User manual GAMES PC HEROES OF MIGHT AND MAGIC III-THE SHADOW OF DEATH

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Manual abstract: user guide GAMES PC HEROES OF MIGHT AND MAGIC III-THE SHADOW OF DEATH

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[. . . ] USER MANUAL ©2000 The 3DO Company. 3DO, Heroes of Might and Magic, Heroes, Shadow of Death, Armageddon's Blade, GameUpdate, New World Computing, and their respective logos, are trademarks and/or service marks of The 3DO Company in the U. S. All other trademarks belong to their respective owners. New World Computing is a division of The 3DO Company. [. . . ] Sprites strike so quickly; they prevent their enemies from counterstriking. Some attribute this to their stunning beauty instead. 18 SECTION VIII Rogue Name Cost Damage Shots Attack Defense Health Movement Speed Rogue 100 Gold 2-4 None 8 3 10 Ground Swift (6 hexes/turn) Rogues abound in Antagrich. If you are able to employ them in your ranks, you will be able to spy on any nearby enemies simply by right-clicking on them. Storm Elemental Storm Elemental 275 Gold 2-8 24 9 9 25 Ground Very Swift (8 hexes/turn) Storm Elementals are the more powerful cousins to the Air Elementals and fire lightning bolts as their primary attack. They are immune to Blind and Meteor Shower spells, take double damage from Fireball, Lightning Bolt and Chain Lightning spells, and can cast the spell Protection from Air. Description Boar Name Cost Damage Shots Attack Defense Health Movement Speed Boar 150 Gold 2-3 None 6 5 15 Ground Swift (6 hexes/turn) Orcs who have been unable to master the skill of throwing an ax, yet are above the common hack and slash antics of a grunt, are given Boars as mounts to ride into battle. Ice Elemental Ice Elemental 375 Gold 3-7 24 8 10 30 Ground Swift (6 hexes/turn) Because their form is more solid than the Water Elemental, Ice Elementals have the ability to throw deadly ice tridents. These creatures are immune to Ice Ray and Frost Ring spells, but take double damage from Fire Wall, Inferno, Fireball and Fire shield. They can also cast the spell Protection from Water. Description 19 SECTION VIII Mummy Name Cost Damage Shots Attack Defense Health Movement Speed Description Mummy 300 Gold 3-5 None 7 7 30 Ground Slow (5 hexes/turn) Mummies roam the earth seeking vengeance upon those who have disturbed their eternal slumber. Those suffering the attack of the mummy often find themselves 'cursed' and unable to effectively mount a strong attack. Nomad Nomad 200 Gold 2-6 None 9 8 30 Ground Extra Swift (7 hexes/turn) Native to the desert sands, Nomads are fast riders able to traverse sand with the ease most travel over grass. Troll Name Cost Damage Shots Attack Defense Health Movement Speed Description Troll 500 Gold 10-15 None 14 7 40 Ground Extra Swift (7 hexes/turn) Unlike their Enrothian cousins, Antagrich trolls prefer a mor e personal hand-to-hand attack. Like their Enrothian cousins, Antagrich trolls do regenerate damage taken in battle. Energy Elemental Energy Elemental 400 Gold 4-6 None 12 8 35 Flying Very Swift (8 hexes/turn) As the more powerful versions of the Fire Elementals they are immune to all Fire School spells, but take double damage from Ice Ray and Frost Ring. The Energy Elemental gains the ability to fly and can cast the spell Protection from Fire. 20 SECTION VIII Magma Elemental Name Cost Damage Shots Attack Defense Health Movement Speed Description Magma Elemental 500 Gold 6-10 None 11 11 40 Ground Swift (6 hexes/turn) From a source deep beneath the world's surface, roam the Magma Elementals. Magma Elementals take no damage from Lightning Bolt, Chain Lightning, and Firestorm spells, but take double damage from Meteor Storm attacks. Slightly stronger than their earthen counterparts, Magma Elementals can also cast the spell Protection from Earth. Enchanter Enchanter 750 Gold 14-14 32 17 12 30 Ground Ultra Swift (9 hexes/turn) Specially trained by the dragon slayer Dracon, Enchanters ar e an elite fighting force. Recruited from the ranks of Monks, Zealots, Magi, and Arch Magi, these magical warriors are also capable of casting a beneficial mass spell once every three rounds, up to six castings. Sharpshooter Name Cost Damage Shots Attack Defense Health Movement Speed Description Sharpshooter 400 Gold 8-10 32 12 10 15 Ground Ultra Swift (9 hexes/turn) Specially trained by the guerrilla warrior Gelu, Sharpshooters are a select troop. Recruited from the ranks of Archers, Marksmen, Wood Elves, and Grand Elves, Sharpshooters use a huge recursive, compound longbow. More than five feet in length, three bowstrings running through the pulleys on both ends, aid in the power and precision of their attacks. With their training, distance and siege walls are not a hindrance. 21 SECTION VIII Psychic & Magic Elementals Name Cost Damage Shots Attack Defense Health Movement Speed Description Psychic Elementals 750 Gold 10-20 None 15 13 75 Ground Extra Swift (7 hexes/turn) Psychic Elementals are the physical creation and evidence of what many consider the fifth element: thought. These creatures are immune to mind spells, and their attacks overpower the minds of all those surrounding them, causing enough pain to kill. Enemies enduring such an attack rarely are capable of a retaliatory strike. Magic Elementals 800 Gold 15-25 None 15 13 80 Ground Ultra Swift (9 hexes/turn) Magic Elementals are a product of the sixth element: magic. Though their attack is less mysterious than the Psychic Elemental, it is mor e powerful. Magic Elementals are also immune to all forms of magic. Firebirds & Phoenixes Name Cost Damage Shots Attack Defense Health Movement Speed Description Firebirds 1500 Gold 30-40 None 18 18 150 Flying Super Quick (15 hexes/turn) Firebirds are worldly manifestations of creatures from the elemental plane of fire. These magnificent beasts are as quick as fire itself and immune to spells of the same nature. Phoenixes 2000 Gold + 1 Mercury 30-40 None 21 18 200 Flying Blazing Fast(21 hexes/turn) Phoenixes, the more powerful incarnation of the Firebird, can resurrect some of their numbers from the ashes of their own demise. 22 SECTION VIII Faerie & Rust Dragons Name Cost Damage Shots Attack Defense Health Movement Speed Description Faerie Dragon 10000 Gold + 8 Gems 20-30 None 20 20 500 Flying Super Quick (15 hexes/turn) Faerie Dragons are deceptively cute, but in truth, are mischievous tricksters. [. . . ] To adjust the Color Palette: Click on the down arrow at the end of the "Colors" field, select the appropriate setting then click on Apply (located at the lower right area of window). A message may appear: "Windows has adjusted your color display. Do you want to keep this setting?". . . select "YES", then the OK button (Located at the lower left area of window). 32 SECTION XI For the Desktop Area adjustment: Click to the left or right of the slider bar to the recommended Desktop Settings then click on Apply (Located at the lower right area of window). [. . . ]

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