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Expanded to give additional context.
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Expanded to give additional context.


* EnsembleDarkhorse: From the otherwise unremarkable Heroes IV expansions, Spazz Maticus, a young king on a mad quest to rule the world, gained somewhat of a cult following.

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* EnsembleDarkhorse: From the otherwise unremarkable Heroes IV expansions, Spazz Maticus, a young king on a mad quest to rule the world, gained somewhat of a cult following.following, thanks to his memetic faces in the official art, even spawning a small subset of "Spazz-posting" memes as a result
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* EnsembleDarkhorse: From the otherwise unremarkable HoMM 4 expansions, Spazz Maticus, a young king on a mad quest to rule the world, gained somewhat of a cult following.

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* EnsembleDarkhorse: From the otherwise unremarkable HoMM 4 Heroes IV expansions, Spazz Maticus, a young king on a mad quest to rule the world, gained somewhat of a cult following.
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* EnsembleDarkhorse: From the otherwise unremarkable HoMM 4 expansions, Spazz Maticus, a young king on a mad quest to rule the world, gained somewhat of a cult following.

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* JokeCharacter:

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* JokeCharacter: JerkassWoobie: Irina from VI can be harsh and abrasive, but it's hard not to sympathize with her considering the Emperor basically sold her to an abusive husband in a half-assed effort to keep peace in the realm, and her father ultimately allowed it to happen. Whether her heart of gold shines through or gets snuffed out is up to the player.
* JokeCharacter:



** Peasants in its expansion ''Armageddon's Blade''. They have ''1'' in every stat except speed, which is ''3'', which ties with the Walking Dead above. The game manual outright calls them useless, and mentions they're only good for being turned into skeletons. Even their IdleAnimation has them facepalming.

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** Peasants in its expansion ''Armageddon's Blade''. They have ''1'' in every stat except speed, which is ''3'', which ties with the Walking Dead above. The game manual outright calls them useless, useless and mentions they're only good for being turned into skeletons. Even their IdleAnimation has them facepalming.



** GRIFFIN ETERNAL! *casts random spell* [[labelnote:Explanation]]''Heroes V'' characters have a penchant for silly battlecries during cutscenes. In the original game, they also talked while sitting on their horses and performing random casting animations having nothing to do with the dialogue. The specific quote is from the ScriptFic ''[[http://heroesinanutshell.blogspot.com/ Heroes V in a nutshell]]''.[[/labelnote]]

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** GRIFFIN ETERNAL! *casts random spell* [[labelnote:Explanation]]''Heroes V'' characters have a penchant for silly battlecries battle cries during cutscenes. In the original game, they also talked while sitting on their horses and performing random casting animations having nothing to do with the dialogue. The specific quote is from the ScriptFic ''[[http://heroesinanutshell.blogspot.com/ Heroes V in a nutshell]]''.[[/labelnote]]
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M.B. entries need to approved by the thread.


