Heroes Chronicles - Conquest of the Underworld

Heroes Chronicles - Conquest of the Underworld

16.10.2013 07:34:44
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Heroes Chronicles: The Conquest of the Underworld
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Table of Contents

1. Version History
2. Intro and FAQ
3. Tips
4. Towns
5. Creatures
6. Skills
7. Heroes
8. Magic
9. Artifacts
10. Spells
11. Cheats
12. Walkthrough
13. Legal Stuff and Contact

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1. Version History
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Version .25- Intro, FAQ, Town, and Creatures done.
Version .5 - Happy New Year! Heroes, Magic, Artifacts done. (01/01/06)

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2. Introductions and FAQs
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I have been hooked on Heroes of Might and Magic (which Heroes Chronicles is
based on) ever since playing a HOMM 2 demo when the game was first released.
This particular series of games follows the exploits of Tarnum, a former
Barbarian, as he is chosen by the "Ancestors" to be an Immortal Hero and to
make amends for the evils he committed in the past. Although previous HOMM
games have had storylines (usually in Campaign mode) this series has a much
deeper and well developed plot as well as some familiarity with the character
of Tarnum. In each game we find out more and more things about his past. In
this game the Ancestors send him to Erathia to recover King Gryphonheart's
soul from the clutches of the Inferno.

Questions in General

Q: Is there multiplayer in this game?

A: Sadly no. However if you have more than one town you can assign each person
a hero and a town, but this is designed to be a 1 player game, and is very
linear.

Q: Are the other Heroes Chronicles worth getting?

A: Well if you enjoy the storyline then yes. Especially if you do not own
Heroes of Might and Magic 3, Armageddon's Blade, or Shadow of Death. If I
recall there is an artifact featured in one of the Chronicles that is not
available in any of the other games.

Q: Heroes 4 has been out for some time and Heroes 5 is on the horizon. Why
write a FAQ on a HOMM3 inspired game?

A: Because in my humble opinion HOMM3 was a much better game than 4 for many
reasons. However, I am pleased to see that HOMM5 is looking like it will
incorperate ideas from both HOMM3 and HOMM4.

Q: I'm a Heroes fan and I can't find this game anywhere! Help!

A: I got this game from a KB Toys store in an outlet mall for a very cheap
price, if you don't have luck finding it there then try online.

Q: How many towns are in this game?

A: Four. The Castle, The Inferno, The Dungeon, and The Necropolis.

Q: Is the "Grail" Structure available in this game?

A: Yes and No. In the main game I don't believe you get one (correct me if I
am wrong) but you can use a cheat to get it in all your towns. The Grail
Structure in your town is different depending on what town type you have.
The cheat even works for the "previews" of the other Chronicles games.
However the game will know you cheated and you will recieve the rank of
"Cheater!!" when you beat the game. (see cheats section)

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3. Tips
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1. At a minimum have two heroes besides Tarnum. It is tempting to just use
Tarnum with a powerful army, but a single hero can only travel so far and his
town is open to attack, especially if you are on your way to attack another
town. Those heroes if for nothing else are useful is visiting the creature
dwellings and returning to your town to upgrade them. Besides two of those
heroes will carry over to the next campaign. You can get by with 3 total
heroes. Too many more than that will just weaken your army overall.

2. Although Tarnum has the skills of a knight, do not shy away from letting
him use magic. Especially Wisdom and Earth Magic. Wisdom because he will be
able to learn all spells and Earth Magic because he will be able to use the
excellent expert Town Gate spell. He gets high stats in all catagories, and
will almost become invincible once he obtains the Angelic Alliance! (see
artifact info)

3. Logistics, Tactics and Diplomacy are an excellent skills to have with a
"might" type of hero. Avoid Navigation, First Aid, and Scouting. Luck is also
weak compared to the other skills as well IMO.

4 For a "magic" type hero, do not bother with Eagle Eye, Intelligence,
Mysticism, or Scholar. All are useful in some situations but there is alot
of opportunities to get more spell points, and spells without wasting the
space for these lackluster skills.

