Heroes of Might and Magic V Guide and Campaign Walkthrough v.0.8
 by Kirk Warren

Table of Contents

0) Coming Soon
1) Introduction
2) Faction Overviews
  2a) Haven
  2b) Inferno
  2c) Necropolis
  2d) Dungeon
  2e) Sylvan
  2f) Academy
3) Faction Heroes
  3a) Haven
  3b) Inferno
  3c) Necropolis
  3d) Dungeon
  3e) Sylvan
  3f) Academy
4) Campaigns
  4a) Campaign One - The Queen
    4ai) Mission One - The Queen
    4aii) Mission Two - Rebellion
    4aiii) Mission Three - The Siege
    4aiv) Mission Four - The Trap
    4av) Mission Five - The Fall of the King
  4b) Campaign Two - The Cultist
    4bi) Mission One - The Betrayal
    4bii) Mission Two - The Promise
    4biii) Mission Three - The Conquest
    4biv) Mission Four - The Ship (coming soon)
    4bv) Mission Five - Agrael's Decision
  4c) Campaign Three - The Necromancer
    4ci) Mission One - The Temptation
    4cii) Mission Two - The Attack
    4ciii) Mission Three - The Invasion (coming soon)
    4civ) Mission Four - The Regicide (coming soon)
    4cv) Mission Five - The Lord of Heresh (coming soon)
  4d) Campaign Four - The Warlock
    4di) Mission One - The Clanlord
    4dii) Mission Two - The Expansion (coming soon)
    4diii) Mission Three - The Cultists (coming soon)
    4div) Mission Four - The March (coming soon)
    4dv) Mission Five - Raelag's Offer (coming soon)
   4e) Campaign Five - The Ranger
    4ei) Mission One - The Refugees (coming soon)
    4eii) Mission Two - The Emerald Ones (coming soon)
    4eiii) Mission Three - The Defense (coming soon)
    4eiv) Mission Four - The Archipelago (coming soon)
    4ev) Mission Five - The Vampire Lord (coming soon)
   4f) Campaign Six - The Mage
    4fi) Mission One - The Defiant Mage (coming soon)
    4fii) Mission Two - The Liberation (coming soon)
    4fiii) Mission Three - The Triumvirate (coming soon)
    4fiv) Mission Four - The Alliance (coming soon)
    4fv) Mission Five - Zehir's Hope (coming soon)
5) Skills Guide
  5a) Haven Skills Guide
  5b) Inferno Skills Guide
  5c) Necropolis Skills Guide
  5d) Dungeon Skills Guide
  5e) Sylvan Skills Guide
  5f) Academy Skills Guide
  5g) Skill Descriptions and Perk Guide
   5gi) Counterstrike
   5gii) Gating
   5giii) Necromancy
   5giv) Irresistible Magic
   5gv) Avenger
   5gvi) Artificier
   5gvii) Basic Skills
6) Spell Guide
  6a) Adventure Spells
  6b) Light Magic
  6c) Dark Magic
  6d) Summoning Magic
  6e) Destructive Magic
7) Tips & Tricks
  7a) Basic Tips
  7b) Haven Tips
  7c) Inferno Tips
  7d) Necropolis Tips
  7e) Dungeon Tips
  7f) Sylvan Tips
  7g) Academy Tips
8) Contact Information
9) Copyright Information

0) Coming Soon

- Skills comments / suggestions for Dungeon, Sylvan and Academy
- Expanded Tips and Tricks section
- Finish Campaign Walkthroughs

1) Introduction

	Heroes of Might and Magic V is a great game plagued by many bugs.  Not
only that, the manual it comes with is pitiful and if you have never played a
HOMM game before, you will be completely lost.  Even if you have played one
before, you may find yourself in over your head.  This guide is a comprehensive
walkthrough of the campaign missions, giving detailed instructions on
progression, skill selection, unit choices and battle strategies.  I played on
Normal difficulty through Haven and Easy through the rest when writing this
guide, but that should not change much in the grand scheme of things if you wish
to try on harder difficulties, the maps do not physically change with
difficulties, just the frequency of computer attacks and the computer's attack /
spell priorities.  I have completed the game on Hard if anyone is interested, so
I feel I am capable enough to write a guide for others to follow.

	You can use this guide simply by checking the table of contents for
whatever you desire and typing Control + F to bring up the Find menu in most
browsers.  From here, you can simply type in the desired spot and it will bring
you to it.  For example, to view Campaign Five, Mission Two, type in 4vb)
Mission Two and it will bring you to it.  No scrolling through countless pages
to find what you're looking for.

	Also, there are countless ways to win each scenario, these are typically
the most efficient or easiest ways I have found to do the missions.  Other
people may find easier or quicker or otherwise different ways to do the same
thing.  Feel free to contact me if you feel you know of a better way and I may
update the guide and give credit to you for it.

	Faction Overviews list a brief description of each faction and let you get
to know them.  I intend on eventually listed all the units for each faction and
adding comments on how to use them and what to build and maybe even typical
build orders for specific play styles.  Feel free to send me feedback on whether
these are desired features.  The Faction Heroes section lists all the heroes and
their descriptions and specializations.  The campaign section lists detailed
walkthroughs for each campaign and its missions, listing starting units, build
orders if required and choose bonuses.  The current patch is making this very
difficult as many event triggers are broken and I may be forced to revert to the
v.1.0 to continue the guide or skip certain missions.  The skills guide section
is quite comprehensive, even in the primitive state.  It starts by listing my
recommended skill choices for each faction and general tips for campaign heroes
as well.  It then heads into descriptions and comments on every racial and its
associated perks (Gating, Necromancy, etc) and then lists descriptions and
comments for every basic skill (Attack, Defense, etc) and their associated
abilities (Evasion, Battle Frenzy, etc).  Find out what abilities are good and
bad and what perks and ability choices will suit your play style.  After that is
the spell guide, where you can find descriptions and comments on every spell in
the game.  Very useful starting out, as you may not have any idea what a Phantom
Force or a Puppet Master does and if they are worth getting or not.  Finally, at
least for the guide part, is the Tips and Tricks section where you can learn, as
you guessed it, tips and tricks for the game and each individual faction.  Feel
free to send in your own suggestions for this section and I may add it and give
you credit!  And last, but not least, are the contact information and copyright
sections.  I expect countless flames saying I am out right wrong on my skill
selections or that I did a mission all wrong and so on and so forth. Hopefully,
I help out at least one person with this guide though.  Thanks for reading and
enjoy the rest of the guide!

- Kirk Warren

2) Faction Overviews

2a) Haven
"For Honor, Order and Duty"

Faction Colours - Light Blue, White, Gold
God of Worship - Elrath, the Dragon of Light
Kingdom - The Holy Griffin Empire
Capital - Talonguard
Leader - Emperor Nicolai

Description:

A feudal Holy Empire, the strongest realm of Ashanti is a kingdom of medieval
knights and monks, with prevalent access to "Light / Life" Magic and "Angelic"
elite troops. The Empire chose the Griffin as its symbol. Tamed griffins are
used by the nobility as "flying hounds", and sometimes as mounts. On the
battlefield, Haven troops are known to be extremely resistant, relying more on
the mighty power of brutal force than on the delicate art of magic. The heroes
of the Haven faction will develop skills and abilities to support the hurricane
of steel and fury that will rush into the enemy's rank.

2b) Inferno
"Do what thou willst"

Faction Colours - Black and Red
God of Worship - Urgash, the Primordial Dragon of Chaos
Kingdom - Sheogh, the Prison of Fire
Capital - Ur-Hekal, the "Gate of the Burning Heart"
Leader - Demon Sovereign Mal-Beleth

Description:

The ravening monsters that would burn the world to a cinder just to watch it
burn. Demons are an alien pantheon of hostile monsters that are bent on
conquering Ashan. Fortunately, they are imprisoned in Hell (a "dimensional jail"
created in the lava core of the planet) and can't exist for long in the material
(surface) world, except when they are summoned by a sorcerer or when they can
possess a mortal body. On the battlefield, Inferno troops are famous for their
insane brutality in both the might and magic fields. Inferno troops will rush
into the melee, while creatures with magic abilities will disrupt the normal
order of things to call for demonic reinforcements or to summon the fury of the
fire element on their enemy. The inferno heroes will of course support their
troops, sometimes taking part into combats but most of the time they will use
their tremendous resources in mana to cast countless and devastating spells.

2c) Necropolis
"Life is change, chaos, filth and suffering. Death is peace, order, everlasting
beauty."

Faction Colours - Black and Fluorescent Green (toxic)
God of Worship - Asha, the Primordial Dragon of Order
Kingdom - None, they are a secret society hidden within Academy and Haven
Capital - None, although Lorekeep was a major center of necromancy at one point
Leader - None at present time

Description:

Necromancers are a split-order of the Wizards. They study death-magic to become
eternal. They can control the spirits of the deceased (ghosts) or raise the dead
form their graves (skeletons, zombies). Necromancers believe that pleasures are
sensual (linked to our five senses) and that each pleasure leads to pain (being
sick from eating too much, grieving the death of one's beloved, etc.). The
solution is to embrace death, which is perfection through sensory deprivation.
Necromancers believe in an eternal, unchanging, neutral life rather than
maintaining moderation in all things until the next life. High-ranking
Necromancers become Vampires: eternally young, beautiful and powerful, but as
cold and insensitive as alabaster statues. On the battlefield, Necropolis troops
are generally weaker than their opponents. However their cost is lower as they
are less dependent on "material" resources to grow. So they tend to benefit from
a clear numeric advantage. But Necropolis troops also compensate their relative
weakness with other abilities. All Necropolis creatures are Undead. Undead
creatures are not affected by morale: the dead don't care, you can't motivate
them with the prospect of victory and they are not afraid to die. Mind Effects
and poisons also don't work on them: they don't have minds or bodies. On top of
that some units will drain life from their enemies or remain untouched by non-
magical attacks.

2d) Dungeon
"Hide, listen, watch, learn... And when the time is right, strike from the
shadow."

Faction Colours - Black and Purple
God of Worship - Malassa, The Dragon of Darkness, keeper of deadly secrets
Kingdom - Ygg-Chal, the Dark Below
Capital - Konos, the Maze of Shadows
Leader - Each clan has its own High Priestess at its head, no faction leader

Description:

The Dark Elves are renegades from the Sylvan factions who long ago made a pact
with the mysterious Faceless. As a result, the whole nation embraced the
darkness and chose to live in the underground world of Ashan, building their
cities in the huge caves there. The Dark Elves worship the Dragon of Darkness,
and because their deeds in her name are their worship, the Dungeon society is
built around secrecy, plots, betrayal, and occultism. Each town is ruled by a
clan with a High Priestess at its head. Women are almighty in the Dungeon
society, for they lead the religious, political, and military powers. They do
not raise their children themselves, but send them to the temple instead, where
they will learn all the arts a young Dark Elf must know to survive. In peace
time, the Dark Elves use their very particular skills against other Dark Elf
cities, to strengthen their own clans. But in war time, all these skills
dedicated to murder and plots are turned on the common enemy. On the
battlefield, Dungeon troops are renowned for their superior agility and power,
even amongst their basic units. Fortunately for their enemies, this superiority
is scarce and comes at a higher cost, for the Dark Elves are few in numbers and
each loss is a severe blow to their military might.

2e) Sylvan
"We dance to the rhythm of the world"

Faction Colours - Green and Brown
God of Worship - Sylanna, the Dragon of Earth, Nature's Great Mother
Kingdom - Irollan, the forest maze
Capital - Shataqua "New Green"
Leader - Alaron

Description:

Swift as the wind, graceful as the stream, strong as the waterfall, wise as the
oak... At one with nature... Sylvans are graceful and patient souls who live in
close harmony with the earth. Distrustful of machinery and cities, they keep to
their ancient ways and ally with others only rarely. The sylvan society is built
around several people that all experience a symbiotic relationship, making the
Sylvan realm a very united nation.

Along with the elves (druids, hunters, warriors) live wild legendary beasts
(Direwolves, Unicorns, Treants...), and Faeries (Sprites, Pixies...).

2f) Academy
"All secrets will be understood, and mastered, in time."

Faction Colours - Orange (Saffron) and Gold
God of Worship - No God, view Dragons as merely powerful beings
Kingdom - The Silver Cities
Capital - Al-Safir, the Sky Dome
Leader - Cyrus

Description:

The Academy wizards are proud seekers after knowledge and subjugators of the
natural order. The Academy society is dedicated to wisdom and knowledge. The
mages spend their lives studying and writing occult research studies. A senate
of wizards, called The Circle of Nine, rules the Silver Cities, though each of
the cities maintains a greater or lesser degree of independence. Citizens who
are incapable of magic are essentially second class, with an ability to harness
sorcerous power being the key to social and political advancement. Magic is
taught in academies in the large cities, as hedge wizardry is frowned upon.
These academies are formal places (much like Oxford or Cambridge in the real
world) where which school you're in means a great deal about what you will
learn, how you learn it, and how the rest of your life plays out. Wizards tend
to cluster into "schools" following the teachings of one great magus or another,
and rivalries between schools are fierce.

The wizards rule a people of servant creatures that have been either summoned or
magically animated by them.

3) Faction Heroes

3a) Haven

Isabel - Campaign Hero
Suzerain

Only child of the ruling family of the Greyhound Duchy, Isabel was brought up in
isolation surrounded by nannies and servants. Now that war has come, the young
Queen feels driven to go to the aid of the Empire. Dedicated to her goals,
Isabel exploits the few things she has - her wealth and nobility - without
hesitation.

Specialization: Hero contributes 250 gold in kingdoms treasury per day. Hero has
a 2% per level discount for troop training in Haven Towns.

Starting Skills: Advanced Leadership, Basic Counterstrike

Starting Stats: 1 Attack, 2 Defense, 1 Spellpower, 1 Knowledge, 10 Mana

Comments:  Isabel is your hero for the entirety of Campaign One (well, Mission
Five she is prisoner for the first week) and is a relatively average hero.  Her
250 gold per day and Training discounts are nice, but not really necessary for
the first campaign, as it is fairly straightforward and easy.

Godric - Campaign Hero
Paragon Knight

Godric is rightfully upheld as a model knight and sterling example of chivalric
ideals. Demanding the highest standards of courage and integrity from both
himself and his followers, Godric commands respect wherever he goes. Troops
under his banner trust him without question, as his history of great deeds and
his favor in Elrath's eye convince them that his mere presence upon the
battlefield can guarantee victory.

Specialization: The effect of Benediction increases as hero gains new levels.
Mana used for casting Light Magic spells are reduced by 1.

Starting Skills: Basic Counterstrike (Benediction), Basic Leadership, Basic
Light Magic

Starting Stats: 1 Attack, 2 Defense, 1 Spellpower, 1 Knowledge, 10 Mana

Note: Godric starts with a First Aid Tent

Comments: Godric joins Isabel later during Campaign One and is featured
prominently throughout the rest of the game.  Avoid giving him Logistics during
Campaign One as you will have him chasing Agrael during Mission One in Campaign
Two.  Similarly, in Campaign Three, do not level him up at all and you will have
a much easier Mission Five.  After that he will be a hero you can use throughout
the rest of the Campaigns (where applicable of course).  His specialization is
rather timid, but overall is a decent one.

Freyda - Campaign Hero
Windrider

"Strike like lightning" is Freyda's motto. During her years as a student at the
Imperial College of Strategy she often surprised her instructors with daring
solutions based on forced marches, surprise attacks and rapid outflanking. At
heart, Freyda is always impatient for the next battle to try some new twist on
her favorite tactics. Though some murmured that she was promoted because she is
Godric's daughter, a string of victories and exemplary leadership has silenced
even the most cynical critics.

Specialization: The effect of Haste spell is increased by 1% for every hero
level.

Starting Skills: Basic Counterstrike, Basic Attack (Tactics)

Starting Stats: 1 Attack, 2 Defense, 1 Spellpower, 1 Knowledge, 10 Mana

Comments: Damsel in distress, nothing to see here.

Maeve
Windrider

Brilliant but embattled, Maeve is a dedicated ruler working desperately to pull
a doomed empire out of its downward spiral. Trying to salvage a future for the
fragmenting Falcon Empire while fighting off a Demon invasion, Maeve has nothing
to rely on but her own dedication to the ideals of chivalry and her unswerving
faith in the worship of the Dragon of Light.

Specialization: The Effect of Haste spell is increased by 1% for every hero
level.

Starting Skills: Basic Attack, Basic Leadership, Basic Counterstrike

Starting Stats: 1 Attack, 2 Defense, 1 Spellpower, 1 Knowledge, 10 Mana

Comments:  Weak special compared to other heroes.  I would avoid her at all
costs.  Buy a new hero in multiplayer if it was on random and just give MaeveÂ’s
units to the new one.

Dougal
Archer Commander

As dedicated as his comrades to the glory of the Griffin Empire, Dougal's
loyalty is balanced with a strong dose of pragmatism. Believing that the best
enemy is one that is dead before he can lay a hand on a Griffin soldier, Dougal
has specialized for many years in the training and equipping of archers. The
shooters return his faith, believing that little can endanger them while Dougal
is in command.

Specialization: All Archers and Marksmen in hero's army gain +1 to their offence
and defence for every two levels of the hero, starting on first level.

Starting Skills: Basic Attack (Archery), Basic Counterstrike

Starting Stats: 1 Attack, 2 Defense, 1 Spellpower, 1 Knowledge, 10 Mana

Notes: Dougal starts with an Ammo Cart

Comments:  One of the best heroes for multiplayer / non campaign missions.
Archers are the backbone of your army throughout the game and starting with an
Ammo Cart right off the bat saves you some money for more troops.  CanÂ’t go
wrong with this guy.

Ellaine
Beloved of the People

Ellaine served honorably in the Imperial army during the War of the Eclipse and
then returned to manage her family's estates in a wise, compassionate, and just
manner. Though it had been poorly kept her steady hand yielded fruit: the manor
grew and prospered. Now that Ellaine is back at war, the peasants remember her
good deeds and show miracles of bravery at the battlefields under her command.

Specialization: All Peasants and Conscripts in hero's army gain +1 to their
offence and defence for every two levels of the hero, starting on first level.
Also, all Peasants in hero's army earn another +1 gold piece in kingdom treasury
every day, in addition to their tax payer ability.

Starting Skills: Basic Leadership (Recruitment), Basic Counterstrike

Starting Stats: 1 Attack, 2 Defense, 1 Spellpower, 1 Knowledge, 10 Mana

Comments:  Great secondary hero.  Do not pick as your main hero though.  Get her
Estates and this is a perfect money making backup hero.

Irina
Griffin Trainer

Irina's earliest memories are of griffins, as she was born into a respected
family of griffherders. She grew up knowing the ins and outs of those proud and
dangerous beasts, and when called to war for the Empire she readily brought her
gifts to bear where she could do the most good. Irina ensures that the griffins
that fight by her side are exceptionally healthy and respond well to commands.

Specialization: All Griffins and Imperial Griffins in hero's army gain +1 to
their offence and defence for every two levels of the hero, starting on first
level. Griffins get Battle Dive ability.

Starting Skills: Basic Counterstrike, Basic Luck (Magic Resistance)

Starting Stats: 1 Attack, 2 Defense, 1 Spellpower, 1 Knowledge, 10 Mana

Comments: If you are a Dive Bomb spammer, this is your hero.  Starting with Luck
and Magic Resistance are nice as well.  Personally, I am not a Griffin man
myself, but this is the hero to get if you are.

Giar - Campaign Hero
Cavalry Commander

Quickness is everything at war,- Giar is sure.- The first to attack - the first
to win. That's why he pays much attention to cavalry which is the main trump in
the battle as he thinks.

Specialization: Cavaliers and Paladins in hero's army get additional jousting
bonus as hero gains new levels.  Hero's Retaliation Strike ability is more
powerful.

Starting Skills: Basic Counterstrike (Retaliation Strike), Basic Attack

Starting Stats: 1 Attack, 2 Defense, 1 Spellpower, 1 Knowledge, 10 Mana

Comments:  Not much to say, you wonÂ’t control him and he doesnÂ’t do much, so
basically only included for sake of completeness.

Glen - Campaign Hero
Siege Engineer

Vittorios' brother Glen always tried to be like his famous relative. And when
Vittorio was considered to be the best specialist in War machines Glen decided
not to stay behind but with some time to complete with his brother and moreover
- to improve his achievements.

Specialization: Ballistae receive +1 to their attack for every level of hero.
Catapult's chance to hit the wall is increased by 2% for every hero level.

Starting Skills: Basic Counterstrike, Basic Warmachines (Ballista)

Starting Stats: 1 Attack, 2 Defense, 1 Spellpower, 1 Knowledge, 10 Mana

Notes: Glen starts with a Ballista

Comments:  Same as above.

Klaus
Cavalry Commander

Rigorously trained but coming from a poor noble family in a backwater of the
Griffin Empire, Klaus might have remained unknown if luck had not smiled upon
him. Thrust into the most difficult level of a jousting tournament through a
simple accident of misfiled parchment, he stunned the crowds by unseating some
of the greatest names of the Empire. Since that day, his feats have earned him
the devotion of all mounted warriors.

Specialization: Cavaliers and Paladins in hero's army get additional jousting
bonus as hero gains new levels. Hero's "Retaliation Strike" ability is more
powerful.

Starting Skills: Basic Attack, Basic Counterstrike (Retaliation Strike)

Starting Stats: 1 Attack, 2 Defense, 1 Spellpower, 1 Knowledge, 10 Mana

Comments:  Another nice little hero.  If Cavalier and Paladins make up your end
game army, you may wish to pick this hero.  However, I prefer the Archer version
of this specialization as I use Archers from start to finish, while Cavalier and
Paladin only join near the end of my missions.

Laszlo
Infantry Commander

Fighting his way up from a lowly birth with a certain grim resolve, the ordeals
that Laszlo has endured have hardened his heart. Covered with scars, stern and
ruthless, he hews his way into the enemy ranks like a force of nature. The
"kings of battlefield", as he proudly names his infantry, have little choice but
to follow their commander, causing - often involuntarily - extraordinary feats
of bravery.

Specialization: All Footmen and Squires in hero's army gain +1 to their attack
and defense for every two levels of the hero, starting on first level.

Starting Skills: Basic Counterstrike, Basic Defense (Vitality)

Starting Stats: 1 Attack, 2 Defense, 1 Spellpower, 1 Knowledge, 10 Mana

Comments:  I have heard of mass Squire armies using Training, but personally
have never tried it.  If you like that style of play, by all means take this
guy.  Vitality makes this a winner for skills wise.  I would recommend other
heroes myself though.

Nicolai - Campaign Hero
Infantry Commander

Nicolai is the king of The Holy Griffin Empire and beloved to Isabel.

Specialization: All Footmen and Squires in hero's army gain +1 to their attack
and defense for every two levels of the hero, starting on first level.

Starting Skills: Expert Counterstrike, Advanced Leadership

Starting Stats: 1 Attack, 2 Defense, 1 Spellpower, 1 Knowledge, 10 Mana

Comments:  You see him owning up in Campaign One, Mission Five.

Rutger
Pathfinder

Rutger was mostly known as a vagabond, free spirit, and traveler before the call
to arms brought him into the ranks of the Griffin Empire's Wolf Duchy. Using the
knowledge gained during his more carefree years, Rutger exploits every path,
trail, and shortcut to speed his troops from battle to battle. The sooner he
finishes the war, the sooner he can return to the roads that still seem to call
his name.

Specialization: Hero's movement points are increased by 1% for every two hero
level.

Starting Skills: Basic Counterstrike, Basic Logistics (Pathfinding)

Starting Stats: 1 Attack, 2 Defense, 1 Spellpower, 1 Knowledge, 10 Mana

Comments: A great hero in my opinion.  Early Logistics and Pathfinding to boot!
And that special makes you able to catch any fleeing army (or run away yourself)
without fear of them getting away (or getting caught yourself).  While others
boost your armyÂ’s prowess, this makes life so much easier with more movement
points and great early mobility.  Great hero all around for multiplayer.

Vittorio
Siege Engineer

A veteran of many skirmishes with the tumultuous Free Cities along the Griffin
Empire's southeastern border, Vittorio is an expert in the art of the siege. He
has spent years perfecting both the design and use of siege engines, firmly
believing that countless Griffin lives can be saved by improving their
battlefield technologies. Though his radical designs sometimes create unexpected
surprises for the teams that first test them, it is agreed that his equipment is
second to none.

Specialization: Ballistae receive +1 to their offence for every level of hero.
Catapult's chance to hit the wall is increased by 2% for every hero level.

Starting Skills: Basic Counterstrike, Basic War Machines (Ballista)

Starting Stats: 1 Attack, 2 Defense, 1 Spellpower, 1 Knowledge, 10 Mana

Note: Vittorio starts with a Ballista

Comments:  Great hero.  Starting with a Ballista is very nice and being able to
manually control it right off the bat as well as having it do more damage and
attacking more often is great.  I am a real fan of War Machines for Haven and
Inferno (and Sylvan to a lesser extent) and being able to save yourself a large
chunk of cash not buying the Ballista is a great way to start the match.  CanÂ’t
really say anything bad about this guy except some people do not like War
Machines.  So be wary of it if you hate it (although most havenÂ’t tried it to be
honest).

3b) Inferno

Demon Sovereign
Aura of Swiftness

No known information at this time.

Specialization: The initiative of all creatures in hero's army is increased by
1% per hero level.

Starting Skills: Basic Gating, Basic Attack (Battle Frenzy)

Starting Stats: 2 Attack, 0 Defense, 1 Spellpower, 2 Knowledge, 20 Mana

Comments: As if you will ever use this guy.  Agrael clone if you didnÂ’t notice.

Nymus
Gate Keeper

After witnessing the massacre of King Alexei and his knights first-hand during
the War of the Eclipse, Nymus decided that overpowering tactics are the key to
victory. As a result he has spent much of his existence researching the Infernal
Gates and has achieved striking results: the troops he summons arrive much more
quickly than they do for other Demonlords.

Specialization: The number of creatures called through the Gating increases by
1% per hero level.

Starting Skills: Basic Gating, Basic Luck (Magic Resistance)

Starting Stats: 2 Attack, 0 Defense, 1 Spellpower, 2 Knowledge, 20 Mana

Comments:  As a Gating fan, this is a nice hero.  Having Luck to begin with is a
nice boost as well unless you always try for the ultimate (this Luck comes with
Magic Resistance when we needed SoldierÂ’s Luck, so canÂ’t get the ultimate).  All
in all, an average hero.  WouldnÂ’t complain if I received him in a random hero
game.

Marbas
Spellbreaker

Marbas has been the iron-fisted leader of the demon cult in the Silver Cities
for many years. Hated by the renegade Mages he dominates, Marbas studied deeply
in their arts out of both curiosity and self-preservation - should his
underlings turn against him, Marbas wanted to be able to defend himself. He is
second only to the Demon Sovereign in his ability to withstand the use of
magics.

Specialization: All creatures in hero's army gain 5% Magic Resistance and + 1%
per hero level.

Starting Skills: Basic Gating, Basic Defense (Protection)

Starting Stats: 2 Attack, 0 Defense, 1 Spellpower, 2 Knowledge, 20 Mana

Comments:  Wow, this guy is nice when you face a Necromancer, Warlock or Wizard.
Talk about overpowered. You have 15% from Protection and at around level 15, you
are sporting another 20% Magic Resistance.  Add the 15% from Luck and it is
going to be a tough battle for him.  Random caster mobs will pose no problem for
you.  While Warlocks can penetrate this resistance, it is still very nice bonus
regardless.

Guarg - Campaign Hero
Mindreaver

Some brave men, who are dead now, used to say that Guarg is "not entirely
demon". Anyone who will make a look in his eyes with stretched out pupils can
decide this. But it is better not to say it aloud - Guarg can cruelly punish the
offender depriving him of his magical power.

Specialization: The Confusion spell has an additional effect of decreasing
target's mana by one point per every hero level.

Starting Skills: Basic Gating, Basic Dark Magic (Master of Mind)

Starting Stats: 2 Attack, 0 Defense, 1 Spellpower, 2 Knowledge, 20 Mana

Comments:  Um... what the hell were they thinking?  Just pray you do not get
this guy during a random battle.  If you do, buy a new one.  This is just bad.
I guess you get Dark Magic and Master of Mind, which leads to dark Renewel and
Weakening Strike on our way to the ultimate, but there are so many better heroes
to pick.

Deleb
Iron Maiden

One of the generals charged to refit Kha-Beleth's prison to better suit his own
needs, the demoness Deleb developed an intricate knowledge of machines.
Nicknamed "Meat Grinder" by her detractors, Deleb puts unquestioning faith in
her own engines of war rather than trusting to fickle Demon troops, whose
loyalty is a constant balance between terror of their masters and terror for
their lives.

Specialization: Ballista's shots under hero's command achieves fireball effect.
Spell power of this fireball increases by +1 for every four hero's level.

Starting Skills: Basic Gating, Advanced War Machines

Starting Stats: 2 Attack, 0 Defense, 1 Spellpower, 2 Knowledge, 20 Mana

Notes: Deleb starts with a Ballista and an Ammo Cart

Comments:  Deleb is my number one choice for Inferno.  You know I like War
Machines already with Inferno.  This just makes it all the better by adding a
fireball effect to the Ballista.  Starting with Advanced War Machines is quite a
nice boost and let us not forget the free Ballista AND Ammo Cart.

Agrael - Campaign Hero
Aura of Swiftness

Agrael rose rapidly through the ranks of Demon cultists to become a trusted
right hand of the Demon Sovereign. His detractors call him reckless and over-
ambitious, but Agrael's measured aggressiveness has made him a feared and
respected leader in battle. He will attack when a good opportunity presents
itself, and does not hesitate to take risks when the rewards are commensurate.

Specialization: The initiative of all creatures in hero's army is increased by
1% per hero level.

Starting Skills: Basic Gating, Basic Attack (Battle Frenzy)

Starting Stats: 2 Attack, 0 Defense, 1 Spellpower, 2 Knowledge, 20 Mana

Comments:  Great specialization.  Gives you that extra edge for the first strike
in most games and combined with a Mass Slow can lead to severe losses for the
enemy.  Cool hero that only lasts for one campaign (well, I wonÂ’t spoil it, but
you only control Agrael, the Demon Lord in this campaign).

Biara - Campaign Hero
Gate Keeper

Arguably the most dangerous weapon in the Demon Sovereign's arsenal, Biara is a
succubus of legendary skills. With ample natural gifts enhanced by almost
masochistic self-discipline, her talents for seduction, assassination, and
infiltration are unequaled in all of Sheogh. When the going gets tough, Kha-
Beleth gleefully turns to Biara.

Specialization: The number of creatures called through the Gating increases by
1% per hero level.

Starting Skills: Basic Gating, Basic Luck (Magic Resistance)

Starting Stats: 2 Attack, 0 Defense, 1 Spellpower, 2 Knowledge, 20 Mana

Comments:  Seems Nival forgot about Biara until the last of the Inferno campaign
and then again until the end of the game.  Weird for such a cool looking
character.

Gamor - Campaign Hero
Rusher

No details available.

Specialization: Hero's movement points are increased by 5% instantly and by + 1%
per every four level. The cost of Teleport spell is reduced by half.

Starting Skills: Basic Gating, Basic Logistics (Pathfinding)

Starting Stats: 2 Attack, 0 Defense, 1 Spellpower, 2 Knowledge, 20 Mana

Comments:  CanÂ’t honestly recall where he shows up, but he was listed as a
campaign hero, so here he is.  That is a nice specialization and starting skills
though.  His clone is right below us though.

Grok
Rusher

Grok's promotion as the Sovereign's "go-fer" was due to two things: his innate
indefatigability and the Sovereign's love for massacre. He is his master's
bloody entertainments manager, driving all manner of game and beings before Kha-
Beleth to be slaughtered. The Sovereign knows that if there is a matter that
must be handled quickly, there is no better fiend for it than the slavishly
obedient and mindlessly brutal Grok.

Specialization: Hero's movement points are increased by 5% instantly and by + 1%
per every four level. The cost of Teleport spell is reduced by half.

Starting Skills: Basic Gating, Basic Logistics (Pathfinding)

Starting Stats: 2 Attack, 0 Defense, 1 Spellpower, 2 Knowledge, 20 Mana

Comments:  This gives my girl Deleb a run for her money and this is the hero I
want for my secondary as he can fairy troops to my main quickly with Pathfinding
and Logistics.  As a main hero, you will run down anyone you want with this guy.