* MagnificentBastard:
** [[spoiler: Sandro]] in ''The Shadow of Death''. He manages to [[spoiler: trick heroes into giving him powerful artifacts]], kill all of his competitors, creates a comfortable position for himself as TheManBehindTheMan to his [[spoiler: puppet king Finneas Vilmar]], and nearly conquers the world. Even when his first attempt at world conquest is thwarted, he still singlehandedly [[spoiler: lays the foundations of the Restoration Wars]]. Near the end, [[spoiler: his title is stolen from him by his "puppet" king. Vilmar tricks Sandro into attacking an innocent Deyjan lord, giving Vilmar an excuse to imprison him and then take all of the credit for Sandro's plans to conquer Erathia]].
** [[spoiler:Vilmar]], however, botchers it when he proves to be too incompetent [[spoiler:to rule the necromancers]] without [[spoiler:Sandro]] to tell him what to do. [[spoiler:Sandro]], on the other hand, proves to be quite a KarmaHoudini, like the best Magnificent Bastards out there, paying for his crimes with just a bit of jail time. However, he seems to get a bit of a change of heart. He keeps being evil, but in Might and Magic VIII he seems to become the leader of the Necromancers Guild of Jadame and proves to be an effective protector of the necromancer's right to study dark magic. His motives once in the world of Axeoth are unknown, but his hero description points that it probably orbits around recovering the power he had on Colony.
*** To be fair to [[spoiler:Vilmar]], the necromancer campaign in the third game gives no indication that he was a lousy king. True, he wasn't capable matching Catherine Ironfist's tactical prowess, but since she's established as a brilliant commander there's no shame in that. He only makes one ''really'' stupid mistake: [[spoiler: reviving King Gryphonheart as a powerful lich in the hopes that this lich could defeat Catherine. The Gryphonheart lich immediately kills Vilmar and seizes power for himself]].
*** Sadly (if you happen to be one of his fans), if the Sandro mentioned in the fifth game is the same Sandro from previous games, [[spoiler: then he was KilledOffForReal in the game's backstory. His apprentice Markal, though he does a good job manipulating Isabel in his bid to take over the Griffin Empire, is too much of a CompleteMonster to be a MagnificentBastard]].
** [[spoiler:Sandro]] [[LampshadeHanging gets called]] so by his first apprentice Lucretia at the end of "Danse Macabre" after [[spoiler:he admits to manipulating her for his own purposes.]]
** Kha-Beleth, Demon Sovereign from Ashan universe. Let's see: [[spoiler: he plans to capture Isabel and impregante her in order to produce the [[TheAntichrist Dark Messiah]], who is predicted to break Sheogh and free all the demons. Heroes defeated him? The boy is already born, and the saved queen is succubus Biara, his Dragon, who is ordered to bring as much misery to the Griffin's Empire and the world as possible, all to distract heroes from finding Sareth... which is done quite flawlessly. Only Sareth's choices in the ''Dark Messiah of Might and Magic'' can avert his victory.]]
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Goddamn Bats-Assassins are invisible too


** Most factions have some sort of GoddamnedBats too, if not as bad as the ghost. For instance, pixies and cerberi, which move fast, act often and strike multiple targets that can't strike back. Or the assassin, which can decimate any valuable stack with their poison. Magic users dread the magnetic golem, which is not only immune to pretty much anything, but they even heal from damage spells and protect allies from area spells. Their annoyance factor declines in larger battles but they are dreaded as neutral monsters you want to deal with without taking too many losses.
** Neutral Shooter stacks in early game, especially those guarding resources, are horribly annoying to deal with. Unlike melee units, shooters will always get a shot off, which usually will kill a handful of your units since you gotta slog it across the field. It doesn't help that most early game units are slow and melee, meaning not only will you get shot at, but chances are you will get shot ''twice'' as you slowly make your way across no-man's land.

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** Most factions have some sort of GoddamnedBats too, if not as bad as the ghost. For instance, pixies and cerberi, which move fast, act often and strike multiple targets that can't strike back. Or the assassin, which can decimate any valuable stack with their invisibility and poison. Magic users dread the magnetic golem, which is not only immune to pretty much anything, but they even heal from damage spells and protect allies from area spells. Their annoyance factor declines in larger battles but they are dreaded as neutral monsters you want to deal with without taking too many losses.
** Neutral Shooter stacks in early game, especially those guarding resources, are horribly annoying to deal with. Unlike melee units, shooters will always typically get a at least one shot off, which usually will kill a handful of your units since you gotta slog it across the field. It doesn't help that most early game units are slow and melee, meaning not only will you get shot at, but chances are you will get shot ''twice'' as you slowly make your way across no-man's land.
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* FanNickname: "Ubival" (Ubisoft and Nival, the publisher and developer of ''V'', respectively).
** Funnily enough, "Ubival" is the male third person singular past tense form of "kill", [[{{LaymansTerms}} i.e. "he was killing"]], in Russian. Seeing as Nival is a Russian developer and the entire HOMM series is quite popular in Russia, it might not be a coincidence. There are numerous players, both Russian-speaking and not, who dislike the changes in ''V'' (either the gameplay or the art style or the completely different universe).
** And now "Ubihole" from, you guessed it, Ubisoft and Black Hole.
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** Peasants in its expansion ''Armageddon's Blade''. They have ''1'' in every stat except speed, which is ''3'', which ties with the Walking Dead above. The game manual outright calls them useful, and mentions they're only good for being turned into skeletons. Even their IdleAnimation has them facepalming.