5. Try to limit your casualties whenever possible. If that means being cheap
so be it. For example if you are going up against something slow like a zombie
why risk the possibily of losing pikeman when you can just have all the
creatures "defend" while the monks or the archers shoot at them. Chain
Lightning is also excellent for this purpose. (see spells section)

6. If you want to get Tarnum reinforcements, try to avoid sending him back by
himself. Instead recruit everything in your town and give it to a fairly good
hero and have them meet each other half way. Ideally this is in a location
fairly close to your castle and where their isn't much chance of your other
hero being attacked. Give Tarnum all of the units (even if that means your
other hero is stuck with 1 pikeman) If the other hero is attacked by an enemy
just retreat or surrender. You can then recruit him again at the same level.
Keep in mind that Tarnum can never retreat, surrender or be killed or it's a
game over. And do not give Tarnum reinforcements if enemies are near your
castle or it's not near the start of the next week. The reason is if you are
stuck with 1 pikeman, even if you are in your castle you don't stand much
chance against an enemy. A way to remedy this is to have one hero just be
responsible for collecting creatures and reinforcing Tarnum, have another
hero have a fairly good army and constantly be near the castle. The problem
is that these heroes will lose out in exp and stats. A healthy balance is
good. You want to protect your castle but not be stuck there.

7. Finally when attacking an enemy castle try to avoid going on the "moat" if
at all possible or unless you are sure you are going to enter the opponents
castle next turn. Expert Teleport for magic users or Expert Ballistics for
might heroes as well as strong flying units is the key to victory.

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4. Towns
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Castle:
The Castle is the best town in the game. That's just my opinion but almost all
the units are better than any other town.
Some of the extra buildings in the town are kinda lame, even I will admit.
For starters the Mage Guild only goes up to level 4 (for some odd reason in
other games I remembered it going up to level 5) this isn't a huge deal but it
does prevent you from learning a couple of the best spells in the game. Some
"unique" structures it features are the Brotherhood of the Sword which give
heroes a +2 morale during sieges. Okay, but not great. The Blacksmith builds
a Ballista which is invaluable for Tarnum who does great damage with it in
later levels. The Resource Silo give wood and ore which is key to alot of
Castle structures. In one mission you might be able to build a Lighthouse and
a shipyard as I recall one castle being on a lake. The Lighthouse increases
movement for your ships so it is useful. So okay the town itself doesn't
possess amazing extra stuff but it is still the best.

Inferno:
Probably the weakest town in the game. Again my opinion, but almost all of the
units stink compared to the castle. That being said, the Inferno does have the
best special buildings. It has level 5 Mage Guilds, a Mecury producing
Resource Silo, The Order of Fire which ups visiting heroes Spell power, and
Brimstone Stormclouds which further increases power during a siege. However
the Inferno has the Castle Gate, which I *grudgingly* admit is the best non
creature structure in the entire game. With it you can instantely go back and
forth through Inferno towns even if they are on the other side of the map or
underground. Normally it isn't that useful as there aren't normally over two
Inferno's but in this game there are tons of them and the ability to go to
four different Infernos anytime you are in one, without any movement cost is
truly a potentially devastating skill. That is until you capture one and use
it against them. This town will be your archrival and the final battle will be
held in this fiery pit.

Necropolis:
Better than the Inferno, but not very threatening in this game. In fact this
town is more of an annoyance than anything else. It has 2 deadly creatures,
and skeletons. However one of the crown strategies of this town is to kill
peasants and raise them as skeletons or recruit them and turn them into
skeletons. Oddly enough some units are better dead than alive. Fortunately for
you they cannot employ that strategy in this game because there are no
peasants that I have encountered. Their resource silo is the same as the
castle's and their skeleton transformer can transform any unit into skeletons
Their blacksmith produces flimsy First Aid tents and the Necromancy Amplifier
increases the power of Necromancy as it's name suggests. The annoying thing
that the Necropolis will do however is employ one of it's structures called
the Cover of Darkness. I cannot begin to tell you how annoying this is and
that the AI always uses it because it only costs 1000 gold to make! It shrouds
your FOV and so you will be running around blind. (this is one time I will
admit that Scouting is useful.)

