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Submitted by System on 09/03/2006, 09:50. Print file.
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Order
-----
Attacker's FAST - Phoenix
Defender's FAST - Paladin
Attacker's FAST - None
Defender's FAST - Cavalry
Attacker's Med. - Elf
Defender's Med. - None
Attacker's Slow - Dwarf
Defender's Slow - Archer

I seem to recall Cavalry going before the
Paladin though. so I may be wrong on this :(

2. General Tips

Heroes

Heroes play a very important role in this game.
Heroes can travel outside of the castle by itself or with a group of monsters (a stack).
Most of the heroes have "attributes" that can increase its ability to win a combat or increase attributes of it's troops.  These are like "skills" that can increase with experience or with an artifact.  These attributes are:  Attack
(A), Defense (D), Skill (S), and Power (P).

The hero's Attack and Defense attributes are added to the monsters contained within the same stack as the hero.  So a group of 50 peasants with attack and defense of 1 might be a easy kill, but if they are grouped with a hero with the attributes of A:15 and D:15, the peasants become monsters with the attack and defense of
16.

The ability of a monster to hit another monster is increased/decreased by 10% for every difference of a point between the attacker's
Attack attribute and defender's Defense attribute.

(Table and equation to be inserted in the next version of FAQ)

Constructing your Stacks

Most of the people will have multiple heroes, but only one that they concentrate on by giving him/her most of the experience points and magic items in a way that they construct a "ultimate stack/hero" with this hero.  Once constructed, this ultimate stack is very hard to kill off.
The computer doesn't seem to do this so their forces are a little more spread out.

When arranging monsters with the hero, place your range strikers on the left-most and right- most slots.  When you are in a combat, the left- most slot monster will appear at the top-most slot in the battle scene, and the right-most slot monster will appear at the bottom-most slot, so the least amount of monsters can fly up to them and attack them.  If you place any monsters that takes up 2 spaces (wolves,
Griffins) right next to your range strikers, the range strikers can only be attack by one flyer group of monsters at a time.

Types of Heroes

Barbarian - A Barbarian hero will usually increase attacking skills when they get more experienced.  The monsters lead by a Barbarian hero are fairly good on damaging opponents, but only OK in defense.  The biggest plus the
Barbarian has is no penalty on movement over different terrain.  This could come in handy when you want to grab all the resource piles in a swamp, desert, of tundra area without having to spend too much time.  They are especially handy in deserts if there are unguarded Genie lamps laying around.  Barbarians have average movement, average sight range, and poor magic.

Warlock - A Warlock hero will usually increase spell power when they get more experienced.
This could be deadly if the warlock has any offensive spells such as Armageddon, Lightning
Bolt, Fireball and such.  A powerful warlock combined with a group of dragons and the
Armageddon spell could be real deadly.  The other special power warlock has is the ability to see further than the other type of heroes.
This ability is only useful at the beginning of the game because once you explore an area of a map, you won't have to have somebody in that general area to see that area of the map.  The
"Fog of War" option in Warcraft 2 would add some good strategic twist to the game.  Warlocks have good movement, great sight range, and poor attack/defense.

Knight - A Knight hero will usually increase defense power when they get more experienced.  I personally find this the best attribute over the others.  A stack of 20 dragons with a +10 defense from a hero will beat a stack of 50 dragons with a +1 defense.  The knight's special attribute is increase in moral for the monsters.
When you group of 50 archers gets a moral boost and attacks twice, that's 2x2 = 4 attacks that can wipe out most of the stacks.  Knights have poor movement, average sight range, and poor magic.

Sorceress - I don't know why they don't use
Witches-Warlocks and Wizards-Sorceress, but anyway, a Sorceress hero will usually increase in spell knowledge when they get more experienced.  This could be handy if you have the paralyze spell so you can use it to get multiple attacks in before you opponent can even retaliate.  The special power for the Sorceress is extra movement while in water.  Sorceress have good movement, good sight range, and poor attack/defense.