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** Peasants in its expansion ''Armageddon's Blade''. They have ''1'' in every stat except speed, which is ''3'', which ties with the Walking Dead above. The game manual outright calls them useful, useless, and mentions they're only good for being turned into skeletons. Even their IdleAnimation has them facepalming.
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* TheyWastedAPerfectlyGoodPlot: While ''IV'' receives a lot of praise for having surprisingly well-developed lore, the origin of the Chaos faction could have been significantly expanded upon. As the fourth game's counterpart of Nighon, it acquires a lot of troops from the faction's previous incarnations, however, its storyline focuses more on Tawnia's naval conquest rather than incorporation of former Nighon armies into her ranks. With every single other campaign from the core game explaining the troops available to each faction in believeable ways, sometimes focusing an entire mission on obtaining a certain creature type, it stings quite a bit that [[DemotedToExtra orcs and minotaurs are barely mentioned, medusae are only a part of a plot-irrelevant sidequest, black dragons aren't present lorewise, and the newcomers like hydras, efreeti, and nightmares aren't even mentioned]].
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** The Pirate's Daughter in ""IV" seems to have been designed to punish people who got complacent with the relatively low difficulty of the previous campaigns. This first scenario is EarlyGameHell defined, you start with a small army of weak units, far away from any town, while your two opponents start with two each, and will aggressively pump out units from day 1. It takes days of sailing to reach the nearest neutral town, and it begins poorly developed and is in area that lacks in resources. Just stopping to build it up is not an option, or else the Green player to your immediate east will bowl over you with their superior resources and numbers, but executing an attack is no picnic either, due to their decently levelled heroes and strong starting position. And before you think about just using your heroes to overpower it, they have an AbsurdlyLowLevelCap of just 12, and are both thieves, who take multiple levels to get direct combat skills and have them on lower priority compared to their scouting skills, which are useless in direct combat. If you can survive the early part of the game and knock out Green, things ease up a lot, but getting to that point requires precise execution.

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** The Pirate's Daughter in ""IV" ''IV'' seems to have been designed to punish people who got complacent with the relatively low difficulty of the previous campaigns. This first scenario is EarlyGameHell defined, you start with a small army of weak units, far away from any town, while your two opponents start with two each, and will aggressively pump out units from day 1. It takes days of sailing to reach the nearest neutral town, and it begins poorly developed and is in area that lacks in resources. Just stopping to build it up is not an option, or else the Green player to your immediate east will bowl over you with their superior resources and numbers, but executing an attack is no picnic either, due to their decently levelled heroes and strong starting position. And before you think about just using your heroes to overpower it, they have an AbsurdlyLowLevelCap of just 12, and are both thieves, who take multiple levels to get direct combat skills and have them on lower priority compared to their scouting skills, which are useless in direct combat. If you can survive the early part of the game and knock out Green, things ease up a lot, but getting to that point requires precise execution.
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No conversations on page please


*** Um, the idea of the Demon Messiah is that he will be capable of freeing demons from their prison. Agrael is definitely not capable of that.
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moderator restored to earlier version
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Adding this back in - it's a good example and its removal wasn't explained

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* ArtStyleDissonance: The campaign in ''III'' says outright that the Inferno faction represents the Kreegans from ''VideoGame/MightAndMagic'', a race of PlanetLooters who look somewhat demon-like and are erroneously thought to be demons and devils by the unknowing inhabitants of planets they invade. Besides the story fragments in the campaign, everything else about the art, lore descriptions, hero biographies, unit design, etc. of the Inferno makes it clear that the people on the development team who cared about the plotline of ''Might and Magic'' had absolutely no say in the design of this faction, as the Inferno are a bunch of generic demons and devils from FireAndBrimstoneHell with no resemblance whatsoever to the Kreegans. This was actually a ''good'' thing for the GameMod community and the appeal of ''III'' to a wider audience, but it's pretty jarring when playing through the campaign and standalone missions that involve Kreegans.