Dungeon:
The Dungeon is an interesting town. It, like the Inferno has good special
buildings, however it also has fairly good creatures. If left alone for a long
time the Dungeon can be somewhat difficult to defeat unless the town is
restricted as to what creature dwellings it can build. The Silo of this town
gives 1 sulfer, and the Battle academy give 1000 exp which is handy for heroes
starting out. The Blacksmith like the Castle produces Balista, and the portal
of summoning can draw in creatures from external dwellings. The thing to watch
out for is the mana vortex which doubles spell points! Not bad, a worthy foe.
But often crippled by creature restrictions like the Necropolis.

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5. Creatures
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Castle

Level 1

Pikeman
Health: 10 Attack: 4 Shots: none Movement: land
60 gold Size: 1 Defence: 5 Dmg: 1-3 Spd: 4
The best level 1 unit in this game, but yeah it's not really fast.

Halberdier
Health: 10 Attack: 6 Shots: none Movement: land
75 gold Size: 1 Defence: 5 Dmg: 2-3 Spd: 5
The speed helps as does the attack and damage range. Much better than trogs
skeletons, or imps or any of those upgraded.

Level 2

Archer
Health: 10 Attack: 6 Shots: 12 Movement: land
100 gold Size: 1 Defence: 3 Dmg: 2-3 Spd: 4
Not great. Upgrade them.

Marksman
Health: 10 Attack: 6 Shots: 24 Movement: land
150 gold Size: 1 Defence: 3 Dmg: 2-3 Spd: 6
2x the shots and 2x attacks. Good speed as well. Needs to be protected

Level 3

Griffin
Health: 25 Attack: 8 Shots: none Movement: airborne
200 gold Size: 2 Defence: 8 Dmg: 3-6 Spd: 6
Good at harassing archers.

Royal Griffin
Health: 25 Attack: 9 Shots: none Movement: airborne
240 gold Size: 2 Defence: 9 Dmg: 3-6 Spd: 9
Counters everything, also the target of enemies attacks, good unit.

Level 4

Swordsman
Health: 35 Attack: 10 Shots: none Movement: land
300 gold Size: 1 Defence: 12 Dmg: 6-9 Spd: 5
Speed is an issue with them

Crusader
Health: 35 Attack: 12 Shots: none Movement: land
400 gold Size: 1 Defence: 12 Dmg: 7-10 Spd: 6
Much better damage, and it can attack twice.

Level 5

Monk
Health: 30 Attack: 12 Shots: 12 Movement: land
400 gold Size: 1 Defence: 7 Dmg: 10-12 Spd: 5
Well rounded shooter.

Zealot
Health: 30 Attack: 12 Shots: 24 Movement: land
450 gold Size: 1 Defence: 10 Dmg: 10-12 Spd: 7
Respectable upgrade. Doubles shots and has the ability to do the same damage
when attacked with melee.

Level 6

Cavalier
Health: 100 Attack: 15 Shots: none Movement: land
1000 gold Size: 2 Defence: 15 Dmg: 15-25 Spd: 7
A good mounted unit that does more damage the longer it travels.

Champion
Health: 100 Attack: 16 Shots: none Movement: land
1200 gold Size: 2 Defence: 16 Dmg: 20-25 Spd: 9
Called "neigh-neighs" by my friends, these are excellent units.
Has the "charge" skill like the Cavaliers.

Level 7

Angel
Health: 200 Attack: 20 Shots: none Movement: airborne
3000g+1 gem Size: 1 Defence: 20 Dmg: 50 Spd: 12
It does 50% more damage to it's archrival the devils. But in a battle between
an angel and a devil the devil will win.

Archangel
Health: 250 Attack: 30 Shots: none Movement: airborne
5000g+3gems Size: 2 Defence: 30 Dmg: 50 Spd: 18
The best unit in the game. It can ressurect fallen creatures and will beat any
creature in this game including the archdevil (provided there are the same
number of them)

Inferno:

Level 1

Imp
Health: 4 Attack: 2 Shots: none Movement: land(flutters)
50 gold Size: 1 Defence: 3 Dmg: 1-2 Spd: 5
A completely useless pile of crap.

Familiar
Health: 4 Attack: 4 Shots: none Movement: land(flutters)
60 gold Size: 1 Defence: 4 Dmg: 1-2 Spd: 7
Not quite as bad, because it can drain spell points and is pretty fast. Still
sucks.