Nebiros
Chosen of Chaos

Though Nebiros has seen more hours in battle than any other being from the
depths of Sheogh, he owes his success more to his own luck and unpredictability.
Ruined enemies complain that the powers of Chaos itself are on his side, bending
fortune to fit his needs. Having killed his way up from a lowly slave to be one
of the great powers in Sheogh, it is certain that Nebiros benefits from the
cursed blessings of Urgash.

Specialization: Luck of all hero's troops is increased by 1. Also, enemy hero
can not use Tactics ability in combat.

Starting Skills: Basic Gating, Basic Attack (Tactics)

Starting Stats: 2 Attack, 0 Defense, 1 Spellpower, 2 Knowledge, 20 Mana

Comments:  Tactics is nice for getting your Nightmares and Cerberus across the
field quickly, but we wanted Battle Frenzy if we were seeking to reach our
ultimate ability.  If the ultimate is not something you are interested in, this
guy is a great hero.  Free +1 to luck?  Check.  Enemy canÂ’t use Tactics (very
nice if your opponent abuses Tactics for reaching your line on first move)?
Check.  Only problem is that his doesnÂ’t improve with hero level and thus he is
strongest in the opening game and gets weaker (in comparison) over time.

Jezebeth
Temptress

Jezebeth is rightfully proud that she has achieved her high standing in the
Demon ranks thanks to her temptress' talents. Worshipping her as a shining
example, Jezebeth's Succubus followers strive to equal her ability to seduce and
murder for the glory of their Sovereign.

Specialization: All Succubi and Succubus Mistress in hero's army gain +1 to
their attack and defense for every two levels of the hero, starting on first
level.

Starting Skills: Basic Gating, Basic Sorcery (Magic Insight)

Starting Stats: 2 Attack, 0 Defense, 1 Spellpower, 2 Knowledge, 20 Mana

Notes: Jezebeth starts with a First Aid Tent

Comments:  I love Succubi, so getting a boost to them is very nice.  Only thing
is they take a lot longer to get then Archers or Hunters and this hero suffers
for it early on.  Also, what the hell is with the Sorcery and Magic Insight for
starting skills?  This is a hero I donÂ’t mind getting in a random hero game, but
wouldnÂ’t honestly pick myself.  Not bad, not great.

Grawl
Hound Master

Wherever Grawl goes he is always accompanied by a baying, slavering pack of
Hellhounds or Cerberus. These creatures are the only things for which Grawl has
any sympathy, and he protects them as if they were family. Some dare to snicker
that they are indeed relatives, though anyone who dares to attack or even mock
Grawl will find himself torn apart by the razor-sharp fangs of his devoted
beasts.

Specialization: All Hell Hounds and Cerberus in hero's army gain +1 to their
attack and defense every two levels of the hero, starting on first level.

Starting Skills: Basic Gating, Advanced Destructive Magic

Starting Stats: 2 Attack, 0 Defense, 1 Spellpower, 2 Knowledge, 20 Mana

Comments:  I am not a Cerberus fan.  They have such low defense and health and
they just go down so easy.  I still use them of course, but I would rather
improve another unit myself.  Starting with Advanced Destructive Magic though
makes him a nice choice for some people and if you love the Cerberus AoE melee
attack and no retaliation bonus, by all means try this guy out, you will like
him.

Alastor
Mindreaver

Alastor showed his skill at mind control at a tender age, as his childhood
enemies took to wandering inexplicably into lava flows. Delighted by this
precocious display of talent, the Sovereign permitted Alastor to study the arts
of mental domination under the masters in Sheogh and later across all the lands
of Ashan. Many a time have enemy troops, mesmerized by his gaze, come over to
fight at the demons' side.

Specialization: The Confusion spell has an additional effect of decreasing
target's mana by one point per every hero level.

Starting Skills: Basic Gating, Basic Sorcery (Mana Regeneration)

Starting Stats: 2 Attack, 0 Defense, 1 Spellpower, 2 Knowledge, 20 Mana

Comments:  This guy is BAD.  Confusion?  Mana reduction?  Mana Regeneration and
Sorcery?  WTF mate.  So many better heroes to choose from.

3c) Necropolis

Lucretia
Vampire Princess

Seduced and turned to the Necromancer ideals by Sandro himself, this ex-Bull
Duchy countess immediately showed thirsts for both blood and power. Already a
talented courtesan when still alive, Lucretia's vampiric embrace granted her a
couple of centuries to hone her natural gifts for seducing, backstabbing, and
politicking. Promoted to the rank of Undead Princess, she is a spiritual and
(im)moral leader to other vampires that dream of re-creating her escapades.

Specialization: All Vampires and Vampire Lords in hero's army gain +1 to their
attack and defense for every two levels of the hero, starting on first level.

Starting Skills: Basic Necromancy, Basic Sorcery (Mana Regeneration)

Starting Stats: 0 Attack, 1 Defense, 3 Spellpower, 1 Knowledge, 10 Mana

Comments:  Vampires are great.  Mana Regeneration and Sorcery are not so great
starting skills.  Middle of the road hero in my opinion.

Naadir
Soulhunter

Naadir despises the world of flesh, even more so than his fellow Necromancers.
To him, perfection is only to be found in the naked spirit, cleansed from its
material impurities. On the battlefield, his intimate knowledge of the spirit
world allows him to "capture" the souls of his enemies and use them as
reinforcements to his own forces.

Specialization: Every time the group of enemy creatures dies it is replaced by
the group of friendly Manes on the time of combat. The number of the Manes
depends on hero's level.

Starting Skills: Basic Necromancy, Basic Summoning Magic, Basic Dark Magic

Starting Stats: 0 Attack, 1 Defense, 3 Spellpower, 1 Knowledge, 10 Mana

Comments:  This hero is used by me to punish people I know that like to spam
small groups of 1-10 units to protect their lines.  Make them suffer for this by
making an army of Manes (Ghost basically) appear from the corpses.  Starting
with Summoning and Dark Magic is kind of nice.

Raven
Souldrinker

Having lived through the wars that sundered the Necromancers from the Mages of
the Silver Cities that were once their brethren, Raven has seen first-hand the
devastating effects of magic upon Undead troops. She has since devoted herself
to finding ways to weaken the powers of enemy spellcasters, rendering their
attacks both weaker and of shorter duration.

Specialization: The Curse of Weakness spell not only lowers creature's damage,
but also reduces creature's defense by 1 for every three levels of hero,
starting on first level.

Starting Skills: Basic Necromancy, Basic Destructive Magic, Basic Dark Magic

Starting Stats: 0 Attack, 1 Defense, 3 Spellpower, 1 Knowledge, 10 Mana

Comments:  This can turn Curse of Weakness into a game breaker.  At level 15,
you have roughly -5 to enemy defense on top of all the enemies attack being
lowered.  Combine that with a well placed armor lowering Fireball / Armageddon
since we start with both Dark and Destructive Magic and this is a great little
hero.

Zoltan
Spellwringer

Zoltan is one of the many Undead leaders who views mages as their true enemies.
To better know them, Zoltan studied deeply in the arcane magics of the Silver
Cities. As a result, he can combine his own Necromantic skills with arcane ones
to a particular effect: once a spell is used by an enemy that knowledge "dies"
as long as Zoltan is on the battlefield.

Specialization: If enemy hero casts any spell, it can be blocked in his or her
spellbook making it impossible to cast that spell again in this combat. The
probability of blocking increases as hero gains new levels. The higher the
spell's circle, the harder it is to block it.

Starting Skills: Basic Necromancy, Basic Enlightenment (Arcane Intuition)

Starting Stats: 0 Attack, 1 Defense, 3 Spellpower, 1 Knowledge, 10 Mana

Comments:  Just pick this hero no questions asked if you face a caster hero,
like Warlock or Wizard.  If they are overly specialized, they wonÂ’t be spamming
any Destruction or Dark Magic spells.  A nice ability that you will be surprised
with.

Markal - Campaign Hero
Death Lord

A devoted student of all that Necromancy can offer, Markal has risen to the
highest heights that one can achieve among the Necromancers -- while still being
alive. Formerly the court astrologer and favourite counselor of the Griffin
Queen Fiona, Markal established a strong (but secret) base of Death cultists
within the Holy Empire. The religious leaders of the Church of the Light became
suspicious of his nefarious activities, however, and when Fiona passed away her
advisor was exiled. Realizing that he will no longer circulate freely among the
other kingdoms of Ashan once he receives the Kiss of the Spider Goddess, Markal
furthers the goals of Heresh through diplomacy and, of course, skullduggery.

Specialization: All neutral undead creatures will join hero's army. The number
joining army is 50% of initial number + 2% per hero level.

Starting Skills: Basic Necromancy, Basic Leadership (Diplomacy)

Starting Stats: 0 Attack, 1 Defense, 3 Spellpower, 1 Knowledge, 10 Mana

Comments:  Gah, Leadership is so bad for undead units.  However, his special
more then makes up for it.  Guaranteed recruitment of undead?  Yes, please!
Nice hero who most of the later campaigns revolve around.

Deirdre
Banshee

Deirdre was an overzealous Inquisitor for the Church of Light in the Holy
Griffin Empire. She spent many years hunting Demon cultists in the Free Cities
of the East on the fringe of the Empire's territory, "cleansing" innocents and
culprits alike, worried that a lapse of her vigilance would allow the corruption
to spread. In the end, when she was captured and tortured to death by her
enemies, her restless soul was spirited away by Necromancers who coveted her
knowledge. Now converted to the Necromancer's cause, it can be argued that no
being, living or unliving, knows more about screams than Deirdre.

Specialization: The effect of Banshee Howl ability increases as hero gains new
levels.

Starting Skills: Basic Necromancy (Banshee Howl), Basic Dark Magic

Starting Stats: 0 Attack, 1 Defense, 3 Spellpower, 1 Knowledge, 10 Mana

Comments:  I honestly donÂ’t know what to say about this hero as I do not know
how this affects the ultimate.  If it improves the defense reduction, I would
probably give more consideration to this hero, but as it stands, Banshee Howl
rarely gets used by me, as I would prefer Puppet Master, Curse of the
Netherworld or a random Mass Slow or other Dark spell.

Kaspar
Embalmer

Kaspar was a great doctor and healer who was able to cure even the most terrible
wounds. Delving deeper and deeper into the secrets of life and death, Kaspar
made a particularly risky experiment that went wrong... and brought him to the
realm of the dead. Though he now leads an undead army, his knowledge of anatomy
and the treating of wounds remains unparalleled.

Specialization: The First Aid Tent will heal 5 more hit points per hero level.
The damage in case of Plague Tent ability is also increased.

Starting Skills: Basic Necromancy, Basic War Machines (First Aid)

Starting Stats: 0 Attack, 1 Defense, 3 Spellpower, 1 Knowledge, 10 Mana

Notes: Kaspar starts with a First Aid Tent

Comments:  I donÂ’t like War Machines with the Necropolis as I feel they benefit
much more from other skills then Haven or Inferno.  Plague Tent is not on the
top of my list of things to get either.  At least their Plague Tent works
though.  Raise Dead is also a spell that sort of makes the First Aid Tent
extinct.  Someone might like this guy though.

Orson
Zombie Lord

Somewhat lacking in charisma and natural authority, Orson realized that he was
ill-equipped to lead troops that were capable of independent thought. In order
to avoid having his orders questioned or ignored, he has spent years perfecting
the creation of obedient Zombie troops. "Anything above the neck is useless",
claims this Undead general.

Specialization: All Zombies and Plague Zombies in hero's army gain +1 to their
attack and defense for every two levels of the hero, starting on first level.

Starting Skills: Basic Necromancy, Basic Defense (Vitality)

Starting Stats: 0 Attack, 1 Defense, 3 Spellpower, 1 Knowledge, 10 Mana

Comments:  If this improved the Initiative of Zombies, it might actually be a
good choice.  However, avoid this guy like the plague, no pun intended.

Nicolai - Campaign Hero
Reanimator

Former King of The Holy Griffin Empire returned from the dead.

Specialization: The Raise Dead spell has increased effect. The spellpower of
this spell is increased by 1 for every three levels of hero, starting on first
level.

Starting Skills: Basic Necromancy, Basic Summoning Magic (Master of Life)

Starting Stats: 0 Attack, 1 Defense, 3 Spellpower, 1 Knowledge, 10 Mana

Comments:  You face the Vampire Lord himself later in the campaigns.

Vladimir
Reanimator

Vladimir reasons that with few exceptions, Undead troops will generally be out-
thought and out-maneuvered by their living counterparts. As a result, he prefers
to mass large forces instead of planning more precise attacks. His specialty,
therefore, is in raising hordes of mindless Undead who can overwhelm their
enemies through the sheer weight of numbers.

Specialization: The Raise Dead spell has increased effect. The spellpower of
this spell is increased by 1 for every three levels of hero, starting on first
level.

Starting Skills: Basic Necromancy, Basic Summoning Magic (Master of Life)

Starting Stats: 0 Attack, 1 Defense, 3 Spellpower, 1 Knowledge, 10 Mana

Comments:  If you find yourself spamming Raise Dead all the time, this is a
great guy to choose.  While Summoning Magic is not my favourite Necromancer
skill choice, it does improve Raise Dead even more with Master of Life, so canÂ’t
complain.  You will be raising a lot more units per cast.  Great for support,
but I would recommend others.

3d) Dungeon

Raelag - Campaign Hero
Dark Mystic

Nothing is known of Raelag's past, and though he is direct and ruthless in
battle his plans and tactics are kept as secret as his personal history. Because
he often out-thinks, outflanks, and outmaneuvers his opponents, they move with a
great deal of hesitation when facing him in battle. When up against this wily
and intimidating warrior, his enemies often find themselves second-guessing
their own plans.

Specialization: Dark Ritual ability is more powerful, enabling the hero to
regenerate mana even beyond the normal max mana cap. Amount regenerated over the
cap depends on hero level.

Starting Skills: Basic Irresistible Magic, Basic Dark Magic (Dark Ritual)

Starting Stats: 1 Attack, 0 Defense, 3 Spellpower, 1 Knowledge, 10 Mana

Comments: Raelag... hmm...if I did anagrams, IÂ’m sure that would spell some
other heroÂ’s name.  Must be my imagination.  Cool hero, if not an annoying
voice.  Intimidation is a great special that doesnÂ’t shine until much later.
With it, your Assassins and Blood Furies will be pretty much first in line to
attack every battle and should get much more action.

Segref - Campaign Hero
Intimidate

Segref has dreams of heroism, and has the fortune -- good or bad -- to live in a
time when there are many opportunities to do live those dreams. Unfortunately,
there are equal numbers of opportunities to fail in humiliation, and Segref's
famous ancestry makes him obsessed with living up to his own self-image. His
followers are devoted to him, for both his vision for his people and for the
royal blood that flows in his veins.

Specialization: Enemy units have penalty to initiative, depending on hero level.

Starting Skills: Basic Irresistible Magic, Basic Defense (Vitality)

Starting Stats: 1 Attack, 0 Defense, 3 Spellpower, 1 Knowledge, 10 Mana

Comments:  Same as Raelag.  Defense is not my favourite Warlock skill choice, as
Dungeon is more about offense in my opinion, but at least you get Vitality out
of it and Intimidate is where it is at.  Good hero overall.

Shadya - Campaign Hero
Shadow Dancer

Shadya's family was killed off early in the succession wars of the Soulscar
clan. As the sole survivor, she has dedicated her entire life to revenge.
Training herself in every art that could further her vendetta she disappears for
months at a time, resurfacing only to cross another enemy off her list. One
against hundreds, Shadya has mastered all there is to know about infiltration,
evasion, assassination, and subtlety.

Specialization: Less damage is suffered from distant attacks, reduction depends
on hero level.

Starting Skills: Basic Irresistible Magic, Basic Defense (Evasion)

Starting Stats: 1 Attack, 0 Defense, 3 Spellpower, 1 Knowledge, 10 Mana

Notes: Shadya starts with a First Aid Tent

Comments:  Joins up with Raelag in Mission Two of the Warlock Campaign.  Another
Defense user.  Blah.  And her special sucks for a campaign hero.  You are stuck
with her, so make the most of it I suppose.

Kythra
Slave Driver

Kythra is one of the wealthiest leaders of Ygg-Chall. The source of her money is
no secret, as she gets it from a business in minotaur slaves that has been in
her family for generations. The slaves form the backbone of her formidable army
as well; those chosen to become warriors must first pass through a bloody and
often fatal school for gladiators.

Specialization: Specializes in Minotaur. All Minotaur and Minotaur Guards in
hero's army gain +1 to their attack and defense for every two levels of the
hero, starting on first level.

Starting Skills: Basic Irresistible Magic, Basic Leadership (Estates)

Starting Stats: 1 Attack, 0 Defense, 3 Spellpower, 1 Knowledge, 10 Mana

Comments: Minotaur are pretty slow and not exactly the best unit.  Kind of like
a beefed up Footman that can attack twice per turn, which happen once in a blue
moon.  Great second hero as she starts with Estates.  Otherwise, pick someone
else.

Vayshan
Black Hand

Vayshan is famous for daring sorties to Irollan, where he makes grim sport of
hunting his Sylvan relatives. The reasons for his hatred are unknown, but his
troops share in his obsession. Joining Vayshan for a hunt in the forest lands is
an honor for his dark scouts and assassins who surpass themselves in the hopes
of winning their commanders' approval.

Specialization: Specializes in Scouts. Scouts and Assassins in hero's army gain
+1 to their attack and defense for every two levels of the hero, starting on
first level.

Starting Skills: Basic Irresistible Magic, Basic Luck (Soldier's Luck)

Starting Stats: 1 Attack, 0 Defense, 3 Spellpower, 1 Knowledge, 10 Mana

Comments:  Scouts and Assassins are only for poisoning your enemies. If you face
the undead, skip this hero completely.  The free Luck and SoldierÂ’s Luck is
incredible though.  Pretty much guarantees us WarlockÂ’s Luck on our first level
up.

Eruina
Coven Mistress

Eruina is a true daughter of the legendary Queen Tuidhana. Though Eruina herself
does not flaunt her prestigious bloodline, preferring to be judged on her
impressive abilities, the Shadow Witches and Shadow Matriarchs of her army
support her attacks with all the fury of true fanatics.

Specialization: Shadow Witches and Shadow Matriarchs have a chance to make a
free additional shot at the hero's current target. Chance increases depending on
hero level.

Starting Skills: Basic Irresistible Magic, Basic Destructive Magic, Basic Attack

Starting Stats: 1 Attack, 0 Defense, 3 Spellpower, 1 Knowledge, 10 Mana

Notes: Eruina starts with an Ammo Cart

Comments:  Shadow Matriarch is probably one of the most overpowered units in the
game.  Much like the Titans, except cheaper and available earlier.  As such,
this is one of my favourite heroes from the Warlocks.  Starting with Destructive
Magic and Basic Attack are great Dungeon compliments as well.

Sinitar
Catalyst

The warlocks of Ygg-Chall are dark and shadowy wizards, and Sinitar is special
even among this strange group. Not only can he empower spells, but his skill is
such that he can do it while using less of his own mana. No one is sure how he
came to have this ability, but the scars on his face tell of bargains with the
dragons of shadow - bargains that can take a heavy toll on both body and mind.

Specialization: Empowered spells mana cost is reduced according to hero level.

Starting Skills: Basic Irresistible Magic (Empowered Spells), Basic Destructive
Magic

Starting Stats: 1 Attack, 0 Defense, 3 Spellpower, 1 Knowledge, 10 Mana

Comments:  I do not have the exact numbers with me, but this typically leads to
a nice reduction in Empowered Spell cost.  While many think starting with
Empowered Spells might be a good thing, you have 10 Mana starting out and you
are not casting any Empowered spells for a while.  Average hero, but later on,
you wonÂ’t notice the difference as you will have lots of Mana.

Sorgal
Lizard Breeder

Sorgal's skill in raising the battle lizards of the Dark Elves comes not from
gentleness or empathy, but from a merciless culling of the weak and a training
regimen that even the strong can fail. When they go into battle his lizards are
desperate and half-starving; in this way when Sorgal's troops attack their
mounts bite their enemies ever more ferociously.

Specialization: Specializes in Raiders. Raiders' special attack Lizard Bite
deals more damage, depending on hero level.

Starting Skills: Basic Irresistible Magic, Basic Attack (Battle Frenzy)

Starting Stats: 1 Attack, 0 Defense, 3 Spellpower, 1 Knowledge, 10 Mana

Comments:  I just canÂ’t get into the whole Raider unit.  I like the joint attack
ability.  I like cavalry as a whole in this game.  But this unit is just so weak
in comparison.  I would rather spend money on other units, like Hydra (if you
get Teleport Assault) and Shadow Matriarch as well as saving for the Black
Dragons.

Yrbeth
Dark Mystic

Yrbeth was a child gifted with powers of focus and concentration beyond her
years. Training in the eldritch arts like many of her kin, Yrbeth's ability to
focus her powers - famously displayed during an earthquake - permits her to
accumulate more magical energies than is normally possible. The night before an
important battle Yrbeth often goes sleepless, spending hours in meditation to
prepare herself.

Specialization: Dark Ritual ability is more powerful, enabling the hero to
regenerate mana even beyond the normal max mana cap. Amount regenerated over the
cap depends on hero level.

Starting Skills: Basic Irresistible Magic, Basic Dark Magic (Dark Ritual)

Starting Stats: 1 Attack, 0 Defense, 3 Spellpower, 1 Knowledge, 10 Mana

Comments:  I hate Dark Ritual.  A hero that improves the ability does not sit
well with me.  Others swear by it, I do not.  If you find yourself wasting turns
using it, you may feel free to pick this hero, as it will at least make that
wasted turn a little bit useful.  Dark Magic does not sit well with me when I
use a Warlock either.

Yrwanna
Blood Mistress

Wherever Yrwanna goes she is followed by a retinue of admirers who praise her
beauty. But there is a keen intellect hidden behind the stunning appearance, and
Yrwanna knows well how to using her looks to achieve her goals. Though Yrwanna
has been known to sacrifice hundreds of her followers to achieve victory, it has
not weakened the loyalty of her troops.

Specialization: Specializes in Blood Maidens. Blood Maidens and Blood Furies in
hero's army gain +1 to their attack and defense for every two levels of the
hero, starting on first level.

Starting Skills: Basic Irresistible Magic, Basic Enlightenment (Intelligence)

Starting Stats: 1 Attack, 0 Defense, 3 Spellpower, 1 Knowledge, 10 Mana

Comments:  Blood Fury (not Maidens) make up the backbone of your army for most
of the Dungeon game.  Improving them is a good idea.  That makes this hero a
good idea.  See how easy that was?  Some people swear by Enlightenment, others
donÂ’t.  Regardless of what you think of the skill, 50% more mana right off the
bat and for the rest of the game makes life much easier for a Warlock.  Far
superior to improving Dark Ritual like some other heroes.  One of our best.  Try
to get this one.

Lethos
Poison Master

Lethos is considered a very useful ally due to his ability to win a battle
before it starts. Though he has served many decades, his intimate knowledge of
the more exotic poisons and diseases remains undimmed. Enemy troops approaching
the field may feel the effects of Lethos's spells and concoctions even before
the fighting begins; wise enemies have been known to start their attack by
retreating.

Specialization: Enemy units may enter the combat already poisoned, chances
depend on hero level.

Starting Skills: Basic Irresistible Magic, Basic Dark Magic

Starting Stats: 1 Attack, 0 Defense, 3 Spellpower, 1 Knowledge, 10 Mana

Comments:  Great ability, but he gets penalized for it by only receiving one
skill and no abilities.  And that skill is Dark Magic, which I hate for
Warlocks.  This is a hero I would not pick, but wonÂ’t cry over getting in a
random game.

3e) Sylvan

Findan - Campaign Hero
Storm of Arrows

More a poet and diplomat by taste and training than a warrior, Findan is less
comfortable than many of his brethren in fighting at close quarters with a
sword. He vastly prefers to strike quickly, and strike hard, but from a
distance. His favorite tactic is to first weaken the enemy with a rain of well-
aimed arrows.

Specialization: Arrow barrage of the enemy ranks at the start of every battle,
total damage depends on hero level.

Starting Skills: Basic Avenger, Basic Attack (Tactics)

Starting Stats: 0 Attack, 2 Defense, 1 Spellpower, 2 Knowledge, 20 Mana

Notes: Findan starts with an Ammo Cart

Comments:  Overpowered.  ThatÂ’s all you can say about this guyÂ’s special.  Watch
as you decimate the enemies weakest unit at the start of every battle.  I wish
all heroes had useful abilities like this.

Alaron - Campaign Hero
Elven Fury

All Elves worship the ideal of Harmony; Alaron did so to the point that he even
viewed his enemies as necessary and worthy. While this could be a good
philosophy on a cosmic scale, it causes great difficulty when a leader of troops
has a tendency to forgive and let live attacking troops. Understanding the
political necessity of destroying others for the preservation of his realm,
Alaron nevertheless avoids those moments whenever possible.

Specialization: Blade Dancer, War Dancer, Hunter, Master Hunter, Druid, Druid
Elder get Enraged ability.

Starting Skills: Basic Avenger, Basic Leadership (Recruitment)

Starting Stats: 0 Attack, 2 Defense, 1 Spellpower, 2 Knowledge, 20 Mana

Notes: Alaron starts with a Ballista

Comments:  Top dog of the Sylvan nation.  DonÂ’t recall being able to use this
guy at all, but he was listed, so put him in.

Gilraen - Campaign Hero
Blade Master

Grim and highly sensitive to questions of honor, Gilraen has studied long and
hard in the styles of Elven fencing. He has become a renowned master of blades,
and is an exacting teacher of the Battledance art. His precision, discipline,
and intensity are shared by his troops as well; when he leads an army into
battle the fighters owe much to the hours of training that they receive.

Specialization: All Blade Dancers and War Dancers in hero's army gain +1 to
their attack and defense for every two levels of the hero, starting on first
level.

Starting Skills: Basic Avenger, Basic Defense (Protection)

Starting Stats: 0 Attack, 2 Defense, 1 Spellpower, 2 Knowledge, 20 Mana

Comments:  Blade Dancers are that useless unit every faction seems to get.
Avoid this hero in my opinion.  Focus on Hunter type heroes.

Ylthin
Unicorn Maiden

Hunted by a party of Dark Elf slavers at a tender age, Ylthin was saved from
that gruesome fate by an avenging unicorn. Since that day she has worshipped
those mysterious dwellers of the wood, and has dedicated her life to working
with them. No one understands them better than Ylthin, and her knowledge enables
her to use the unicorns' swiftness and might in the most efficient way in
battle.

Specialization: All Unicorns and Silver Unicorns in hero's army gain +1 to their
attack and defense for every two levels of the hero, starting on first level.

Starting Skills: Basic Avenger, Basic Light Magic (Master of Blessings)

Starting Stats: 0 Attack, 2 Defense, 1 Spellpower, 2 Knowledge, 20 Mana

Notes: Ylthin starts with a First Aid Tent

Comments:  Light Magic is one of the magics Sylvan is synergetic with.  Starting
with it and Master of Blessings is nice.  Free First Aid Tent as well.  On top
of this, Unicorns get a power up every two levels, which makes them a formidable
opponent late game.  Nice hero, not my favourite, but nice none the less.

Anwen
Sword of Sylanna

Anwen defends the woods and their flora and fauna with a zeal remarkable even by
Elven standards. Self-exiled in the trackless forests of Irollan, she cares
deeply for them and has become their recognized protector. Woe be to the foe who
would damage the forest or those who protect it -- when Anwen is summoned to war
the Goddess Sylanna fights by her side, and her wrath falls like a storm upon
those who would injure that which she loves.

Specialization: All Sylvan creatures under hero's command inflict +2% more
damage to favoured enemy for every hero's level

Starting Skills: Basic Avenger, Basic Defense (Protection)

Starting Stats: 0 Attack, 2 Defense, 1 Spellpower, 2 Knowledge, 20 Mana

Comments: If it is a 1 vs 1 or you intend on facing a lot of the same units,
this can be a game breaking ability.  Most multiplayer games get up to around
level 15 at least from my experience.  ThatÂ’s 30% more damage to favoured
enemies and with Expert Avenger, a huge chance for critical damage on top of
that.  This is something to be feared if you manage to get a full set of
favoured enemies for your opponentÂ’s faction early on.

Dirael
Swarm Queen

Hovering wasps, circling hornets, busy honeybees - from childhood Dirael found
these tiny flying creatures beautiful and fascinating, like precious buzzing
jewels. She was so enamored that she became a Druid, to better delve into their
lore and understand their mysteries. Eventually she responded to the call of the
Harmony and went to war, and now she serves Sylanna by summoning hordes of her
favorite creatures to sting and harass the enemy.

Specialization: Wasp Swarm spell is more effective depending on hero level.

Starting Skills: Basic Avenger, Basic Summoning Magic (Master of Conjuration)

Starting Stats: 0 Attack, 2 Defense, 1 Spellpower, 2 Knowledge, 20 Mana

Comments:  Wasp Swarm...right.  ThatÂ’s exactly the spell I want to improve.
Just skip this guy right now.  Cry if you get him as he doesnÂ’t even contribute
as a good secondary hero.

Ossir
Master of the Hunt

Ossir is an experienced tracker and a prodigy with the bow; arguably the best
shot in a nation famed for its talents in archery The respect he commands made
him a natural choice when King Alaron was looking for officers, though Ossir
would have preferred to remain in his beloved forests. All doubts were dispelled
after his first battle, however, as his troops clearly benefited from his
leadership.

Specialization: All Hunters and Master Hunters in hero's army gain +1 to their
attack and defense for every two levels of the hero, starting on first level.

Starting Skills: Basic Avenger, Basic Luck (Magic Resistance)

Starting Stats: 0 Attack, 2 Defense, 1 Spellpower, 2 Knowledge, 20 Mana

Comments:  This is what we were looking for.  Hunters.  The most overpowered
tier 1-4 unit in the game and probably up there for overpowered for all tiers.
Having a hero that improves the massive damage they do is a beautiful thing.
Grab this guy every chance you can. Starting with Luck just means more chances
to do double damage for your power house Hunter army.  While Magic Resistance
isnÂ’t great, it will stop the one thing that usually puts a kibosh on your
Hunters, ie magic.  It leaves you 2 free slots for you to get Elven Luck still
as well, which makes it worthwhile still.

Talanar
Elven Fury

Talanar was the only survivor of one of the brutal attacks on The Day of the
Tears of Fire. Seeing hundreds of his kinsmen die staggered the young warrior
and filled him with an insatiable rage that returns whenever he sees his
brethren fall in battle. His zeal for revenge is so great that it passes to
those who are near him; the greater the losses suffered by his troops, the
fiercer they become.

Specialization: Blade Dancer, War Dancer, Hunter, Master Hunter, Druid, Druid
Elder get Enraged ability.

Starting Skills: Basic Avenger, Basic Leadership (Recruitment)

Starting Stats: 0 Attack, 2 Defense, 1 Spellpower, 2 Knowledge, 20 Mana

Notes: Talanar starts with a Ballista

Comments:  This is an interesting hero.  I really like him to be honest and
maybe even more then Ossir.  I typically make small stacks of Blade Dancers to
send in to die and enrage my Hunters and Druids.  Very useful ability.  A
Ballista right off the bat is great too and something Ossir canÂ’t offer.  The
longer the game though, the better Ossir is in my opinion.  Having Recruitment
is a random thing.  You may make use of it or you may not.  Hard to say.  It
does lead us to Battle Commander right away though and a quick +2 to Attack for
our hero.  However, getting BC early means fewer War Dancers join us from that
perk.  Regardless, free units and +2 Attack, which carries over to our units,
makes it a good start none the less.

Vinrael
Battle-Hardened

Vinrael has two attributes that make him valuable to the Elves - he is unusually
observant, and he has seen more hours of battle than any other Sylvan warrior.
His keen eyes, and those of his falcons, rove constantly before, during, and
after a battle, studying all the elements of troops, tactics, and terrain.
Analyzing both his own and the enemy's actions, he learns enormously from both
sides' successes and errors.

Specialization: All experience that hero gains after battles is increased by 2%
per hero level.

Starting Skills: Basic Avenger, Basic Enlightenment (Intelligence)

Starting Stats: 0 Attack, 2 Defense, 1 Spellpower, 2 Knowledge, 20 Mana

Comments:  This special is an off shoot of Enlightenment, which can be good in
multiplayer I suppose.  You will quickly out pace other enemy heroes in the
experience department, but armies are superior to heroes in my opinion and
having a buff hero wonÂ’t change much if your army is lacking, as it will be with
this one.  Intelligence is not a great skill to start with for a Ranger as you
have no real spells to cast for a while and extra mana is pointless that early
for non Warlock or Wizards.