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merging per discussion as promised, with minor fixes


* ArtStyleDissonance: The campaign in ''III'' says outright that the Inferno faction represents the Kreegans from ''VideoGame/MightAndMagic'', a race of PlanetLooters who look somewhat demon-like and are erroneously thought to be demons and devils by the unknowing inhabitants of planets they invade. Besides the story fragments in the campaign, everything else about the art, lore descriptions, hero biographies, unit design, etc. of the Inferno makes it clear that the people on the development team who cared about the plotline of ''Might and Magic'' had absolutely no say in the design of this faction, as the Inferno are a bunch of generic demons and devils from FireAndBrimstoneHell with no resemblance whatsoever to the Kreegans. This was actually a ''good'' thing for the GameMod community and the appeal of ''III'' to a wider audience, but it's pretty jarring when playing through the campaign and standalone missions that involve Kreegans.



** ''Heroes V'': a breath of fresh air or a buggy and unoriginal remake of ''III'' in 3D? ''Heroes VI'': Is it going to be the best or worst installment ever? Ashan: a valiant effort to clean up the ContinuitySnarl of the NWC era, or a bland and generic fantasy world? Practically every mention of Ubisoft or Nival is bound to have split opinions among the fanbase.
** With the release of ''Heroes VI'', the broken base has been shifted to "Is it irredeemable, or can it become a good game with sufficient patching and feature-adding via expansions?". With support for ''VI'' discontinued since Sept 2013, we'll never know...



* GrowingTheBeard: While ''V'' and its first expansion suffered from lackluster storytelling, ''Tribes of the East'' featured better writing, a new level of strategy thanks to alternate upgrades, another new town, and several other tweaks to the gameplay. It also didn't hurt that ''Tribes of the East'' was a stand-alone product.



*** Peasants in its expansion ''Armageddon's Blade''. They have ''1'' in every stat except speed, which is ''3'', which ties with the Walking Dead above. The game manual outright calls them useful, and mentions they're only good for being turned into skeletons. Even their IdleAnimation has them facepalming.
*** The Peasants in the first and second games aren't any better, since they're similarly weak and can't be turned into skeletons. Most Knight players will leave them out of their army once they gain access to Paladins.

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*** ** Peasants in its expansion ''Armageddon's Blade''. They have ''1'' in every stat except speed, which is ''3'', which ties with the Walking Dead above. The game manual outright calls them useful, and mentions they're only good for being turned into skeletons. Even their IdleAnimation has them facepalming.
*** ** The Peasants in the first and second games aren't any better, since they're similarly weak and can't be turned into skeletons. Most Knight players will leave them out of their army once they gain access to Paladins.



** Also in the same tune is Heroes II's battle defeat scene. I shows the defeated Hero walking away from the battlefield in a rather gloomy tune. II shows the Hero running from the scene like a coward ''while vultures immediately pick on the flesh of his freshly-killed army.'' The music doesn't help either. The one from III is similar to the one in I, but a lone soldier runs towards the hero with a flaming arrow in his back then promptly falls dead.

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** Also in the same tune is Heroes II's battle defeat scene. I shows the defeated Hero walking away from the battlefield in a rather gloomy tune. II shows the Hero running from the scene like a coward ''while vultures immediately pick on the flesh of his freshly-killed army.'' The music doesn't help either. The one from III ''III'' is similar to the one in I, ''I'', but a lone soldier runs towards the hero with a flaming arrow in his back then promptly falls dead.



* SacredCow: ''Heroes III'' has gained this legacy in many places throughout the world, especially in Eastern European countries where the game was exceptionally popular. It's lasting impact basically sustained the ''Heroes'' series for four more entires ''by itself'' for four more games, and it's widely looked at as both an incredible strategy game and an exceptionally fun game in it's own right. This, looking down on it for any reason isn't taken lightly.

