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===Heroes III - THE GAME. THE LEGEND. (/v/ has a hardon for it, so do we)=== Three years have passed since Heroes II, and after this another sequel appeared, in conjunction with the RPG Might and Magic 7 which takes place a few years after the game ended. (In a similar way, Might and Magic 6 happens a few years after Heroes II ends and Heroes III begins.) Thus appeared Heroes of Might and Magic III: The Restoration of Erathia, and hit the store shelves with the power of a cyclonic torpedo. Not only eight cities were present in the game with two types of Heroes for each (one of MIGHT like the Knight or Barbarian, and one of MAGIC like Necromancer or Wizard), it also ran extremely fast on any PC and still had beautiful graphics. It took all the best elements from the two previous games, refurbished them and added things such as Undergrounds for exploration and places that would give out for free certain Talents such as Witch Huts and Learning Stones that would give free experience, as well as buildings that allowed to be interacted with like Academies or Hill Forts that respectfully could raise the MIGHT capabilities of a Hero and upgrade units without the need to upgrade structures in the cities. If you are hard up for resources and can't expand, all towns have a little investment building called "Resource Silo" which gives a tiny trickle of much needed specific resource a faction needs. '''Fun fact''': one of the available Necromancers (Necropolis Magic hero) is named [[Nagash]]. "The Devils" from the good ol' Might and Magic 6 are revealed to be alien invaders named <s>Klingons</s> Kreegan whose ships are [[Rok|meteor-shaped colony bases]] and slam into the world. So the second game's winner, Roland has a [[-4 Str|warrior wife]] named Catherine who [[gets shit done]] and starts to fight back. The war is cut short when the Necromancers of Deyja try to have their slice of the cake and get their teeth kicked in as Kreegans retreat to northeast. Even today, TWO decades after, the game is regularly played and enjoyed by its old fans, and there is a whole Russian remake mod called Wake of the Gods...(but then [[Tau|those filthy commies]] are making a push for every fantasy strategy game in existence). Heroes III was a step up not only in graphics, but also in scale and generosity. Towns gave more income, more creatures, events and opportunities. Resources are much more plentiful, making the start of every game a beautiful adventure with meadows, [[Rogue Trader|glittering treasures, mysteries to unlock and beautiful adventures]]. I'm not crying, it's just dust in my eye. Of course, the sequel brought signs of a slow decay of the series, but we'll get to that: You see, the interlude RPG game named Might and Magic 7 was planned to have the Dark Side Ending as canon where the adventurers repair a Heavenly Forge (Star Trek replicator, yes, the whole series was officially in Star Trek universe, surprise!), and start conquering the world with a new Town called Forge, armed with modern guns. A bunch of autistic screeching faggotrons threatened 3DO with death (yes), and the company scrapped every reference to Ancients and technology from now on. Might and Magic 8 would only have ONE retarded reference, a cyborg that tries to destroy worlds infected by Kreegans and completely ruining the plot. Ever since that day, we are looking for the responsible ones to kill for ruining an entire franchise. The same year saw Armageddon's Blade, the first expansion to Heroes III, that added the ninth city, Conflux with its elementals along with the Planeswalkers and Elementalists. Canonically, Good Ending of M&M7 happened, making the heroes fuck off to space and back to a space station, somehow leaving the Ancient's Gate to the stars, their own world behind and forgetting to leave a bunch of [[Lasgun|Ancient Weapons]] for the human kingdom, the ungrateful faggots. The surviving demons were retconned into terrestrial elemental horrors rather than aliens and attempted another unholy crusade the turn the world into lava. Queen Catherine leads the last remnants of human armies loyal to her against a new Kreegan resurgence, and Kreegan General Xeron makes a superweapon sword, Armageddon's blade which nukes the battlefields on turn one. Elven ranger Gelu and Catherine reach out to Elemental Leaders, and corner and kill Xeron, taking the sword. Lucifer Kreegan, king of Demons calls the Warlocks of Nighon again for help but Gelu yeets Lucifer with the superblade, stops the war, ending Kreegans' unified status as a race. Yay. Enter new neutral creatures that some campaign exclusive Heroes could upgrade certain creatures into (like all sorts of archers into Sharpshooters, or Monks and Mages into Enchanters), or new artefacts and campaigns. Reactions were mixed, and disappointed, more to come. Elementalist towns are often banned from Multiplayer due to CHEESE grade units that can faceroll even the Necropolis. 2000 was the year where Shadows of Death, the second expansion to Heroes III, appeared. It didn't give anything new except for new artefacts and campaigns, though as a little grace had Sandro's tale for a treat (and his CHEEEEESE ability to create POWER LICHES from DEAD LITTLE GOBLINS WHAT THE FUCK). The same year was when Heroes III was re-release along with the expansions as Heroes of Might and Magic III: Complete, as well New World Computing and 3DO released Heroes Chronicles to attract a younger audience to the Heroes series. Chronicles was...how to say it...casual. It was in fact Heroes III: Light and Redundant Edition. A mockery to fans as custom scenarios and multiplayer was not included, not to mention that the level difficulties were low, but the number of bugs were high. Still, despite that the franchise prospered...until that happened. Anyone who finished the campaign would know the Blade of Frost, and Armageddon's Blade would know the world would...
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