Author: Voici la traduction en anglais :Papyjama (Toulouse, France), 28-06-2025 08:52

HotA with VCMI outdated - The Mysterious Island - Heroes 3 map

Hi!

Thanks a lot for trying to play the map — I’m really sorry it’s not working.

From what I understand, there’s a big gap between the version of HotA emulated through VCMI and the “real” official HotA.

To work properly, the map requires Horn of the Abyss version 1.7.2 or 1.7.3.

As far a
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Author: Johan (Gårdsten, Sweden), 28-06-2025 08:42

Invalid map - The Mysterious Island - Heroes 3 map

Hi! I downloaded your map to try it out and relive good old days with HoMMIII :)

Unfortunately, I cant open the map for some reason, it states invalid map format when I try to open it in the map editor, and it doesnt show up in game ;/

I'm on mac, bought the game, several times, but now u
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Author: Wingman27 , 28-06-2025 05:01

- - Kingdom Siege - The Reckoning! - Heroes 3 map

Hey.

Monster morale is part of the challenge to get Corkes and Mullich free.

If I remember correctly you can defeat the Titans with 7 Nix warriors or more. Possibly even 6.

I hope you enjoy the map, it’s very difficult. I slightly reduced the difficulty in my editor but I haven’t uploade
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Author: Olexandr (Germany), 27-06-2025 23:43

Needs rebalancing - Dragon's Orb 2 - Heroes 3 map

Just in 2 months, The Cloak, DD & Fly.
And Isra as the cherry on top (50%+ Netro). GG.

Other than that, having 2 Teams only makes very limited room for heroes leveling.
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Author: Papyjama (Toulouse, France), 27-06-2025 18:48

My project started in... 1998 - The Mysterious Island - Heroes 3 map

A bit of history behind my map...

As a kid, I was fascinated by Jules Verne’s The Mysterious Island.

When I discovered Heroes II back in 1998, I immediately dreamed of turning that island into a playable map. I even drew a rough sketch at the time — but with the limitations of the XL map size,
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Author: Papyjama (Toulouse, France), 27-06-2025 17:49

Un immense merci à toi, Dr. Picso. - The Mysterious Island - Heroes 3 map

Ton retour me touche profondément — tu as parfaitement saisi l’intention derrière The Mysterious Island. Oui, cette map a grandi avec moi depuis 1998, et la voir aujourd’hui prendre vie entre les mains de joueurs passionnés, c’est un rêve d’enfant qui se réalise.

Merci aussi pour ce rappel histor
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Author: Papyjama (Toulouse, France), 27-06-2025 17:44

Thank you so much, ZePicso - The Mysterious Island - Heroes 3 map

Your words truly mean a lot.
Creating The Mysterious Island was a labor of love, and knowing that it resonates with players like you — especially when shared live with the community — is the best reward I could hope for.

I’m especially glad you picked up on the little secrets, the branching path
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Author: Olexandr (Germany), 27-06-2025 15:13

Stolen candy from a baby - The Sin of the Father - Heroes 3 map

100% agree with the point "It's always a pleasure to find a big map".

But it is definitely not "Difficulty : Impossible" - easy-peasy - every spell, including DD/Fly/WW/TP/Berserk are allowed, as well as all possible artifacts.

It is kind of "HMM3 slasher" -
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Author: Dr. Picso (Montpellier), 27-06-2025 13:50

The Mysterious Island - Un voyage épique inoubliable... - The Mysterious Island - Heroes 3 map

Un joyau de map pour notre jeu préféré...

Une map pensée depuis 1998, esquissée à l’enfance, réalisée aujourd’hui avec une maîtrise bluffante. The Mysterious Island n’est pas juste bien faite — elle est intelligente, riche, pleine de secrets et taillée pour les joueurs les plus aguerris du jeu.
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Author: Picso (France), 27-06-2025 12:50

- Heroes 3 map

The Mysterious Island isn’t just a Heroes III map — it’s a real adventure. A carefully crafted piece of design that feels more like a custom campaign than a standalone scenario.

I’m currently playing it live with the Heroes community, and every session brings its share of surprises, strategic cho
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Author: Papyjama (Toulouse, France), 27-06-2025 12:30

Thank you so much for your detailed and thoughtful feedback across your 3 runs! - The Mysterious Isl - Heroes 3 map

Your insights are incredibly valuable, and it’s thanks to dedicated players like you that projects like this can be refined and improved over time.

I truly appreciate the time and effort you’ve invested in exploring the map so thoroughly — from enjoying the lore to pushing for a speedrun. Your ex
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Author: Alexandr Overchuk , 27-06-2025 11:01

It will be fixed - The Sin of the Father - Heroes 3 map

Ok, i will fix it all soon more...