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* SacredCow: ''Heroes III'' has gained this legacy in many places throughout the world, especially in Eastern European countries where the game was exceptionally popular. It's lasting impact basically sustained the ''Heroes'' series for four more entires games ''by itself'' for four more games, itself'', and it's widely looked at as both an incredible strategy game and an exceptionally fun game in it's own right. This, looking down on it for any reason isn't taken lightly.


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* {{Squick}}: Thralsai, leader of the dark elf Soul Scar clan in ''Hammers of Fate'' has a line that wouldn't sound strange coming from one of the [[TabletopGame/{{Warhammer 40000}} dark eldar]]:
--> ''I feel the urge to celebrate. Fetch me a slave, a fresh one. And towels for the blood.''
* StrangledByTheRedString: Raelag and Isabel in ''Hammers of Fate''. Especially egregious considering that [[spoiler: Raelag murdered Isabel's husband Nicolai in the main game]]. The awkwardness of this pairing probably contributed to Raelag being [[PutOnABus written out of the story]] in ''Tribes of the East''.
* ThatOneBoss: Orlando, the Demon Lord you fight at the end of the Necromancer campaign in ''Tribes of the East''. Due to a ridiculous combination of skills and the Lion artifact set, he has Luck and Morale parameters at +9, meaning that every unit will either crit or get an extra turn 90% of the time. Even with the ultimate Necromancer skill and the various artifacts you have by now, you can at most reduce this to +3 or +4. On top of that, he has a stupidly powerful ballista that does about 500 damage per shot, shoots 4 times a turn and can crit. Luckily, you have a massive number of towns to draw forces from, but Orlando also gains troops with time.
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* ViewerGenderConfusion: The Rakshasa Ranis in ''V'' are muscular and have quite masculine faces. The only indication of their gender is the green sashes they wear over their pectorals.
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** ''III'' is one of the most popular games in Russia and eastern Europe.

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** ''III'' is one of the most popular games in Russia and eastern Eastern Europe. In particular, a group of Russian modders created ''Horn of the Abyss'', including the [[WoodenShipsAndIronMen pirate-inspired]] Cove faction.



*** Peasants in it's expansion ''Armageddon's Blade''. They have ''1'' in every stat except speed, which is ''3'', which ties with the Walking Dead above. The game manual outright calls them useful, and mentions they're only good for being turned into skeletons. Even their IdleAnimation has them facepalming.

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*** Peasants in it's its expansion ''Armageddon's Blade''. They have ''1'' in every stat except speed, which is ''3'', which ties with the Walking Dead above. The game manual outright calls them useful, and mentions they're only good for being turned into skeletons. Even their IdleAnimation has them facepalming.
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** The Shadow Council element for the ''Heroes VII'' blog has been... [[Administrivia/RuleOfCautiousEditingJudgment rather venomous]].

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** The reception to the Shadow Council element for the ''Heroes VII'' blog has been... [[Administrivia/RuleOfCautiousEditingJudgment been rather venomous]].venomous.
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Spelling/Grammatical Clarity


** The Pirate's Daughter in ""IV" seems to have been designed to punish people who got complacent with the relatively low difficulty of the previous campaigns. This first scenario is EarlyGameHell defined, you start with a small army of weak units, far away from any town, while your two opponents start with two, and will aggressively pump out units from day 1. It takes days of sailing to reach the nearest neutral town, and it begins poorly developed and is in area that lacks in resources. Just stopping to build it up is not an option, or else the Green player to your immediate east will bowl over you with their superior resources and numbers, but executing an attack is not picnic either, due to their decently levelled heroes and strong starting position. And before you think about just using your heroes to overpower it, they have an AbsurdlyLowLevelCap of just 12, and are both thieves, who take multiple levels to get direct combat skills and have them on lower priority compared to their scouting skills, which are useless in direct combat. If you can survive the early part of the game and knock out Green, things ease up a lot, but getting to that point requires precise execution.