Wyngaal
Swift Striker

Wyngaal started his life as a scout and hunter, but anger against those who
would upset the Sylvan Harmony turned him into a warrior. He relies heavily on
the knowledge of his early years, however, and is ever pondering pitfalls,
traps, and surprises. Any enemy troops that face Wyngaal and his forces are
unlikely to get the upper hand, as Wyngaal's alertness and experience give him a
definitive edge.

Specialization: Creature's in hero's army have a +2% per hero level bonus to
their initiative on the start of combat.

Starting Skills: Basic Avenger, Basic Attack (Tactics)

Starting Stats: 0 Attack, 2 Defense, 1 Spellpower, 2 Knowledge, 20 Mana

Comments:  I am not positive, but I think this only applies to the start of
combat.  Basically, you wonÂ’t get initiative bonus for every turn of the
creature, just at the start.  Average hero that I would avoid but wouldnÂ’t
complain about in random hero game.

3f) Academy

Cyrus
Spell Twister

Cyrus was destined for greatness, as from an early age he showed the combination
of natural talent and intense competitive ambition that leaders often possess.
Mercilessly fighting his way to the top, Cyrus became a young and dynamic First
of the Circle. Though over time his brilliance faded under the weight of a huge
ego and a tendency to avarice, Cyrus remained a Mage of impressive power.

Specialization: The Spell Twister ability increases the chance that redirected
enemy spells land on one of the enemy units instead of going in a random
direction.

Starting Skills: Basic Artificer (Magic Mirror), Basic Luck

Starting Stats: 0 Attack, 0 Defense, 2 Spellpower, 3 Knowledge, 30 Mana

Comments:  You wonÂ’t play as him, so not much to say here.  Have fun killing him
though.

Jhora
Windspeaker

Jhora's quickness of mind gives her the ability to launch magical attacks at a
pace unmatched by any of her fellow mages. The first beings to discover this
were bandits, who made the mistake of attempting a surprise attack on a caravan
in which Jhora, still a child at the time, was riding. The sudden flurry of
Eldritch Arrows that fell upon the attackers sent them running for the hills.

Specialization: Hero has increased initiative in combat depending on hero level

Starting Skills: Basic Artificer, Basic Sorcery (Arcane Training)

Starting Stats: 0 Attack, 0 Defense, 2 Spellpower, 3 Knowledge, 30 Mana

Comments:  Nice special as it makes sure your hero is casting more spells more
often.  Combined with the free Sorcery and you are on your way to a fast casting
hero.  CanÂ’t complain if you get this guy.

Maahir - Campaign Hero
Mystic

Maahir is not unique among Mages for the intensity with which he studies;
however he is quite unique in the way does it. A seasoned traveler by anyone's
standards, Maahir forces his body through endless hardships in the belief that
exceptional mental endurance goes hand in hand with exceptional physical
endurance. As a result of his stamina and his mental focus, Maahir is capable of
renewing mana at an unusually fast rate.

Specialization: Hero is able to restore mana in combat gradually by himself.
Restoration speed depends on hero level.

Starting Skills: Basic Artificer, Basic Sorcery (Mana Regeneration)

Starting Stats: 0 Attack, 0 Defense, 2 Spellpower, 3 Knowledge, 30 Mana

Comments:  Decent special, but donÂ’t recall him being a useable hero, so donÂ’t
worry too much about him.

Havez
Gremlin Master

Havez has an eye for anything that is quirky or odd. His personal effects are an
unusual mix of items from all over Ashan - shadow silk cloths from Ygg-Chall,
leatherwork from Irollan, jewels from the Dwarven mines, etc. His interest in
the quaint and curious extends to his troops as well; he has for many decades
studied the Gremlins and specializes in the upbringing and training of these
lizard-like humanoids.

Specialization: Specializes in Gremlins. Gremlins and Master Gremlins in hero's
army gain +1 to their attack and defense for every two levels of the hero,
starting on first level.

Starting Skills: Basic Artificer, Basic War Machines

Starting Stats: 0 Attack, 0 Defense, 2 Spellpower, 3 Knowledge, 30 Mana

Notes: Havez starts with a Ballista, a First Aid Tent and an Ammo Cart

Comments:  Starting with all three siege engines is an incredible bonus as it
is.  But this guy also specializes in Gremlins which will add some nice bonus
damage to our tier 1 ranged unit that also happens to have very high initiative.
Remote Control is only a small step away from us by starting with War Machines
and while I would personally prefer more magic oriented skill for my Wizard, I
canÂ’t really complain at this point with a hero starting with as much as this
guy.  Saves almost 10,000 gold just by getting all 3 siege items.

Narxes
Mentor

Narxes is a firm believer that the roots of success lie in precision,
thoroughness, and attention to detail. A stern and pedantic taskmaster, he is
the bane of acolytes studying to become Mages. They do not begrudge the hours
spent under his unforgiving eye, however, as he shows them that the harder you
train in peacetime, the less you suffer in wartime.

Specialization: Specializes in Mage. Mage and Archmage are more efficient
depending on hero level

Starting Skills: Basic Artificer, Basic Enlightenment (Intelligence)

Starting Stats: 0 Attack, 0 Defense, 2 Spellpower, 3 Knowledge, 30 Mana

Comments:  Mage, and especially Archmage, are one of the most powerful units we
have until Titan with Wizards.  Improving them is a good thing.  I like this
hero and heÂ’s probably my second favourite Wizard hero.  Enlightenment and
Intelligence are good for Wizards, as more mana and more stats only make them
better.

Faiz
Disrupter

Faiz is notorious in the Silver Cities for his gruesome countenance, which he
usually covers with a scarf. His scars are the result of an encounter with
Desert Orcs, and from that day the once light-hearted Mage turned himself to
thoughts of devastation and ruin. Mastering these arts, Faiz has gained the
ability to inflict intensive arcane destruction upon his enemies.

Specialization: Specializes in Curse of Vulnerability so that the spell not only
decreases the defense of the target, but also inflicts damage. Damage inflicted
depends on hero level.

Starting Skills: Basic Artificer, Basic Dark Magic (Master of Pain)

Starting Stats: 0 Attack, 0 Defense, 2 Spellpower, 3 Knowledge, 30 Mana

Comments:  If you like Dark Magic and Wizards, this is the guy to take, as
Vulnerability gets a significant boost from this guy.  Otherwise, avoid him at
all costs.  I prefer Destructive and Summoning Magic myself.  Hard to get higher
tier Dark Magic in your guilds as well.

Galib
Spell Twister

Galib is a Djinn, a spiritual being, lord among the many elemental spirits that
roam the plane of magic, invisible to the untrained eye. Galib is not a servant,
but a friend and ally to the Mages of the Silver Cities, and he sits as one of
the Circle in the Wizards' ruling council to defend the interests of his. Many
of his human counterparts have learnt to randomly deflect enemy spells, but
Galib's inherent magical nature permits him a measure of control over where the
deflected spell goes. Enemies avoid using magic against him, knowing that Galib
could cause their spells to bounce back and strike their own troops.

Specialization: The Spell Twister ability increases the chance that redirected
enemy spells land on one of the enemy units instead of going in a random
direction.

Starting Skills: Basic Artificer (Magic Mirror), Basic Luck

Starting Stats: 0 Attack, 0 Defense, 2 Spellpower, 3 Knowledge, 30 Mana

Comments:  Not a fan of Spell Twister as I do not like the randomness of it.
Some like this guy, others donÂ’t and I am one who does not.

Nathir
Flame Wielder

During the War of the Grey Alliance, Nathir was taken prisoner by the demons.
Enslaved in their sulfur mines, he was one of only three survivors of a massive
prison uprising and escape. Nathir made his way across the fiery wastes of
Sheogh and finally back to the Silver Cities, vowing from that day on that fire
would be his servant and never again his master.

Specialization: Effective Spellpower of the hero is increased when casting fire-
based spells. Modifier depends on hero level.

Starting Skills: Basic Artificer, Basic Destructive Magic (Master of Fire)

Starting Stats: 0 Attack, 0 Defense, 2 Spellpower, 3 Knowledge, 30 Mana

Comments:  Very nice hero, but the chances of getting fire spells in your forth
and fifth circles is random.  Hard to say if this is the way to go or not, but
can result in very powerful fire based abilities if you manage to get Armageddon
in your Guild.

Nur
Mystic

Nur is one of those beings that not only wields magic, but is inherently
magical. A Djinn master of meditation and mental concentration, Nur's battles
with Chaos magic across many worlds has led her to develop her intellectual
capacity to a state of incredible resilience. As a result of study, practice,
and preparation, Nur is capable of constantly replenishing her own arcane
energies.

Specialization: Hero is able to restore mana in combat gradually by himself.
Restoration speed depends on hero level.

Starting Skills: Basic Artificer, Basic Sorcery (Mana Regeneration)

Starting Stats: 0 Attack, 0 Defense, 2 Spellpower, 3 Knowledge, 30 Mana

Comments:  Skip this guy.  Mana is rarely a problem for major battles or even
small skirmishes.

Razzak
Golem Crafter

Wisdom does not always come with age. After decades of study, Razzak attempted
an experiment that would have permitted him to tap permanently and effortlessly
into Asha's magic. He was lucky to survive, and now is blind, partially
paralyzed and must be carried by slaves. The experiment did have positive
effects as well, though, as Razzak devoted himself to the crafting of Golems to
help him as semi-autonomous hands and legs.

Specialization: Specializes in Golems. Iron Golems and Steel Golems in hero's
army gain +1 to their attack and defense for every two levels of the hero,
starting on first level.

Starting Skills: Basic Artificer, Basic Defense (Vitality)

Starting Stats: 0 Attack, 0 Defense, 2 Spellpower, 3 Knowledge, 30 Mana

Comments:  Golems are a slow, slow, slow unit that makes no sense to buff.  You
will just watch as the enemy destroys them before their turn comes around.  Skip
this guy.

Temkhan - Campaign Hero
Master of Sands

Though a recent academy graduate, Temkhan's youth has not prevented him for
making a name for himself. Focusing on the elements of time, timing, and the
very properties of the continuum of time on Ashan, he can temporarily bend it to
his will and strike the first blow in every conflict.

Specialization: Caster transforms the local time continuum, changing the order
of creatures' actions at the start of combat. The intensity of the
transformation depends on the hero's level.

Starting Skills: Basic Artificer, Basic Sorcery (Magic Insight)

Starting Stats: 0 Attack, 0 Defense, 2 Spellpower, 3 Knowledge, 30 Mana

Comments:  Basically, it improves Initiative for the start of the battle only.
Kind of good versus a Dungeon crew that will typically be going first and
knocking off several units of your army in the opening moves.  Otherwise, I
would just skip this guy.

Zehir - Campaign Hero
Master of Elements

Excitable, headstrong, and energetic are the sorts of words the older Mages use
to describe Zehir. He chose to master elemental magic, figuring (correctly) that
if he could control beings as fickle and powerful as elementals he would be well
prepared for any magical struggle. Though the title First of the Circle was
granted to the young Mage in the hopes of staving off political infighting
during a crisis, the other wizards of the Circle quickly realized that it was
only a matter of time before Zehir's skills surpassed theirs - time that is more
likely to be measured in months than in years.

Specialization: Every time a friendly stack dies, a group of elementals enters
combat at hero's side. Number of elementals increases depending on hero level.
In addition, Summon Elementals and Summon Phoenix spells cast by the hero are
more powerful.

Starting Skills: Basic Artificer, Basic Summoning Magic (Master of Conjuration)

Starting Stats: 0 Attack, 0 Defense, 2 Spellpower, 3 Knowledge, 30 Mana

Comments:  Worst dialogue for any hero in the game.  They must have fallen
asleep at the wheel doing the last campaigns dialogue or maybe it is just the
voice actor.  Zehir is a great hero though.  His special lets us claim free
Elementals for the battle when a stack dies.  By this point in the game, you
should know to make stacks of 1 Gargoyle or Gremlin to sacrifice for the greater
good.

4) Campaigns

4a) Campaign One - The Queen

4ai) Mission One - The Queen

Primary Objective:

- Assemble 100 peasants
- Assemble 25 footmen
- Capture the Garrison (occurs later in the mission)
- Isabel must survive


Starting Hero(es):

Isabel:
Racial: Suzerain - Hero contributes 250 gold pieces in kingdom treasury per day.
Hero has a 2% per level discount for troop training in Haven towns.
Skills: Basic Counterstrike, Advanced Leadership

Starting Army:

Isabel
- 3 Footman
- 1 Squire

Mission Walkthrough:
	Mission 1 starts with a brief cutscene detailing the happenings of the war
and bringing Isabel into the conflict.  You begin in the northwest part of the
map.  To begin you should proceed south until you see a Peasant group on the
road.  Attack them and they will off to join you.  This will net you 7 Peasants.
	From here, continue south.  On the west side of the road you can pick up a
stack of 500 gold during your second turn.  Southeast of here is another stack
of 500 gold.  Pick it up and head back out onto the road.
	On the road you should see a Tattered Flag.  Touch it for a luck, morale
and movement boost.  West of this flag is a Footman group that will offer to
join you and bring you 3 Footmen.  Just past them is a Peasant Hut which will
net you 22 Peasants for your growing army.
	Once you've secured the Peasants, return to the road and head to the
Barracks just a little ways south.  Here you can purchase 10 Footmen for 900
gold.
	Just south of here is a group of 5 Peasants waiting to join you.  At the
corner of the road is a stack of 500 gold which you can add to your coffers.
Just southwest of this turn is a stack of wood that you should not bother
getting since you do not have a base or anything you will have to acquire that
requires wood.
	Keep following the road until you hit another group of Peasants.  This
will trigger a cutscene and then lead into your first battle.  You will have to
fight 13 Peasants.  Just defend your troops and use Isabel to attack at range
until the Peasants are in range of your troops.  You want to move and attack at
same time.  If you move up early, the enemy will move and attack you in one
turn, causing you to suffer losses.  This is a basic strategy which you will be
using in just about any fight that does not have ranged enemies.  You should
suffer zero casualties in this fight.
	After finishing off the Peasants, move forward and collect the stack of
gold.  Proceed south to a group of Peasants guarding a Barracks.  Approach the
Peasants and all 23 will join you.  Enter the Barracks and purchase the 10
Footmen for 900 gold.
	Proceed north off the road.  You can ignore the Windmill since resources
are pointless on this map.  You will eventually run into a group of Peasants
guarding a stack of gold.  Kill them and claim the gold.  Use the same basic
strategy we did on the first group.  Defend and attack when they get in range.
This group consists of 3 groups.  Two groups of 8 Peasants and one group of 8
Conscripts.  Depending on how well you do, you should receive between 0 and 5
Peasant losses in your army.
	Claim the 300 gold and move north until you see a Conscript block a
Peasant Hut.  This fight is much easier then the last one.   Two groups of 6
Conscripts.  Defend and attack when in range.  Should 1-shot each stack with
your own Peasants and Footmen.  Whittle them down with Isabel until they get in
range.  Zero casualties.  Claim the Peasant Hut and add the 22 Peasants to your
cause.
	Turn east from here until you reach the Peasant blocking the path.  They
should flee, but if not, same strategy and you will receive no losses.  Continue
east and fight the Plague Zombie guarding some gold.  This fight consists of two
Plague Zombie groups of 5 and 6 each.  Same as before.  Defend until in range
while using Isabel to knock a few off as they advance across.  Depending on
luck, you should lose between 0 and 5 Peasants.
	Congratulations, you just earned your first Level Up.  Refer to the Skill
/ Ability guide for advice on picking your Skills or Abilities.  It is random
what you get based on a seed generated at the beginning of each mission.  If you
were hoping to get something early, now would be the time to restart.  If
Estates is an option, it is a nice boost later on in the Campaign and you have
Leadership already, so may as well make use of it to acquire Divine Guidance and
Aura of Swiftness.  Luck, Basic Light Magic and Logistics are great choices as
well.
	Back to the mission.  Pick up the gold the zombies were guarding and
continue along the path west and then south until you reach a Footman defending
some gold.  Attack and you meet up with two groups of 4 and 5 Footman.  Easy
fight.  Same strategy.  Defend and kill when in range.  You might be unlucky and
lose 1 or 2 Peasants, but should be a casualty free fight.
	Pick up the 1000 gold and continue along the path east and then south as
it turns.  Hit up the Fairie Ring for a luck bonus and get back on the road.
There should be a Footman we skipped when we went off the road earlier.  Attack
him and 3 Footmen will enlist in your army.  South of the Footman is a stack of
900 gold you can pick up.
	Carry on eastward from here until you reach a Peasant blocking a Peasant
Hut.  He and his 24 other friends will join the cause.  Hit up the Peasant Hut
for 22 more Peasants.  This should complete our objective and give us the
additional Primary Objective to Capture the garrison.  Head back to the road
from the Peasant Hut and start moving south.  You will eventually see a Squire.
Before engaging him, head west to fight a zombie guarding gold and a Treasure
Chest.  This fight is relatively easy with your large army.  Same strategy.
Defend and attack when in range.  It is simply two groups of 6 Zombies and one
group of 6 Plague Zombies.  You might lose 0-5 Peasants depending on luck and
random damage ranges.
	Level Up.  Again, random skills / abilities, so refer to the Skill Guide
beforehand to figure out what path you might like to follow.  If Benediction
comes up, it is a nice skill for longer fights.
	Collect the 1100 gold and the Treasure Chest (1000 gold or 500 exp).
Choose the exp option for the chest and return to the Squire.  Five Squires will
join you for your final fight.  Continue south to the garrison to complete the
mission.
	The final battle consists of two groups of 35 Peasants, one group of 26
Footmen and one group of 35 conscripts.  Defend and attack when in range.
Simple, but effective.  If you received Benediction, use it on Isabel's first
turn.  Otherwise, have her attack the Footmen every turn.  Everyone else will
attack the Peasants, then Conscripts and then the Footman at the end.
	This is where retaliation strikes come into play.  If you use your
Peasants to attack first, you will lose a lot of Peasants fast since they do not
1-shot the groups when they are this big.  Therefore, use your Footmen or Squire
to eat the enemies retaliation and then use the Peasants to get a "free" attack
with no chance of a retaliate attack.  You shouldn't even have to worry about
losses since the fight is relatively easy, but its good practice for later.
	Level Up.  If you started down an ability path, continue on it.  Otherwise
pick a useful Skill or new Ability as referenced in the Skill Guide.
	A brief Cutscene will play.
	Mission Complete!


4aii) Mission Two - Rebellion

Choose Bonus:
Gold: 900
Footman: 10
Peasant: 45

Gold is completely useless in this mission as you start with more than enough as
it is.  Peasants are canon fodder and usually only good for Training into higher
level units and since you will not be going back to your base during the
mission, this makes them useless.  That leaves the Footman, who are great for
defending your Archers if melee get too close.  So choose the Footman.

Primary Objective:

- Capture Strongbow within a week
- Assemble 100 archers
- Capture Ashwood (occurs later in the mission)
- Isabel must survive


Starting Hero(es):

Isabel:
Racial: Suzerain - Hero contributes 250 gold pieces in kingdom treasury per day.
Hero has a 2% per level discount for troop training in Haven towns.
Skills: Basic Counterstrike, Advanced Leadership and whatever you acquired in
previous missions

Starting Army:

Isabel
- 50 Peasants
- 20 Footman
- 17 Archers

Mission Walkthrough:
	Begin by heading northeast towards the Archers Tower.  Buy the 12 Archers
for 600 gold and continue north to the group of Skeletons guarding a Four Leaf
Clover artifact.  This is an easy fight with your newly acquire Archers.  Just
defend and use Isabel and the Archers and the Skeletons should die before they
reach you.
	You can click the Redwood Observatory if you wish.  Otherwise, head
straight toward the Peasant Hut northeast from it and claim the 22 Peasants for
your army.
	You must claim a base within one week.   Therefore, you should head
directly to Strongbow from here.  It is due west.  Follow the road south around
the turn to reach Strongbow.  This is a fairly simple siege.  You face 3 Footmen
and 40 Peasants.  Have Isabel attack the Footmen and the Archers on the
Peasants.  They should die before they reach you.
	Level up!  See the Skill Guide for more information on Skill choices.
	You have now claimed Strongbow as your own.  First order of business is to
build the base up.  I'd start with a Peasant Hut myself.  It will allow you to
immediately recruit 20 more Peasants to your army and since you will not be
returning here, it is worth grabbing the extra men while you can.  After that,
add a Blacksmith, Town Hall and Archers Tower.  The base is highly limited in
this mission and you won't be able to build much more than that, but it hardly
matters since you won't need to come back here again.
	You can head west from Strongbow if you like and pick up a Campfire and
some Wood, but it isn't needed to be honest.  South of Strongbow is an Ore Pit
guarded by Pixies.  It is a simple fight that will result in 0 losses.  Use the
Archers and Isabel and it will be over quick.  Claim the Mine and continue on
the road north.
	You will eventually run into a Zombie group.  This is the first "strong"
group you will face.  It consists of two groups of 25 and 26 Zombies.  Stick to
our strategy of defense until in range and you will do fine.  Thankfully,
Zombies are slow and cannot move very far when their turns come up.  You should
be able to pick them off with your Archers and Isabel.  You might have to finish
them with a Footman or Peasant attack.  Should have no casualties if you stick
to the strategy.
	North of here will be a Conscript guarding a Sawmill.  Another easy fight.
Fairly large groups of Conscripts - two of 34 each.  Same strategy will result
in zero losses.
	Level Up!  See the Skills Guide for more information.
	Continue north to the Peasant Huts and grab the 22 Peasants waiting for
you.  North of here are some gems that are useless in this campaign as nothing
requires them.  Skip them and head east until you reach the Archers Tower.  Buy
the 12 Archers for 600 gold and head north off the road and grab the pile of 100
gold on the ground.  East of here is a Plague Zombie ready to do battle.  Two
groups of 31 Plague Zombies, which will be a joke now that you have more
Archers.  Defend and attack.  Zero deaths.  This Zombie was hording a 1000 gold,
a Treasure Chest good for 2000 gold or 1500 exp (take the exp for a quick Level
Up) and some useless resources not used in this mission.
	Head back to the road and continue east to the Tattered Flag and Peasant
Hut for 22 more Peasants.  Just south of here is the Archers Tower.  Grab 12
more Archers.  Fight the Archers near the Tower for our first group of ranged
enemies.  New strategy!  Move all your melee guys towards the enemy.  Use Isabel
and the Archers from range.  The Archers like to kill your Archers first, but
sometimes attack Peasants if they get close.  Either way, you will suffer
between 3 and 8 losses of Peasants or Archers or some combination of that.
	Head south and grab the Fountain of Youth for a Morale and Movement bonus.
A new week should occur or be near.  Hit up the Archers Tower and Peasant Huts
for a new reinforcements for the new week and continue on the road east.  A
group of 8-10 Blood Maidens are guarding 100 gold.  Kill them easily at range
and pick up the gold.  You can skip the Camp Fire along the way.  Keep south
until you reach the Marletto Tower.  This gives a permanent +1 to Defense to
Isabel that will last through all the Campaigns.
	Continue south until you reach the turn.  Head southwest off the road and
fight a Skeleton group consisting of 59 Skeletons.  Piece of cake with your
Archers.  Defend and Attack at range.  South of these is a Crystal of
Revelation.  Like the Marletto Tower, this adds a permanent +1 Knowledge to
Isabel for all the Campaigns.  There are more minerals, gold and even an Ore
Pit, but in general, these are all useless for this mission and a waste of time.
Get back up onto the road and continue east.
	You will eventually see a Peasant Hut, good for 22 free Peasants.  Follow
the road north until you see an opening in the trees that leads east.  Claim the
Peasant Hut and 22 more Peasants just on the other side of this opening.
Continue east in this clearing until you fight the Plague Zombies guarding the
gold and Treasure Chest.  Very easy fight against one group of 44 Plague
Zombies.  They should die before they reach you or require maybe one hit from a
Footman.  This will earn you a Level Up!  Claim the gold and the Treasure chest
for 1000 exp.
	Once back on the road, just a little north west of here is a Barracks,
good for 10 Footman.  Get back on the road and head north to the Mercenary Camp,
good for a permanent +1 to Isabel's Attack.  Continue north to the Plague Zombie
group guarding the fork in the road.  Two groups of 22 and 23.  Easy kill with
your Archers and maybe a single attack from a Footman or Peasant.
	From the fork, head west and north to the Archers Tower and buy the 12
Archers.  Follow the road North to a Skeleton Archer group guarding a Peasant
Hut.  This is a fairly large ranged group of 65 Skeleton Archers.  They usually
target your Peasants and sometimes the Archers.  However, they are undead for a
reason and go down within one or two turns.  Should lose 2-3 Peasants in this
fight, but nothing major.
	Level Up!  See the Skills Guide for more information.
	A group of 17 Peasants just sitting on the farm near the Huts will join
your cause if you approach them.  After that claim the Peasant Huts for 22 more
Peasants.
	East brings us to 23 Minotaur guarding an Artifact.  Kill them with your
Archers to claim your Shield of Ice.
	North of here is a Sawmill, Ore Pit and a Peasant Hut that will take
several turns to claim and are generally worthless.  You require no resources
and 3-4 turns to get 22 Peasants is not worth the time.  Skip them unless your
anal retentive and need to claim everything on the map.  Otherwise continue east
until you reach the Mercenary Camp for yet another permanent +1 to Attack for
Isabel.
	Head east to the Fountain of Fortune and then south to the Barracks to
grab 10 more Footmen.  Fight the two groups of 17 Blade Dancers guarding a Sword
of Might and claim your prize.
	We are now ready to head north to the Gryphon guarding the Barracks.  Just
before that though is a Peasant Hut where we can grab 22 more Peasants.  After
that, attack the Griffin and the 15 Griffins offer to join your army!  Claim the
Barracks they used to be guarding and buy 10 more Footmen.  We are on the home
stretch now.  All that stands between us and Ashwood is two Peasant Huts where
we can bolster our ranks with 44 more Peasants.
	Its go time.  Attack Ashwood head on and claim your new base.  This is the
first major siege if you do not count the minimal resistance Strongbow put up.
This one has a wall in which you can finally use your Catapult on.  The enemy
consists of 126 Conscripts, 162 Peasants, 70 Archers and 37 Footman.  They are
on the other side of the wall though and generally will all die before they
reach you.  Use your Griffin to fly over the wall and attack the Archers.  Your
Archers will assist the Griffin until the Archers are dead. Once the Archers are
dead, bring your Griffin back over the wall and have them defend until something
gets close.  Your Archers will proceed to pick off any and all Peasants, then
Conscripts and finally Footman.  During all of this, Isabel should cast
Benediction if you have it and then focus on the Footmen until the end.  You
might lose 2-3 Archers in the first turn if you do not manage to kill their
Archers before they get a turn.  After that, you should suffer minimal losses.
Regardless, there will be nothing left to kill on this map except a few random
mobs scattered about.
	This will give you a Level Up and then some.  You might be double leveled
if you fought one or two extra mobs along the way.  I believe you end up about
150 exp off a second level from this fight.  Only thing left to do is assemble
100 Archers.  By this time your base should be fully built and pumping out
Archers left and right for you.  If you still do not have enough, build up
Ashwood and pump Archers out of it.  Feel free to kill a few extra mobs for the
little bit extra exp you may need to level.  Otherwise you should be done when
the Archers finish.
	Mission Complete!


4aiii) Mission Three - The Siege

Choose Bonus:
Archers: 15
Footman: 10
Ore: 10

Archers are very nice for picking off the large groups of units early in this
mission.  However, you have a base to build and no Ore Pits to be found on this
map, making the Ore a very tempting proposition.  The Footmen are relatively
useless in my opinion.  You can simply kill most things before they reach you
with Archers.  It is a toss up between Archers and Ore on this map.  Neither is
a bad choice.  New players should take the Archers to make combat easier, more
experienced take the Ore since they should be able to get by without the extra
DPS the Archers provide.

Primary Objective:

- Clear the area of enemy scouts.
- Build Jousting Arena and upgrade it
- Defeat enemy army (occurs later in the mission)
- Isabel must survive


Starting Hero(es):

Isabel:
Racial: Suzerain - Hero contributes 250 gold pieces in kingdom treasury per day.
Hero has a 2% per level discount for troop training in Haven towns.
Skills: Basic Counterstrike, Advanced Leadership and whatever you acquired in
previous missions

Starting Army:

Isabel
- 15 Footman
- 12 Archer
- 10 Peasant

Build Order:
- Tavern
- Town Hall
- Peasant Hut
- Archers Tower
- Blacksmith
- Barracks
- Farms
- Marksmans Tower
- City Hall
- Stables
- Jousting Arena
- Citadel
- Castle
- Order of Paladins
- Anything else after this

The Tavern will allow you to recruit a second hero, which only lasts through
this one mission and does not carry over.  Why bother with him then?  Simply
put, it takes a while to move around the map and a second hero can claim
resource nodes, extra troops from Barracks, Peasant Huts and so on and, finally,
can bring new recruits from the base to Isabel without requiring us to take
several turns just returning to base.  See the Haven Hero Guide for potential
Hero recruit options.