Level 2

Gog
Health: 13 Attack: 6 Shots: 12 Movement: land
125 gold Size: 1 Defence: 4 Dmg: 2-4 Spd: 4
It's slow but then again so is the archer. I give it an average score.

Magog
Health: 13 Attack: 7 Shots: 24 Movement: land
175 gold Size: 1 Defence: 4 Dmg: 2-4 Spd: 6
has fireball attack that effects both ally and enemy. Can sometimes do more
harm than good.

Level 3

Hell Hound
Health: 25 Attack: 10 Shots: none Movement: land
200 gold Size: 2 Defence: 6 Dmg: 2-7 Spd: 7
An excellent unit. You need to watch out for these. Especially if they have
bless cast on them. Fast as well.

Cerberus
Health: 25 Attack: 10 Shots: none Movement: land
250 gold Size: 2 Defence: 8 Dmg: 2-5 Spd: 8
Notice the damage went down. However the thing also sprouted two more heads
and can attack three things at once not to mention just got faster.

Level 4

Demon
Health: 35 Attack: 10 Shots: none Movement: land
250 gold Size: 1 Defence: 10 Dmg: 7-9 Spd: 5
Not great but then again is very cheap.

Horned Demon
Health: 40 Attack: 10 Shots: none Movement: land
270 gold Size: 1 Defence: 10 Dmg: 7-9 Spd: 6
Not a big upgrade and now crusaders are much better than them. However they
are still inexpensive.

Level 5

Pit Fiend
Health: 45 Attack: 13 Shots: none Movement: land
500 gold Size: 1 Defence: 13 Dmg: 13-17 Spd: 6
very similiar to demons but do alot more damage. Still not very good.


Pit Lord
Health: 45 Attack: 13 Shots: none Movement: land
700 gold Size: 1 Defence: 13 Dmg: 13-17 Spd: 7
200 gold for 1 speed and the ability to raise demons from dead allies. Not a
good deal in my opinion. Save the money and stick with Pit fiends.

Level 6

Efreeti
Health: 90 Attack: 16 Shots: none Movement: airborne
900 gold Size: 1 Defence: 12 Dmg: 16-24 Spd: 9
meh again not great. the speed and flying ability is alright.

Efreet Sultan
Health: 90 Attack: 16 Shots: none Movement: airborne
1100 gold Size: 1 Defence: 14 Dmg: 16-24 Spd: 13
alright these things are pretty good. Defense and speed are up and come with
a fire sheild spell. Still take the Champion over it though.

Level 7

Devil
Health: 160 Attack: 19 Shots: none Movement: teleport
2700g+1mercury Size: 1 Defence: 21 Dmg: 30-40 Spd: 11
these are very good. They have no retaliation, lower luck and teleport.

Arch Devil Health: 200 Attack: 26 Shots: none Movement: teleport
4500g+2mercury Size: 1 Defence: 28 Dmg: 30-40 Spd: 17
again great unit can teleport anywhere on the map and no retaliation.

Necropolis
A note about the creatures here. They are undead, meaning they have no morale
and lower other creatures morale that are not in the Necropolis (which makes
sense why would a human work with a zombie?) They also cannot be blessed or
cursed hypontized, made to go berserk, or blinded.

Level 1


Skeleton
Health: 6 Attack: 5 Shots: none Movement: land
60 gold Size: 1 Defense: 4 Dmg: 1-3 Spd: 4
If the enemy heroes is any good you will see alot of these.


Skeleton Warrior
Health: 6 Attack: 6 Shots: none Movement: land
70 gold Size: 1 Defense: 6 Dmg: 1-3 Spd: 5
Again a unit that isn't amazing by itself but has numbers on it's side.

Level 2

Walking Dead
Health: 15 Attack: 5 Shots: none Movement: land
100 gold Size: 1 Defense: 5 Dmg: 2-3 Spd: 3
This is a bad unit.


Zombie
Health: 20 Attack: 5 Shots: none Movement: land
125 gold Size: 1 Defense: 5 Dmg: 2-3 Spd: 4
Still a pretty bad unit. The health went up but it has bad attack and appaling
speed.

