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Submitted by System on 09/03/2006, 09:50. Print file.
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D. Maze
Cost: 3000 Gold + 10 Gems
Requirements: Nest
Growth: 3 Minotaurs per week

E. Maze Upgrade
Cost: 2000 Gold + 5 Gems
Requirements: Maze
Growth: 3 Minotaur Kings per week

F. Swamp
Cost: 4000 Gold + 10 Sulfur
Requirements: Crypt
Growth: 2 Hydras per week

G. Green Tower
Cost: 15000 Gold + 30 Ore + 20 Sulfur
Requirements: Maze and Swamp
Growth: 1 Green Dragon per week

H. Red Tower
Cost: 5000 Gold + 5 Ore + 10 Sulfur
Requirements: Green Tower
Growth: 1 Red Dragon per week

I. Black Tower
Cost: 5000 Gold + 5 Ore + 10 Sulfur
Requirements: Red Tower
Growth: 1 Black Dragon per week

J. Dungeon
Cost: 3000 Gold + 5 Wood + 10 Ore
Requirements: None
Effect: Increases income by 500 Gold per day.

The following structures are common to every castle.

K. Tavern
Cost: 500 Gold + 5 Wood
Effect: Gives castle defenders a bonus to morale; offers rumors.
Not available in Necromancer town.

L. Mage Guild
Cost: Varies for each level
Effect: Allows spellbook purchase and teaches spells.
Note: 5 levels possible. 1st level cost: 2000 Gold + 5 Wood + 5 Ore 2nd level: 1000 Gold + 5 Wood + 5 Ore + 4 each of other 4 resources 3rd level: 1000 Gold + 5 Wood + 5 Ore + 6 each of other 4 resources 4th level: 1000 Gold + 5 Wood + 5 Ore + 8 each of other 4 resources 5th level: 1000 Gold + 5 Wood + 5 Ore + 10 each of other 4 resources

M. Thieves Guild
Cost: 750 Gold + 5 Wood
Effect: Gives information concerning other players. More Guilds = more information

N. Shipyard
Cost: 2000 Gold + 20 Ore
Effect: Ship construction
Cost of ships: 1000 Gold + 10 Ore
Note: Only available when castle is near water.

O. Statue
Cost: 1250 Gold + 5 Ore
Effect: Increases income by 250 Gold

P. Marketplace
Cost: 500 Gold + 5 Wood
Effect: Allows you to trade resources for other resources. More marketplaces = better trading rates

Q. Well
Cost: 500 Gold
Effect: Increases creature production by 2 for each structure.

R. Horde Building (in the Warlock castle, it's the Waterfall)
Cost: 1000 Gold
Effect: Increases 1st level creature production by 8 per week.

S. Left Turret
Cost: 1500 Gold + 5 Ore
Effect: Helps in castle defense by adding a small ballista in the walls.

T. Right Turret
Cost: 1500 Gold + 5 Ore
Effect: Same as Left Turret.

U. Moat
Cost: 750 Gold
Effect: Puts moat around castle. Stops ground movement when entered, and creatures have -3 Defense while in moat.

10. Required/Helpful Skills

The only skill I suggest getting that will REALLY come in handy is Estates. These are expensive troops, and Estates gives you 100 more gold at Basic, 250 for Advanced, and
500 for Expert.

Here are some other skills which will prove useful:

A. Leadership: This gives a morale increase. High morale equals more turns.
Helpful to get more attacks out of your dragons.
Basic gives +1, Advanced +2, and Expert gives +3.

B. Archery: This increases damage done by your range creatures. Since you only have one, getting that one to do more damage might be a good idea.
Basic = an increase in damage by 10%. Advanced = 25% increase. Expert= 50%.

C. Wisdom: You need this to be able to learn more spells at the Mage Guild. Basic lets you learn 3rd level, Advanced: 4th level, Expert: 5th level.

D. Ballistics: This increases catapult shots, accuracy, and damage done to walls.
Basic: 1 shot, and extra damage. Advanced: 2 shots, extra damage.
Expert: 2 shots, maximum damage.

E. Luck: This increases your luck, which, when in battle, allows a creature to cause maximum possible damage. Basic: +1, Advanced: +2, Expert: +3.

11. Important/Helpful Spells:

A. Dispel: this removes all the spells on a creature. It is 1st level, and costs 5 magic points. Enemy Heroes like casting Blind on Minotaur Kings. Use this if an enemy creature has Dragon Slayer cast on it.

B. Cure: Just as useful as Dispel, possibly more so, because it removes negative spells on a creature, and heals up to 5 times Spell Power in hit points. 1st level, 6 magic points.

C. Bloodlust: Adds +3 to a creature's Attack skill. Lasts one round per Power
(Power of 3, lasts 3 rounds). 1st level, 3 magic points.

D. Bless: Causes creatures to inflict maximum damage. Lasts one round per Power. 1st level, 3 magic points.

E. Lightning Bolt: one of my favorite spells. Causes 25 times Power damage to enemy creature. 7 magic points. Level 2.

F. Blind: Blinds a creature for one round per Spell Power. Enemy can't move until attacked, and retaliates with half strength. Level 2, 6 magic points.

G. Teleport: Moves any friendly creature to any unoccupied space. Very useful in getting Minotaur Kings past castle walls and moats. 3rd level, 9 magic points.

H. Chain Lightning: 40 X Power, then half damage to nearest creature until bolt hits 4 creatures. Be warned though: this can affect your creatures as well, unless they're dragons. 15 magic points, level 4.

12. Worst Enemy

The worst enemy for the Warlocks is the Wizards. The Wizards' Archmagi are among the best of the range creatures, second only to the Titans. The Titans are also in the Wizard army, and they are possibly the only creatures who can stand up to the Black Dragons. Also, most range creatures have a penalty if they have to use their melee attack (the melee attack being a bash or slash attack, and is caused when an enemy creature is standing in front of them so they can't get a shot off). However, the Titans and the Archmagi do not have this penalty, which makes them both even more dangerous.

13. Conclusion

Well, not much to say here. If you like this, great, if you don't, tell me if
I missed something, or have something that's wrong. If you have any tips or suggestions, email me (kevinbear@usa.net) and I'll add them, and give you credit for it. Otherwise, thanks for reading this, and I hope you enjoyed it.

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