Author: Alex (Moscow), 27-06-2025 10:57

some mistakes - The Sin of the Father - Heroes 3 map

It's always plesure to find a big map.
Please check the mistakes - at least 6 seer huts without quests, some objects are not accessible. . I understand that some may fill the landscape, but I would like to have confidence that the necessary objects will be accessible.
3 subterranean gates on
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Author: Technocrat , 27-06-2025 01:16

don't engage with bots early on - Might and Magic - Heroes 3 map

Just ignore bots early on, follow the advice messages from events, strenghten your army take 4th town and collect artifacts around various zones. more...


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Heroes 5 Spells and Magic

Destructive Magic
Focuses on direct-damage spells such as Fireball, Meteor Shower and Chain Lightning.

Dark Magic
Curse-oriented school which targets the enemy and reduces their aptitude in combat. Includes spells like Curse and Blind.

Light Magic
Comprised mainly of bless-type spells, such as Haste, but also has direct-damage spells in Holy Word.

Summoning Magic
Encompasses a range of spells dealing with movement and the exploitation of nature among other things. Includes Conjure Phoenix and Wasp Swarm.

Adventure Map Spells
Lists spells that can be used outside of combat

Destructive Magic

Eldritch Arrow Eldritch Arrow

Shoots several magic missiles to deal non-elemental damage to the selected enemy creature. Higher Spellpower increases damage. The number of missiles fired depends on hero level.
Stone spikes Stone spikes

Deals earth damage to all creatures in target area (cross form)
Lightning Bolt Lightning Bolt

Deals lightning damage to selected enemy unit.
Ice Bolt Ice Bolt

Deals ice damage to selected enemy unit.
Fireball Fireball

Deals fire damage to all units in the target area. Fireball has a target area of 3x3.
Circle of Winter Circle of Winter

Deals ice damage to all units surrounding the target spot.
Chain Lightning Chain Lightning

Deals massive lightning damage to several adjacent creatures, starting with the selected one. Higher Spellpower increases damage. Chain Lightning hits 4 creatures in a row, even if friendly. The damage inflicted is halved with each jump.
Meteor Shower Meteor Shower

Deals massive earth damage to all creatures in target area. Meteor Shower has a target area of 5x5.
Implosion Implosion

Deals earth damage to a single targeted enemy unit.
Armageddon Armageddon

Deals massive damage to all creatures and war machines on a battlefield.

Dark Magic

Weakness Weakness

Causes the selected enemy unit to inflict less damage in combat. Spellpower determines the duration of effect. Weakness decreases the target maximum damage to min+t*(max-min), where t is 50%, 35%, 20% or 0%, depending on Dark Magic mastery. Thus, at Expert Mastery, damage is always equal to minimum.
Slow Slow

Makes target enemy stack take fewer actions in combat. Initiative of the target is decreased by 25%, 30%, 35% or 40%, depending on Dark Magic expertise of the caster (None, Basic, Advanced or Expert).
Vulnerability Vulnerability

Destroys armor of target enemy stack, reducing its defense. Can be cast several times on a single stack, but defense will not go lower than zero. Defense of the target in decreased by 3, 4, 5 or 6, depending on Dark Magic mastery.
Decay Decay

Inflicts plague on target enemy stack. The stack receives earth damage each time it takes an action. Decay damage is 32+8*Power. The effect duration is 2, 3, 4 or 5 turns, depending on Dark Magic mastery.
Suffering Suffering

Weakens the target enemy unit to decrease its Attack. Attack of the target in decreased by 3, 6, 9 or 12, depending on Dark Magic mastery.
Confusion Confusion

Makes creatures in target enemy stack forget what they are doing on a battlefield. Some of the affected creatures will forget to use shooting attacks and retaliation strikes. Depending on Dark Magic mastery, 50%, 70%, 90% or 100% of the target stack will forget to act.
Frenzy Frenzy

Drives target stack of creatures frenzy. Frenzied stack considers all other creatures and war machines its personal enemies and attacks the nearest one with redoubled rage. Target stack is frenzied for one turn. If the caster is Expert in Dark Magic, the effect lasts 2 turns.
Blindness Blindness

Blinds the selected enemy creature so that it cannot move, attack or use any abilities. Blindness disappears if blinded creature is attacked. Spellpower determines the duration of effect. The target is blinded for 0.25*Power turns.
Puppet Master Puppet Master

Gives the hero temporary control over selected enemy unit. The spell does not work on undead, elemental and mechanical units. Unit under this spell can't counter-attack. The targeted creature remains under the caster control for 0.25*Power turns.
Curse of the Netherworld Curse of the Netherworld

Deals unholy damage to all creatures on a battlefield except undead and infernal ones.