Level 3

Wight
Health: 18 Attack: 7 Shots: none Movement: airborne
200 gold Size: 1 Defense: 7 Dmg: 3-5 Spd: 5
The first of the three airborne units but the least threatening, heals the
wight at the top of the stack. A ok unit but they seem to die quickly.

Wraith
Health: 18 Attack: 7 Shots: none Movement: airborne
230 gold Size: 1 Defense: 7 Dmg: 3-5 Spd: 7
The speed really helps this unit drastically and makes it a threat against
archers and monks. It also drains spell points.

Level 4

Vampire
Health: 30 Attack: 10 Shots: none Movement: airborne
360 gold Size: 1 Defense: 9 Dmg: 5-8 Spd: 6
A good well rounded unit with no retaliation but they are no match for

Vampire Lord
Health: 40 Attack: 10 Shots: none Movement: airborne
500 gold Size: 1 Defense: 10 Dmg: 5-8 Spd: 9
An extremely deadly unit. If you are facing them you must attack them as hard
as you can or they will spell disaster. They are fast strong and drain life
back into themselves and can actually regain lost stacks of units. So for
example a group of archers shoots and kills 10 of these, when the vampires
attack them not only will they kill alot of archers but they will regain those
10 vampires that were originally killed.

Level 5

Lich
Health: 30 Attack: 13 Shots: 12 Movement: land
550 gold Size: 1 Defense: 10 Dmg: 11-13 Spd: 6
A good shooter that fires a "death cloud" which will also units that are
adjacent to the one attacked but will not hurt theirs!

Power Lich
Health: 40 Attack: 13 Shots: 24 Movement: land
600 gold Size: 1 Defense: 10 Dmg: 11-15 Spd: 7
Same thing except better. The 10 extra hit points + Spd are worth the cost

Level 6

Black Knight
Health: 120 Attack: 16 Shots: none Movement: land
1200 gold Size: 2 Defense: 16 Dmg: 15-30 Spd: 7
These are archrivals of the Cavalier/Champion family, and are very strong.
20% chance to curse.

Dread Knight
Health: 120 Attack: 18 Shots: none Movement: land
1500 gold Size: 2 Defense: 18 Dmg: 15-30 Spd: 9
I'm fond of Champions but I have to admit these things are better. They have
a 20% chance to curse and a 20% chance to do double damage! If any of those
things happen it's really bad. Fortunately the enemy doesn't use these often.

Level 7

Bone Dragon
Health: 150 Attack: 17 Shots: none Movement: airborne
1800 gold Size: 2 Defense: 15 Dmg: 25-50 Spd: 9
The very presence of this creature drops morale. A vicious attacker however
the enemy never actually used one of these against me. I did fight them as one
of the wandering creatures on the map though.

Ghost Dragon
Health: 200 Attack: 19 Shots: none Movement: airborne
3000g + 1mercury Size: 2 Defense: 17 Dmg: 25-50 Spd: 14
If you notice both of these creatures don't have the attack and defense of the
other level 7 creatures. However the ghost dragon has a 20% chance to age the
enemy creature. If this happens 1/2 of their hit points are gone. Meaning 100
archdevils vs. 1 pissed off ghost dragon = 100 archdevils lost about a total
of 10,000 health!

Dungeon

Level 1


Troglodyte
Health: 5 Attack: 4 Shots: none Movement: land
50 gold Size: 1 Defence: 3 Dmg: 1-3 Spd: 4
Average cheap and sorta slow, having no eyes to begin with they are immune to
blind

Infernal Troglodyte
Health: 6 Attack: 5 Shots: none Movement: land
65 gold Size: 1 Defence: 4 Dmg: 1-3 Spd: 5
a cheap and good upgrade.

Level 2

Harpy
Health: 14 Attack: 6 Shots: none Movement: airborne
130 gold Size: 1 Defence: 5 Dmg: 1-4 Spd: 6
They can fly and return to the spot they started the attack from, they will
lose alot when they are countered

Harpy Hag
Health: 14 Attack: 6 Shots: none Movement: airborne
170 gold Size: 1 Defence: 6 Dmg: 1-4 Spd: 9
They solved the "counter" problem by adding no retaliation, and also thus
created the most annoying unit in the game. It can attack from over castle
walls kill 2-3 Crusaders and return behind the walls.

