You gain new possibilities when you reach level 3, 6, 9, 12 and 15. The number of available combinations is different depending on the faction you choose, but usually it's around 30-40 buildings. What's worth mentioning is that during one game you can have few cities.
Might & Magic III: Isles of Terra Price multipliers x1 Buy x0.5 Sell without Merchant skill x2 Buy with Fizbin x1 Sell with Merchant skill x0.5 Fix when Broken x0 Sell when Broken x0.1 Identify -- Sell when Cursed Weapons and armor in M&M3 is randomly generated from a set of keywords.
Hero strategy: always have 3 main heroes: 1) Main hero with logistics, path-finding, wisdom and earth magic. 2) secondary hero who follows the first and in case some creatures want to join the main army, the secondary hero takes those creatures in his space in order not to loose them and keep the morale of the main hero high.
Fortress (sucky heroes, level 3 magic, all creatures except flies slow) Favourite to Play: 1. Dungeon (Overlords rock the world) 2. Tower (from a strictly strategic viewpoint, this is the funnest faction to play) 3. Stronghold (behoobies have such a delicious crunch when the chomp on critters) 4.
Both heroes start in the underground with a fortress town. Have Zehir go north to capture a second fortress town. Have Wulfstan capture the mines around your first town. Lot's of enemy heroes, yellow, will be teleporting into the underground to attack you. You can't stop them from teleporting in you just have to keep beating them.
Fortress. Units: A decent choice for beginners, especially on small to medium maps. However, intermediate players may find Fortress a frustrating faction to play as they find they hit a ceiling with regard to their army later on in the game. A lot of players have a biased perception of Fortress because of this.
Heroes 5 HoF Strategy: Playing Fortress Faction Moderators note: I have hi-jacked this thread to be part of the forum strategy-discussion thread group. This thread is for discussing the strategy for playing Fortress in Heroes 5 - Hammers of Fate. To discuss Fortress heroes in duel mode, go to Runemages in Duels topic.
Jolly Joker is a long time member of Heroes fan community and has many times proven his high knowledge in Heroes games. His Heroes of Might and Magic III strategy guides are easily the most thorough guides ever written for each of Heroes III faction. They are easy to read, supported with many interesting facts and are useful for beginners and
Fire Magic is a school of magic, along with Earth, Water and Air Magic. There is a special rule in place that offers schools of magic more often as a choice when leveling up than the secondary skill learning percentages suggest: A new school of magic will be offered at least every 4 levels for Might heroes and every 3 levels for Magic heroes.
RPGClassics.com - Might and Magic III. Fortress of Fear Walkthrough. Corak's Notes on Fortress of Fear: The Mummy King hides in a secret vault deep within the walls of the Fortress of Fear. His command over the dead is equalled only by that of the Vampire King. Face the Mummy King and defeat him, for he guards a special hologram card that is
NvFO.