blood Rage. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The corrected manual typography gives Wyverns, Foul Wyverns and Paokais +2 HP per hero level, starting at level 1. At level 10 that is +20 HP per creature in this line before other modifiers. Page 60 corrects the previous value. Account for the separate Vitality ability and other bonuses independently.
Verify the manual correction
On the original page 60, the old +1 and the word “two” are struck out, while the replacement +2 is underlined. Checking the original vector typography confirms +2 HP per level from level 1. The plain PDF text contains both versions at once.
Telsek suits the Warrior / Mauler / Warmonger line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.
What the profile establishes
Specialty · Fist of the Khan
Warriors / Maulers / Warmongers: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.
Skills I would build around:Basic War Machines · Basic Blood Rage. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Machines listed in the manual profile
BallistaExplicitly listed machine · check mission state separately
Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.
Use movement and scouting first: open a safe route, reach an important objective and shorten reinforcement travel. Check the assigned army before fighting.
Secondary role: Main commander if movement is supported by skills suited to the main army.
What the profile establishes
Specialty · Tracker
Adds level-dependent movement points and reduces foreign-terrain penalties by 2% per level. The result depends on the route’s terrain.
Listed starting skills
Basic Blood Rage
Basic Logistics
Pathfinding
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Logistics · Basic Blood Rage. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.
What the profile establishes
Specialty · Warchief
Warcries cost less mana and grant more Rage with level. Consider both timing and mana needed for the next battle.
Listed starting skills
Advanced Blood Rage
Basic Shout
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Advanced Blood Rage · Basic Shout. Match further choices to available ranks and the current army.
Rallying CrySpell / warcry in the reference profile
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.
What the profile establishes
Specialty · Demon Hunter
Demonic troops present in combat accelerate friendly Demonic Rage gain. Do not apply the bonus when that condition is absent.
Listed starting skills
Basic Blood Rage
Basic Enlightenment
Memory of our Blood
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Blood Rage · Basic Enlightenment. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Machines listed in the manual profile
First Aid TentExplicitly listed machine · check mission state separately
Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Kunyak suits the Slayer / Executioner / Chieftain line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.
What the profile establishes
Specialty · Blade of the Khan
Slayers / Executioners / Chieftains: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.
Listed starting skills
Advanced Blood Rage
Powerful Blow
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.
Skills I would build around: Advanced Blood Rage · Powerful Blow. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.
Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.
What the profile establishes
Specialty · Blood Drinker
Destroying an enemy stack increases friendly Attack according to level; summoned stacks also count. Distinguish an entire stack’s destruction from killing one creature.
Listed starting skills
Basic Blood Rage
Basic Leadership
Basic Attack
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Attack · Basic Blood Rage. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Machines listed in the manual profile
BallistaExplicitly listed machine · check mission state separately
Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.
What the profile establishes
Specialty · Sword of Sylanna
Sylvan creatures gain 2% damage per level against favoured enemies. Check which favoured enemy is actually selected.
Listed starting skills
Basic Avenger
Basic Defense
Protection
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Defense · Basic Avenger. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.
What the profile establishes
Specialty · Swarm Queen
Strengthens Wasp Swarm with level. Evaluate both its hit and the target stack’s timing.
Listed starting skills
Basic Avenger
Basic Summoning Magic
Master of Conjuration
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose support by the decisive target and remaining casts. Build on a school actually established in the profile; a listed spell alone does not establish every mastery rank.
Skills I would build around: Basic Summoning Magic · Basic Avenger. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.
Wasp SwarmSpell / warcry in the reference profileSpell specialty
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Gilraen suits the Blade Dancer / War Dancer / Wind Dancer line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.
What the profile establishes
Specialty · Blade Master
Blade Dancers / War Dancers / Wind Dancers: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.
Listed starting skills
Basic Avenger
Basic Defense
Protection
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.
Skills I would build around: Basic Defense · Basic Avenger. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.
Ossir suits the Hunter / Master Hunter / Arcane Archer line. Protect their firing space and focus on a target whose removal prevents the next enemy action. Reassess the specialty when replacing the whole recruitment line.
What the profile establishes
Specialty · Master of the Hunt
Hunters / Master Hunters / Arcane Archers: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.
Listed starting skills
Basic Avenger
Basic Luck
Magic Resistance
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.
Skills I would build around: Basic Avenger · Basic Luck. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.
Enraged is granted to the three named lines and all their ordinary upgrades: Blade Dancers, Hunters and Druids, covering nine specific forms. When changing the army, check how many of them you actually field. This selection does not automatically change other friendly creatures’ abilities; account separately for permanent army losses.