Level 3

Beholder
Health: 22 Attack: 9 Shots: 12 Movement: land
250 gold Size: 1 Defence: 7 Dmg: 3-5 Spd: 5
no melee penalty like the zealots, and a fairly good unit overall.

Evil Eye
Health: 22 Attack: 10 Shots: 24 Movement: land
280 gold Size: 1 Defence: 8 Dmg: 3-5 Spd: 7
good upgrade to an already good unit.

Level 4

Medusa Health: 25 Attack: 9 Shots: 4 Movement: land
300 gold Size: 2 Defence: 9 Dmg: 6-8 Spd: 5
Ironically this creature is better at melee than it is at ranged. It suffers
no melee penalty and can turn enemies hit by its melee into stone.

Medusa Queen
Health: 30 Attack: 10 Shots: 8 Movement: land
330 gold Size: 2 Defence: 10 Dmg: 6-8 Spd: 6
Doubles it's shots from 4 to 8.

Level 5

Minotaur Health: 50 Attack: 14 Shots: none Movement: land
500 gold Size: 1 Defence: 12 Dmg: 12-20 Spd: 6
A good solid fighter, Minotaurs should be included in your army when you
capture a dungeon. Morale is never below 1 great health and damage.

Minotaur King Health: 50 Attack: 15 Shots: none Movement: land
575 gold Size: 1 Defence: 15 Dmg: 12-20 Spd: 8
Very good unit. Watch out for these creatures. Try not the get attacked by
them.

Level 6

Manticore
Health: 80 Attack: 15 Shots: none Movement: airborne
850 gold Size: 2 Defence: 13 Dmg: 14-20 Spd: 7
Despite looking intimidating these creature are very weak. 80 hp and 13 damage
is not impressive for a level 6 creature.

Scorpicore
Health: 80 Attack: 16 Shots: none Movement: airborne
1050 gold Size: 2 Defence: 14 Dmg: 14-20 Spd: 11
20% chance to paralyze. Still a very bad unit despite being faster, it is too
expensive and has hardly has any health.

Level 7

Red Dragon
Health: 180 Attack: 19 Shots: none Movement: airborne
2500g+1sulfer Size: 2 Defence: 19 Dmg: 40-50 Spd: 11
Immune to magic levels 1-3, has breath atack that will attack through 2 hexes.
Make sure you do not accidentaly roast one of your own units.

Black Dragon
Health: 300 Attack: 25 Shots: none Movement: airborne
4000g+2sulfer Size: 2 Defence: 25 Dmg: 40-50 Spd: 15
100% Immune to Magic both good and bad. In HOMM3 there was an item that
destroyed that resistance but I don't think that item is in this game.

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6.Skills
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PRIMARY SKILLS
Every time you level up you will automatically recieve a primary skill point
attack,defense,spell power, and knowledge.

Attack effects how much damage your troops do in combat.
Defense effects how much damage they resist from other troops (magic is a
different story)
Spell power effects how much damage a spell does
Knowledge effect how many times you can cast a spell

Might Heroes are prone to learning attack and defense
Magic Heroes are prone to learning SP and knowledge
However most might and magic heroes will probably grow a little in all areas.

SECONDARY SKILLS
When the hero levels up he/she will choose between two secondary skills, but
can choose only one. Some will be new skills and others will be upgrade to
ones he/she already has.
The succession of upgrades is:
Basic
Advanced
Expert
For example let's say Tarnum has a Basic rank in Artillery and
levels up there might be Advanced Artillery or Basic Wisdom or two Basics.

The different skills you can learn in this game are:

MIGHT SKILLS:

Archery: Increase Ranged Attackers ability to do damage

Offense: Increase Melee Attackers ability to do damage

Resistance: Causes enemy spells to fail

Leadershio: Raises Morale

Luck: Raises well...uh Luck

Tactics: Allows you to move your troops into a more favorable position.

Artillery: Allows you to manually attack with Ballista and castle turrents and
increase damage from Ballistas.

