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Submitted by System on 09/03/2006, 09:50. Print file.
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Heroes of Might and Magic II
Warlock Guide
By Vincent Telamon (kevinbear@usa.net)

Index:

1. Legal stuff
2. Credits
3. History
4. Introduction
5. Ways to Win
6. Loss Conditions
7. Warlock Overview
8. Warlock Units
9. Warlock Structures
10. Required/Helpful Skills
11. Important/Helpful Spells
12. Worst Enemy
13. Conclusion


1. Legal Stuff:

Don't copy or publish this FAQ without my express permission anywhere
for any reason. This is a copyrighted work, and you will be hit with the
full extent of the law if you reprint this or publish it without permission.

2. Credits:

- Lord Zero, who wrote a Necromancer guide for the same game, for giving
me the idea for writing this FAQ, and for giving me a model to use.
- CJayC, owner of GameFAQs, for putting this on his site.
- 3DO and New World Computing, for making this great game.
- Al Amaloo, of About.com Guide to Video Game Strategies for putting it on
his site.
- Tim Wuyts of the Cheat Empire for putting it on his site as well.
- Wedge55 for moral support. (happy now, Wedge? ;-))

3. History

Version 1.0 - FAQ created, Jan 22, 2000.
Version 1.1 - Warlock and General Structures added Jan 24, 2000. Couple
more credits as well.

4. Introduction

Heroes of Might and Magic II is one of my favorite computer games. It is
a turn based strategy game, which means you do all the things you want to
or can do in one turn, then the other players (usually the computer, unless
you're playing a multiplayer game) do their stuff. Each area of the map in every
scenario is encased in darkness, with the exception of your immediate area.
As you explore, the map is revealed. Only when the map is revealed, or when
your opponents enter the viewable area, will you have any idea of what they are doing.

You begin each scenario with at least one castle, and at least one Hero.
Each castle has different types of structures, and you need to build each
structure to increase your army size.

There are seven different resources that you'll need to build these
structures: wood, ore, gems, sulfur, mercury, crystal, and gold.
There are mines for each of these structures, and
loose resources are scattered throughout the maps.

There are also artifacts, buildings, and random monsters located on the maps as well.
When you encounter monsters, one of 3 things will happen: A) you'll fight them,
B) they'll be afraid of your army size and begin to run, and you'll have the option
of chasing and fighting them, or C) they'll offer to join your army,
either out of a desire for greater glory, or for a price.

Each Hero has 4 primary skills: Attack, Defense, Spell Power, and Knowledge.
Attack, Defense and Spell Power are pretty self explanatory. Some spells vary in
damage depending what your Power rating is. For example, Magic Arrow does 10 times
your Power rating (if your rating is 5, the spell will do 50 damage).

Your Knowledge level determines how many maximum magic points
you have: 10 times your Knowledge level = your maximum magic
points (i.e. a knowledge level of 7 means you'll have 70 magic points).

A Hero can also learn up to 8 secondary skills. These skills can be at 3 different
levels: Basic, Advanced, and Expert.

Each time your Hero gains a level, one of his primary skills will go up 1,
and he or she can learn one of two secondary skills. They can either learn
a new skill, or increase their proficiency in a skill they already have.

5. Ways to Win:

A. Standard. This is the most common. Just defeat all your
opponent's Heroes and capture all their towns.

B. Capture Castle: Capture a specific castle.

C. Defeat Hero: Defeat a particular enemy Hero.

D. Find Artifact: Find a particular artifact.

E. Wealth: Accumulate a specific amount of gold in your treasury.

F. Team: Your team must defeat the opposing team.

6. Loss Conditions:

A. Standard: Lose all your Heroes and castles.

B. Lose Castle: Lose a particular castle.

C. Lose Hero: Lose a particular Hero.

D. Time Limit: Fail to complete objectives before time runs out.

7. Warlock Overview

A. High Points: They have 3 creatures that can fly, helpful during an assault on
a castle; they have the best 6th level creature (this is up to debate,
between the Black Dragons and the Titans. I say Dragons because
they are immune to all spells and can attack two hexes at once);
they have a creature that attacks all adjacent enemies;
good attack and defense skills; 3 creatures with a Very Fast skill rating.

B. Low Points: They need time to develop their dragons, which is
expensive: high amounts of Sulfur and Gold are needed;
creatures are expensive; a little slow in beginning,
until you get Minotaur Kings and Black Dragons

C. Overall: Great army, if for no other reason than the Dragons. High cost,
especially for the Towers, but the troops are worth the resources. Get as much
Sulfur as you can early in the game.

8. Warlock Units

A. Centaurs
Cost: 60 Gold
Attack: 3
Defense: 1
Damage: 1-2
Hit points: 5
Speed: Average
Shots: 8
Notes: Only range creature available to Warlocks, and are invaluable for that
reason. Most hit points for a low level creature. Very good 1st level
creature, possibly the best.

B. Gargoyles
Cost: 200 Gold
Attack: 4
Defense: 7
Damage: 2-3
Hit points: 15
Speed: Very fast
Shots: None
Notes: The first of the flying creatures available. Speed and defense make them
very useful.

C. Griffins
Cost: 300 Gold
Attack: 6
Defense: 6
Damage: 3-5
Hit points: 25
Speed: Average
Shots: None
Notes: Flying creature. Retaliates against all attacks.

D. Minotaurs
Cost: 400 Gold
Attack: 9
Defense: 8
Damage: 5-10
Hit points: 35
Speed: Average
Shots: None
Notes: Slow in beginning, but still very good attackers.

E. Minotaur Kings
Cost: 500 Gold
Attack: 9
Defense: 8
Damage: 5-10
Hit points: 45
Speed: Very fast
Shots: None
Notes: The increase in gold is well worth the extra hit points and increase
in speed. Very good creature. Only downside I've noticed is that they
are often victims of the Blind spell, especially during an assault on a
castle.

F. Hydra
Cost: 800 Gold
Attack: 8
Defense: 9
Damage: 6-12
Hit points: 75
Speed: Very slow
Shots: None
Notes: Attacks all adjacent enemies. Very useful. High hit points. But
very slow speed makes them better as a garrison creature.

G. Green Dragon
Cost: 3000 Gold and 1 unit of Sulfur
Attack: 12
Defense: 12
Damage: 25-50
Hit points: 200
Speed: Average
Shots: None
Notes: Mwahaha, dragons now. They fly, of course. Their breath attack attacks
two hexes, which means they may be able to attack two different creatures
at once, even though they can only target one at a time. They are immune to all
spells.

H. Red Dragon
Cost: 3500 Gold and 1 Sulfur
Attack: 13
Defense: 13
Damage: 25-50
Hit points: 250
Speed: Fast
Shots: None
Notes: Same as Green Dragon, only a little stronger, more hit points, and faster.

I. Black Dragon
Cost: 4000 Gold and 2 Sulfur
Attack: 14
Defense: 14
Damage: 25-50
Hit points: 300
Speed: Very Fast
Shots: None
Notes: Same as other dragons, only stronger, faster, and more hit points,
again. Arguably the best creature in the game.
Rather expensive, but worth it.

9. Warlock Structures

A. Cave
Cost: 500 Gold
Requirements to build: Nothing
Growth: 8 Centaurs per week
Note: Almost always built at beginning of scenario.

B. Crypt
Cost: 1000 Gold + 10 Ore
Requirements: Cave
Growth: 6 Gargoyles per week
Note: Is sometimes built at beginning of scenario, but not always.

C. Nest
Cost: 2000 Gold
Requirements: Cave
Growth: 4 Griffins per week
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