Castles

There are usually 5 different levels of monster housing you can build to start producing these monsters for recruitment for each castle.  Other than that, most of the other structures for a castle is pretty much the same.  Some people find it better to quickly build up a mage tower, while others will concentrate on the monster housings first.  It might be better for
Sorceress/Wizards to build up a mage tower first because of the spell power they have, but either way, it'll be up to you to weigh the advantage of having spells in the beginning or more powerful monster in the beginning.

Barbarian - A barbarian castle/hero combo is considered to be the weakest by most people, but
I find them very useful.  The one monster you don't want to overlook are the trolls with regenerating ability.  You can build a bridge that creates trolls on the first week (If you have the settings to EASY or if there are enough coal/wood resources around), and a group of these can take out most of the monsters guarding the mines and resources.  Not many defending monsters can do more than 40 points of damage per turn (that's the troll's hit points), and you can decrease that damage/defending-monster- group by using Troll's range attack ability.
If/When they do move close enough, only 2 monster groups can attack at the same time anyway.  These are the monster groups you can usually defeat without losing a single troll
(Dwarves, Peasants, Swordsmen, Pikemen, Archers,
Goblins, Ogres, Wolves, Faeries) I can usually take out the first computer opponent within the first two weeks with a group of 6 trolls because the castle isn't built enough to create more than 40 points of damage from the garrison.  The highest order monster from the barbarian castle are the Cyclops.  They require an initial 20 crystal for the housing, then additional crystal for each Cyclops generated which can be expensive if there isn't a crystal mine around that you can control.

Knights - A knight castle/hero is a pretty good combo.  Since the monsters generated in a knight castle generally have higher defense points, if you combine this with a knight hero's defense bonuses, a knight castle is hard to defeat.
Knight castle lacks flyers so unless you want to just sit there and get pounded on while defending a castle, you better get flyers or the teleport spell.  You can also develop a knight castle as fast as a barbarian castle with the exception of the highest order monster (Paladin) which requires an initial investment of 20 crystals.  Paladin units however does not require additional crystals to be recruited.

Sorceress - Sorceress castles might be the hardest castle to build up because of high amount of resources it requires.  To even get to the 3rd level monsters (Druids), you'll need to construct a mage tower which requires 2000 gold alone.  The Sorceress castle does produce the best combo of range attackers / flyers / defenders.  A full blown sorceress castle has the phoenix to be the first initial attacker because of the speed, and therefore the chance to cast a spell before anyone else.  The Phoenix can also do a lot of damage and stop any range strikers on the opposing side.  The druid comes next with speed and does the range damage to any potential flyers that might be coming in.  The unicorn will do a good deal of damage with the possibility of paralyization and the archer/dwarf round out the good defense/range striking tactics.  The highest order monster housing (Phoenix) requires an additional 20 mercury to be built (Druid housing takes up some of that initial mercury you have also), and an additional mercury unit to produce.

Wizard - Easier to build up than the Sorceress castle except for the highest order monster
(Dragon) which requires 15000 gold and an additional 20 sulfur to build the housing.  You can probably produce a gargoyle crypt and a griffin's nest in the first few days and send out the hero with the 3 monster types to destroy most of the weaker guarding monsters.  The centaurs can function as a range strike against any thing while the high speed of gargoyle and to some degree, the griffin can stop any range strikers.  This combo of 3 can take out: goblins, archers, elven archers, dwarves, orcs, and peasants.  Once you construct the dragon tower however, the game is pretty much yours (unless another player has a dragon tower).  The computer will only attack a castle guarded with
ONE dragon with a strong stack.

Spells

###  As a general rule of thumb, any direct damage or global damage spells are great with heroes with high Power attributes since the amount of damage is multiplied by a hero's
Power.  A decent Skill attribute won't hurt either since you can have the hero roam and combat longer without having to run back to the castle to refresh a spell.  Once a spell is cast, it is gone.  You must return to the castle with the Spell Tower containing that spell to re-learn it.

###  In a combat scene, if you go first, you get the chance to cast a spell first.  It will be up
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  1. Heroes of Might & Magic cheats by System on 09/03/2006, 09:50
  2. Heroes of Might & Magic FAQ by System on 09/03/2006, 09:50