New Features in Heroes 3: Armageddon's Blade Expansion
- 38 New Scenarios
- 6 New Stand-Alone Campaigns
- 26 New Heroes (11 campaign heroes, 16 conflux heroes and 1 new knight)
- 23 New Creatures (13 new neutrals including 4 mighty dragons and 10 new conflux creatures)
- Elemental Conflux Town with it's set of 14 creatures (4 of them are old elementals who get new upgrades though)
- Map editor enchanced, random map generator and campaign editors added.
- New map locations and new map dwellings. Some map locations have been enchanced.
- Heroes that posess the Artillery secondary skill can now control arrow towers during seige combat. It compensates the absence of ballista in seige defence, but still a very nice bonus, those towers are not too intellegent by themselves.
- If a hero currently stands on a trigger of an adventure object, players can revisit the location by pressing the space bar. Particularly usefull for "tax-collector" heroes who can now stand at dwellings/weekly resource sites.
- If you have upgraded your creature structures, you may now choose to recruit either the base level or the upgraded creature. The defeault is to purchace the upgraded creature. Useful if you want to buy some level 7 creatures, but don't have much required resource, only gold. You can upgrade them later with no loss in cash.
- You can drop off creatures at your mines to guard them. Whenever you revisit a mine (by pressing space bar) that belongs to you, you may set creatures to guard it. Similar to placing creatures in a garrison, creatures are removable. This adds a huge new strategic element to the game! You can now prevent weak scouts from capturing your mines without having a fuss of extra mine-defender heroes. When you have too many creatures joining you and they are too good to dismiss, but not too good to keep in the main army, drop some off to guard a mine, you can take them on your way back. Always right-click a defended mine before attacking it to find out about the guardians. Watch your cursor when poining to a mine, you may instinctively send your weak hero to capture it and it appears to be defended... If you want to defend a mine, try to leave some good creatures that shoot or are fast. Shooters are prefferable, enemy will fear them most before attacking. Leaving weak and slow defenders means extra experience for your enemy. Leaving 1 level 7 creature to defend a gold mine is very reasonable: enemy will not know whether there's 1, 2 or 3 of them and scouts will never dare to come near.
- 2 New Artifacts:
|Vial of Dragon Blood - misc - relic|
Gives +5 attack and +5 defence to all dragons under your command
|Armageddon's Blade - right hand - relic|
Gives +3 att, +3 def, +3 sp. power, +6 knowledge, places expert armageddon spell in your spellbook, makes all allied creatures immune to armageddon
- New Knight Hero:
|Sir Mullich||Male Human||Knight||A:0 D:0 S:3 K:3||No Starting Spell|
|All creatures recieve +2 speed in combat||Advanced Leadership|
|Generally stoic, Sir Mullich is prone to spasmodic fits of uncoordinated excitement believed to intimidate his troops into working faster.|