Ballistics: Allows you to maunally attack with Catapult and cause it to do
more damage

First Aid: Improves use of First Aid tent

NEUTRAL SKILLS:

Necromancy: a portion of enemies killed come back into your army as skeletons

Diplomacy: Reduces cost of surrender and increases chance of recruiting wild
creatures into your army

Estates: increases gold

Learning: increases EXP

Logistics: increases movement

Pathfinding: Eliminates movement penalties

Scouting: Increases your view radius of maps

Navigation: Increases movement over water

MAGIC SKILLS:

Eagle Eyes: Learn spells from enemies who use spells against the hero

Intelligence: adds to heroes spell points

Mysticism: Regenerates set number of Spell points every day

Scholar: Can teach other heroes spells.

Sorcery: Causes magic to do more damage

Wisdom: Allows heroes to learn level 3,4, and 5 spells.

Air magic: improve air spells

Earth magic: improve earth spells

Fire magic: improve fire spells

Water magic: improve water spells

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7. Heroes
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Pretty much the only heroes you can recruit are from the Castle town. There
may be some exceptions but that is the rule of thumb.

Knights:
These are the might heroes. They can learn magic but perfer combat skills

Tarnum:
Male Knight
Specialty: Ballista does more damage per level up
Comments: You don't have any choice but to use this guy, forgot what skills he
starts with but definately give him Artillery, Wisdom, and Earth Magic.
Tactics and Ballistics, as well as Logistics are handy for this character

Sir Mullich:
Male Knight
Skills: Advanced Leadership (I think)
Specialty: +2 speed for all units
Comments: a very useful hero due to his ability to strike first and let
champions move farther for their charge.

Edric
Male Knight
Skills: Basic Leadership, Basic Armorer
Specialty: Improve Attack and Defense of Griffins
Comments: Armorer is a nice skill and Griffins are a useful unit and he looks
cool but he's not that great in the long run.

Lord Haart
Male Knight
Skills: Basic Leadership, Basic Estates
Specialty: Increased money for every level up based on Estates
Comments: meh. very lackluster in my opinion, only good for his money :D and
to get the most out of that you have to level him up.

Orrin
Male Knight
Skills: Basic Leadership, Basic Archery
Specialty: Archery bonus per level up
Comments: fairly good because if he levels up enough his archers can be deadly
However the Castle has two archer units so factor that in.

Sir Christian
Male Knight
Skills: Basic Leadership, Basic Tactics
Specialty: Increase power of Ballista after 4th level.
Comments: Normally I would suggest recruiting him, but since you start off
with Tarnum who has even more powerful ballistas I would just stick with him.

Sorsha
Female Knight
Skills: Basic Leadership, Basic Offense
Specialty: Improve Attack and Defense of Swordsmen/Crusaders
Comments: Not bad, because she has both offense and powers up the Crusaders.

Sylvia
Female Knight
Skills: Basic Leadership, Basic Navigation
Specialty: Bonus to Navigation per level up
Comments: Pretty much the worst hero you could pick. There are barely any
oceans in this game because alot of it takes place in the underground. Thus
Navigation=useless

Tyris
Female Knight
Skills: Basic Leadership, Basic Tactics
Specialty: Improve Attack and Defense of Cavaliers/ Champions
Comments: My pick for the Knight to accompany Tarnum, Champions are solid
units that need a bit more attack and defense to give them an edge and Tactics
are great

Valeska
Female Knight
Skills: Basic Leadership, Basic Archery
Specialty: Improve Attack and Defense of Archers
Comments: Archers in some instances are the bread and butter of your offense
so she isn't a bad choice.

Clerics: The magic type hero for the Castle

Adela
Female Cleric
Skills: Basic Wisdom, Basic Diplomacy
Specialty: Bless spell is used to a higher effect
Comments: Diplomacy can sway wild creature to join your side, Bless is a
useful spell but common, overall a pretty good hero.