What the profile establishes
Specialty · Elven Fury
Blade Dancers, Hunters and Druids, including upgrades, gain Enraged. It does not automatically cover every creature in the army.
Listed starting skills
Basic Avenger
Basic Leadership
Recruitment
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Avenger · Basic Leadership. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Machines listed in the manual profile
BallistaExplicitly listed machine · check mission state separately
Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
Enraged is granted to the three named lines and all their ordinary upgrades: Blade Dancers, Hunters and Druids, covering nine specific forms. When changing the army, check how many of them you actually field. This selection does not automatically change other friendly creatures’ abilities; account separately for permanent army losses.
Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.
What the profile establishes
Specialty · Battle-Hardened
Increases battle experience by 2% per level. This is not the same bonus to every adventure-map experience source.
Listed starting skills
Basic Avenger
Basic Enlightenment
Intelligence
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Avenger · Basic Enlightenment. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.
What the profile establishes
Specialty · Swift Striker
Adds 1% starting initiative per level. This concerns combat opening, not a permanent increase to movement range.
Listed starting skills
Basic Avenger
Basic Attack
Tactics
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Attack · Tactics. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Ylthin suits the Unicorn / Silver Unicorn / Pristine Unicorn line. Prepare a reachable target and compare retaliation with available follow-up attacks. Choose upgrades by abilities and cost too; the specialty alone does not fix a bad engagement.
What the profile establishes
Specialty · Unicorn Maiden
Unicorns / Silver Unicorns / Pristine Unicorns: +1 Attack and +1 Defense per two hero levels, with the first bonus at level 1. Its practical value depends on how many of these troops you field.
Listed starting skills
Basic Avenger
Basic Light Magic
Master of Blessings
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Maintain reinforcements for this line first. Then build on the listed skills and choose offensive or defensive support for the actual opponent. The specialty’s numerical effect is explained with the connected creatures.
Skills I would build around: Basic Avenger · Basic Light Magic. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Machines listed in the manual profile
First Aid TentExplicitly listed machine · check mission state separately
Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
The 3.1 manual names all three forms in this line. Under this hero, they gain +1 Attack and +1 Defense at levels 1, 3, 5 and every two levels thereafter: +5 to both at level 10 and +10 at level 20. This is a flat bonus, separate from percentage growth or the +1 Speed in Heroes III. The specialty does not confirm starting ownership; compare both upgrades by cost and abilities. The specialty description above covers this hero’s additional effects.
Enraged is granted to the three named lines and all their ordinary upgrades: Blade Dancers, Hunters and Druids, covering nine specific forms. When changing the army, check how many of them you actually field. This selection does not automatically change other friendly creatures’ abilities; account separately for permanent army losses.
What the profile establishes
Specialty · Elven Fury
Blade Dancers, Hunters and Druids, including upgrades, gain Enraged. It does not automatically cover every creature in the army.
Listed starting skills
Basic Avenger
Basic Leadership
Recruitment
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Avenger · Basic Leadership. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Machines listed in the manual profile
BallistaExplicitly listed machine · check mission state separately
Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.
Enraged is granted to the three named lines and all their ordinary upgrades: Blade Dancers, Hunters and Druids, covering nine specific forms. When changing the army, check how many of them you actually field. This selection does not automatically change other friendly creatures’ abilities; account separately for permanent army losses.
Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.
What the profile establishes
Specialty · Storm of Arrows
Provides an opening ranged strike from Sylvan shooters, with level-dependent total damage. Check that those shooters are actually present.
Listed starting skills
Basic Avenger
Basic Attack
Tactics
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Attack · Tactics. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Machines listed in the manual profile
Ammo CartExplicitly listed machine · check mission state separately
Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Manage the army through ATB: who acts next, who can reach a target and who survives until another turn. Initiative governs timing and Speed governs reach. Compare both upgrades by their actual abilities.
What the profile establishes
Specialty · Swift Striker
Adds 1% starting initiative per level. This concerns combat opening, not a permanent increase to movement range.
Listed starting skills
Basic Avenger
Basic Attack
Tactics
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Attack · Tactics. Match further choices to available ranks and the current army.
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Tribes of the East 3.1 manual: 64 standard heroes and 49 additional profiles including campaign variants. Skills and four attributes describe the manual profile, not a guaranteed state on entering every mission.
Profile count is not the number of unique people: a different campaign version can have its own card. This inventory does not include every scenario’s starting armies or every specialty formula.