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** The Pirate's Daughter in ""IV" seems to have been designed to punish people who got complacent with the relatively low difficulty of the previous campaigns. This first scenario is EarlyGameHell defined, you start with a small army of weak units, far away from any town, while your two opponents start with two, two each, and will aggressively pump out units from day 1. It takes days of sailing to reach the nearest neutral town, and it begins poorly developed and is in area that lacks in resources. Just stopping to build it up is not an option, or else the Green player to your immediate east will bowl over you with their superior resources and numbers, but executing an attack is not no picnic either, due to their decently levelled heroes and strong starting position. And before you think about just using your heroes to overpower it, they have an AbsurdlyLowLevelCap of just 12, and are both thieves, who take multiple levels to get direct combat skills and have them on lower priority compared to their scouting skills, which are useless in direct combat. If you can survive the early part of the game and knock out Green, things ease up a lot, but getting to that point requires precise execution.
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Added Entry to "That One Level"

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** The Pirate's Daughter in ""IV" seems to have been designed to punish people who got complacent with the relatively low difficulty of the previous campaigns. This first scenario is EarlyGameHell defined, you start with a small army of weak units, far away from any town, while your two opponents start with two, and will aggressively pump out units from day 1. It takes days of sailing to reach the nearest neutral town, and it begins poorly developed and is in area that lacks in resources. Just stopping to build it up is not an option, or else the Green player to your immediate east will bowl over you with their superior resources and numbers, but executing an attack is not picnic either, due to their decently levelled heroes and strong starting position. And before you think about just using your heroes to overpower it, they have an AbsurdlyLowLevelCap of just 12, and are both thieves, who take multiple levels to get direct combat skills and have them on lower priority compared to their scouting skills, which are useless in direct combat. If you can survive the early part of the game and knock out Green, things ease up a lot, but getting to that point requires precise execution.
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* DesignatedHero: The Tower faction as a whole from ''III'' is good-aligned, despite their alliances with Castle and Rampart being lorewise strictly professional, the town in question acting as repressive antagonists for Yog's [[OriginsEpisode origin story]], and practicing slavery.
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* The Faerie Dragon scenario from the Campaign "Dragon Slayer" in Armageddon's Blade. While it is not hard, it is incredibly long as it requires your hero to trudge through multiple rough terrain (and often backtrack) completing random objectives to unlock the next area. Your hero will also hit the level cap in this scenario long before you get close to finishing, meaning that the latter battles are more or less just a waste of time as you gain nothing from them while potentially losing troops and have to backtrack, which is even worse if you chose this as the second mission, as the next one has the same level cap rendering all those battles a pointless slog as well. Finally, much of the enemies in this mission, due to the time limit, are trick bosses that require specific usage of spells or creature abilities to overcome, the most infamous of which is a stack of Nagas numbering ''3500'' (nagas seldom reach 100 in normal gameplay).

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* ** The Faerie Dragon scenario from the Campaign "Dragon Slayer" in Armageddon's Blade. While it is not hard, it is incredibly long as it requires your hero to trudge through multiple rough terrain (and often backtrack) completing random objectives to unlock the next area. Your hero will also hit the level cap in this scenario long before you get close to finishing, meaning that the latter battles are more or less just a waste of time as you gain nothing from them while potentially losing troops and have to backtrack, which is even worse if you chose this as the second mission, as the next one has the same level cap rendering all those battles a pointless slog as well. Finally, much of the enemies in this mission, due to the time limit, are trick bosses that require specific usage of spells or creature abilities to overcome, the most infamous of which is a stack of Nagas numbering ''3500'' (nagas seldom reach 100 in normal gameplay).
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* The Faerie Dragon scenario from the Campaign "Dragon Slayer" in Armageddon's Blade. While it is not hard, it is incredibly long as it requires your hero to trudge through multiple rough terrain (and often backtrack) completing random objectives to unlock the next area. Your hero will also hit the level cap in this scenario long before you get close to finishing, meaning that the latter battles are more or less just a waste of time as you gain nothing from them while potentially losing troops and have to backtrack, which is even worse if you chose this as the second mission, as the next one has the same level cap rendering all those battles a pointless slog as well. Finally, much of the enemies in this mission, due to the time limit, are trick bosses that require specific usage of spells or creature abilities to overcome, the most infamous of which is a stack of Nagas numbering ''3500'' (nagas seldom reach 100 in normal gameplay).
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moving the YMMV example from the main page

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* GeniusBonus: The Academy and the Necropolis in ''VI'' share a ArabianNightsDays and Babylonian themes respectively, which is ironic since the Necropolis is an offshoot from the Academy. Stronghold changing their motif from BornInTheSaddle to {{Mayincatec}} after fleeing from Wizards to the islands could also be a nod to Mongols and Aztecs being genetically close.
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reverted a change i made becuase it looked like it's in another, more appropriate section.