Adelaide
Female Cleric
Skills: Advanced Wisdom
Specialty: Frost Ring spell is used to a higher effect
Comments: Advanced Wisdom is cool, Frost Ring isn't that great, but she's
probably one of the prettiest heroines in the game so keep that in mind

Caitlin
Female Cleric
Skills: Basic Wisdom, Basic Intelligence
Specialty: +350 gold per day
Comments: not very good as a hero. If you expect a long campaign recruit her
and take most of her units and leave her somewhere so you get the 350 gold

Cuthbert
Male Cleric
Skills: Basic Wisdom, Basic Estates
Specialty: Weakness spell is used to a higher effect
Comments: Weakness can be useful but overall not a good hero

Ingham
Male Cleric
SKills: Basic Wisdom, Basic Mysticism
Specialty: Attack and Defense of Monks increase per level up.
Comments: only useful if you like Monks/Zealots alot

Loynis
Male Cleric
SKills: Basic Wisdom, Basic Learning
Specialty: Prayer spell is used to a higher effect
Comments: Despite looking really lame this guy is good. Prayer is a very good
spell, so I consider him the best of the Clerics.

Rion
Male Cleric
Skills: Basic Wisdom, Basic First Aid
Specialty: First Aid is improved per level up.
Comments: looks awesome like some badass medieval Jedi, but First aid is kinda
meh...well in some instances it can be useful like if an angel gets hurt badly
he can heal it to almost full health. But not the greatest cleric IMO

Sanya
Female Cleric
Skills: Basic Wisdom, Basic Eagle Eye
Specialty: Eagle Eye is improved per level up.
Comments: Eagle eye I never really liked but it can be quite useful in some
instances.

------------------------------------------------------------------------------
8. Magic
------------------------------------------------------------------------------
Their are many spells but I'm just going to highlight the ones that are useful

AIR:

Level 1:

Haste
Why: increases speed. Expert Haste increase every units speed which is a big
advantage

Level 2

Disrupting Ray
Why: Reduces defense and can be stacked as many times as needed

Lightning Bolt
Why: Fairly Powerful spell and easy to come by early in the game

Precision:
Why: helps ranged units do more damage.

Level 3

Air Shield
Why: Ranged attacks do less damage to your troops

Destroy Undead
Why: does damage to all undead,who are among your enemies


Level 4:

Chain Lightning
Why: one of the best offensive spells in the game. Powerful and hits lots of
units.

Level 5:

Dimension Door
Why: allows you to teleport to a location normally no accessable.

Fly
Why: allows you to fly over obstacles in the map.

FIRE:

Level 1:

Bloodlust
Why: Causes units to do more hand to hand damage

Curse:
Why: Causes enemies to inflict minimum damage

Level 2:

Blind
Why: Stops an enemy from moving or attacking

Level 3:

Fireball
Why: Area Attack

Level 4:

Berzerk
Why: Causes enemies to attack nearest creature near it regardless if rather it
is an enemy

Frenzy
Why: Raise attack at the price of defense.

Inferno
Why: Big Ranged attack

WATER

Level 1:

Bless
Why: allows unit to do maximum damage

Cure
Why: heals unit and dispels them

Dispel
dispels both good and bad units

Level 2:

Ice Bolt
Why: use it if you didn't get Lightning

Weakness: Decrease enemy attack strength

Level 3:

Teleport
Why: Expert Teleport can warp any creature anywhere even over castle walls!

Level 4:

Prayer
Why: Gives a bonus to attack, defense, and speed.
Expert Prayer is great because it effects all your units!

EARTH

Level 1:

Sheild
Why: Reduces hand to hand damage from enemies

Slow
Why: Slows down enemies

Stone Skin
Why: Increases defense

Level 3:

Anti-Magic
Why: make unit invincible to magic

Earthquake
Why: If Magic hero doesn't have Ballistics he should use this

Level 4:

Meteor Shower
Why: Powerful Ranged attack

Resurrection
Why: Advanced and Expert restore troops back into your army permanantly

Town Portal
Why: Advanced and Expert allow you to go to any allied town

Level 5
Implosion
Why: tons of damage to one enemy.

Legal stuff:
This work is Copyright 2005 by Daniel Kolb (username: The Unholy Fish)
And cannot be used for any reason outside of:
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without expressed
written permission. Help keep these guides free!

If you find errors or just want to comment, my email is (kolbster@gmail.com)
 
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