Mission Walkthrough:
	Start the mission by building a Tavern and hiring a new hero.  Transfer
all but one of his troops to Isabel and then have him head south and west to the
Peasant Hut for 22 new Peasants.  Have him pick up the gold on the ground before
sending him south to the Barracks along the road.   Buy the 10 Footmen and move
further south to the other Peasant Hut.  Have him pick up any gold or resources
along the way.  Don't forget the wood pile just north west of the southern
Peasant Hut.
	Isabel should head south to the first visible Peasant Hut to claim 22
Peasants before moving out.  From here, head east to start clearing out the
demons.  An Imp group awaits Isabel as soon as she starts venturing east.  It
consists of two groups of 10 and 11 Imps.  Fairly weak creatures, Imps will not
last long against Isabel and Archers.
	From the first Imp group, head south to encounter yet another group of
Imps.  This one consists of two groups of 11 Imps and one group of 11 Familiars.
Nothing major, as Imps are the equivalent of Peasants and will go down easy.
	Continue south to find a Peasant guarding a Sawmill.  Attack and 49
Peasants should offer to join.  Accept and claim the Sawmill.  From here, Isabel
should head north until you see a Marketplace and a Hell Hound guarding an
Archers Tower.  This will be a difficult fight compared to most we have faced.
The Hell Hounds are Footman equivalents with very long range movements.  I
recommend splitting up your Footman or Peasants into two groups before hand.
This will allow you to box your Archers in completely, thus not letting the Hell
Hounds get into melee range of the Archers and forcing the Archers to attack
with melee instead of range.  Use your Footmen to initiate any melee attacks and
eat the retaliation.  The Peasants can follow up with attacks after that if they
are in range.  Do not move anyone or the Hell Hounds will enter melee range of
the Archers.  Use the Wait (W) command if you have to to let the Footmen get the
first strike.  This can be a difficult battle, but should not prove to cause too
many casualties if you stick to the plan.  Could lose between 5-10 Peasants on
this exchange.  Maybe 1-2 Footmen.
	Grab the new Archers from the Archers Tower and head south to where you
initially fought the Imps and then head eastward until you reach a Peasant Hut.
Collect the 22 Peasants.  At this point in time, your second hero should be on
his way back to base after claiming the southern wood and gold near the Peasant
Hut.  Leave him in Ashwood until a new week starts and you can purchase new
recruits to bring to Isabel.
	Take Isabel east towards the Horned Demon group consisting of 51 Horned
Demons.  They move slow like zombies and are fairly easy to pick off at range.
Should pose no problem.  Continue on southward towards the Imps guarding the
Archers Tower.  They consist of three groups of 20, 21 and 21 Imps respectively.
Should be simple for Archers and Isabel.  Might need Footmen to finish one group
off when they get in range.  Claim the Tower and buy 12 more Archers.  There
should be some Stables just west of the Tower that you can use to boost your
movement points for the week.  Grab it and head to the Blood Maidens guarding
the Sawmill near by.  Kill them easily and claim the Sawmill.
	At this point, you should have built a Blacksmith at Ashwood.  Have your
second hero purchase all the items (Ballista, Ammo Cart and First Aid Tent) in
preparation for when he meets up with Isabel as these are transferable much like
units.
	East of the Sawmill is a group of Plague Zombies.  Three groups of 16, 17
and 17 to be specific.  You know the drill.  Ranged and defend.  This will give
you a Level Up and some more Skills to choose.  Claim the Treasure Chest the
Zombies were guarding for 1000 gold or 500 exp (I recommend the exp).  DO NOT
FIGHT THE VAMPIRE LORDS JUST PASSED THE ZOMBIES.  They will kill you easily at
this point and its not worth the effort anyways.  Ignore them for now.
Completists can kill them later.
	Head back passed where you killed the Zombies and north to 22 Peasants
waiting in the Peasant Hut.  Claim the nearby Campfire and Tattered Flag and
continue north east for another Peasant Hut and 22 more Peasants.  At this point
a new week should occur.  Time to check in on our base.
	Back at home you should have the following built: Tavern, Town Hall,
Peasant Hut, Archers Tower, Blacksmith, Barracks and Farms.  On Day 1 of Week 2,
build the Marksmans Tower and upgrade any Archers you previously purchased.  Buy
all the units (Peasants, Footmen and Marksmen) and have the second hero head
towards Peasant Hut just south of town (the one Isabel hit on her first turn).
Claim the 22 Peasants and head eastward towards the Archers Tower near the
Marketplace.  Buy the 12 Archers there.  Finally, have this hero head eastward
towards the Mercenary Camp to await Isabel.
	While your other hero does all that, have Isabel head back to the Archers
Tower near the Stables.  Buy the 12 Archers and hit the Stables for a weekly
boost to movement points.  Bring Isabel north to the Mercenary Camp that your
other hero should be waiting at. Isabel will receive a permanent +1 to her
attack here.  Move to your second hero and transfer all the units except 1
Peasant.  Do not forget to transfer the War Machines over to Isabel (Ballista,
First Aid Tent and Ammo Cart).  Send the second hero back to the starting area
where he can hit up the Barracks and other 2 Peasant Huts for additional
recruits.  Then return him to Ashwood to await the next wave of recruits.
	Back to Isabel.  Have her attack the Dark Raiders just north of the
Mercenary Camp.  Should be relatively easy with your new recruits.  Claim the 2
Treasure Chest he was guarding for 1500 exp each (total of 3000 exp).  Pick up
the resources here as well.
	From here, head north to the Fairie Ring for some luck bonuses.  Use them
as you head west and fight the Horned Demon group.  Although there are 65 Horned
Demons, you should not have any problems killing them before they reach you.
	Continue north from here to the Archer group.  It consists of two groups
of 26 which may or may not kill a few (2-3) of your men before you bring them
down.  Nothing serious, but fairly easy fight none the less.  Well worth the
Level Up it provides you.
	Choose your new Skills (see Skills Guide) and claim the Treasure Chest the
Archers guarded for 1500 exp and head west to the Archers Tower where you fight
two groups of 49 Imps.  Straightforward and easy.  Finish them and buy your 12
new Archers.
	West from here, 70 Peasants will offer to join.  Claim the Peasant Hut
they were guarding for 22 more Peasants.  South of here is a group of Footmen
ready to rumble.  Be obliged and finish them quickly as there are only 40 of
them and they are guarding a nice stash of 1800 gold and a Neck of the Lion
artifact.  Claim your prizes and head north west to pick up some Ore, which
could be useful in building your base if you did not take the Ore bonus.  Claim
the Sawmill from the group of 52 Archers, which should result in 2-3 Peasant
losses, and continue north to claim a Peasant Hut and 22 more Peasants.
	Finish off this week by hitting the Marletto Tower for a permanent +1
Defense for Isabel.
	With a new week upon us, it is time to put our hired help to work.  You
should have finished the following buildings this week: Marksmans Tower, City
Hall, Stables, Jousting Arena, Citadel, Castle and a Capitol (you may not finish
Capitol depending on Estates / Number of Peasants).  You will be running low on
resources (ie gold) at this point.  Send your hired hero south from town to
claim the Peasants and Footmen waiting in the Huts and Barracks south of town.
You should have acquired enough money to purchase your new units in the 2-3 days
it takes him to retrieve those new recruits.
	While you await your recruits, have Isabel should claim the Peasant Hut
east of the Marletto Tower.  Afterwards, head towards the Spectres in the river
for an easy fight (unless you have terrible luck and miss the Spectres every
time).  Should suffer zero casualties on your way across the river.  Claim the
Barracks on the other side for 10 more Footmen.  Follow the path north and claim
any resources along the way. There is some gold and a Treasure Chest (aka 500
exp chest) to the north east and some Ore and a new Marketplace due east.  Just
north of the Marketplace is some gold and a Tattered Flag to hit for some battle
bonuses and movement points.
	Head to the Marketplace at this point in time.  You are probably quite low
on gold at this point and it's time to put those resources to work for a change.
Sell all your resources except for Ore, 10-20 Wood and Crystals.  Nothing on
this map uses the other resources, so might as well get some money.  Use the
Adventure Map Marketplace because it has much, much better rates then your own
Marketplace (if you wasted money making one that is).  With this new source of
cash, upgrade the Jousting Arena to the Order of Paladins to complete one of our
objectives and allow us to create Paladins.  Have your second wait until a new
week arrives and purchase all the recruits available (and upgrade any units he
may have on him, like Footman or Archers to their second tier Squires and
Marksmen).  During this week, you should have built the following:  Order of
Paladins, Upgraded Barracks.  Anything else is pointless (unless you love
Griffins, but even then, you will not have enough Ore, especially if you did not
take the Ore Bonus).
	While your other hero is busy with recruits, have Isabel fight the Blade
Dancer near the Marketplace.  The group consists of two groups of 12 Blade
Dancers and one of 12 War Dancers.  Relatively easy melee group that Archers and
Isabel should dismantle.  Continue on to the Plague Zombies just south of here.
Simple pair of 33 Plague Zombies that should go down with zero casualties on
your part.
	South of them is a group of Archlich guarding gold, Ore and an Artifact.
DO NOT ENGAGE THEM.  They will end you.  If you miraculously kill them, you will
have suffered losses of almost your entire army.  You will hit level cap without
them, so it is not worth it.
	Continue north to fight a group of Vampires (33 of them to be exact).
Depending on your losses to this point, they may reach your Peasants and cause
you to lose 10-30 Peasants.  Not a terrible loss even in the worst case
scenario.  Claim the three stacks of gold, the gems, and the Treasure Chest of
500 exp they were guarding and return south to the Windmill.   From here, head
to the Griffins east of here guarding a Gem Mine.  Easy enough fight consisting
of two groups of 15 Griffins.  While Griffins hit hard on weak units, they
themselves are relatively weak.  Might lose 10-20 Peasants.  Claim the mine and
carry on.
	A new week should be upon us.  Have hero recruit purchase all the recruits
and head towards the Archers Tower near the first Marketplace.  From there hit
up the Peasant Hut and Archers Tower near the Stables.  You do not need the
Stables since you built on in your base already, so don't go to the Stables and
waste move points.  Go to the second Peasant Hut south of that Archers Tower and
finally, head towards the Peasant Hut north of the Observatory where you will
await the Queen.  At this point your second hero should have roughly the
following army: 250+ Peasants, 60+ Squires, 10 Paladins, and 50+ Marksmen.
	There is a large Lich group east of Isabel and the Gem Mine.  They are
killable, but you will lose a large part of your army.  Do not engage them
unless you're insane.  Instead bring Isabel south passed the signpost.  You
should be able to see a Pitlord guarding a Gold Mine.  Ignore him for now and
continue along the edge of the forest where it meets the Inferno / dying ground
section.  You will see a Cerberus that we will ignore until we meet up with our
other hero.  Continue south until you reach the Hunter group.  They are probably
fairly tough for your war weary group, but in the end, you will be victorious.
You are probably missing a large portion of your Peasants at this point, but
luckily, there are no more fights until you get reinforcements.  Pick up the
gold and Ore the Hunter was guarding and continue on to the Peasant Hut north of
the Observatory where you will meet your second hero.  A Footmen group will be
blocking the way, but they will offer to join you, bringing 38 more Footmen to
your cause.
	Your second hero should be waiting for you at this point.  Transfer the
units using the second hero (it uses movement points to exchange between heroes,
so may as well waste his).  Send the second hero home to get more troops or if
like me, you are rolling in money at this point (only need 10-15k to buy troops
in a week and you should be making 5k a day roughly), buy a third hero and have
him wait at base.  Send second hero half way to base.  The third hero will meet
second with troops, transfer, then the second hero with full movement points
will continue on the same turn towards Isabel.  It is faster, but not really
necessary.  Feel free to improvise on this one.  You still have a few days
regardless until you need to fairy troops to Isabel.
	Back to Isabel.  With your new army, it is time to spread the love and
finish up our little Demon scout invasion.  First though, head back to the east
towards a mountain area.  You will fight a group of 78 Zombies which will be one
of the easiest fights you ever had with this army.  Don't get careless and send
your Paladins off right way.  Stick to the defend / wait until in range strategy
while using your Archers.
	After the Zombies is a Lich group.  We've skipped Liches up to this point,
but now it's time to own.  I recommend spreading your army out against Liches.
They have an area of effect attack that will hit multiple small units (like the
Squires guarding the Archers and Peasants).  Check the terrain beforehand in the
Tactics phase.  Make sure the Paladins have a clear path to the enemy lines (no
rocks or tree stumps in way).  The Paladin should be able to charge one of the
two groups of 12 Liches and kill him outright.  If not, get as close as possible
with him.  Have Isabel and the Archers target the other stack of Lich.  You
should come away with between 0 and 5 Peasant casualties, Archers if you are
unlucky and he targeted them.
	Attack the Marksman the Lich was guarding and 34 Marksman will join you.
Pick up the two Treasure Chests for 1500 exp and 1000 exp respectively.  Gather
the other resources on the ground and return to the Cerberus you skipped
previously.
	A new week should occur at this point.  Either using the third hero or
second hero, if you did not buy a third, purchase all of the recruits available
and start working your way towards the Cerberus part of the map.  Remember to
hit the Archers Tower near the Marketplace and the Peasant Hut you met Isabel at
last time.
	Isabel should have reached the Cerberus at this point and be ready for a
fight.  With your current army, this will be over in seconds.  You face two
groups of 38 Cerberus, which are the equivalent of Squires that cannot be
retaliated against.  They lack the huge defense of Footmen in favour of long
range movement and an AoE cleave attack (hit multiple units in melee range).  Do
not let this deter you.  Your Paladins can 1-shot either group while the Archers
and Isabel can finish the other off before they get a second move turn.  Do not
forget to fix your unit locations during Tactics phase (recall we spread out
during Lich attacks).  Have the Paladin Wait (W) if his turn is before BOTH
Cerberus move. Otherwise continue as planned.  You will be rewarded with a Level
Up at this point.
	From here, head south towards the Minotaur who guards some gold and a
Treasure Chest.  One stack of 40 will die before they reach you.  Pick up your
1700 gold and 500 exp from the chest.  Continue onwards toward the Fountain of
Fortune.  A Plague Zombie group consisting of one stack of 29 Plague Zombies and
two stacks of 29 Zombies guards a Chest. Same strategy as the Cerberus.  Isabel
and Archers on one stack while Paladin Waits (W) for the other two stacks to
move before attacking.  Should be flawless.  Claim your 500 exp from the chest
and carry on. Just around the turn is an Iron Golem group who should flee at the
sight of your army.  If not, (say a higher difficulty or some such), it is an
easy melee oriented group you can pick off at range and finish off with the
Paladin.  Claim the Dolmen of Knowledge for 1000 exp and pick up the Treasure
Chest for 500 more.  Just through the trees is an Obsidian Gargoyle group
waiting to flee at your might.  Oblige them and claim the Ore and Chest they
were guarding for 500 exp and a Level Up.
	Use your newfound Ore to build a Griffin Tower if you have not yet.  It
only really matters if you are on a higher difficulty and might desire more
troops for the Archdevils and final hero battle.
	Return to where you fought the Cerberus and meet up with your hired hero.
Transfer the troops to Isabel.  If you are on a high difficulty, move the hero
back one full turn worth of movement.  Have the third hero move back one full
turn.  Hire a fourth hero to wait at town to bring troops to the third, who will
bring to the second, who will finally bring to Isabel for the Archdevil fight.
This is only required for a higher difficulty level and even then, most likely
not.
	With the fully stocked army, Isabel should now look roughly like this: 90+
Footmen, 70+ Archer, 400+ Peasants, 120+ Marksmen, 14 Paladins and 85+ Squires.
Numbers may vary depending on your casualties during fights.  Isabel herself
should be at Level 17 and on her way to the level cap of 18, which she will
reach off of the final two scouts and the Demon Lord.
	Bring Isabel to the Pit Lords we skipped earlier.  Hit the Tattered Flag
on the way for some battle bonus and movement points.  Pit Lords have the
ability to cast spells.  On higher difficulties they will make greater use of
said abilities.  I would leave my Peasants off the battle field during battle
and spread out my troops.  Keep the Paladin near the center of the group though.
You face two groups of 5 Pit Lords.  The Paladin should be able to charge and 1-
shot one stack of Pit Lords.  If not, get him as close as possible.  Unless the
remaining group Fireball's a poorly positioned group, you should walk away with
minimal casualties (0-5) and be ready to face the Archdevils.
	Claim the Gold Mine and return to the Tattered Flag.  Before our fight
with the Archdevils, we will head northward towards a group of weak Vampires
guarding some Chests.  Finish them quick and claim 500 exp and 1600 gold.  Time
to deal with the Archdevils.  If on a high difficulty, I would wait a week for
reinforcements just to be safe.  Otherwise continue on towards the Archdevils
due east.  You will face three stacks of 2 Archdevils, the highest tier units
for the Inferno army.  Regardless, the Paladins can 1-shot a stack of 2
Archdevils.  Have him Wait (W) at the outset of battle until all three stacks of
Archdevils have made a move (do not want them to attack-move the Paladin and
suffer any undo casualties).  Have Isabel and the Archers focus fire one stack
of Archdevils.  After the three stacks move, the Paladin is free to outright
kill one of them.  He is quite fast and should have the initiative to attack
before the other stack of Archdevils gets to move next turn.  Isabel and the
Archers should finish the other stack off leaving the Paladin to finish the last
stack off during the next turn.  Congratulations, you completed the Demon scout
objective. Now we face our first hero.
	Enjoy the cutscene and prepare for the final confrontation.  At this
point, you should have suffered little to no casualties from the Devils.
Continue east to end the hero.  Stick to our basic strategy and you should win
no problem.  Do not worry about any casualties during this fight as the mission
ends when you win.  This does not mean throw your Paladins out there to be
slaughtered right away.  Defend and attack when in range.  Focus fire his ranged
and caster units first.  When you finish, enjoy your Level Up.
	Mission Complete!



4aiv) Mission Four - The Trap

Choose Bonus:
Cavalier: 1
Squire: 9
Marksman: 15

Squires are useless in my opinion.  They are merely there to stop the enemy from
attacking your Archers and eating the retaliations.  To that end, 9 Squires is
not nearly worth anything to us.  Your army also consists of Imperial Griffins
and Cavaliers to start with, which is more then enough DPS to finish any group
off before they reach you.  That leaves us with the choice of 1 Cavalier and 15
Marksman.  Either choice is good, but I usually choose the Marksman since most
units never reach me and the more ranged DPS, the less chance they ever actually
do reach me.  More of a preference then a set in stone, do this or die, choice.

Primary Objective:

- Meet Alaron's Army
- Capture Brightwood
- Isabel must survive


Starting Hero(es):

Isabel:
Racial: Suzerain - Hero contributes 250 gold pieces in kingdom treasury per day.
Hero has a 2% per level discount for troop training in Haven towns.
Skills: Basic Counterstrike, Advanced Leadership and whatever you acquired in
previous missions

Starting Army:

Isabel
- 40 Conscript
- 20 Marksman
- 10 Imperial Griffin
- 5 Cavalier

Mission Walkthrough:

	This mission has a large map that contains many useless or rather,
pointless locations, such as most of the underground and almost the entire left
half of the map.  Of note is the World War II tank in the lower left corner that
takes some effort to see (without cheating).  I skip most of this extra stuff,
as the only things I miss out on are +2 Attack, +1 Defense, +2 Spellpower and +2
Knowledge.  I regard Spellpower and Knowledge useless for Isabel and therefore
the only thing I miss out on is a small Attack and Defense increase.  Completist
will be able to go pick these up after they have received the Boots of
Levitation by returning to the center of the map and heading west to the ocean
instead of proceeding to the end of the mission.
	Now, let us begin the actual mission.  Start by attacking the Hell Hound
group, which consists of two stacks of 8 and one of 9.  With your current army,
this is a joke and should be over in moments.  Stick to our basic strategy of
defend until in range.
	Magic Time!  Well, nothing really to write home about, as Isabel sucks
with magic and will be doing more damage with standard attacks.  But you do get
Fist of Wrath from the Shrine of Magic Incantation just passed the Hell Hounds.
	Follow the road until you reach the Stables.  This will boost our movement
for the week.  Should reach it on the first turn.  From here, head southwest
until you reach the Archer group.  Roughly 38 should offer to join our little
band of troops.  The Witch's Hut teaches you Basic Sorcery, which is useless to
Isabel in my opinion.  You may or may not want it though.  Move on towards the
Imp group guarding the Sawmill.  Finish them quickly and claim the Sawmill.
	Head back towards the Stable.  Before the road, head up the small hill and
kill the two stacks of 25 Horned Overseers that should pose no problem
whatsoever for you.  Claim the resources he was guarding and continue back to
the road.
	Cross the road and claim the Campfire and proceed eastward and slightly
south to the Conscript guarding a Chest and some wood.  They will most likely
flee and leave you to the 1500 exp in the Chest.  Head north and fight the Hell
Hound at the Peasant Hut.  You will fight 33 Hell Hounds, which pose no problem
at this point.  Claim the Hut and 22 Peasants.  Don't miss the Skeleton on the
ground that nets you an Artifact.  Grab the second Hut next to us and the 7
Peasants waiting to join you.  Make your way back towards the Windmill we
skipped all this time.
	Claim it and head north on the road, grabbing the Dolmen of Knowledge for
an easy 1000 exp and the Planetarium for a permanent +1 Spellpower boost.
	Head west to the Footman guarding the Gold at the Peasant Hut.  Make quick
work of the two stacks of 17 Footman and one stack of 17 Squire.  Should be
casualty free up to this point.  Claim the gold, ore and Hut for 22 more
peasants.  Attack the Archer south of us to claim the Chest and resources he is
guarding.  Easy fight versus two stacks of 15 Archer and one stack of 15
Marksman.  Start by using your shiny Imperial Griffin to Battle Dive one stack.
Have Isabel and the Marksmen target another and the Cavaliers on the third
stack.  Might lose 1-2 Marksmen.  I received an Artifact from the chest, but
that could be random, I honestly have not experimented enough to confirm this.
	Work your way back to the Stables as a new week is starting and you want
the movement boost for the week.
	Return north on the road and cut in east just before the Sanctuary.  Grab
the Sulfur and Fountain of Youth before you engage the Pixie group, which should
flee your awesome might.  Claim your new, and entirely useless, spell, Wasp
Swarm.
	Get back on the road and head north to the Peasant Hut.  The Conscript
should flee as well.  Claim the Hut for 22 Peasants.
	Head west and up a hill to fight a Cerberus.  Easy fight versus two stacks
of 16 Cerberus.  Your Cavalier can 1-shot either stack.  Griffins and Isabel /
Marksmen on the other.  Grab the Crystal of Revelation they were guarding for +1
to Knowledge and pick up the Gold, Ore and Chest for 500 exp.
	Now head towards the Tattered Flag near the previous Peasant Hut.  Attack
the Archer that is guarding the Hut for 7 new Archer recruits and claim the Hut
for 22 more Peasants.
	Head up the hill towards the Windmill for some random resources and then
proceed north to the Horned Demon group.  Two stacks of about 30.  Far too easy
at this point.  Keep going north and attack the Hell Hound guarding the Gold and
Chests.  Another ridiculously easy fight versus two stacks of 12 Hell Hounds.
Claim the Chest for 1000 exp and a Level Up.  Pick up the Gold and the other
Chest for another 500 exp.  Head eastward up the hill to claim the Weakness
spell from the Shrine of Magic Incantation.  North of us is a Succubus group
guarding an Alchemist's Lab.  They are not worth the effort and I recommend
skipping them as Mercury is useless to us at this point (and even later).
	Get back on the road and head east to the Footman guarding a Chest and
some Gems.  Face off versus two stacks of 26 Footmen for 0 losses.  Claim the
500 exp in the Chest and the Gems.
	If you follow the road, expect some serious losses to the Succubus
Mistress group and the demons further on.  You should face 3-4 groups if you do
not stray from the road, which will result in some heavy losses early on.  It
won't seriously affect the mission, but it's not the route I will take, although
I recognize it can be a little shorter in the long run.  I will proceed through
the woods at this point to claim some early Paladins, Archangel and other
goodies.  Feel free to skip to the battle at Brightwood if this doesn't suit
your play style and you took the demon route.
	Head east off the road to the Horned Overseer group of about 62 units.
Won't break a sweat on this one.  Grab the Chest for 500 exp and the Mercury he
was guarding.
	Continue through the woods until you reach the Nightmare group.  Two
stacks of 5 pose no problem for you.  1-shot one with the Cavaliers, rest with
Griffin and Isabel/Marksmen.  You might lose 1-2 Conscripts if your unlucky, but
nothing to cry over.
	Keep heading north through the woods until you reach an Abandoned Mine to
the east and a Horned Overseer to the west.  Kill the Overseers and grab the
Wood and Ore.  Then attack the Mine to kill some Undead.  Wait for the Ghost to
move, then Battle Dive them.  Isabel and Cavaliers on the Wight.  Ranged units
on the Skeletons and then finish up the Zombies.  Shouldn't lose a single unit.
	Continue north to the Water Wheel for some free gold and then claim the
Peasant Hut for 22 Peasants.
	Follow the trees north to the Archers Tower and buy the 12 Archers.  Head
northeast and grab the Shrine of Magic Gestures for the Raise Dead spell and
then proceed northwest to the Horned Demon guarding the Gold and Gems.  Easy
fight.  1-shot with Cavaliers.  Claim the goods and head west past the Archers
Tower.  Kill the Horned Overseer group consisting of two stacks of 31.  Ranged
on one, Cavalier on other and it should be over fast.  Claim the 1000 exp from
the chest and the Sulfur.
	Head to the Hill Fort near by and upgrade your units.  Make 4 stacks of
Conscripts (use shift and drag them to split them), three roughly equal stacks
and one stack with 1 Conscript.  Make one stack of Marksmen and save your game.
Head west to fight a large group of Archdevils.  Box your Marksmen in with the
three stacks of equal Conscripts.  Do not move them ever, just defend unless the
devil is next to them and the retaliate is used up.  Place the Paladin in the
middle with the single Conscript stack and the Griffins can go in the other
corner.  Have the Paladin and Griffin wait for the devil to move.  Defend your
Conscripts.  Take the single Conscript and attack the Archdevil when it is in
range.  Pick off as many (1-2) devils as you can with Isabel and the Marksmen
while your at it.  Mass attack after the retaliation is used and the Conscript
dies.  You might lose 2-3 Griffin or 1-2 Paladins.
	Follow the past west to get your first Archangel.  From now on, if any
Cavalier or Griffin dies, resurrect them with the Archangel before battle ends.
	Enter the Monolith Two Way portal and head south to the Tattered Flag and
then attack the Garrison filled with nothing but Imps.  You will face six stacks
of 36 Imps and one stack of 36 Familiar.   The Angel, Cavalier and Griffin can
1-shot any stack of Imps.  Feel free to Battle dive the middle to take out one
stack early.  Archers and Isabel can handle one stack.  Should result in 0
losses unless you do something retarded like skip your turns.
	Level Up!
	Head through the Garrison and kill the group of 300+ Familiar.  Relatively
easy considering the number of Familiar.  Kill from range, Battle Dive and then
finish with Cavalier and you should suffer no losses.  Claim the 2000 exp form
the two Treasure Chests combined.
	Head southwest from here until you reach the stack of Gold and Idol of
Fortune.  Grab both and head west to the Arena.  Choose the +2 to Attack and you
are pretty much finished here.  There are multiple enemies still down here and
an Archdevil guarding some valuables, but we will max out our levels regardless
and money is no object, so nothing of importance here.  If you are a completist,
there are two powerups here for +1 to Spellpower and +1 to Knowledge you can
spend a week or so picking up.  I am not responsible for any losses you suffer
though as I think Isabel is a useless caster as she is sitting with about 4-6
Spellpower and Knowledge at this point compared to the 10-15 Attack and Defence
she boasts.  Her attacks will always do more damage then her spells.  Your call
though.
	Return to the Monolith and get back out into the grassy woods.  Head north
to the Dolmen of Knowledge for 1000 exp.  Proceed west and kill the Cerberus
guarding some Gold, Gems and a 1500 exp Chest.  Should be a casualty free
engagement.
	Head north to the Peasant Hut for some reinforcements and hit the Shrine
of Magic Incantation northeast of it to learn Slow.  East of here are some
Abandoned Mines and the other dungeon entrance where you can go to lose men and
gain resources that are useless in the long run and add several weeks game time
to your mission or you can simply go attack the 10 Pitlords we skipped to the
west.
	Spread your troops out for this fight.  Move melee forward as soon as
possible.  The Paladin can kill 2-4 of the Pitlords and eat the retaliation
while your Griffins Battle Dive and Isabel and the Marksmen attack at range.
Have the Archangel resurrect the Paladin that will most likely die before the
battle ends.  Might lose 10-20 Peasants and Archers from the AoE Fireball.
Claim the Cavaliers and Four Leaf Clover.
	Take your new Cavaliers south to the Fort Hill and upgrade them to
Paladins.  Leave the Peasants alone since they earn us a little extra cash and
won't make a difference upgrading them aside from deny us income and cost us
money.
	Return north until you reach the Elder Druid group.  Finish them quickly
and resurrect anyone that dies with the Archangel.  Follow the path north and
fight some Skeletons guarding an Ore Pit.  Finish the two stacks of 40 quickly
and claim the Pit.
	North are some Peasant Huts we can recruit 22 Peasants at after cleaning
out the 55 Familiars.  Return southwest to the Mercenary Camp for a +1 to
Isabel's Attack.  While down here, kill the Horned Overseer group and claim the
Stables and Barracks.  Buy the Footmen and head south.
	We will need Crystals as soon as we take Brightwood, so let us grab them
now.  Just south is a group of Hell Chargers we can 1-shot with our Paladins.
Enjoy a Level Up for the trouble.  Claim the Crystal Mine, 1500 exp from the
Chest and the Sulfur.
	Return north along the road to siege Brightwood.  It is a relatively weak
defence, consisting of 70ish Peasants, 100 Familiar and 50-60 Horned Overseers.
The Paladins can 1-shot any group that comes out the door.  Marksmen and Isabel
on the Peasants.  Zero losses for this decisive battle.
	Enjoy the Cutscene and new spells once you enter town (Haste and Fire
Trap).  Start building up the town.  We are looking to acquire some Paladins and
Imperial Griffins while we build up our Mage Guild to Level Three.  You can
build Clerics and Inquisitors on this map, but they are not worth the effort, as
our army is pretty strong as it is.  If you get a Training Grounds, you can
upgrade the Peasants and Conscripts into Archers, which then upgrade to
Marksmen.  Grab the City Hall first though for income increase.  Then get an
Archers Tower, Griffin Tower, Stables, Jousting Arena and Order of Paladins.
You will need some buildings in between there as well and if low on resources,
use a Marketplace to exchange the excess materials we won't be using, like mass
amounts of Wood, Sulfur, Gems, etc.
	Take Isabel east to the Horned Demons guarding a Sawmill.  Make short work
and claim it.  Further east is an Imp group who should flee your might.  Claim
the Windmill for random resources and return to base.  Wait two-three weeks and
grab reinforcements.  Shouldn't take long as no computer movements.  Just build,
hit enter, build, hit enter.  Once you upgrade your Mage Guild to Level Three,
you see a cutscene and gain a Level Up as well as the spells each level adds to
Isabel.  If you have Light Magic, the Mass Effects can be useful, especially
Haste.  You should be at Level Cap at this point, so we will finish the mission
with our relatively large army.
	Head west to the Garrison for another cutscene and a new Secondary
Objective (which, as it turns out, is required to complete the mission) to visit
the Seer.  Continue south to the Griffins.  If your army is too small, prepare
to fight.  Otherwise, they may join or flee, seems random to me as they fled
once and joined the other for me.  Your army should consist of 100-150
Conscripts, 100-150 Peasants, 16-20 Paladin, 1 Archangel, 20-30 Imperial
Griffin, 120-150 Marksmen and 10 Footmen.  Don't forget to pick up the Ballista,
First Aid Tent and Ammo Cart before you head out.  Isabel should be at Level 22.
	Head south to the Seer's Tent for a cutscene.  Continue south afterwards
and claim the Planetarium for +1 to Spellpower.  Head west to the Wights for an
easy fight.  The Paladins can 1-shot them when they are in range. Enter the
dungeon.
	East and south are some neutral mobs and lots of Gold, resources and
Treasure Chests.  All useless to a max level, full army hero.  Head north to the
Bone Dragons.  Should consist of one stack of about 5 or so Bone Dragons.  Wait
and kill at range.  Finish with the Paladins.
	Continue north to the Shrine of Magic Thought for the spell Circle of
Winter, which requires Basic Destructive Magic to learn.  Ignore any gold or
resources on the ground as they just eat Movement Points.
	Once ready, attack the Crypt.  You face 13-15 Lich, 7-10 Wraith, 35
Spetre, 76 Skeleton Archers and 60 Plague Zombies.  Move Paladin forward and the
Wraith will kill one and then die to the retaliation.  Resurrect with the angel.
Have the Marksmen and Isabel kill the Lich while the Paladins charge the
Skeleton Archers if your Griffin has not Battle Dived it yet.  Finish up the
Zombies and Spectres and victory is yours.  Might lose a couple of units, but
the mission is over in a moment and there is no more fighting after this (unless
you desire the Marletto Tower, Arena and other bonuses you can reach in the
south).  Leave the dungeon area and head to the Garrison.  Cross the water with
your fancy new boots and proceed west to trigger the final cutscene (which is
actually pretty cool since we get to see Agrael, one of the most badass
character designs ever).

Mission Complete!

4av) Mission Five - The Fall of the King

Choose Bonus:
Imperial Griffin: 4
Artifact: Four Leaf Clover
Gold: 1500

Gold is completely useless in this mission as you start with more than enough as
it is.  The Artifact is garbage.  Use the Imperial Griffin as they will make
life easier for you during the assaults on your base during this mission.