** Low-level rangers guarding mines. During the early game you barely have any troops (especially on the first week) but this is also the critical time to build up your economy. Normally low-tier troops are slow enough that they will take 2 turns to get to your army, allow you some tactical flexibility to prevent casualties. Not rangers; rangers will almost always shave off a portion of your troops (or if you're unlucky, cripple your starting army) and once that happens your economy pretty much grinds to a halt as you're no longer able to take on other mobs guarding mines. Marksmen and Master Gremlins are particularly hated for causing a lot of damage; the former because they shoot twice doing double damage, the latter because they tend to come in bigger than usual sizes than other mobs allowing them to tank more damage and deal more damage.
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** Low-level rangers guarding mines. During the early game you barely have any troops (especially on the first week) but this is also the critical time to build up your economy. Normally low-tier troops are slow enough that they will take 2 turns to get to your army, allow you some tactical flexibility to prevent casualties. Not rangers; rangers will almost always shave off a portion of your troops (or if you're unlucky, cripple your starting army) and once that happens your economy pretty much grinds to a halt as you're no longer able to take on other mobs guarding mines. Marksmen and Master Gremlins are particularly hated for causing a lot of damage; the former because they shoot twice doing double damage, the latter because they tend to come in bigger than usual sizes than other mobs allowing them to tank more damage and deal more damage.
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** Fans still debate whether [[WhatCouldHaveBeen the Forge]] was a good idea or not. Supporters think the genre clash could've been fun, while detractors don't want unfitting sci-fi elements in the game. There's also a third group that like the sci-fi stuff in general, but hate the {{Narm}}-y idea of, say, robots with laser guns guarding a lumber mill.
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** This is repeated again in the expansion pack's campaign ''Dragon Slayer'' where the final mission is to slay the Azure Dragon king. Before you're allowed to fight the king, you gotta get through his royal guard, which is a stack of ''100 Azure Dragons''. To top it all off, the King doesn't have any unique stats himself; he's completely identical to any one of the 100 Azure Dragons you just destroyed, meaning that you should have no problem dealing with him if you got past his guards.
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** A few campaigns in ''III'''s Restoration of Erathia campaign revolves around obtaining an artifact and bringing it to a subsequent mission. This would initiate a chain of deals in each of those missions until you got to the final one, where the final artifact you receive will determine one of the possible bonuses you get (usually a very powerful artifact, troops, or something like a full map reveal). The idea was that the in-between missions of these campaigns could be done in any order, and so the bonuses encouraged replayability. Unfortunately, the chain of deals wasn't communicated well in-game, and thus it left a lot of players scouring the map looking for an artifact to turn in to the trader when the idea was you were suppose to do the other mission first. On top of this, when the game was ported into the Complete edition, it resulted in some of the traders asking for ''the wrong artifact'', breaking the chain of deals and making it impossible to get the bonus unless you do the missions in a specific order.
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* ComplacentGamingSyndrome: The vast, ''vast'' majority of HOMM3 competitive games are played on either the "Jebus Cross" template or one of its variants. Since players gain a boatload of power very quickly in the central "treasure" area, games usually boil down to one or two battles where a player's entire army is either annihilated or victorious, and JC multiplayer games typically end in a few in-game weeks.

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* ComplacentGamingSyndrome: The vast, ''vast'' majority of HOMM3 ''III'' competitive games are played on either the "Jebus Cross" template or one of its variants. Since players gain a boatload of power very quickly in the central "treasure" area, games usually boil down to one or two battles where a player's entire army is either annihilated or victorious, and JC multiplayer games typically end in a few in-game weeks.

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