Light Magic

Divine Strength Divine Strength

Causes the selected friendly unit to inflict more damage in combat. Spellpower determines the duration of effect. Divine Strength increases the target minimum damage to min+t*(max-min), where t is 50%, 65%, 80% or 100%, depending on Light Magic mastery. Thus, at Expert Mastery, damage is always equal to maximum.
Haste Haste

Causes the selected friendly unit to act more frequently in combat. Initiative of the target is increased by 10%, 20%, 30% or 40%, depending on Light Magic expertise of the caster (None, Basic, Advanced or Expert).
Endurance Endurance

Increases the selected friendly unit's defense strength. Spellpower determines the duration of effect. Defense of the target in increased by 3, 6, 9 or 12, depending on Light Magic mastery.
Cleansing Cleansing

Dispels positive magic effects from enemy creatures and negative effects from friendly creatures. Checks agains caster level to dispel effects, so low level caster would be unlikely to dispel magic cast by high level mage. Chance to dispel is better when mastering Light Magic. Actual chances are 40%, 60%, 80% and 100%.
Righteous Might Righteous Might

Affected creature is filled with rage and a lust for blood, it gains bonus to attack. Attack of the target in increased by 3, 6, 9 or 12, depending on Light Magic mastery.
Deflect Missile Deflect Missile

Makes the selected friendly unit receive less damage from ranged attacks. Damage received from ranged attack is reduced by 25%, 40%, 55% or 70%, depending on Light Magic mastery.
Magical Immunity Magical Immunity

Clears both positive and negative magic effects from the target stack and makes it immune to further magic spell effects. Can only be cast on friendly stack.
Teleportation Teleportation

Teleports targeted friendly creature to another location on a battlefield.
Resurrection Resurrection

Resurrects creatures in target friendly stack.
Word of Light Word of Light

Deals holy damage to all the undead and infernal creatures on a battlefield.

Summoning Magic

Fist of Wrath Fist of Wrath

Summons magical fist to deal non-elemental physical damage to target enemy creature. This spell ignores magic resistance and protection from magic. If you're wondering, black dragons can be targeted by Fist of Wrath.
Fire Trap Fire Trap

Puts several magical explosive mines on a battlefield. Mines are invisible to the enemy. Depending on the caster mastery, 2, 4, 6 or 8 mines are placed on the battlefield. Each mine does 50+10*Power damage when blowing up.
Wasp Swarm Wasp Swarm

Summons a swarm of insects to inflict damage on the selected enemy creature. At Basic, Advanced and Expert mastery, target initiative is reduced by 20%, 40% and 60% respectively.
Raise Dead Raise Dead

Reanimates creatures in target friendly stack. Undead creatures are brought back to "life", all other creatures are re-animated for the duration of the battle only.
Earthquake Earthquake

Earthquake damages town walls during a siege.
Phantom Forces Phantom Forces

Copies the selected friendly unit. The copy has the same characteristics as original unit except that it disappears as soon as it receives any damage (Incorporeal ability gives the copy 50% chance to avoid any damage) The caster can clone creatures of maximum level 4, 5, 6 and 7, depending on his/her Summoning Magic mastery.
Summon Elementals Summon Elementals

Summons fire, earth, water or air elementals (depending on the battlefield terrain) to fight for the hero's cause. The number of summoned Elementals is equal to the Spell Power of the caster. At Expert mastery, that number is doubled.
Firewall Firewall

Creates a wall of fire in the selected area on battlefield. Deals fire damage to all creatures in this area during several turns. Duration is equal to the caster Spell Power.
Conjure Phoenix Conjure Phoenix

Summons on the battle time a Phoenix fighting on the hero's side. Only one Phoenix can be on the battlefield in one moment
Arcane Armor Arcane Armor

Encloses target stack with magical energy shield that partly drains all damage dealt to the stack. The shield has 300+30*Power Hit Points, and drains 25% of the damage dealt to the target. At Expert mastery, it drains 50% of the damage.

Adventure Map Spells

Vessel of Shalassa Vessel of Shalassa

Summons a sea ship. Hero must stand on a shore and there must be an unoccupied boat nearby for the spell to be successful. That spell requires a hero level 1 to be learned (no magic skill is required).
Summon Creatures Summon Creatures

Summons creatures from nearest town. Buy your creatures in the town garrison before casting the spell. You will be able to choose which stack(s) you summon. Each summoned creature costs 1 Mana. That spell requires a hero level 10 to be learned (no magic skill is required).
Instant Travel Instant Travel

Teleports the hero and his entire army to another location on adventure map. That spell requires a hero level 15 to be learned (no magic skill is required).
Town Portal Town Portal

Transports hero to the nearest friendly town (all the movement points will be lost). That spell requires a hero level 20 to be learned (no magic skill is required).
bob at 2007-01-31 01:16 wrote:
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