Primary Objective:

- Capture any town in 1 week
- Rescue Isabel and capture Dunmoor
- Hold Dunmoor against enemy attacks (occurs later in the mission)
- Send Godric to Nicolai (occurs later in the mission)
- Set up Tears of Asha in Dunmoor (occurs later in the mission)
- Isabel and Godric must survive


Starting Hero(es):

Godric:
Racial: Paragon Knight - The effect of Benediction increases as hero gains new
levels. Mana used for casting Light Magic spells are reduced by 1.
Skills: Basic Counterstrike (Benediction), Basic Leadership, Basic Light Magic
and whatever you acquired in previous missions

Isabel: (later in the mission)
Racial: Suzerain - Hero contributes 250 gold pieces in kingdom treasury per day.
Hero has a 2% per level discount for troop training in Haven towns.
Skills: Basic Counterstrike, Advanced Leadership and whatever you acquired in
previous missions

Starting Army:

Godric
- 62 Marksman
- 39 Squire
- 20 Imperial Griffin
- 10 Cavalier
- First Aid Tent

Mission Walkthrough:

	Follow the road east and attack the Hell Hound just south of the road.
The Cavaliers can 1-shot the stack of 30 and make short work of this battle.
	Continue south to find a group of 11 Cavaliers waiting to join Godric.
Pick up the Dragon Eye Ring and resources they were guarded and proceed to the
Stables to gain a movement boost.
	Kill the Horned Overseer, which consists of two stacks of 26 each.  Should
be simple with this massive army.  Godric will Level Up.
	We are on a time frame here with only one week to capture Dunmoor and
rescue Isabel.  Let us head north from here along the road.  Claim the Fountain
of Fortune for a combat bonus and then proceed eastward towards the Paladin
group.  It consists of two stacks of 3 and one stack of 4.  Should be relatively
easy fight, even though they are Paladins.  Cavaliers can 1-shot any stack and
possibly kill one with a retaliation without taking any losses.  Worst case
scenario is you lose 1 Cavalier.  After you Level Up, claim the Staff of Phantom
Forces and any resources lying around.
	Proceed north and kill the Skeleton Archer army.  It should consist of one
stack of 200+ Archers.  Just Battle Dive with Griffin, pick off with ranged and
move the Cavalier into melee to end this quick.  Again, worst case scenario is
you lose one Cavalier.  After enjoying another Level Up, claim the first
Obelisk, the Boots of Swift Journey and the Gold.  Do not forget the Treasure
Chest behind the Obelisk.  Take the gold from the chest (don't want Godric
leveling too much as we face him in the next campaign as an enemy hero).
	Get back on the road and hit the Military Post.  You will fight 1 Angel, 2
Cavalier, 3 Cleric and 5 Griffin.  Cavalier can 1-shot the enemy Cavaliers while
Godric and Marksmen can kill the Angel.  Battle Dive the Clerics and finish up
the Griffin with the Cavaliers.  It should result in zero losses.  Level Up and
buy all the Clerics and Griffin available and head north.
	Follow the road north while claiming the Tattered Flag and Crystal of
Revelation on the way.  You should be at Dunmoor with a day or two to spare.
	This is an easy fight.  Simply Battle Dive the Succubus while your ranged
units take out the Familiars.  You might lose 1-2 Griffin over the wall, but
they will retaliate and kill off the remnants of the enemy army.  I'm sure you
could come away with zero casualties if you tried here, although I think the
Succubus will get one round off on your Archers regardless. Enjoy yet another
Level Up with relatively few losses.
	With Dunmoor in our grasp, head to the prison just northeast of the town.
A group of Pitlords guard Isabel.  You know what to do.  With only two stacks of
2, this is an easy fight.  Spread troops out for the inevitable Fireball AoE and
have the Griffin Battle Dive one while the Cavaliers and ranged kill the other.
Watch a brief cutscene and Isabel is yours again.  Transfer all units to her, as
we hate Godric, the girly man who will be messing with Agrael on us next
mission.
	With Isabel, send her to the Crystal of Revelation for a +1 to Knowledge.
Then head to town and pick up any troops you can (build something if you have
to, like an Archers Tower).  Proceed northwest towards the Spectral Dragons.
This should be a simple task as the Cavaliers can make short work of the
dragons.  Collect the gold mine and Treasure Chests (take gold this time).
	At this point, week one should be ending.  At the beginning of week two we
receive the new objective to Hold Dunmoor against enemy attacks.  At this point,
you should be able to see Agrael in the far south advancing on your position.
At this point, you might want to head south and claim the Sawmill and pick up
new troops from the Military post (Clerics and Griffin).  Hit the Tattered Flag
on the way back and wait at Dunmoor (the cutscene implies Isabel will meet him
head on, but use your town defenses for a better chance) and destroy him with
your fortifications.  Purchase a Ballista and Ammo Cart while here and any
troops available.
	I apologize at this time for not having exact numbers / battle strategy
for the Demon Lords, but the new patch bugged all event triggers on me making it
impossible to redo this mission.  I will do a proper overview of the next few
fights, but for now a general outline should suffice.
	With your current army, you should have no problem with Agrael, although
you will suffer a few losses this time.  Remember to place Godric up near the
Gold Mine so that Agrael does not kill him on you.  About 8-10 days later the
second Demon Lord will come for Dunmoor.  You should be able to get yet another
supply of troops from the Haven Military Post before this battle.  And as
always, get the Tattered Flag before the battle for a boost.  I let Godric
acquire the troops from the southern Military Post while Isabel proceeds east to
claim a Sawmill and the second Military Post, where she can recruit Cavalier for
the coming battle.  You should be able to get this weeks and the next weeks
Cavaliers before the second wave arrives.
	During the middle of week three, the next Demon Lord arrives.  He will
pose no problem to you if you unless you have been killing every neutral mob you
find and losing men.  Once he is dispatched, you receive the next objective,
which is to set up the Tears of Asha in Dunmoor.
	At this point, you are free to roam about the map for the most part.  If
you referred to the Skills Guide, you will have built Isabel or Godric up
towards the Tears of Asha Vision.  If not, it is not a big deal.  Simply proceed
to the northeastern corner and obtain the second Obelisk.  While you are out
roaming, be advised that every so often (seems random), a new Demon Lord will
come from the south to cause trouble.  It's free exp at this point, so don't
worry too much unless you lose a substantial part of your army to mobs.  Proceed
to the southwestern corner to obtain the third obelisk.  You might be able to
deal with a Demon Lord while you head down this way.  Once you have obtained the
third obelisk, purchase a new hero from the Tavern and have him search for the
Tears of Asha.  Its location is random, so don't expect me to spoil it for you
because I can't.  Open your objectives (O) and click Puzzle Map to view the
location.  Of note, the movement dots of a hero show up on the Puzzle Map, so
all you have to do is make huge movements on the map and then view the Puzzle
Map to see if your dots appear.  Once you find the dots, adjust your movement
until you hit the right spot.  Save before you make your final movement to the
location as you might be off by one or two blocks and we don't want to waste
even more turns (digging uses one full turn and requires all your movement
points to do).
	Once it is dug up, bring it home and build it.  After 2 months game time,
the final Demon Lord, Alastor, is released and proceeds towards Dunmoor.
Depending on your army size (click him to see what he has and compare) you can
either head to him or wait for him and build up more forces.  Regardless, it
will be an easy fight at this point in time.
	Once he is defeated, you get the final objective to send Godric to
Nicolai.  Simply send Godric (I give him an army because I'm paranoid a random
mob will appear during a new week or something) south along the road and follow
it east across a bridge.  Follow it eastwards until you reach a fork north or
south.  Head south and watch the ending cutscene, which is pretty cool in my
opinion.

Expect a revised version of this in the vein of the first four missions once I
reinstall the game to fix (I hope) the event trigger bugs.

Mission Complete!

Campaign Complete!

4b) Campaign Two - The Cultist

4bi) Mission One - The Betrayal

Choose Bonus:
Artifact: Necklace of the Lion
Cerberus: 8
Hell Charger: 3

The Necklace of the Lion provides a +1 Morale bonus, but in general is fairly
weak compared to 3 Hell Chargers or 8 Cerberus.  Take the 8 Cerberus, as they
are quite useful.  The Hell Chargers are nice, but we do not get any more of
them throughout the mission and they can quickly be whittled down on us.

Primary Objective:

- Find a route to Sheogh
- Agrael must survive

Starting Hero(es):

Agrael:
Racial: Aura of Swiftness- The initiative of all creatures in hero's army is
increased by 1% per hero level.
Skills: Basic Gating, Basic Attack (Battle Frenzy)

Starting Army:

Agrael
- 1 Pitlord
- 25 Cerberus
- 12 Succubus
- 50 Familiar

Mission Walkthrough:

	Start by watching a brief cutscene and then head south a few steps and cut
east to face a pretty tough Cleric fight.  The group can be two stacks of 6
Cleric or two stacks of 4 Cleric and one stack of 5 Inquisitors, which would be
a restart mission type group in my opinion.  Regardless of which one you face,
you will lose troops.  Do not despair at this point, as it was well worth the
trouble to get the Boots of the Swift Journey.  Start the fight by Gating the
Familiars next to one of the Cleric, forcing it to melee later on.  When it
gates in, use it to eat the retaliation from one of the Clerics if it does not
get targeted before hand.  Use Vulnerability from the Pitlord and have Agrael
and the Succubus pick off one group from range.  You will most likely come out
with about 10 Cerberus and 15 Familiar dead in the long run.
	Pick up the Boots as you will want the movement bonus for this mission.
Head south to the Witch Hut for a free Logistics skill, which we were going to
want to get eventually anyways.  When you level, try to get Pathfinding, which
leads to the Perk Abilities, Swift Gating and Teleport Assault (which is a very
nice early skill).
	Follow the road southward until you reach the Unicorns guarding the
Stables.  On the third day, Godric appears in the north where we started, hot on
our trail.  He has a substantially large army, which we will not be able to
stand up against.
	Engage the Unicorns, which should be two stacks of 2.   Your Cerberus will
most likely be able to kill both at once when they charge the middle of the map
and are close to each other.  If not, you should have no problem using the
Succubus and Agrael to finish the other stack off.  Level Up!
	Grab the gold and the Stables for a movement boost.  Head south to a Wagon
and hopefully you will acquire a useful Artifact, if not you will receive
resources.
	Head west into the woods to face off against some Familiar who will offer
to join and should number roughly 50 or so.  Follow the path in the woods south
to a Horned Demon guarding a Demon Tower.  All 37 will offer to join and you can
claim the Tower for 15 more.
	Head back to the road.  Skip the two magic shrines, unless you prefer a
more caster oriented hero, but even then I would recommend you skip them.  Pick
up the gold and head east to the Squire just off the road.  Should be two stacks
of about 10.  Gate the Familiar into the midfield near where you expect the
Squire to move to.  Should be a relatively easy fight as you can 1-shot with the
Cerberus, maybe even both of them if they are close enough.  Otherwise Agrael
and Succubus will finish it.
	Sell all your resources to the Trading Post and claim 500 exp from the
Treasure Chest for a Level Up.
	Claim the Dolmen of Knowledge east of here near the Cerberus group for
another Level Up.
	Engage the Cerberus and 34 should join you.
	At this point, Godric should be near where we recruited the pack of
Familiar, while the second Haven hero should be just north of us on the other
side of the mountain.
	Head east and kill the Skeleton Archers, which should number about 40 or
so.  Claim the Crystal of Revelation for a permanent +1 to Knowledge.
	Head north and purchase all the War Machines from the War Machine Factory.
Grab the nearby Campfire while here.  Head eastward to the Barracks.
	At this point, the second hero should make his way back to the main road
in a northerly direction.  Godric will be near the Stables.  North of where we
are now are numerous neutral mobs guarding gold and resources that are generally
worthless to us on this map.  Ignore them as they are just filler.
	Head south to the Tattered Flag and engage the Footmen near it.  Small
group of about 40 that should be a cakewalk.
	Rehit the Tattered Flag and continue south passed the Sanctuary towards
the Minotaur group, consisting of roughly 40 guys.  Should net us a Level Up and
zero casualties.
	Claim the Red Keymaster Tent they were guarding and the Chest for 1500
gold.  Enter the Monolith One Way.
	A cutscene should play now or after we open the Border.  Enter the dungeon
and a new week should occur.  Kill the Plague Zombie guarding the gold stack and
Treasure Chest.  Rather large group of about 80 Zombies.  Kill at range and
finish with Cerberus.  Level Up!
	Take the gold and the 1500 exp from the Chest for another Level Up.
	Head northeast to the Demon Tower.
	At this point, Godric should be near the Way Gate exit while the second
hero is off exploring the north and will be of no further consequence to us.
	Buy 15 Horned Demon and head north to the awaiting 32 Cerberus waiting to
join Agrael.  Claim the second Demon Tower for 15 more Horned Demons.  Grab the
Tattered Flag north of here.  Godric will have reached the entrance to the
dungeon at this point, but still be above ground.
	Follow the path towards the Howling Kennels and buy the 8 Hell Hounds.
Attack the Hell Hound group north of us and they may join or flee you.  Claim
the gold and the second Kennels for 8 more Hell Hounds.  Grab the third Kennel
for 8 more Hell Hounds.  Finally, head south and claim the Imp Crucible.
	Continue south to the Hill Fort defended by Wights.  Finish them easily at
range.  You may be able to hit both at once with the Cerberus as well, ending
the fight quickly.  Claim the Fort and upgrade your Hell Hounds to Cerberus and
Imps to Familiars.  Attack the Spectral Dragons, as they are an easy fight. Kill
at range, finish with Cerberus.  Level Up!.  Claim the 2 chests for 1500 exp and
500 exp respectively.  You could also take the gold and return to the fort and
upgrade remainder of troops.
	Head south and exit the dungeon.  Godric should be no where near you,
making this a hassle free trip.  Prepare for a cutscene, followed by a fight
with the Demon Lord.
	I charged my Cerberus across the top of the map and they were able to
outright kill the 2 Pitlords and almost all of the 55 Hell Hounds.  The 75
Familiar near by attacked my Cerberus and were retaliated and killed.  The
remaining Hell Hounds were subsequently killed at the same time with my AoE
melee retaliation.  If you have Teleport Assault at this point (I managed to get
it, but its random), you can send your Horned Overseers / Demons across the
field and have them explode on a group of enemies, as they will get their turn
next from the Teleport.  At this point, it is only a matter of finishing off the
Devil and 50 Overseers while your Succubus kill his 15 Succubus.  YouÂ’ll be
rewarded with 2 Level Ups for this fight and a cutscene.

Mission Complete!

4bii) Mission Two - The Promise

Choose Bonus:
Gold: 2000
Succubus: 8
Spell: Phantom Forces

For the love of god, just pick Phantom Forces and be done with it.  One of the
best spells in the game period.  It allows you to "clone" a stack of units that
do the exact same amount of damage as the original stack.  The catch is they die
in one hit regardless of unit type or number.  Despite this limitation, you can
easily clone several stacks of Succubus throughout a battle, making long range
DPS skyrocket.  This will win this mission on its own and make the next
few missions that much easier.  I won't even go into why picking Gold or
Succubus over this would qualify you for the Special Olympics.

Primary Objective:

- Capture the Heart of the Griffin
- Agrael must survive

Starting Hero(es):

Agrael:
Racial: Aura of Swiftness- The initiative of all creatures in hero's army is
increased by 1% per hero level.
Skills: Basic Gating, Basic Attack (Battle Frenzy) and whatever skills you chose
in the previous mission.

Starting Army:

Agrael
- 40 Imp
- 35 Overseer
- 15 Hell Hound
- 15 Hell Charger

Mission Walkthrough:

Note: My game is bugged and the events would not trigger for me on this mission.
The notable spots are the two Chests on the pathway where Assassins jump you the
first time and then join you the second time and the end battle.  I was able to
fight the Haven and Inferno heroes and list their units, but I was unable to
trigger the cutscenes related to the final battle.  Everything else should be
accurate.

	Start by grabbing the gold on the ground.  Hit the Imp Crucible for some
fresh recruits.  I ignore all Magi Huts as they just eat the movement points to
show you that, yes, the enemy is moving forward and there is nothing you can do
to stop him.
	Follow the road and attack the Scout group blocking your path.  Your Hell
Chargers can 1-shot one group of Scouts while Agrael can Teleport the Overseers
across the field to another pack (if you have that spell yet).  The Hell
Chargers can then finish the last stack off.  You might lose a couple Imps to
the Scouts, but nothing serious.
	Continue following the road, as it is the only path available, and engage
the Spectre group.  We want the exp and gold it guards.  The free spell is just
icing on the cake.  You can Gate the Imps to eat the retaliate or pray the Hell
Chargers don’t “miss”.  Either way, you should not have much trouble here as
itÂ’s a small group of Spectre.
	41 Hell Hounds await to join your cause at the Kennels.  Buy 8 more and
pick up the stack of gold.  Attack the nearby Obsidian Gargoyles (three stacks
of 12).  Your Hell Chargers and Hell Hounds can 1-shot a stack each.  ShouldnÂ’t
suffer any losses.
	Head west on the road and claim the Chest.  This should trigger an ambush
event where Assassins attack you.  It is an easy fight.  Hell Chargers on one
stack, Hell Hounds on other and either Teleport the Overseers to the third stack
or wait for Hell Chargers next turn. I couldnÂ’t trigger the event in 1.10, so I
will ignore the exp gains when showing Level Ups.  This should Level you though.
	Follow the road west until you reach the Inferno Military Post.  Fight the
guards, as they are easy.  Have the Hell Chargers 1-shot their Hell Hounds in
the first turn.  Next turn, 1-shot the Pitfiends with your Hell Hounds while the
Hell Chargers / Agrael / Succbus finish the Devil and Succubus.  You might lose
an Imp or something insignificant.  Buy all the units in the Military Post and
continue on after you Level Up.
	Claim the Shrine of Magic Gesture and skip the Lich group.  Kill the
Minotaur Guard group though. Simply pick off at range and finish up with Hell
Charger and Hell Hounds when they enter range.  Claim their gold and continue on
the road.
	You will eventually reach some more Gold and a Campfire and Shrine of
Magic Gesture.  Grab them all and attack the Archers guarding the Stables.  They
will most likely flee your awesome might and leave you to claim the Stables and
extra movement for the week.  Now head for the Dark Raiders blocking your path.
Should be flawless as the Hell Hounds and Hell Chargers can 1-shot the Raiders.
	Here is the second Chest where the Assassins will join you this time if
you opened the first trapped one earlier.
	Head north and 43 Overseers will offer to join you.  Claim their gold and
hit the Demon Tower and buy 15 Horned Demons.  DonÂ’t forget the Dolmen of
Knowledge for 1000 exp.
	Attack the Inferno Military Outpost.  This is the same as last time,
except you have more troops.  Should be that much easier. YouÂ’ll Level Up.  Buy
the new troops and head north to the Gremlin group.  Very easy fight and should
result in little to no losses (maybe 1-2 Imps).
	Claim the Gold and Temple.  Head towards the Blade Dancer group.  Quite
easy battle that rewards you with gold and the Chestpiece of Eldritch Might.
Follow the road until you reach the Planetarium for a permanent +1 to Spellpower
for Agrael.  Resources on the ground along the way are useless and just use
movement points.
	Continue on road passed the Magi Hut and engage the group of Vampires.
They should flee your army.  Take their gold and the Fountain of Fortune.
Continue on the road.  Before the dessert section, make sure to grab the Chest
for 1000 exp.  Should net you a Level Up.
	Attack the Steel Golem guarding the gold and Artifact.  Should be able to
pick off at range and finish with Hell Hounds and Hell Chargers.  Collect your
gold and the Bone Dragon Greaves.  Head north and kill the Djinn guarding the
Hill Fort.  Small group that your substantially large army should destroy
easily.  Same strategy as before.  Kill at range until in range of your Hell
Chargers or Hounds.  Upgrade your army at the Fort and head north to the
Tattered Flag and Oasis for some battle bonuses and prepare for final battle.
At this point, Orange is a good 2 or 3 turns away from Blue leaving you plenty
of time to engage Blue.
	Proceed towards the Haven hero and a cutscene should play.  Prepare to
fight the Haven army.  It should be quite easy, but make sure you minimize
losses and donÂ’t get careless.
	You are looking at 24 Marksman, 4 Paladin, 1 Archangel and 5 Imperial
Griffin.  Should be a simple matter for your Cerberus to kill the Paladin or
Archangel in 1-shot while the Nightmares finish the other off.  Your Succubus
Mistresses and Agrael should be able to do decent damage to the Marksmen while
the Nightmares finish the Griffin on the second turn.  All in all, you might
lose a couple Imps to the Marksmen, maybe a few Cerberus if you get careless.
	Level Up!
	Another cutscene should play with the Demon Lord army at your back.  This
can be a TOUGH fight depending on how well you handled losses throughout the
mission and your Skill selection with Agrael.  He shows up with a rather large
army of 20-30 Succubus Mistress, 50-70 Horned Overseer, 3-5 Archdevil, 80-100
Familiar and roughly 40 Cerberus.  Use Phantom Forces to bolster your army.  I
had 3-4 stacks of Succubus Mistresses at one point and 2 stacks of Cerberus (and
a Gated stack for 3).  Try to finish the Archdevil off before you outright kill
the Familiars, as the Archdevil will summon in Pitlords to replace any dead
Familiars, which would be a bad thing.  I used Vulnerability instead of Fireball
from my Pitlords to make the killing easier.  Try to keep from sending your army
in before your Gated troops show up.  While you should not kill the Familiar
right away, make sure you knock him down a peg or two, as a 100 Familiar can
still do substantial damage to any of your stacks.  Leave his Overseers until
the end, as they are relatively weak units that wonÂ’t do much except defend the
Succubi, which your own Succubi should take out first.  The enemy hero will do
damage early to your Archdevil, so do not rely on him for this fight.  I would
get him out and doing damage early, as he will otherwise be dead and do nothing
for you.  If you have raise dead, it would be a great spell at this point.
Stick to our basic fighting strategies and you should come out with major
losses, but victorious none the less.  Enjoy the cutscene.

Mission Complete!

4biii) Mission Three - The Conquest

Choose Bonus:
Pit Fiend: 2
Horned Overseer: 43
Nightmares: 4

Do not let the huge number of Horned Overseers cloud your judgment.  That unit
is gimped and completely useless with the sole exception of blocking melee from
reaching your Succubus.  They could give you a 100 and I would not recommend
taking them for the simple reason they have one of the lowest initiatives ever,
fairly low damage when not enraged and very low movement points.  I recommend
the Nightmares myself, as they have huge movement range, nice damage and great
survivability overall.

Primary Objective:

- Cross the border
- Capture all Elves towns
- Defeat Gilraen
- Agrael must survive

Secondary Objective:

- Destroy the source of druid magic

Starting Hero(es):

Agrael:
Racial: Aura of Swiftness- The initiative of all creatures in hero's army is
increased by 1% per hero level.
Skills: Basic Gating, Basic Attack (Battle Frenzy) and whatever you acquired in
previous missions

Starting Army:

Agrael
- 50 Familiar
- 40 Hell Hound
- 28 Succubus
- 60 Imp
- Ballista

Mission Walkthrough:

	We start with a rather large army for a change.  Make the most of it and
recruit the Imps and Horned Demons.  I do not recommend building up the Inferno
town, as we will quickly be moving out and conquering some tree shagging pixies.
Do upgrade your Imps and Hell Hounds before we move out though, as they will be
relatively cheap and easy to get.  I usually fight Gilraen in the start of Week
Two when I receive more troops.
	Gilraen can be found east of town and is basically the only path open to
us.  The fight is relatively simple, but be careful not to lose many Succubus,
Cerberus and Nightmare since they are all you will be using for the next week or
two.  Gating and Phantom Forces will win this battle with minimal losses.  Get
used to using them, as they will be useful for every major battle along the way.
	At this point, I skipped the first town and continued on eastwards
following the road fighting only mobs I knew I could kill with zero casualties.
Elder Druids, Archmage and the like are not units we should be fighting.  Slow
initiative units like Treants, Zombies, Overseers, Squires and so on are the
ones we want.  Phantom Forces and Gating if they are huge numbers or Treants.  I
simply follow the road and loop back around west and take the second Sylvan town
first.
       From here I buy a second hero and defend with the Sylvan forces.  
Continue
north and east until you reach a clearing that leads south from the roads into
the woods.  The Hut of the Magi earlier should reveal the Druid location that is
just south of us.  Head down for a cutscene and put an end to the tree huggers
and stop the ridiculous growth weeks they keep causing.  At this point, we are
free to explore the map and take the first town we skipped.  Do not take the
road on the west side, as it has a Phoenix blocking it.  You can head through
the forest or back around the road.  I go through the forest.  You should have
relatively large amounts of units built up in the Inferno town.  Have a new hero
or Summon Creatures bring the units to you for the fight at the first Sylvan
town.  DonÂ’t expect too much resistance.
	If you see any heroes coming from the northeast along the northern road,
return to the first base we conquered and put an end to them.  Build up Mage
Guilds for as many spells as you can (if you are focusing on spells) and try to
hit the level cap.
	You might want to augment AgraelÂ’s forces with some Green Dragons or
Master Hunters or Elder Druids.  Head towards the northeastern corner (it is
east of where we went south to the Druid Grove).  The final battle will be no
problem if you have made it this far.  I used my Sylvan hero I hired to attack
Gilraen with the random troops from both Sylvan towns and then finished the job
with Agrael.

Expect a more detailed walkthrough at a later date.

Mission Complete!

4biv) Mission Four - The Ship

Choose Bonus:
Druid: 10
Wood: 40
Gold: 6000

That is not a misprint.  You are offered Druids in this mission.  In fact, you
start out with nothing but Sylvan troops to begin this mission.  Wood is a
useless commodity that you are never in need of it.  I would skip the 40 wood
myself.  Gold is a nice bonus if you were in a resource scarce map, but that is
not the case here.  However, might equals right in my eyes and the 10 Druid
should be the only true choice for this Bonus.

Primary Objective:

- Capture Erewel
- Agrael must survive

Secondary Objective:

- Capture Ur-Nebyrzias
- Complete the dragon's quest

Starting Hero(es):

Agrael:
Racial: Aura of Swiftness- The initiative of all creatures in hero's army is
increased by 1% per hero level.
Skills: Basic Gating, Basic Attack (Battle Frenzy) and whatever you acquired in
previous missions

Starting Army:

Agrael
- 28 Master Hunter
- 120 Sprite
- 14 Druid
- 12 Unicorn

Mission Walkthrough:

Coming Soon!

Mission Complete!

4bv) Mission Five - Agrael's Decision

Choose Bonus:
Succubus Mistress: 4
Hell Hound: 12
Artifact: Sextant of the Sea Elves

I usually balk at any Artifact bonuses, but this is a sea map.  As I hate how
long it takes to move around in this game as it is, having water take even
longer then on land annoys me to no end, so I choose the Sextant for increased
Sea movement every time.  While there is no real need to rush with your
movements, it does not change the fact I hate waiting around in this game.  The
Succubus Mistress bonus is rather nice if you have no qualms about taking
forever to move about the ocean.

Primary Objective:

- Find Tieru
- Agrael must survive

Starting Hero(es):

Agrael:
Racial: Aura of Swiftness- The initiative of all creatures in hero's army is
increased by 1% per hero level.
Skills: Basic Gating, Basic Attack (Battle Frenzy) and whatever skills you chose
in the previous mission.

Starting Army:

Agrael
- 13 Cerberus
- 9 Succubus
- 42 Imp

Mission Walkthrough:

	This mission has no true enemy to face and is relatively hassle free.  Do
not get comfortable though.  The final stack of units we face on this map grows
each week, making the fight more difficult the longer we take.
	Another point of interest, the fog Agrael speaks of is the Fog of War on
the map.  The catch is it cannot be removed unless you are on land or a Hut of
the Magi removes it.
	Head northward, towards the island and visit the Redwood Observatory to
rid us of some of this infernal fog.  DonÂ’t forget the Hut of the Magi.  Once
that is done, return to our ship and head eastward.
	Once you reach the second island, clear the Hunters to claim another
Redwood Observatory.  You can claim a lot of Treasure Chests here, and I
recommend you do, for lots of experience.  I would recommend taking the gold any
time you have 1000 gold and 500 exp as the options.
	When you are ready, enter the dungeon.  North is a pack of Dark Raiders,
which should pose little trouble with Phantom Forces and Gated units.  Continue
until you reach the intersection.  Continue north and follow the path as it
turns southward.  Head up topside and claim the Inferno Military Post and
Howling Kennels for some reinforcements.  Attack the Cerberus group for some
more units.  Return underground and head to the intersection.  Continue west
from the intersection until you reach the stairs.  Hit the Hut of the Magi and
get a new ship from the Shipyard.
	Sail down and around the island southwest of us.  On the eastern shore of
this island a pack of Pitfiends awaits us. They offer to join Agrael and we can
continue on our sea voyage to the island in the southwest that is all volcanic.
It is in the very southern middle of the map.  Claim all of the Inferno
dwellings on this island.  If a new week is dawning, claim the buildings again
for even more troops.
	Finally, sail west to the last island in this area that we have not
visited.  The reason we have been hoarding some gold from chests is that we want
to upgrade everyone at the Hill Fort on this island.
	Once upgraded, sail to the eastern most island that has a dungeon
entrance.  Head south once you land on the island until you reach the Emerald
Dragons.  I would recommend skipping them, as it will just cause you to lose too
many troops for very little gain.  Once you finish exploring the island, return
north and enter the dungeon.
	Hit the Stables and head northward.  If you keep to the east side, you
will eventually reach a stack of Cerberus that will join you.  Return the way
you came until you reach the branch north and head that way.  The tunnel should
soon split.  West is some more Treasure you can pick up.  Once done, head east
until you reach the stairs.  Head topside.
	There are stacks of Cerberus and Succubus Mistress here that will join
you.  Grab the +1 to Attack at the Mercenary Camp (although it wonÂ’t matter much
as this is the last mission and not much will change the outcome).  Once you are
ready, head south until you reach the other dungeon entrance.  There are some
Pitlords waiting for you north as you enter the dungeon.  Follow the tunnel
westward until you reach the stairs.  There is a Redwood Observatory in the
south we should hit and an Arena in the east.  Again, not much point in boosting
stats as we wonÂ’t be using Agrael in this form anymore.  Finally, hit the Two
Way Monolith on the western side of the island.
	Skip the dungeon entrance and claim the Redwood Observatory.  There are
some Treants guarding some resources you can fight, but there is not much point
to it at this time.
	Return to the south and enter the dungeon.  I simply head west to the
exit, but there is some minor Treasure Chests in the east guarded by a Hydra.
At this point I am ready to move on to a new campaign and just skip them.
	Once top side, build a new ship and sail to the east.  A group of Pitlords
await our army near a Hut of the Magi.  Claim both and get back in the boat.
Sail to the eastern most island in the middle that we have not visited yet.
Enter yet another underground section and head north to get back topside.
	Finally, head south to encounter the final “boss” of this mission, a
rather large stack of Emerald Dragons.  They grow the longer you play, so if you
were massing a huge army at the Inferno buildings in the south or generally
taking your time or getting on and off boats by mistake, they can be rather
large and difficult.  Gating, Phantom Forces and our regular tactics should win
this.  It probably wonÂ’t be pretty, but it doesnÂ’t matter how many of our demons
survive.  Enjoy the cutscene and see you in Campaign Three.

       Expect a detailed walkthrough once I have finished up a few of these
campaigns with the cliff notes versions.

Mission Complete!

Campaign Complete!

4c) Campaign Three - The Necromancer

4ci) Mission One - The Temptation

Choose Bonus:
Skeleton Archer: 20
Artifact: Breastplate of Eldritch Might
Spell: Suffering

I am a sucker for picking spells as my bonuses, but Suffering is a rather weak
sauce spell as it is.  Take the 20 Skeleton Archers for a much easier mission.
You'll more then likely pick up Suffering at one point or another later in the
campaign as you build up Mage Guilds.

Primary Objective:

- Reach Vigil
- Avoid enemy patrols
- Destroy the rebel army (occurs later in the mission)
- Markal must survive

Starting Hero(es):

Markal:
Racial: Lord of the Dead- All neutral undead creatures will join hero's army.
The number joining army is 50% of initial number + 2% per hero level.
Skills: Basic Necromancy, Basic Leadership (Diplomacy)

Starting Army:

Markal
- 33 Zombie
- 60 Skeleton
- 25 Skeleton Archer
- 7 Lich

Mission Walkthrough:

	Start by heading north to the Skeletons at the Magic Hut.  If you do not
know, all Undead units join Markal as per his racial specialization, so we have
nothing to fear from any Undead on the map.  Note that only 50% of the listed
number will join us and 2% more per level of Markal.  So, this 60 Skeletons is
in reality only 30.  Continue on by claiming the Hut of the Magi to view some of
the map.  Grab the Treasure Chest north of here for 1500 exp and our first Level
Up.  See the Skill Guide for advice on Skill selection.
	Return to the start and head eastward.  Claim the Skeleton for 60 more
troops.  Follow the path to the waiting Skeleton Archer near the Redwood
Observatory.  This adds 50 Skeleton Archers to our army.  Claim the Observatory
for a quick look around the surrounding area.
	Continue on the road until you encounter the Gremlin group.  It is an easy
encounter and might result in 1-2 Skeleton deaths (undeaths?  Can skeletons
die?).  Claim the Stables for our weekly movement boost and head east to yet
another Gremlin group.  Same deal, but a slightly larger contingent of Gremlins
to deal with.  At this point I should point out that Markal starts with the
Raise Dead spell and you can make use of it if a Lich dies, but would not bother
if Skeletons or Zombies die.  This should net us a Level Up.
	Claim the Sawmill and head east to the waiting group of 6 Lich near one of
the Eye of the Magi.  Pick up the wood and nearby Campfire.
	Head back towards the Steel Golem group near the Shrine of Magic
Incantation.  They should all die before they even reach your army.  Claim the
Shrine for Eldritch Arrows (could be random, but I donÂ’t think so).  Hit the
Graveyard he was guarding for 20 more Skeletons.
	Return to the Stables area.  From here, head north to the Skeleton
Archers.  Markal will bring 80 of them into the fold.  Claim the Mercenary Camp
for a permanent +1 to Attack.
	Continue north to the waiting Lich.  6 more should join your ever growing
army.  Fight the nearby Steel Golem.  Both stacks of 18 should die before they
even come near your troops.  Level Up.
	Continue northward to yet another Observatory.  Claim it and head north to
more Skeleton Archer.  A whopping 100 offer to join your cause.  Pick up the
wood they were guarding and then attack the nearby Djinn.  Yet another Level Up.
	Head southwest to the Tattered Flag.  Fight the Minotaur next to it, which
should pose no problem for you, and then claim the Boots of the Swift Journey.
Rehit the Tattered Flag on our way out and head north to the Skeleton (not a
unit, but a doodad on the ground that nets us a free Artifact, it is near the
Eye of Magi).
	Patrol 1 should be east of you near the water, while Patrol 2 should be
west of us heading southward.
	Claim the Dolmen of Knowledge north of us for 1000 exp and a Level Up.
	Hit the Idol of Fortune and head east towards the Stone Gargoyles.  A
relatively hassle free fight ensues and we claim the Shrine of Magic
Incantation.  Return to the Idol and head westward towards the stack of gold.
	Save at this point.  I have heard rumors that the Witch Hut northwest of
us is random, but it gave me Attack every time I visited it.  So better safe
then sorry (donÂ’t want some crappy Skill we wonÂ’t ever use) and save to be safe.
Head northwest and claim Attack (if you have not received it yet) from the Witch
Hut.  Continue south from here until you reach the All Seeing Crown.
	Patrol 1 should be heading toward the very north part of the map (past the
Witch Hut) and Patrol 2 should be in the far south where we started, holding
position at this point in time.
	Head southward towards the Djinn guarding the Crystal of Revelation.
Might lose a couple Skeleton as the Djinn have decent hitpoints and might
survive our onslaught for a hit or two on our front line.  Claim the +1 to
Knowledge and a Level Up.  Return westward towards the Obsidian Gargoyle for a
relatively easy fight.  Claim the Ruined Tower and buy 9 Ghost.  From here, head
north to the Shrine of Magic Incantation we passed and grab the 20 Skeleton from
the Graveyard east of here.
	Continue east towards the Dolmen of Knowledge.  Follow the road further
east towards the stack of gold near a Water Elemental.  Skip him for now and
head south towards the Shrine of Magic Gesture and the Tattered Flag.  Finally,
hit up the Trading Post and sell all of your resources.  Return to the Water
Elemental and spread your troops out during Tactics phase, as they Water
Elementals use Circle of Winter and will do some damage.  Use Raise Dead if a
Lich dies, otherwise it doesnÂ’t matter.  Sometimes the Elemental joined me.
Continue to the Hill Fort and upgrade your troops.
	The Patrol 1 should be near the Dolmen of Knowledge, while Patrol 2 is no
longer an issue and can be ignored.
	Attack the Rakshasa Rani group nearby.  It will be relatively simple fight
with Archlich and a full contingent of Skeleton Archers (no more Warriors.
Simply focus fire one stack and then the other in sequence in you will come out
with no losses.  Cross the river and claim the Treasure Chest for 1000 exp and a
Level Up.
	DonÂ’t bother picking up any resources as we wonÂ’t be needing them anymore.
Head back across the river and add the Vampire Lord group to your army.
Continue southward towards the Mage group blocking the river.  You Archers and
Archlich units should be able to 1-shot each Mage for little to no casualties on
your side.  Use Raise Dead on Vampire Lords and Archlich if any die.  The rest
are expendable.  If you picked up Eternal Servitude, you may not even have to
use Raise Dead anymore.
	Cross the river and a stack of Archlich guarding an Observatory will offer
to join you.  Claim the Observatory if you like and head northward towards the
Squire group guarding the Planetarium.  Finish them quickly and claim the +1 to
Spellpower.
	Continue eastward and face off against another Mage group.  They will most
likely flee, freeing us to claim the Fairie Ring.
	At this time, the Patrol should be on crossing the river towards the
Observatory.  DonÂ’t be alarmed as they will hold position there for close to a
week before moving again.
	Engage the Rakshasa Rani guarding the Chest near the Tattered Flag.  WeÂ’ve
been through a couple of these groups by now and this one is no different.
Finish him up and claim the Chest for 500 more exp.  Leave the other resources
and claim the Tattered Flag.  DonÂ’t forget to claim the Vampire Lords north of
us for more troops in our undead army.  Return to the Fairie Ring and then
attack the other Rakshasa Rani blocking our path eastward.  Again, just a simple
matter of focus firing for no losses on our part.  Level Up.
	Head south to a Skeleton Archer and add them to our army.  Follow the path
south until you reach the Vampire Lord guarding the Graveyard.  Add them and the
20 Skeleton from the Graveyard to our army.  Make your way to the Archmage
guarding the dungeon entrance, which is visible from the Eye of the Magi.
	Spread the troops out as the Mages have strong AoE.  You might want to
leave a few stacks out of the line up for this fight (simply drag the Archlich
on top of them to force them off the field during Tactics phase).  With only the
Archlich and Archers, you will suffer few, if any, losses.  Use Raise Dead on
whoever (most likely the Archers) the Archmage target, then 1-shot the Mages.
	Enter the dungeon.
	An Archlich awaits us just north as we enter the dungeon.  Add their might
to our own.  Skip the mob guarding the Crystal Mine as we do not need Crystals
for this map.  Kill the Assassins group blocking our path as they are no
challenge to us at this point.
	Continue north until you reach the Marletto Tower.  Kill the Blood Maiden
guardian and claim the +1 to Defense.
	Now for the most “difficult” battle of this map, the Deep Hydra.  If you
removed men from your lineup for the Archmage, do not forget to add them back
in.  You should be able to pick one or two stacks off at range and then suffer a
few minor casualties when the third stack reaches you.  Nothing to cry over,
just Raise Dead or go on without them as they wonÂ’t be missed at this point.
	Head westward towards the Arena.  Do not worry about the Purple hero.  As
long as you do not block his path, he will walk around you and head towards the
surface to engage the Patrol.  You will have to fight the Minotaur group near
the Fountain of Fortune, but other then that, the Purple hero will clear out the
rest of the mobs in your way.  Walk up and claim the Arena.  I usually take the
+2 to Attack, as we have fairly high Defense at this point and rather low
Attack.
	Return to where we fought the Deep Hydra and head north towards the
Vampire Lord, who, as you well know, will join us no matter what.  Follow the
path north to the Shadow Witch group.  Might suffer a few Skeleton losses, but
at this point you probably have close to 500 Archers and this will be no big
deal.  After this, 20 more Vampire Lord offer to join you.  Once they are
brought into the fold, head west towards the Hydra stack.  This is like a weaker
version of the Deep Hydra fight.  Simply focus fire each stack and it should be
over soon.  Claim the Shrine of Magic Gesture and continue westward towards the
Blood Furies guarding the Planetarium.  They simply charge across the field at
the start of the battle, coming up short of your men.  1-shot each stack with
the Archers, Vampire Lords and Archlich.  Claim +1 Spellpower for their
stupidity.
	Make sure you arenÂ’t blocking the path out of this little tunnel and
Purple will simply walk out on the next turn.  Orange will start to move towards
the dungeon at this point.  At the same time, the first Purple hero will be
leaving the dungeon at heading towards the surface.  Head west and claim the
Dragon Talon Crown.  The gold is useless and we are max level, so I just leave
anything on the ground.  Return east.  You will have to wait a turn most likely
as the Purple hero is blocking the exit.  Once he is out of the way, continue
east and kill the Minotaur Guards.  They wonÂ’t even reach your troops and it
will be a flawless victory.  Recharge at the Eldritch Well if you need mana and
head up the stairs.  If I recall, there should be Spectral Dragon guarding the
stairs, but that might have been only in v.1.0 as they were not there on this
play through.
	Watch the cutscene and claim the Skeleton Archers near the dungeon exit on
the surface.
	At this point, the Patrol should be finally entering the dungeon, but are
of no consequence to us.
	Claim the Tattered Flag and continue on the road until you meet the rebel
army.  It consists of roughly: 120 Peasants, 4 Paladin, 20 Griffin, 35 Footman,
and 35 Marksman.  We should be sporting roughly: 700-800 Skeleton Archer, 25
Archlich, 20 Plague Zombie, 50 Vampire Lord and 10-20 Skeleton Warriors.  You
should already know how this will turn out.  The enemy hero will most likely
cast Word of Light, but even with that, you are going to destroy his army so
fast, it wonÂ’t even matter.  Just take out the Paladin, Marksman and Griffin and
then finish off anything left over.  Watch the cutscene and we are done.

Mission Complete!

4cii) Mission Two - The Attack

Choose Bonus:
Lich: 2
Wight: 1
Artifact: Sack of Endless Gold

Money is useless in this mission.  It will only speed the mission up slightly by
choosing the Sack of Endless Gold.  You'll have 2 bases eventually to play with.
It will not matter much in the long run having an additional 250 gold per day.
Also, you have Peasants and Godric, who may have Estates if you chose it for him
in Campaign One.  Wights are a terrible unit in my opinion.  No where near the
tier equivalents.  I prefer the long range, high damage potential of the Lich
myself and usually choose the 2 Lich.

Primary Objective:

- Find and restore Lorekeep
- Capture Hikm (occurs later in the mission)
- Markal and Godric must survive

Starting Hero(es):

Markal:
Racial: Lord of the Dead- All neutral undead creatures will join hero's army.
The number joining army is 50% of initial number + 2% per hero level.
Skills: Basic Necromancy, Basic Leadership (Diplomacy) and whatever you acquired
in previous missions

Godric:
Racial: Paragon Knight - The effect of Benediction increases as hero gains new
levels. Mana used for casting Light Magic spells are reduced by 1.
Skills: Basic Counterstrike (Benediction), Basic Leadership, Basic Light Magic
and whatever you acquired in previous missions

Starting Army:

Markal
- 100 Skeleton Warrior
- 82 Skeleton Archer
- 20 Plague Zombie

Godric
- 30 Footman
- 40 Conscript
- 20 Marksman
- 12 Griffin
- First Aid Tent

Mission Walkthrough:

	I will eventually do a proper walkthrough of this map, but for now, this
should suffice.
	Start by building up your Haven town.  It is quite low level and you will
want to get it up to a proper money maker soon enough.  Do not engage the group
blocking the boats until you are ready to take on Orange or they will come down
to engage you shortly after you open the pathway for them (they do not want to
fight the Titan either).
	Use Markal to gather as many Undead troops as you can scattered about the
southern peninsula we start on.  Since he has Leadership and Recruitment, we
will have an easier time recruiting the Haven troops scattered about as well.
Godric will carry over into the final mission, where he is our nemesis.  You
should therefore leave him at base to defense or to randomly pick up troops from
the Peasant Hut and other Haven Adventure Map buildings.  Leveling him up will
only make our job harder later.  Do not upgrade any Haven units either.  We want
as many Peasants for the money making taxes they pay and later on, once Lorekeep
is built up, we will sacrifice them to make them all undead and have a rather
large number of Skeleton Archers right off the bat.  You may want to give Markal
any Archers made though, as they can be a helpful ranged unit for our Undead
army.
	Once we have a sufficiently large army of Undead recruits, head to our
boats and open the pathway.  Deal with the Orange army that has been waiting for
us.  They will not put up much of a challenge and this is the only significant
group they have on the map.  Leave Godric in town, as Orange sometimes sends a
scout party (if we do not kill him first in the ocean) that consists of a
relatively small and unimportant army.  Two more Orange armies patrol in set
paths around two islands.  You could skip them, but for the sake of our sanity,
and consequently, quicker CPU turns, we will kill them.  These two islands
contain multiple stat modifiers that we should claim for Markal.
       I usually land on lower right corner of the main island and work my way
to the northeast corner to reclaim Lorekeep.  Once Lorekeep is ours again, fairy
all our Haven troops across and convert them to Undead.  Proceed with Markal
around the island until we reach Level 22 (the cap for this mission).  If I
recall, there are a few stat modifiers on the mainland, so we should get those
before we finish the mission.  Make sure you reach Mage Guild Level Five (and
donÂ’t have Godric in the town so he does not learn any spells) before proceed to
Hikm.  If you have not noticed, the huge army of Titan that guarded the Monolith
Two Way fled in terror of Lorekeep when it was rebuilt, leaving us free to
teleport in and capture Hikm without engaging the huge army at the Garrison on
the shoreline.  If you have killed the first Orange army, the one guarding Hikm
is not much stronger and this mission should be over shortly.

Mission Complete!

4ciii) Mission Three - The Invasion

Choose Bonus:
Vampire Lords: 5
Gold: 5000
Spell: Curse of the Netherworld

Money is useless in this mission and you will not overly need it.  Vampire Lords
are one of my favourite Necropolis units combined with Lich and Skeleton
Archers.  However, you cannot pass up Curse of the Netherworld, one of the
strongest Dark Magic spells in the game.  While it does not shine during small
skirmishes, it eats full unit armies of other heroes, which this map contains a
lot of.

Primary Objective:

- Obtain Staff of the Netherworld
- Obtain Cloak of Death's Shadow
- Obtain Ring of the Unrepentant
- Follow Cyrus and destroy him (occurs later in the mission)
- Capture Hikm (occurs later in the mission)
- Markal and Isabel must survive

Secondary Objective:

- Curse the mages' cities
- Raise 1000 skeletons
- Raise 20 bone dragons
- Destroy the Elven army

Starting Hero(es):

Markal:
Racial: Lord of the Dead- All neutral undead creatures will join hero's army.
The number joining army is 50% of initial number + 2% per hero level.
Skills: Basic Necromancy, Basic Leadership (Diplomacy) and whatever you acquired
in previous missions

Isabel:
Racial: Suzerain - Hero contributes 250 gold pieces in kingdom treasury per day.
Hero has a 2% per level discount for troop training in Haven towns.
Skills: Basic Counterstrike, Advanced Leadership and whatever you acquired in
previous missions

Starting Army:

Markal
- 100 Skeleton Archer
- 10 Lich
- 35 Ghost

Isabel
- 43 Archer
- 25 Footman

Mission Walkthrough:

Coming Soon!

Mission Complete!

4civ) Mission Four - The Regicide

Choose Bonus:
Spectre: 20
Lich: 4
Spell: Puppet Master

Great googily moogily!  Pick Puppet Master and let's move on.  Best Dark Magic
spell in the game.  Nothing beats a little mind control action.  If you were
lucky enough to acquire this in a previous mission, feel free to pick the 4 Lich
as we all know Spectre suck since they are far to inconsistent with the phase
shifting / dodge they have.

Primary Objective:

- Find and defeat Cyrus
- Markal must survive

Starting Hero(es):

Markal:
Racial: Lord of the Dead- All neutral undead creatures will join hero's army.
The number joining army is 50% of initial number + 2% per hero level.
Skills: Basic Necromancy, Basic Leadership (Diplomacy) and whatever you acquired
in previous missions

Starting Army:

Markal
- 20 Bone Dragon
- 900 Skeleton Warrior
- 100 Skeleton Archer

Mission Walkthrough:

Coming Soon!

Mission Complete!

4cv) Mission Five - The Lord of Heresh

Choose Bonus:
Lich: 3
Bone Dragon: 1
Artifact: Cape of Lion's Mane

Artifact makes no sense.  Morale does not affect Undead units.  Giving a bonus
that increases Morale is a puzzling move.  I like the Lich option, as I find the
Necropolis dragons fairly weak for how expensive they are.  An army of Lich,
Skeleton Archers, Vampire Lords and a few Wight's are more effective and far
cheaper in the long run, but this is a personal play style choice, not set in
stone.

Primary Objective:

- Obtain Amulet of Necromancy
- Acquire the Amulet within one month
- Capture Godric's daughter
- Bring Godric's daughter to Lorekeep
- Capture Hikm
- Markal and Isabel must survive

Secondary Objective:

- Kill Black Dragons

Starting Hero(es):

Markal:
Racial: Lord of the Dead- All neutral undead creatures will join hero's army.
The number joining army is 50% of initial number + 2% per hero level.
Skills: Basic Necromancy, Basic Leadership (Diplomacy) and whatever you acquired
in previous missions

Isabel:
Racial: Suzerain - Hero contributes 250 gold pieces in kingdom treasury per day.
Hero has a 2% per level discount for troop training in Haven towns.
Skills: Basic Counterstrike, Advanced Leadership and whatever you acquired in
previous missions

Starting Army:

Markal
- 12 Ghost
- 60 Skeleton Archer

Isabel
- 2 Angel
- 12 Footman
- 25 Archer
- 2 Paladin
- 12 Griffin
- 6 Cleric

Mission Walkthrough:

Coming Soon!

Mission Complete!

Campaign Complete!

4d) Campaign Four - The Warlock

4di) Mission One - The Clanlord

Choose Bonus:
Assassin: 6
Building: Marketplace
Ore: 10

Take the Assassins, they will make your life much easier earlier on in this
mission.  Ore is negligible and the Marketplace is just weird as you have a
month to do this mission, which is more then enough to build everything you
need.

Primary Objective:

- Prepare for the tournament
- Obtain the Ring of the Shadowbrand
- Raelag must survive

Starting Hero(es):

Raelag:
Racial: Lord Intimidate- Enemy units have penalty to initiative, depending on
hero level.
Skills: Basic Irresistible Magic, Basic Defence (Vitality)

Starting Army:

Raelag
- 15 Assassin

Build Order:
- School of the Unseen Hand
- Mage Guild Level One
- Town Hall
- Blood Arena
- Blacksmith
- Labyrinth
- Blood Memorial
- School of the Black Hearts
- City Hall
- Hall of Intrigue
- Dark Enclosure
- Hall of Shadows
- Palace of Shadows
- Maze
- Mage Guild Level Two
- Hissing Cavern
- Marketplace
- Trade Guild
- Mage Guild Level Three

Mission Walkthrough:

	Now begins the most annoying pair of campaign missions ever (Mission One
and Two of Warlock Campaign).  The simple reason is that this mission contains
about 6 computer enemies, all of which take a turn.  With a mission that
requires you to play for one month, this adds a considerable amount of time to
the mission that is otherwise relatively simple.  As for Mission Two, well, it
contains about 10 enemy heroes moving every turn that takes even longer, but
thatÂ’s for another time.
	Familiarize yourself with the Warlock hero in the Dungeon Skill guide
before we start as I wonÂ’t get into skills here since they are random.  Also,
mobs are random on this map (which is much, much smaller then it appears on the
minimap).  What this means is that where there is a Horned Overseer one time,
there could be a Marksmen the next time and so on.  What we want to do is
restart until we see a more melee oriented group south of town guarding the
Boots of the Swift Journey.
	We have one month to prepare, refer to the Build Order for my preferred
build order for this mission.  As there is a whole month and such a small area
to explore (trust me on this, the map lies), we should not rush out and kill
everything we can on the first turn losing almost all our troops.  Start by
buying the Scouts available in our new building and then head claim the gold and
Fountain of Fortune.  From here head south to the melee group (preferably a
Horned Demon group) guarding the Boots of the Swift Journey.  Poison each group
with your Assassins while you whittle away with Raelag.  The Assassins and
Scouts have high initiative and movement points, just let them corner you and
then run to the other end of the map and keep using range.  It will take a while
to finish as you lack major DPS, but this will end with minimal losses, maybe 1-
2 Scouts or Assassins.  Grab our gold, Boots and the Chest for 1000 exp and our
first Level Up.
	Pick up the Mercury near town and head back to base to learn spells on the
second day when the Mage Guild is built.
	Grab the Luck bonus from the Fountain and head east.  There is some Ore
and a Tattered Flag we should grab south of the Monolith Two Way.  Continue
eastward to the School of the Unseen Hand where we will recruit 7 Scouts.
	At this point, we lack the necessary man power to continue on without
significant losses.  Wait one week at the School and recruit 7 more Scouts when
the week turns over.  Return home and pick up all our new recruits.  We should
have a nice army at this point consisting of Minotaur, Blood Furies and a
healthy platoon of Assassins (upgrade the 14 Scouts too) and grab an Ammo Cart
(which we get on the cheap side).
	At this point, we are low on Ore.  Let us take the Ore Pit north of town.
Typically an Imp group is guarding it (at least the few times I loaded mission,
they were).  Finish them using our hit and run tactics with Assassin Poison and
Blood Furies Attack and Return ability.  Raelag can simply pick off any at
random.
	Claim the Ore Pit with zero losses and rehit the Fountain and head to the
Sawmill east of town.  Should be an Imp or Gremlin or some weak unit guarding
it.  You might lose 1 Blood Fury or Assassin if it is a ranged unit, but most
likely you will walk away with zero deaths and a Level Up.
	East of us should be a Horned Demon group or some equivalent.  Finish it
off using our Dungeon tactics of hit and run.  The Minotaur can handle anyone
that gets close.  This should net us another Level Up.
	Head north to the Dolmen of Knowledge, which should have some Obsidian
Gargoyles or some such guarding it and will pose little difficulty for our army.
Claim the Dolmen for 1000 exp and yet another Level up.  Pick up the gold as
well.
	Make your way back to the Two Way and clear whatever is guarding it
(Skeleton Archer or Conscript typically).  They usually flee you at this point,
but may stick around to die casualty free.
	Head through the Monolith and engage the melee oriented group (Blood
Maidens I believe are always there) just outside the other side.  This is a joke
with upgraded Furies and Assassins.  Grab the Gems and Gold east of the Monolith
and pick up the free Mana recharge if the Imps ate yours.
	DonÂ’t get greedy just yet.  We could claim more, but at significant
losses, negating our hard work to this point.  Return home to the Dolmen west of
town.  Kill the guard, which seems to be Imps or Gremlins every time, but could
vary for you.  Should be flawless victory.  Claim the Dolmen and 1000 exp for
another Level Up.
	Wait at home for a new week to come up and recruit new troops.  You may or
may not run out of gold, in which case, wait one day and pick up the remainder
of your troops.  Always buy Shadow Matriarchs, Blood Furies and then Assassins
and anything after that.
	If a melee group (non caster or ranged, like a Squire) guards the Sword of
Might Artifact east of town near the Dolmen of Knowledge, feel free to pick that
up at this time.  Ignore otherwise, as it is not a huge deal at this point and
certainly not worth facing a ranged group or Archmage and losing multiple Furies
or Assassins or heaven forbid, Matriarchs.
	Head east to the Tattered Flag and south to whatever is guarding the
Sulfur and Shrine of Magic Incantation.  Should be a Gargoyle or Zombie or Demon
type mob which will go down easily at this point.  This will net you a Level Up.
	Rehit the Tattered Flag and head through the Two Way.
	On the other side, head west and south to the guardian of the Gems and
Ore.  I have always seen a Minotaur here, but could vary.  Easy regardless.
Claim the resources and head south where another Minotaur or Blood Maiden type
mob should defend the Blood Arena.  After killing them flawlessly, purchase the
5 Maidens and claim the Gold and Chest.  Take the 1000 gold instead of exp.
	Head north to the Arena, which seems to always have a Grim Raider
defending it.  Simple stick to our tactics.  Hopefully you have received the
ability to see Elemental Chains and use the correct spell from Raelag for
maximum damage output from him.  Empowered Spells at this time are great too.
You will most likely end up losing 2-3 Furies or Maidens, which is an acceptable
loss.  The Arena gives +2 Attack or Defense.  As Raelag starts with the Defense
skill and Warlocks have 0 Defense for the first 10 or so levels, I prefer to
take the 2 Defense to bolster my armies survivability and take advantage of a
Skill I had no choice picking.  You can choose whatever you prefer though.
Claim 1500 Gold from the Chest as well.
	At this point we are pretty safe to go around picking off the weaker
groups of units remaining on the map while awaiting a new week for more recruits
(as we are still in week 3).  Try to acquire the Gold Mine in the south eastern
/ middle eastern part of the map.  Remember to grab the Scouts and Maidens every
week from the Adventure Map buildings.  Bring them home to upgrade them and
purchase new units on week four.  Head for the Crystal and Gem Mines at this
point, as they are relatively easy now, usually having a Minotaur and Cerberus
group, but can vary.  Kill the Grim Raider group near the Gem Mine for the
Chests and gold they will provide you.
	With these under your belt, you should be able to purchase a Marketplace,
Trade Guild and Mage Guild Level Three to finish our build order.  Remember to
upgrade your Minotaur at the Maze for Guards.   Sell all your resources at the
end of the week, as your units do not require them to purchase and you have all
buildings youÂ’ll need.  Use your gold to purchase a couple Artifacts as well.  I
was able to pick up +1 to army Attack and -2 Morale to all enemies Artifacts for
about 10, 0000 gold, which was just about all I had left after I purchased all
my recruits and a First Aid Tent and Ballista.
	On the last day we are teleported to an area where we can only go to a
dungeon entrance.  Enter it and head to the northern part of the cave to where
the large army of Black Dragons are blocking the path.  The rest of the NPC
heroes should be here with their armies and we will most likely be ignored this
far north until the very end.  End your turn and watch the carnage as they kill
each other.  Your turn will come quickly as heroes are eliminated.  I would end
turn as there should be 2-3 Heroes left (one with a large army, two relatively
weak heroes).  Most likely you will be attacked, but the Hero will be so weak
after facing everyone else that you will have no problem using our hit and run
poison / Furies attacks.  With the, in my opinion, overpowered Matriarchs as
well dishing out the pain, we should be done soon enough.  YouÂ’ll probably get
one more turn where you finish off a half dead army of 1-2 units of each type.
Finish it and head north.  The dragons will disappear and make way for us to
claim the Ring of the Shadowbrand Clan and victory.

Mission Complete!

4dii) Mission Two - The Expansion

Choose Bonus:
Gold: 2000
Wood: 15
Minotaur Guard: 10

As always, resources are typically a bad idea, so take the Minotaur Guard for
extra melee output early on.

Primary Objective:

- Visit a Daughter of Malassa
- Build the Mother of Darkness in Virbeth
- Capture the cities of clan Nightshard
- Destroy the Nightshard army
- Shadya must survive
- Raelag must survive

Secondary Objective:

- Stop enemy messengers
- Destroy Soulscar army

Starting Hero(es):

Raelag:
Racial: Lord Intimidate- Enemy units have penalty to initiative, depending on
hero level.
Skills: Basic Irresistible Magic, Basic Defence (Vitality) and whatever you
acquired in previous missions

Starting Army:

Raelag
- 12 Blood Fury
- 20 Assassin
- 1 Minotaur
- 5 Grim Raider

Mission Walkthrough:

Coming Soon!

Mission Complete!

4diii) Mission Three - The Cultists

Choose Bonus:
Assassin: 14
Dark Raiders: 4
Shadow Witch: 1

I'm a ranged lover, so I like the Assassins, but the Dark Raiders are a good
choice too.  1 Shadow Witch won't change much.

Primary Objective:

- Capture Soulscar cities
- Raelag and Shadya must survive

Secondary Objective:

- Crush the Demons

Starting Hero(es):

Raelag:
Racial: Lord Intimidate- Enemy units have penalty to initiative, depending on
hero level.
Skills: Basic Irresistible Magic, Basic Defence (Vitality) and whatever you
acquired in previous missions

Shadya:
Racial: Shadow Dancer - Less damage is suffered from distant attacks, reduction
depends on hero level.
Skills: Basic Irresistible Magic, Basic Defence (Evasion)

Starting Army:

Raelag
- 50 Minotaur
- 75 Assassin
- 30 Blood Fury
- 5 Shadow Matriarch
- All siege engines

Shadya
- 30 Minotaur
- 30 Blood Maiden

Mission Walkthrough:

Coming Soon!

Mission Complete!

4div) Mission Four - The March

Choose Bonus:
Artifact: Ring of Lightning Protection
Minotaur: 8
Assassin: 14

I'm a ranged lover, so I like the Assassins, but the Minotaur can help with
early melee DPS.  Artifact is useless for the most part.

Primary Objective:

- Escape the maze within two months
- Capture Grawl
- Raelag and Shadya must survive

Starting Hero(es):

Raelag:
Racial: Lord Intimidate- Enemy units have penalty to initiative, depending on
hero level.
Skills: Basic Irresistible Magic, Basic Defence (Vitality) and whatever you
acquired in previous missions

Shadya:
Racial: Shadow Dancer - Less damage is suffered from distant attacks, reduction
depends on hero level.
Skills: Basic Irresistible Magic, Basic Defence (Evasion)

Starting Army:

Raelag
- 6 Minotaur
- 57 Assassin
- 35 Blood Fury
- 5 Shadow Matriarch
- All siege engines

Shadya
- 7 Assassin
- 6 Minotaur
- 5 Blood Fury
- First Aid Tent

Mission Walkthrough:

Coming Soon!

Mission Complete!

4dv) Mission Five - Raelag's Offer

Choose Bonus:
Artifact: Boots of the Open Road
Dark Raiders: 35
Artifact: Golden Horseshoe

Two really nice choices here.  The Horseshoe isn't one of them if you needed a
hint as to what they are.  35 Dark Raiders is a substantially large amount and I
like to take them, but the boots make travel much, much easier.  Take the mini-
army though, it's just too hard to pass up.

Primary Objective:

- Reach to the borders of the Empire
- Rout Veyer's army
- Isabel must survive
- Raelag and Shadya must survive

Starting Hero(es):

Raelag:
Racial: Lord Intimidate- Enemy units have penalty to initiative, depending on
hero level.
Skills: Basic Irresistible Magic, Basic Defence (Vitality) and whatever you
acquired in previous missions

Shadya:
Racial: Shadow Dancer - Less damage is suffered from distant attacks, reduction
depends on hero level.
Skills: Basic Irresistible Magic, Basic Defence (Evasion)

Starting Army:

Raelag
- 65 Minotaur Guard
- 350 Assassin
- 35 Deep Hydra
- 35 Shadow Matriarch
- 15 Black Dragon

Shadya
- 1 Shadow Dragon
- 10 Dark Raiders

Mission Walkthrough:

Coming Soon!

Mission Complete!

Campaign Complete!

4e) Campaign Five - The Ranger

4ei) Mission One - The Refugees

Choose Bonus:
Druid Elder: 2
Master Hunter: 4
Crystal: 10

Take the Hunters and carry on with the mission.

Primary Objective:

- Hold the borders
- Do not cross the Empire border
- Destroy the Demon army
- Findan must survive

Secondary Objective:

- Recapture the frontier post

Starting Hero(es):

Findan:
Racial: Storm of Arrows - Arrow barrage of the enemy ranks at the start of every
battle, total damage depends on hero level.
Skills: Basic Avenger, Basic Attack (Tactics)

Starting Army:

Findan
- 5 Blade Dancer
- 4 Hunter
- 23 Pixie
- 20 Master Hunter
- Ammo Cart

Mission Walkthrough:

Coming Soon!

Mission Complete!

4eii) Mission Two - The Emerald Ones

Choose Bonus:
Spell: Wasp Storm
Sprite: 10
Hunter: 2

Take the Hunters and carry on with the mission.

Primary Objective:

- Assemble 20 Emerald Dragons
- Capture all Demon towns
- Findan must survive

Starting Hero(es):

Findan:
Racial: Storm of Arrows - Arrow barrage of the enemy ranks at the start of every
battle, total damage depends on hero level.
Skills: Basic Avenger, Basic Attack (Tactics) and whatever you acquired in
previous missions

Starting Army:

Findan
- 19 War Dancer
- 8 Hunter
- 70 Master Hunter

Mission Walkthrough:

Coming Soon!

Mission Complete!

4eiii) Mission Three - The Defence

Choose Bonus:
Silver Unicorn: 2
Sprite: 30
Artifact: Four Leaf Clover

Take the Silver Unicorns for this mission.

Primary Objective:

- Recapture Syris Thalla
- Hold Syris Thalla against attackers
- Prepare the garrison of Syris Thalla
- Free Talanar and Diarel
- Findan must survive

Starting Hero(es):

Findan:
Racial: Storm of Arrows - Arrow barrage of the enemy ranks at the start of every
battle, total damage depends on hero level.
Skills: Basic Avenger, Basic Attack (Tactics) and whatever you acquired in
previous missions

Starting Army:

Anwen
- 67 Pixie
- 53 Blade Dancer
- 32 Hunter
- 22 Druid
- 10 Unicorn
- 6 Treant

Findan
- 231 Sprite
- 175 War Dancer
- 140 Master Hunter
- 20 Emerald Dragon
- 94 Elder Druid
- 71 Silver Unicorn
- 44 Ancient Treant
- Ammo Cart

Mission Walkthrough:

Coming Soon!

Mission Complete!

4eiv) Mission Four - The Archipelago

Choose Bonus:
War Dancer: 10
Master Hunter: 8
Druid: 4

Take the Master Hunters.  They compliment Findan perfectly.

Primary Objective:

- Find Tieru
- Save Tieru
- Discover why Tieru was attacked
- Findan must survive

Secondary Objective:

- Collect ancient artifacts

Starting Hero(es):

Findan:
Racial: Storm of Arrows - Arrow barrage of the enemy ranks at the start of every
battle, total damage depends on hero level.
Skills: Basic Avenger, Basic Attack (Tactics) and whatever you acquired in
previous missions

Starting Army:

Findan
- 20 Hunter
- 35 War Dancer
- Ammo Cart

Mission Walkthrough:

Coming Soon!

Mission Complete!

4ev) Mission Five - The Vampire Lord

Choose Bonus:
Green Dragon: 1
Gold: 7500
Building: City Hall

Some interesting choices here.  7500 gold is a substantial amount, while a City
Hall is a nice early upgrade that can surely surpass the 7500 gold with the 2000
gold per day of it plus the resources to build it.  The Green Dragon will add a
nice boost to damage early.  It is up to you whether you need the Dragon or City
Hall.

Primary Objective:

- Destroy Nicolai the Vampire Lord
- Findan must survive

Secondary Objective:

- Find ancient Dwarven artifacts
- Show artifacts to the Seer

Starting Hero(es):

Findan:
Racial: Storm of Arrows - Arrow barrage of the enemy ranks at the start of every
battle, total damage depends on hero level.
Skills: Basic Avenger, Basic Attack (Tactics) and whatever you acquired in
previous missions

Starting Army:

Findan
- 30 Master Hunter
- 20 War Dancer
- Ballista
- First Aid Tent
- Ammo Cart

Dirael
- 19 Pixie

Talaran
- 22 Sprite
- Ballista

Mission Walkthrough:

Coming Soon!

Mission Complete!

Campaign Complete!

4f) Campaign Six - The Mage

4fi) Mission One - The Defiant Mage

Choose Bonus:
Spell: Fire Trap
Djinn: 5
Artifact: Sword of Might

I love the artifact choices.  Give Morale bonus to Undead heroes.  Give Attack
bonus artifacts to caster heroes.  It makes perfect sense.  Take the Djinn as
Fire Trap is a terrible spell.

Primary Objective:

- Recapture Kadashman
- Achieve level 10
- Zehir must survive

Starting Hero(es):

Zehir:
Racial: Storm Master of Elements - Every time a friendly stack dies, a group of
elementals enters combat at hero's side. Number of elementals increases
depending on hero level. In addition, Summon Elementals and Summon Phoenix
spells cast by the hero are more powerful.
Skills: Basic Artificer, Basic Summoning Magic (Master of Conjuration)

Starting Army:

Zehir
- 48 Master Gremlin
- 24 Stone Gargoyle
- 12 Steel Golem
- First Aid Tent

Mission Walkthrough:

Coming Soon!

Mission Complete!

4fii) Mission Two - The Liberation

Choose Bonus:

Spell: Cleansing
Iron Golem: 5
Artifact: Breastplate of Eldritch Might

At lest this Artifact makes sense.  Cleansing is relatively decent spell if you
do not have it yet.  Otherwise the Golem or Breastplate are decent choices.

Primary Objective:

- Recapture all of the Silver Cities
- Build Magic Guild 5 in Al Safir
- Capture Lorekeep (occurs later in the mission)
- Zehir must survive

Starting Hero(es):

Zehir:
Racial: Storm Master of Elements - Every time a friendly stack dies, a group of
elementals enters combat at hero's side. Number of elementals increases
depending on hero level. In addition, Summon Elementals and Summon Phoenix
spells cast by the hero are more powerful.
Skills: Basic Artificer, Basic Summoning Magic (Master of Conjuration) and
whatever you acquired in previous missions

Starting Army:

Zehir
- 10 Djinn
- 20 Steel Golem

Mission Walkthrough:

Coming Soon!

Mission Complete!

4fiii) Mission Three - The Triumvirate

Choose Bonus:

Spell: Endurance
Rakshasa Ranis: 4
Artifact: Trident of the Titans

Endurance is a nice spell if you went with Light Magic and gained a Mass Effect
for it.  If not, don't bother.  If you have Chain Lightning, feel free to grab
the Trident.  Otherwise, take the Rakshasa.

Primary Objective:

- Meet Findan
- Free Godric
- Capture all Empire cities (occurs later in mission)
- Defeat Markal (do not do this before rescuing Godric)
- Findan must survive (occurs later in mission)
- Godric must survive (occurs later in mission)
- Zehir must survive

Starting Hero(es):

Zehir:
Racial: Storm Master of Elements - Every time a friendly stack dies, a group of
elementals enters combat at hero's side. Number of elementals increases
depending on hero level. In addition, Summon Elementals and Summon Phoenix
spells cast by the hero are more powerful.
Skills: Basic Artificer, Basic Summoning Magic (Master of Conjuration) and
whatever you acquired in previous missions

Starting Army:

Zehir
- 50 Gremlin
- 20 Obsidian Gargoyle

Mission Walkthrough:

Coming Soon!

Mission Complete!

4fiv) Mission Four - The Alliance

Choose Bonus:

Spell: Phantom Forces
Treant: 6
Artifact: Shield of Ice

Terrible Artifact, ignore it.  If you by chance did not get Phantom Forces yet,
pick that.  Otherwise, grab the Treants.

Primary Objective:

- Capture Isabel and carry out the ritual
- Confront Raelag
- Raelag and Shadya must survive (occurs later in the mission)
- Zehir, Godric and Findan must survive

Starting Hero(es):

Zehir:
Racial: Storm Master of Elements - Every time a friendly stack dies, a group of
elementals enters combat at hero's side. Number of elementals increases
depending on hero level. In addition, Summon Elementals and Summon Phoenix
spells cast by the hero are more powerful.
Skills: Basic Artificer, Basic Summoning Magic (Master of Conjuration) and
whatever you acquired in previous missions

Godric:
Racial: Paragon Knight - The effect of Benediction increases as hero gains new
levels. Mana used for casting Light Magic spells are reduced by 1.
Skills: Basic Counterstrike (Benediction), Basic Leadership, Basic Light Magic
and whatever you acquired in previous missions

Findan:
Racial: Storm of Arrows - Arrow barrage of the enemy ranks at the start of every
battle, total damage depends on hero level.
Skills: Basic Avenger, Basic Attack (Tactics) and whatever you acquired in
previous missions

Starting Army:

Zehir
- 30 Gremlin
- 30 Obsidian Gargoyle
- 10 Iron Golem
- 15 Archmage
- 15 Djinn
- Ballista
- First Aid Tent
- Ammo Cart

Godric
- 10 Angels
- 40 Archer
- 20 Cleric
- 30 Griffin
- First Aid Tent
- Ballista

Findan
- 25 Elder Druid
- 20 Silver Unicorn
- 10 Ancient Treant
- 40 Sprite
- 24 Master Hunter
- Ammo Cart

Mission Walkthrough:

Coming Soon!

Mission Complete!


4fv) Mission  Five - Zehir's Hope

Choose Bonus:

Spell: Earthquake
Titan: 6
Artifact: Dragon Scale Armor

Nice Artifact, but do not pass up 6 Titans.  Earthquake is retarded as I don't
think anyone has ever had a problem with the walls during a siege.

Primary Objective:

- Save Isabel
- Capture Biara
- Confront the Demon Sovereign (occurs later in the mission)
- Heroes must survive

Starting Hero(es):

Zehir:
Racial: Storm Master of Elements - Every time a friendly stack dies, a group of
elementals enters combat at hero's side. Number of elementals increases
depending on hero level. In addition, Summon Elementals and Summon Phoenix
spells cast by the hero are more powerful.
Skills: Basic Artificer, Basic Summoning Magic (Master of Conjuration) and
whatever you acquired in previous missions

Godric:
Racial: Paragon Knight - The effect of Benediction increases as hero gains new
levels. Mana used for casting Light Magic spells are reduced by 1.
Skills: Basic Counterstrike (Benediction), Basic Leadership, Basic Light Magic
and whatever you acquired in previous missions

Findan:
Racial: Storm of Arrows - Arrow barrage of the enemy ranks at the start of every
battle, total damage depends on hero level.
Skills: Basic Avenger, Basic Attack (Tactics) and whatever you acquired in
previous missions

Raelag:
Racial: Lord Intimidate- Enemy units have penalty to initiative, depending on
hero level.
Skills: Basic Irresistible Magic, Basic Defence (Vitality) and whatever you
acquired in previous missions

Starting Army:

Zehir
- 250 Master Gremlin
- 250 Obsidian Gargoyle
- 167 Steel Golem
- 45 Archmage
- 65 Djinn Sultan
- 65 Rakshasa Raja
- 40 Titan

Godric
- 120 Conscript
- 171 Marksman
- 173 Squire
- 65 Imperial Griffin
- 45 Cleric
- 56 Paladin
- 46 Archangel
- First Aid Tent

Findan
- 280 Sprite
- 195 War Dancer
- 145 Master Hunter
- 130 Elder Druid
- 90 Silver Unicorn
- 62 Ancient Treant
- 45 Emerald Dragon
- Ammo Cart

Raelag
- 168 Assassin
- 136 Blood Fury
- 153 Minotaur Guard
- 68 Grim Raider
- 49 Deep Hydra
- 57 Shadow Matriarch
- 45 Black Dragon
- Ballista
- First Aid Tent
- Ammo Cart

Mission Walkthrough:

Coming Soon!

Mission Complete!

Campaign Complete!

5) Skills Guide

Basic Skill Overview:

The 3 LÂ’s are known by most people who play this game for any length of time.
They are Leadership, Logistics and Luck.  You will more then likely always have
at least 2 out of 3 of these skills and most take them the first time they see
them.

Leadership – Increases your armies Morale by 1, 2 and 3 per level of the skill.
Can lead to Estates, Recruitment and Diplomacy.  Typically, every factionÂ’s hero
has an excellent perk related to this ability, such as InfernoÂ’s Gate Master or
Aura of Swiftness from other factions.  On top of this, Morale has the uncanny
ability to lead units to “Good Morale” bonuses during combat, which lets them
attack more often.  Estates s great on go-fer heroes that just shuttle troops to
the main hero if your lucky enough to hit a few Dolmen of Knowledge and level up
2 or 3 times and acquire it.  250 gold a day can make or break an army (think of
it as almost 2000 a week, which is great for the extra few troops or building we
wanted but couldnÂ’t get).  On heroes that start with Leadership, such as Markal,
Estates can be a nice bonus.  Recruitment lets us increase growth rates of the
first 3 tiers of our army, which for some factions, is incredibly useful.
Dungeon springs to mind with Assassins and Blood Furies receiving boosts.
Diplomacy is a little weak and IÂ’d only recommend if it leads to a good perk.
Undead units do not benefit from Morale and you should stay away from the skill
in my opinion.  Markal gets it because of his racial, which is incredibly useful
and makes up for the useless Morale boost.

Logistics – Increases movement of the hero by 10 / 20 / 30% per level of the
skill.  Can lead to Pathfinding, Scouting and Navigation.  Typically, every
factionÂ’s hero has an excellent perk related to this ability, such as Inferno or
AcademyÂ’s Teleport Assault.  On top of this, the extra movement allows you to
hunt down heroes that see your army and turn tale and run away.  If they do not
have Logistics, you will catch up and annihilate them within one or two turns.
Pathfinding is a great skill if you intend on off-roading hunting down Artifacts
or outrunning heroes, such as in Inferno Mission One.  Scouting and Navigation
are less useful and thankfully rarely required for the perks.  Navigation can be
helpful on maps such as Mission Five of Inferno or water based maps in
multiplayer.

Luck – Increase your armies Luck by 1, 2 and 3 per level of the skill.  Can lead
to Magic Resistance, Resourcefulness and SoldierÂ’s Luck.  Typically, every
factionÂ’s hero has an excellent perk related to this ability, such as DungeonÂ’s
WarlockÂ’s Luck.  On top of this, Luck has the uncanny ability to lead units to
“Good Luck” bonuses during combat, which lets them do double damage more often.
While the abilities are rather lacking, the Perks and actual ability are what
make this skill shine.  Resourcefulness is good for a prerequisite, as it will
net you more money, resources and exp while clearing out Treasure Chests and
random resource pick ups.  SoldierÂ’s Luck is good for a faction that has a lot
of random chance abilities, such as Squire Shield Bash.

The third, forth and fifth skill slots are very race dependant.  Typically, you
will want to take a spell mastery, such as Light Magic with Haven, Dark Magic
with Necropolis, Destructive Magic with Warlocks and so on.  Attack and Defense
make great skills for almost any army as well, drastically increasing damage and
survivability.  For more caster oriented factions like Dungeon and Academy,
Sorcery makes a great choice for a skill.  War Machines is an underestimated
ability which can make for a great choice and is a personal favourite for the
Inferno faction.

Obviously one skill slot will be for your racial skill, which is covered in the
following sections, along with general outlines for each class.

Bottom of the barrel skill would have to be Enlightenment, which only adds a few
stat points, even at level 20 or so, and increases experience gains.  Experience
is never a problem.  In multiplayer / scenario maps, you will level up so fast
off enemy heroes and the over abundance of mobs that you wonÂ’t have any problem
leveling up.  As for the added skill points, they are ok, but they wonÂ’t make
that much of a difference unless you are playing to level 40 or so in the
campaign.  I do recommend this Skill for Raelag as he will be able to teach a
tonne of spells to Zehir in the final campaign with Scholar.  You would be able
to pick up Arcane Intuition and Dark Revelation while you were in this Skill set
as well.  Otherwise, avoid this for more useful abilities.

5a) Haven Skills:

Counterstrike is what we got stuck with for our racial as Haven.  Thankfully it
allows us to train up the tree further and further per level of the skill.  I
dislike abilities that require my units be hit to take advantage of it like the
improvement to our retaliate skill, but it is a nice little addition.
Benediction is a nice skill to get early on when Isabel (or random hero in
multiplayer) is still weak.  Retaliation Strike is retarded.  The computer knows
who I put it on or something and never attacks that unit, regardless of how far
away others are.  I havenÂ’t tried it on my last unit yet, but this is a sad
skill when the enemy can choose like 5 or 6 other targets.  Expert Trainer is a
nice reduction for the Training of Peasants to Archers and so on.  Our ultimate,
ultimately sucks as it improves the useless Retaliation Strike.  I wouldnÂ’t
worry about getting it in my opinion.  However, it uses Light Magic, Luck,
Logistics and Enlightenment, which we usually have all of, with the exception of
Enlightenment, which I think is a bottom of the barrel skill.

I like to pick up the 3 LÂ’s with Haven, as they make great use of all 3 skills.
Two of the skills contribute to your ultimate if you are going that path as
well.  Light Magic is a great addition to the Haven faction and it seems they
are balanced around the buffs it provides.  Word of Light is a must if you are
facing Necropolis.

A personal favourite combination is Attack and Leadership.  Pick up Battle
Frenzy and Retribution (which requires Expert Trainer) and enjoy the increased
damage from your increased Morale.  Add bonuses, such as Tattered Flags, to
maximize this effect.

During the campaign, I like to pick up Dark Magic with Isabel and Master of
Curses, which leads to Fallen Knight.  If you play further into the game, this
makes it rather interesting for you, and I would recommend it on the second play
through for some added difficulty.  Fits the storyline in my opinion.

Defense is a great ability that dramatically improves your army in the early
game and is good throughout the mission / scenario.  Pick up Vitality while your
at it.

5b) Inferno Skills:

I have to say, I love Gating and it makes me biased with this section.  This is
one of the few heroes I try to get the Ultimate with every time I play, as it
makes you a killing machine.  If you do not believe me, find a save file or
acquire it by Mission Three in the campaign and watch how much of a joke it
makes the rest of the missions.

Gating is our racial ability.  It increases the number of units we Gate in.
Pretty useful, but donÂ’t go nuts maxing it early.  Mark of the Damned is a
useless spell weÂ’re forced to take for certain perks and our ultimate.  Consume
Corpse is a great ability if you are going the caster route or a Hellfire build.
Speaking of Hellfire, it is a great ability that shines in my Hellfire build
listed below.  It simply adds fire damage to the armies attacks at random (30%).
Drains mana every time it is used, so be wary getting it early, as you wonÂ’t
have much mana to begin with.

I usually pick up Logistics and Luck only from the 3 LÂ’s.

Focus on Logistics in the first mission of the campaign, as you are given it for
free from the Witch Hut.  Pick up Pathfinding, Swift Gate and Consume Corpse
(racial) and you will be rewarded with Teleport Assault.  This is one of my
favourite abilities as it allows me to turn the useless Overseer into a
powerhouse.  Not only does this teleport your unit across the field, it also
lets it attack as soon as it teleports, turning the slow and useless Overseer
into a destroyer of closely packed Footmen / Archer type groups early and late
game.  Another useful unit to use it on is the Pitlords, who most forget are
adept melee fighters since most use them for Fireball spam.

Luck lets you get the benefits of Luck itself and also sports Swarming Gate,
which allows you the chance to summon in twice as many troops.  It is a 15-30%
chance depending on luck, which to me means 1 Luck = 15, 2 Luck = 20, 3 = 25, 4
= 30 or some such.  With 3 Luck just from the Luck Skill, you are pretty much
guaranteed to get the 30% chance.  Those numbers are estimates and no testing
was done on them, but this skill happens a lot more often then you would think,
especially later when you have Expert Gating that allows you to Gate Nightmares
and Pitlords.

Dark Magic will be the magic of choice in the campaign as it is needed for
UrgashÂ’s Call, our ultimate ability.

Attack is needed for our ultimate as well and is a great ability to have
regardless.  While Excruciating Strike and Power of Speed are both, well, quite
lacking, the Attack skill itself is still quite good and you get Battle Frenzy
in that line anyways.

I love to pick War Machines when I play Inferno.  You will be going for
Brimstone Rain and you can ignore Tremors as it is useless since we can destroy
just about any wall ourselves with the Catapult under manual control and having
3 shots for us to use.  I usually pick up the Ballista skill, but First Aid Tent
is also good for the third skill.  As Inferno, I like offense though, so
Ballista for me.

A nice combination I use in multiplayer and non-campaign maps is what I call my
Hellfire build.  It basically focuses on Hellfire as the name implies.  You will
be looking for the Attack, Defense and Destructive Magic skills as well as
Sorcery for your Mana needs.  YouÂ’ll focus on Hellfire, Consume Corpse and the
related Perks in Defense and Destructive Magic.  Mana Burst and Mana
Regeneration make nice additional abilities as well.  Attack is only there to
augment the damage of your army and combined with Hellfire makes that much more
damage per hit.  War Machines compliments this as well.

5c) Necropolis Skills:

Necromancy is the Necropolis racial.  It allows us to raise a percentage of our
enemies army as Skeleton Warriors (and later Archers) after every battle.  Each
level makes Necromancy that much better and increases our growing horde of
undead units.  Banshee Howl lowers your enemies initiative by 10% and morale and
luck by 1.  It is a pretty useful ability, but I honestly would focus more on
Dark Magic curses or Raise Dead then waste on a turn on this.  Good for early
game I suppose and a prerequisite for our ultimate. As nothing requires Banshee
Howl for a perk (at least in respect to the ultimate), I would save it until
much later to pick up.  Skeleton Archers ability allows us to raise Skeleton
Archers (go figure) instead of Skeleton Warriors.  Considering how much better
the Archers are, this is a great racial ability that should be picked up fairly
early.  Eternal Servitude allows us to resurrect (randomly) a portion of the
units that died during our last battle.  Basically, if you lose a Lich at the
end of a fight and he retaliates and kills the last unit before you can Raise
Dead, this will raise that Lich back to the land of the unliving for us, saving
us some money.  Our ultimate is Howl of Terror.  This adds a -6 Defense rating
to our Banshee Howl.  This makes Banshee Howl one of our best spells and is a
decent ultimate.  DonÂ’t rely on reaching the ultimate though as with all
ultimate abilities, it is very difficult to get it.

Leadership is a dead end skill for us as morale does not affect the undead.
Avoid it like the plague.  Unfortunately, Markal in the campaign has Leadership,
basically gimping one of our skill slots, making achieving our ultimate that
much harder.  Make the most of it by picking up Estates for the extra cash flow.
Also, pick up Herald of Death to convert any living unit to its undead
equivalent whenever you recruit them.  Not the best skill set, but at least we
can try to make the most of it.

With Leadership gimped, that makes Logistics and Luck shoe ins for potential
skill sets.

Logistics provides the extra movement boost everyone loves as well as an
excellent multiplayer ability in Silent Stalker, showing our strongest unit to
the enemy only and denying them the number of it as well.  Pathfinding is a
prerequisite, which is a nice ability in its own right.

With Luck, we get the Luck Bonus during combat as well as Dead ManÂ’s Curse,
which lowers the enemyÂ’s luck by 1.  Nothing major, but Luck is Luck as I say
and you canÂ’t go wrong with double damage.  Of note is that this is not required
for our ultimate, so it might not fit into your skill set if you are trying for
Howl, but it can be the sixth skill choice.  I personally like picking up more
damage magic if I am going for the ultimate, so I usually leave Luck out in
favour of Destructive Magic.

On our way to the ultimate, we will need a staple of any Necropolis skill set
and that is Dark Magic.  You get Mass Effects for Suffering and Weakness through
Master of Curses on your way to Spirit Link and Corrupted Soil.  Soil is a great
skill that adds a nice boost to our DPS by damaging units that move equal to our
hero level.  Nice at high levels, like in the campaign when you can reach
upwards of level 20-30.  Wreaks havoc on low health / mass number units like
other undead and people that mass tier 1-3 units.  Spirit Link is nice if you
have a more offensive magic skill or spam Raise Dead / Curse of the Netherworld
/ Puppet Master.

Another needed skill for the ultimate is Attack, which is great for Battle
Frenzy and Cold Steel alone.  I like to pick this up regardless of if I am going
for the ultimate.  I usually tag team it with Defense and get Chilling Bones and
Resistance for a nice boost to my army.

Finally, Enlightenment is required for the ultimate.  A lackluster skill that
adds a small gain to our primary stats.   Save Dark Revelation for later levels
(15+) as it nets us a free level up.  Lord of the Undead is a nice ability that
grants us some Knowledge and increases our Necromancy skill.  Overall, I avoid
this skill line unless I know I can get my ultimate.

Other fine choices are Destructive Magic, which will net us Cold Death and
access to Circle of Winter and Icebolt, as well as making them stronger overall.
If you pick this up, I recommend adding Sorcery as a supplement.  If you are
facing a Warlock or Wizard, IÂ’d grab Sorcery regardless for Boneward to reduce
the Destructive spell capabilities of your enemies.  Against Inferno armies or
someone you know likes to use Summoning Magic, I pick up Summoning Magic myself
sometimes to counter their Gating and Summoned units with Banish.

5d) Dungeon Skills:

Coming Soon!

5e) Sylvan Skills:

Coming Soon!

5f) Academy Skills:

Coming Soon!

5g) Skill Descriptions:

Abilities are the 3 standard choices from any Skill.  Perks are Abilities
associated with certain classes and typically require a class Ability or certain
Skills to achieve.  An example of a Skill is Basic Attack. An example of an
Ability is Battle Frenzy.  An example of a Perk is Excruciating Strike, which
requires both Battle Frenzy and Mark of the Damned from an Inferno hero to
achieve.  You receive 2 Skills and 2 Ability / Perk choices per level.
Typically, if a Perk has its requirements met, it will show up no matter what.

When listing Perks, the format will be:

Name:

Description of Perk

Found in – Skill set it is found in and the rank (Basic/Advanced/Expert)

Required Abilities – Name of Required Ability (Skill set it is found in)

Racial Skills:

5gi) Counterstrike:

	Unique knight's skill. Allows to upgrade human troops up the
tier. Only works within Haven towns where Training Grounds facility has been
built. Besides, damage dealt by knight's troops on retaliation strikes is
increased by 5/10/20%.

Comments:  Counterstrike is an ok ability.  I do not like to rely on being hit
first for a skill to do more damage personally, but it is nice to do that much
more damage back to the enemy for attempting to kill you.  DoesnÂ’t compare to
Gating or Necromancy or Elemental Chains.  Only reason to get this skill is if
you intend on mass training of troops to higher tiers.  However, I usually stick
to getting Peasant -> Archers and donÂ’t bother going much further unless it is
to acquire a Perk and I need the new level of Counterstrike to get the required
Counterstrike Ability.

Abilities:

Benediction:

	The Knight receives special combat ability to temporarily raise the
morale,
initiative, attack and defense of his troops.

Comments: Average Ability.  Decent early on when the hero is relatively weak and
this can help boost the troops.

Expert Trainer:

	Troop training in Haven towns costs 10% less than normal. Knight must be
stationed within the town with Training Grounds built for this effect to take
place.

Comments: Great skill that can wait until much later, as most donÂ’t bother doing
much Training until mid to late game when the Training Grounds are finally
built.  Pick it up if needed for a Perk.

Retaliation Strike:

	The knight receives special combat ability to guard any selected creature
in his army for one turn by inflicting direct damage to every enemy that is
attacking this guarded creature.

Comments: I think I just suck with this Ability because I simply cannot get it
to work with any real consistency.  It is like the computer and anyone else
inherently knows I cast it on that unit and actively avoids it, basically
wasting my heroes turn.  Couple it with the fact you have to guard with the
desired unit makes this a really weak skill that you pick up to get other perks.

Perks:

Retribution:

Troops under hero's control deal increased amount of damage according to their
moral state.

Found in - Basic Attack

Required Abilities - Expert Trainer (Counterstrike)

Comments:  Combine this with Leadership for a deadly combination.  Great skill
that most armies should not be without.

Power of Speed:

Hero acquires Haste spell and the ability to cast it with no cost.

Found in – Advanced Attack

Required Abilities – Retribution (Attack), Weakening Strike (Dark Magic), Last
Stand (Defense)

Comments:  Not exactly what I would call a great skill.  I would pass it due to
the less then thrilling number of requirements and the lacklusterness of the
actual skill.

Fallen Knight:

Dedicated to learning all the secrets of Dark Magic, the Knight becomes a pariah
among his or her own kind. Troops under knight's control suffer -1 penalty to
morale, but all Dark Magic spells cast by the Knight are now more powerful
(effective Spellpower is +5 for casting those spells).

Found in – Advanced Dark Magic

Required Abilities – Master of Curses (Dark Magic)

Comments: Pretty cool perk if you are going the Dark Magic route.  Pick up
Leadership to counter the morale hit from this skill.  I really like giving this
to Isabel as it fits the story rather well.

Weakening Strike:

Weakening Strike improves Mark of the Damned ability. Now Mark of the Damned not
only damages the target, but also curses it with a Weakness spell.

Found in – Expert Dark Magic

Required Abilities – Fallen Knight (Dark Magic), Aura of Swiftness (Leadership)

Comments:  I have no idea what this is for as Knights do not have Mark of the
Damned... Pick it up if something you like requires Weakening Strike, but
otherwise avoid it altogether as it does nothing.

Stand Your Ground:

Troops under hero's control get +60% bonus to their defense carrying out the
Defend command.

Found in – Advanced Defense

Required Abilities – Vitality (Defense)

Comments: Compliments our Counterstrike and helps us avoid a lot of extra
damage.  Great little skill.

Last Stand:

All troops under hero's control are blessed with amazing vitality. If enemy
creatures attack the hero's troops and kill them all, the last of the troops
will survive the attack with 1 hit point.

Found in – Expert Defense

Required Abilities – Stand Your Ground (Defense), Aura of Swiftness (Leadership)

Comments:  I have never really understood this skill.  Why would you want one
troop left with 1 hp remaining?  Well, it does make a difference as if you are
boxing in a group of Marksman and the melee get destroyed, they will remain
around for another turn or force the enemy to waste an attack to reach the
Marksman, allowing you to use the Pointblank ability hopefully one more time and
finishing the attackers off.  Not what I would call the best skill, but has its
uses, just not in the campaign as you wonÂ’t run into too many problems there.

Fiery Wrath:

Additional elemental fire damage is dealt to enemy units on all melee and ranged
attacks.

Found in – Advanced Destructive Magic

Required Abilities – Master of Fire (Destructive Magic), Expert Trainer
(Counterstrike)

Comments:  I rarely go Destructive Magic for the reason we donÂ’t see too many
high level Destructive spells in our Mage Guilds.  However, it may be worth
picking it up for this little baby, as this adds a nice boost to our armyÂ’s
attacks.

Graduate:

Being so keen to learn, the hero is granted +2 Knowledge and an additional bonus
of +1000 experience.

Found in – Advanced Enlightenment

Required Abilities – Scholar (Enlightenment)

Comments:  I never have Mana issues as a Knight and +2 Knowledge is laughable.
You may want to pick this up for Godric so he can teach all his Light Spells and
anything else to the other heroes in later campaigns using Scholar.  Otherwise,
donÂ’t even bother.

WizardÂ’s Reward:

Hero gains +2 to Spellpower permanently, plus an extra 1000 gold as a one-time
bonus.

Found in – Expert Enlightenment

Required Abilities – Graduate (Enlightenment)

Comments:  Much like its prerequisite, Graduate, this Enlightenment perk is
relatively weak.  Knights have lower Spellpower then most classes and are not
typically the caster class.  Getting a boost to it might interest you if you are
trying a specialty build or something.  Otherwise avoid it.  The gold bonus is a
joke as well.

Divine Guidance:

The Knight receives the special combat ability to encourage his troops on a
battlefield, making their turns come faster.

Found in – Basic Leadership

Required Abilities – Retaliation (Counterstrike)

Comments:  I never found this to be very useful.  Seems like it is the exact
same as Haste.  I guess if you didnÂ’t go for a Mass Effect on Haste, this might
pick up the slack.  Leads to Aura of Swiftness though, so grab it anyways.

Aura of Swiftness:

Combat movement speed of all units in hero army is increased by +1.

Found in – Advanced Leadership

Required Abilities – Divine Guidance (Leadership), Benediction (Counterstrike)

Comments:  Relatively easy to get early on, this will make a nice boost to any
army of any type.  Grab it if you are going anywhere near the Leadership skills.

Guardian Angel:

When all the knight's troops fall dead in combat, an Angel, summoned on a field
of battle, resurrects the most powerful group of dead creatures and disappears.

Found in – Advanced Light Magic

Required Abilities – Master of Blessings (Light Magic)

Comments:  While I have never had this work for me (not a big Haven player and
the campaign was too easy, meaning I never died), it sounds good on paper unless
the enemy absolutely wiped the floor with you.  If it was a close fight, this
might just turn the tide.

Refined Mana:

Casters in hero army will spend only half the required mana cost to cast spells.

Found in – Expert Light Magic

Required Abilities – Benediction (Counterstrike), Guardian Angel (Light Magic)

Comments:  Another mana use reduction skill.  Avoid this Light Magic perk unless
you are going for the ultimate (and why would you anyways?).  Pick up some
Master of abilities and gain the Mass Effects for your Light Spells instead.

Familiar Ground:

All creatures in hero (Knight or Ranger) army receive +1 for movement speed if
the battle is taking place on grassy terrain

Found in – Advanced Logistics

Required Abilities – Pathfinding (Logistics)

Comments:  This is a map dependant skill.  If you are on an Inferno type
terrain, donÂ’t bother as this is for grassy terrain only.  Otherwise a nice
little perk.

Death March:

All hero's troops gain +4 speed during the siege of an enemy castle

Found in – Expert Logistics

Required Abilities – Familiar Ground (Logistics), Expert Trainer (Counterstrike)

Comments:  Not bad for siege as it should allow the Griffin to fly all the way
across in one turn.  Grab it if you are this deep in the Logistics.

Tear of Asha Vision:

The hero now 'feels' the location of the Tear of Asha in his or her very heart.
Digging for a Tear of Asha somewhere around its actual location is much more
likely to be a success.

Found in – Advanced Luck

Required Abilities – Resourcefulness (Luck)

Comments:  While this is an average ability you may want during a Tear of Asha
scenario, it is completely worthless everywhere else and even if you do pick it
up, the main hero will never be the one digging for the Tear of Asha.  You will
always use a hired hero to do the digging.  DonÂ’t go near this skill.

Spoils of War:

From each victorious battle, the hero will salvage some gold and resources as
spoils of war.

Found in – Expert Luck

Required Abilities – Tear of Asha Vision (Luck), Wizard’s Renewal
(Enlightenment)

Comments:  Not bad, but requires Tear of Asha Vision and an Enlightenment perk.
Just skip this and pick up Resourcefulness or Estates if you want a little extra
cash.

Arcane Excellence:

Showing excellent progress in the field of sorcery, the hero is granted +2
Spellpower permanently and +100 temporary mana.

Found in – Advanced Sorcery

Required Abilities – Benediction (Counterstrike), Arcane Training (Sorcery)

Comments:  If you are doing a magic build with a Haven hero, you will want this
skill as you are going to be low on Spellpower.  Otherwise skip it.

Elemental Balance:

Superb knowledge of summoning magic allows the knight to counterbalance the
combat situation when battling against skilled summoners. Each time the enemy
uses the Summon Elementals spell, a small group of elementals of opposite
alignment is automatically summoned to fight for the knight's cause.

Found in – Advanced Summoning Magic

Required Abilities – Expert Trainer (Counterstrike), Master of Conjuration
(Summoning Magic)

Comments:  This is a neat spell if you were looking for a way to counter a mass
summoner like a Warlock or some such.  I typically donÂ’t go near this line of
magic myself as it is very specialized and I donÂ’t think you will ever see this
during the main campaign.

Triple Ballista:

Ballista gains another extra shot (up to 3 consecutive shots total if hero is
proficient with ballistae).

Found in – Advanced War Machines

Required Abilities – Retaliation Strike (Counterstrike), Ballista (War Machines)

Comments:  Great skill.  If you are this deep into War Machines, you have manual
control of the Ballista and a triple strike that does far more damage than
normal Ballista as it is, is a great boost to any army.

Unstoppable Charge (Ultimate):

Hero's Retaliation Strike ability inflicts triple damage.

Found in – Expert Counterstrike

Required Abilities – Spoils of War (Luck), Retaliation Strike (Counterstrike),
Death March (Logistics), Refined Mana (Light Magic)

Comments:  Just donÂ’t bother.  By the time you can get this skill, you will have
wished you didnÂ’t have it anyways.  Just stay away from it altogether.

5gii) Gating:
	Unique Demon Lord skill. All infernal troops except Devils and Arch
Devils are granted an ability to gate into infernal plane to bring
reinforcements back to the battlefield. Each unit can gate only once per combat.
Newly arrived creatures constitute 25/30/35% of the gated ones and will
disappear after the end of the combat.

Comments:  Great racial.  Lets you bring in more temporary troops.  Combine with
Phantom Forces or other Summoned creatures and the enemy will quickly wish he
had more troops before he engaged you.  Higher levels let you use Gating on
higher tiered units, like Nightmares and Pitfiends.

Abilities:

Consume Corpse:

	Demon Lord receives special combat ability to consume corpses of fallen
creatures to restore mana. Consumed corpses disappear from the battlefield.

Comments:  Great in a Hellfire build or if you go the caster route with your
Demon Lord.  Can be improved so that the corpse explodes, damaging everyone
around it.

Hellfire:

	Creatures under Demon Lord's control are granted a 30% chance to deal
additional fire damage on attack. The damage is dependent upon the number of
creatures in the stack and the hero's Spellpower. Hellfire drains the Demon
Lord's mana.

Comments:  Very nice skill.  Uses your Mana every time it triggers, meaning it
is not a great early skill, but can quickly become efficient if you get Consume
Corpse and its related upgrades.

Mark of the Damned:

	Demon Lord receives special combat ability to punish the target enemy
creature with a powerful Mark of the Damned if that creature is about to attack,
retaliate or cast any spell. Once declared, Mark of the Damned is active until
next hero's turn. Should target creature remain idle or move without attacking,
the Mark will not be performed.

Comments:  This is decent in the early game.  However, later on, it is quickly
outdated as you will do more damage with spells or just manually attacking.  Use
on mobs with infinite retaliations that you plan to focus fire, such as Imperial
Griffin.

Perks:

Urgash's Call (Ultimate):

Gating becomes instant.

Required Abilities - Teleport Assault (Logistics), Power of Speed (Attack), Dead
Man's Curse (Luck)

Comments:  I love this ultimate.  Probably the best ultimate in the game.  Makes
your life so much easier and is very much attainable in the campaign.  Most of
the required skills are excellent choices too.

Excruciating Strike:

Excruciating Strike improves Mark of the Damned ability. There's a 40% chance
that a Mark of the Damned performed by Demon Lord will deal double damage to a
target.

Found in - Advanced Attack

Required Abilities - Battle Frenzy (Attack), Mark of the Damned (Gating)

Comments: If you plan to use the Mark of the Damned, get this skill.  Otherwise
donÂ’t bother.

Power of Speed:

Hero acquires Haste spell and the ability to cast it with no cost.

Found in - Expert Attack

Required Abilities - Excruciating Strike (Attack)

Comments:  Ignore this.  Haste is useless and without a Mass Effect, I wouldnÂ’t
bother anyways.  Could be good I suppose if you were using Hellfire often and
didnÂ’t have much mana, but you would be better served just using Consume Corpse.

Weakening Strike:

Weakening Strike improves Mark of the Damned ability. Now Mark of the Damned not
only damages the target, but also curses it with a Weakness spell.

Found in - Basic Dark Magic

Required Abilities - Mark of the Damned (Gating)

Comments:  If you love Mark of the Damned, get this skill.  At least makes it
worth casting now.

Dark Renewal

Should it happen that any magic spell is resisted by target, the hero gains back
all the mana spent to cast that spell.

Found in - Expert Dark Magic

Required Abilities - Weakening Strike (Dark Magic), Master of Mind (Dark Magic)

Comments:  I donÂ’t notice many resists myself, so this is a very situational
spell.  Grab it if you are looking for the ultimate though.

Hellwrath

Hellwrath improves Hellfire ability. Additional fire damage to enemy creatures
will be dealt on retaliation strikes as well.

Found in - Advanced Defense

Required Abilities - Evasion (Defense), Hellfire (Gating)

Comments:  If you like Hellfire or are going for a Hellfire build, grab this
skill as it is a great addition.

Stand Your Ground

Troops under hero's control get +60% bonus to their defense carrying out the
Defend command.

Found in - Expert Defense

Required Abilities - Hellwrath (Defense)

Comments:  Compliments Hellwrath.  I donÂ’t usually grab it though as I donÂ’t
particularly have much Defense as an Inferno hero and in turn, my troops donÂ’t
have as much Defense as other heroes, making a 60% improvement to it not that
great.

Mana Burst

The hero calls upon the forces of nature to affect enemy casters. Any time an
enemy creature casts a spell it will receive fire damage. Inflicted damage
equals hero's level.

Found in - Basic Destructive Magic

Required Abilities - Arcane Brilliance (Sorcery), Hellfire (Gating)

Comments:  This is actually pretty decent if you plan on facing a caster army,
like an Academy user that masses Archmage or something similar.

Searing Fires

Searing Fires improves Hellfire ability. Fire damage dealt to enemy creatures by
Hellfire ability is increased by 50%.

Found in - Advanced Destructive Magic

Required Abilities - Master of Fire (Destructive Magic), Hellfire (Gating)

Comments:  Love this ability.  DoesnÂ’t require much aside from the basic
Hellfire and Master of Fire, which we would be getting if we wanted Destructive
Magic anyways.

Arcane Exaltation

Delving deep into the secrets of spellcraft, hero gains +2 Spellpower
permanently.

Found in - Advanced Enlightenment

Required Abilities - Scholar (Enlightenment)

Comments:  Blah.  Another Enlightenment perk that adds very little.  Requiring
Scholar just makes it worse.  DonÂ’t even bother in my opinion.

Dark Revelation

Hero qualifies for additional free level up.

Found in - Expert Enlightenment

Required Abilities - Arcane Exaltation (Enlightenment)

Comments:  If you are into Enlightenment, save this for level 15 or so when you
can make a much better use of it.  While it is a free level up, you give up this
levels perk / ability to gain that free level.  Why not just take a useful skill
this level instead?

Gate Master

Gating ability becomes more potent, bringing 20% more reinforcements than
normal.

Found in - Advanced Leadership

Required Abilities - Recruitment (Leadership)

Comments: Very nice ability.  I donÂ’t always take Leadership, as I feel Luck is
a better skill, but this is a great perk that doesnÂ’t require much.  Recruitment
isnÂ’t my favourite skill, but better that then nothing.

Fire Resistance

Creatures under Hero's control receive only 50% damage from all fire-based
attacks and are immune to armor damaging effects of Master of Fire ability.

Found in - Advanced Light Magic

Required Abilities - Master of Abjuration (Light Magic), Hellfire (Gating)

Comments:  Light Magic isnÂ’t exactly Inferno friendly territory and this perk
doesnÂ’t make much sense either for a Light perk.  If you absolutely know the
opponent is a fire user and likes to spam Armageddon and Fireball, pick this up.
Otherwise, ignore Light Magic altogether.

Swift Gating

The Demon Lord masters the ways of transferring creatures from the infernal
plane and back. Gating becomes 50% quicker than normal.

Found in - Advanced Logistics

Required Abilities - Pathfinding (Logistics)

Comments:  This is a nice ability.  Pick it up early as it quickly leads to
Teleport Assault and Logistics is a great ability for campaigns and multiplayer.

Teleport Assault

Hero acquires Teleportation spell and the ability to cast it with assault
effect, increasing the initiative of creature being teleported.

Found in - Expert Logistics

Required Abilities - Swift Gating (Logistics), Consume Corpse (Gating)

Comments:  One of the best perks in the game.  If your faction can get this, you
should get it every time.  Turn Overseers into juggernauts in the early game by
ignoring the horribly slow initiative and Exploding in the Archer / Peasant
lines of your enemy.  They rarely expect these units to do anything and get
careless.  Late game, use your Pitlords proactively to cut down enemy troops
with their vorpal blades.  Most expect the Meteor Shower or Fireball spam and
spread troops out.  Watch as they silently curse you out when the Pitlord shows
up next to the ranged forcing them into melee and basically owning them.

Swarming Gate

There's a 15-30% (depending on hero luck) chance that the gated stack will
summon twice as many reinforcements as normal.

Found in - Advanced Luck

Required Abilities - Soldier's Luck (Luck)

Comments:  This is actually a lot more common then you think.  I love Gating and
this is a beautiful and easy to acquire perk that makes it all the better.
LetÂ’s not forget Luck is one of the best skills regardless.

Dead Man's Curse

The hero has gained an ability to affect the Luck of enemy creatures. The Luck
of all enemy troops is decreased by 1.

Found in - Expert Luck

Required Abilities - Dark Renewal (Dark Magic), Swarming Gate (Luck)

Comments:  Lowering the enemyÂ’s Luck is a nice bonus, but this is mostly used to
bring you up to the ultimate.  Has a lot of end perk requirements.

Soulfire

As a Demon Lord consumes corpses to restore mana, corpses may suddenly explode
in a burst of fire, damaging all adjacent units including those under hero's
control.

Found in - Basic Sorcery

Required Abilities - Consume Corpse (Gating)

Comments:  A nice ability if you are a heavy caster or Hellfire build.  Mana
will be in short demand with either build and Consume Corpse will start to shine
then.  May as well do extra damage during your turns and take out clumps of
units.

Arcane Brillance

Adds +2 to hero's Spellpower permanently. Hero also receives a new spell in his
or her spell book.

Found in - Advanced Sorcery

Required Abilities - Elemental Balance (Summoning Magic), Soulfire (Sorcery)

Comments:  Not a terrible perk.  Lot of requirements though and IÂ’m not a fan of
Summoning Magic with Inferno.

Fire Warriors

Hero is granted the knowledge of Summon Elementals spell. Regardless of
circumstances this spell will summon Fire Elementals from now on. The number of
Elementals summoned is 40% greater than normal.

Found in - Advanced Summoning Magic

Required Abilities - Master of Conjuration (Summoning Magic)

Comments:  As stated, Summoning Magic is not the best, but this one is nice if
you are going that route.  The Fire Elementals seem to be the best elements in
my opinion and always getting them is a nice bonus.  On top of that you get more
then usual.  If you like Summoning, this is the perk to get.

Elemental Balance

Superb knowledge of summoning magic allows the knight to counterbalance the
combat situation when battling against skilled summoners. Each time the enemy
uses the Summon Elementals spell, a small group of elementals of opposite
alignment is automatically summoned to fight for the knight's cause.

Found in - Expert Summoning Magic

Required Abilities - Tremors (War Machines), Fire Warriors (Summoning Magic)

Comments:  If you are in Summoning Magic, this might be useful to you.  Only
bother picking up versus another Summoning class though, as Tremors is a
terrible perk.

Brimstone Rain

Catapult gains another extra shot (up to 3 consecutive shots in turn if hero is
proficient with catapults).

Found in - Advanced War Machines

Required Abilities - Catapult (War Machines)

Comments:  Awesome ability.  I recommend War Machines for any Inferno army and
this is one of the main reasons.

Tremors

Hero acquires Earthquake spell and the ability to cast it with shaking effect,
damaging and stunning all creatures behind fortress wall

Found in - Expert War Machines

Required Abilities - Brimstone Rain (War Machines), Mark of the Damned (Gating)

Comments:  Terrible ability.  Earthquake is relatively useless, even with the
shaking effect.  Use a more powerful spell like Armageddon or Circle of Winter
if you are looking to do damage to units.  Let the Catapult and its Brimstone
Rain and manual targeting handle the Towers and Walls.  Ignore this perk, but
otherwise enjoy War Machines.

5giii) Necromancy

	Unique Necromancer's skill. Allows a Necromancer to raise 5/10/15%
of fallen enemy living creatures as skeletons.

Comments:  Truly great racial ability.  Works beautifully and is never a bad
thing to upgrade.  Maximize it by getting Skeleton Archers.

Abilities:

Banshee Howl:

	Grants a hero an ability to call upon death itself in combat. All enemy
living creatures receive -1 to morale, luck and -10% on initiative.

Comments: I donÂ’t really use this spell when I play.  Maybe if I get the
ultimate (which is rare), but not until then.  Early game you might cast this as
you arenÂ’t doing much damage and donÂ’t have many spells, but after that, use
Raise Dead, Puppet Master and so on.

Eternal Servitude:

	The Necromancer receives an ability to raise some of the fallen undead
creatures in his or her army after combat.

Comments:  Great skill if you are facing a lot of ranged units or caster mobs
for the neutral fights.  Allows you to minimize losses by raising some of your
troops that died in combat.

Skeleton Archers:

	Allows a Necromancer to raise Skeleton Archers instead of Skeletons.

Comments:  Another great spell.  Get this early and enjoy the added bonus of the
Archers, who are far superior to the Skeletons.  Late game, it is not unusual to
run around with 1000 Skeleton Archers due to this spell and sometimes I wonder
if Necromancy is overpowered, then I just kill my opponent.

Perks:

Howl of Terror (Ultimate):

Banshee Howl special ability additionally dampens enemy morale by -6.

Found in - Expert Necromancy

Required Abilities - Power of Speed (Attack), Silent Stalker (Logistics),
Corrupted Soil (Dark Magic), Banshee Howl (Necromancy)

Comments:  The ultimate ability and it is quite nice.  Turns the average debuff
of Banshee Howl into a killer ability by destroying the enemyÂ’s morale.  Any non
undead army will quickly fall behind on turns with Bad Morale and you should win
any battle with ease.

Cold Steel:

The hero enhances weapons of all troops in his or her army to strike with
additional ice powers (Not only undead creatures receive these enchantments).

Found in - Advanced Attack

Required Abilities - Battle Frenzy (Attack)

Comments:  I love this ability.  You donÂ’t realize how much damage it does until
you start paying attention to the combat log and see the added Cold Damage.

Power of Speed

Hero acquires Haste spell and the ability to cast it with no cost.

Found in - Expert Attack

Required Abilities - Cold Steel (Attack), Eternal Servitude (Necromancy)

Comments:  Aside from needing it for the ultimate, I see no reason to pick this
up.

Spirit Link

Grants a Necromancer the ability to tie his or her own spirit to the spirits of
any creatures on the battlefield. If linked creatures receive any damage the
Necromancer will gain some mana, feeding upon those creatures' suffering.

Found in - Advanced Dark Magic

Required Abilities - Master of Curses (Dark Magic)

Comments:  If you are low on Mana, not a bad ability.  I personally never use
it, but pick it up if I feel like using Corrupted Soil or trying for the
ultimate.  If you are facing an Inferno army, this is almost a must as those
damn Imps will eat your Mana.

Corrupted Soil

The hero calls upon forces of nature to affect enemy melee-attacking creatures.
Any time an enemy creature moves it will receive fire damage. Inflicted damage
equals hero's level.

Found in - Expert Dark Magic

Required Abilities - Spirit Link (Dark Magic), Dark revelation (Enlightenment)

Comments:  Not a terrible ability.  By the time you achieve it, you will most
likely be around level 10 or more.  Doing 10 damage doesnÂ’t sound like much, but
it all adds up, especially if he has mass tier 1-4 units, which are low hp.

Chilling Bones

Enhances all undead troops under Necromancer's control with powerful ice
enchantments. Any enemy creature which engages in melee combat with those troops
will receive ice damage.

Found in - Advanced Defense

Required Abilities - Protection (Defense)

Comments:  I love this ability as much as Cold Steel.  The Defense equivalent is
just as useful.  Pick it up as Defense is a great ability and this is an
excellent perk.

Resistance

Hero gains +2 defense permanently.

Found in - Expert Defense

Required Abilities - Skeleton Archers (Necromancy), Chilling Bones (Defense)

Comments:  CanÂ’t complain about +2 Defense.  We already have Protection, so it
is either this or Vitality, which is a big toss up, as most Undead would benefit
from the hp boost of Vitality.  Your call on this one.

Cold Death

Makes Necromancer's spells Ice Bolt and Circle of Winter more powerful. Those
spells will kill at least one creature, if that creature has no Immunity to
Cold.

Found in - Advanced Destructive Magic

Required Abilities - Master of Ice (Destructive Magic)

Comments:  Awesome ability.  Although you arenÂ’t guaranteed to get these Frost
spells in the Mage Guild, so hold off on picking this up until your guild is
leveled up.

Secrets of Destruction

Hero gains +2 Knowledge permanently and randomly acquires one damaging spell of
1st to 3rd circle that is not yet in hero's spellbook.

Found in - Expert Destructive Magic

Required Abilities - Arcane Excellence (Sorcery), Cold Death (Destructive Magic)

Comments:  By the time you have this perk available, you should have almost
maxed out your Mage Guild, making the free spell kind of useless.  +2 Knowledge
at this point would be rather weak as well.  If it was Spell Power, I would
consider picking it up.  As is, IÂ’d skip and take something like Master of Fire
or Storms from Destructive Magic.

Lord of the Undead

The Necromancer receives +1 to Knowledge due to his or her intimate
understanding of Death. The Necromancy skill is also increased by 5%.

Found in - Advanced Enlightenment

Required Abilities - Scholar (Enlightenment)

Comments:  Stay out of Enlightenment unless going for the ultimate or you love
big stat numbers that will do nothing for your army.  Scholar is a waste of
points and +1 Knowledge is a joke.  The Necromancy skill increase is the only
reason to even consider this waste of space.

Dark Revelation

Hero qualifies for additional free level up.

Found in - Expert Enlightenment

Required Abilities - Lord of the Undead (Enlightenment), Skeleton Archers
(Necromancy)

Comments:  See the Inferno version?  Same thing.  Waste of skills.  Get for
ultimate if you are trying for it and thatÂ’s it.  You could take the skill and
level up, but then you could have just chosen something useful to begin with and
not wasted this levels skill slot.

Herald Of Death

All neutral creatures which join the Necromancer's army will be automatically
transformed into the undead creatures of their respective level.

Found in - Advanced Leadership

Required Abilities - Recruitment (Leadership)

Comments:  I donÂ’t know what to think of this.  The fact Leadership even has a
perk implies they are trying to get people to waste a skill slot here.  DonÂ’t
take Leadership.  Undead donÂ’t benefit from morale.

Twilight

Increases Spellpower: +3 for all spells of dark and light magic schools.

Found in - Advanced Light Magic

Required Abilities - Master of Blessings (Light Magic)

Comments:  This is kind of cool if you went into Light Magic, but then I have to
ask why you wasted points in Light Magic and weÂ’ll have an awkward moment.

Death March

All hero's troops gain +4 speed during the siege of an enemy castle

Found in - Advanced Logistics

Required Abilities - Pathfinding (Logistics)

Comments:  Not great in and of itself, but lets your Bone Dragons fly over walls
in single turn during a siege.  The biggest thing is the perk it leads into.

Silent Stalker

The enemy will see only the strongest creature in hero's army with no number at
all. Also this ability allows to see courage of neutral monsters and enlarges
hero's field of view by 12 tiles.

Found in - Expert Logistics

Required Abilities - Death March (Logistics)

Comments:  One of the best multiplayer perks in the Necromancer repartee.  This
requires very little and makes life very nice early on.  You have Expert
Logistics, you can see for miles and the enemy canÂ’t tell what units you have or
how many of the best unit you have.  Also helps you figure out if you any
neutral mobs are willing to join or going to flee or fight no matter what.
Great ability that many underestimate.  Needed for ultimate too, which makes it
a overall A+ ability.

Dead Man's Curse

The hero has gained an ability to affect the Luck of enemy creatures. The Luck
of all enemy troops is decreased by 1.

Found in - Basic Luck

Required Abilities - Banshee Howl (Necromancy)

Comments:  Well, it lowers Luck of enemies and thatÂ’s always a good thing.  Less
double damage hits on us and since itÂ’s from the Luck skill, we get more double
damage hits.  Win / win situation.

Boneward

Damage inflicted by any Destructive Magic spells to all troops under
Necromancer's command is reduced by 20%.

Found in - Advanced Sorcery

Required Abilities - Magic Insight (Sorcery)

Comments:  DonÂ’t know what to think of this.  I donÂ’t overly like Sorcery for
Necromancer, but if I am fighting a Warlock of Wizard, I like to have the damage
reduction.  Magic Insight isnÂ’t terrible either, so it comes down to the
randomness of skill selection whether or not I pick this up and of course my
enemy.

Arcane Excellence

Showing excellent progress in the field of sorcery, the hero is granted +2
Spellpower permanently and +100 temporary mana.

Found in - Expert Sorcery

Required Abilities - Boneward (Sorcery), Eternal Servitude (Necromancy)

Comments: If I get Boneward, I grab this.  Simple as that.

Banish

Special combat ability. Unsummons part of the summoned or gated stack.

Found in - Basic Summoning Magic

Required Abilities - Secrets of Destruction (Destructive Magic), Banshee Howl
(Necromancy)

Comments:  Very situational perk.  Oddly, it requires a Destructive perk I donÂ’t
usually take, but if I am facing an Inferno that knows the power of Gating or a
Summoning Warlock / Wizard, I pick this up no matter what.  Summoning Magic
improves my Raise Dead spell and lets me throw a few Elementals into play as
well.

Haunted Mines

After capturing an enemy mine the Necromancer is able to haunt it. Some Ghosts
will appear in mine's garrison, the number of summoned Ghosts depends upon the
number of the week.

Found in - Advanced Summoning Magic

Required Abilities - Master of Life (Summoning Magic)

Comments:  I guess they ran out of ideas or something.  DonÂ’t go near this.

Plague Tent

The hero's First Aid Tent receives an ability to damage enemy creatures.

Found in - Advanced War Machines

Required Abilities - First Aid (War Machines)

Comments:  IÂ’d avoid it.  Not overly great.

5giv) Irresistible Magic

	Negates half of magic protection and allows hero to deal
20/40/50% of normal spell damage to otherwise resistant creatures.

Comments:  This is our racial, pretty much required to take it and max it out,
so may as well.  I donÂ’t know too many resistant creatures aside from Silver
Unicorns and Black Dragons, but regardless, this will take care of Protection
and Magic Resistance abilities.

Abilities:

Dark Ritual:

Special adventure ability. Hero spends entire day to perform the ritual and
regain full mana. Can only be used at the beginning of the day.

Comments: Waste your turn to get mana.  Only time I am out of mana is in the
early parts of the game and if you use the proper tactics, the hero doesnÂ’t need
to waste his turn and can rely on the combat skills of Blood Furies and
Assassins.  Grab for any associated perks and that is it.

Elemental Vision:

Allows Warlock to see elements on enemy creatures and on spells of Destruction
Magic school.

Comments:  This is what lets us use Elemental Chains.  I shouldnÂ’t have to tell
you to get it as soon as possible.

Empowered Spells:

All damaging spells cast by hero deal 50% more damage, but the mana cost is
doubled.

Comments:  You canÂ’t do anything with this in the early game as you wonÂ’t have
the mana to keep up.  Grab it after a few level ups and we should be fine.
Great ability once mana is upped to proper levels.

Perks:

Rage of the Elements (Ultimate)

Elemental chain effects inflict double damage.

Found in - Expert Irresistible Magic

Required Abilities - Plague Tent (War Machines), Tear of Asha Vision (Luck),
Enlightenment (Wizard's Reward)

Comments:  Ultimate ability.  Requires the most gimped skill selection ever for
a Warlock and you should not even consider getting this if they want to gimp you
like that.

Power of Speed

Hero acquires Haste spell and the ability to cast it with no cost.

Found in - Advanced Attack

Required Abilities - Tactics (Attack)

Comments:  Ignore this.  We have to take it for Retribution, but other than
that, we wonÂ’t be using it.

Retribution

Troops under hero's control deal increased amount of damage according to their
moral state.

Found in - Expert Attack

Required Abilities - Power of Speed (Attack), Empowered Spells (Irresistible
Magic)

Comments:  Great perk.  Pick this up early along with Leadership and your Furies
and Assassins will do just fine.  Great throughout the match and no one ever
complains about Attack and Tactics as they are both great abilities.

Dark Renewal

Should it happen that any magic spell is resisted by target, the hero gains back
all the mana spent to cast that spell.

Found in - Advanced Dark Magic

Required Abilities - Master of Mind (Dark Magic)

Comments:  With Irresistible Magic, you would think being resisted would be very
hard.  Well, it is.  I donÂ’t usually take Dark Magic anyways with Warlock and
neither should you.

Power of Endurance

Hero acquires Endurance spell and the ability to cast it with no cost.

Found in - Advanced Defense

Required Abilities - Vitality (Defense)

Comments:  Yawn, Defense is not the best skill in the game for Dungeon as they
are all about offense and all that for Endurance?  Really, makes no sense.
Vitality isnÂ’t a bad prerequisite, but seriously, stay away from this.

Resistance

Hero gains +2 defense permanently.

Found in - Expert Defense

Required Abilities - Protection (Defense), Power of Endurance (Defense)

Comments: Bugged Perk.  Requires 3 Defense Abilities to obtain, which means you
will not be able to pick this as a forth ability.  Bugs Counter Spell from
Sorcery as well.

Secrets of Destruction

Hero gains +2 Knowledge permanently and randomly acquires one damaging spell of
1st to 3rd circle that is not yet in hero's spellbook.

Found in - Basic Destructive Magic

Required Abilities - Dark Ritual (Irresistible Magic)

Comments:  I donÂ’t usually recommend Knowledge boosts, but for a Warlock, this
is worth grabbing, as we will want Destructive Magic as soon as possible and the
early spells and +20 more mana will be a huge boost.

Mana Burst

The hero calls upon the forces of nature to affect enemy casters. Any time an
enemy creature casts a spell it will receive fire damage. Inflicted damage
equals hero's level.

Found in - Advanced Destructive Magic

Required Abilities - Secrets of Destruction (Destructive Magic), Retribution
(Attack)

Comments:  I wrote this perk off early in my playtime, but it is actually pretty
good against casters, such as Sylvan who have Druids that are very offensive
spell oriented.

Dark Revelation

Hero qualifies for additional free level up.

Found in - Advanced Enlightenment

Required Abilities - Arcane Intuition (Enlightenment)

Comments:  God, another free level up if we waste several skill slots.  Moving
on.  Skip this crap.

Wizard's Reward

Hero gains +2 to Spellpower permanently, plus an extra 1000 gold as a one-time
bonus.

Found in - Expert Enlightenment

Required Abilities - Dark Revelation (Enlightenment), Elemental Vision
(Irresistible Magic)

Comments:  As a Warlock, Spellpower is abundant.  You wonÂ’t miss the +2
Spellpower and incredibly underwhelming 1000 gold bonus.  Save yourself the
skill slots and get something useful.

Aura of Swiftness

Combat movement speed of all units in hero army is increased by +1.

Found in - Advanced Leadership

Required Abilities - recruitment (Leadership)

Comments:  Leadership is great in combination with Retribution.  Aura of
Swiftness is great by itself.  Being a part of Leadership means we will
typically get this perk if given the opportunity.

Refined Mana

Casters in hero army will spend only half the required mana cost to cast spells.

Found in - Advanced Light Magic

Required Abilities - Master of Wrath (Light Magic)

Comments:  Light Magic?  That doesnÂ’t do damage.  Stay away from this and get
Summoning or Destructive.

Twilight

Increases Spellpower: +3 for all spells of dark and light magic schools.

Found in - Expert Light Magic

Required Abilities - Refined Mana (Light Magic), Dark Ritual (Irresistible
Magic)

Comments:  If you are into unorthodox builds or something, this would be a good
Light / Dark build perk.  If you are a sane person, you will be no where near
this.

Teleport Assault

Hero acquires Teleportation spell and the ability to cast it with assault
effect, increasing the initiative of creature being teleported.

Found in - Advanced Logistics

Required Abilities - Scouting (Logistics)

Comments:  I said it for Inferno, I will say it again.  Teleport Assault is one
of the best spells in the game.  Use on Minotaur in the early game and Hydra
later on.  Watch the havoc unfold as these “useless” tanks become wrecking
crews.  Logistics is always a must in multiplayer as well.  Unfortunate we have
to take Scouting instead of Pathfinding like Inferno, but a loss we are willing
to accept.

Death March

All hero's troops gain +4 speed during the siege of an enemy castle

Found in - Expert Logistics

Required Abilities - Teleport Assault (Logistics), Dark Ritual (Irresistible
Magic)

Comments:  Well, we have Teleport Assault one perk shorter then Inferno, so
donÂ’t take this filler talent in my opinion.

Warlock's Luck

Luck rolls will now be applied to destructive spells cast by the hero, thus
allowing a chance for double damage from spells.

Found in - Advanced Luck

Required Abilities - Soldier's Luck (Luck)

Comments:  This is like the orgasm for Warlocks.  You like when units do double
damage?  You take luck.  You want your heroÂ’s spells to do double damage?  You
get this perk from luck.  Probably the best perk in the game for the Warlock.
Yes better then the ultimate simply because this takes like 3 levels to get as
opposed to 30 or so for the ultimate.

Tear of Asha Vision

The hero now 'feels' the location of the Tear of Asha in his or her very heart.
Digging for a Tear of Asha somewhere around its actual location is much more
likely to be a success.

Found in - Expert Luck

Required Abilities - Warlock's Luck (Luck), Death March (Logistics)

Comments:  They gave this crap to Warlocks because the campaign requires finding
a Tear of Asha.  Ignore this junk and get something useful.

Erratic Mana

Mana cost of spells cast by the hero is randomly reduced by up to 50% (actual
reduction is determined while casting is in progress).

Found in - Advanced Sorcery

Required Abilities - Mana Regeneration (Sorcery)

Comments:  A great ability.  Mana can be rough when your spamming Empowered
spells and you arenÂ’t getting Knowledge points at skill ups.  Counter this with
Sorcery and Mana Regeneration.  As a bonus, they lead to this perk which will
let us cast more spells in the long run.

Counterspell

Special combat ability. Negates all effects of the next spell cast by the enemy,
but drains twice the mana cost of that spell.

Found in - Expert Sorcery

Required Abilities - Mana Burst (Destructive Magic), Erratic Mana (Sorcery),
Resistance (Defense)

Comments:  Currently bugged and impossible to get as Resistance requires 4
available ability slots from the Defense skill, which is impossible as you only
get 3.

Exorcism

All Destructive Damage spells against summoned and gated targets deal double the
normal damage.

Found in - Advanced Summoning Magic

Required Abilities - Master of Conjuration (Summoning Magic)

Comments:  A must versus Inferno and other Warlocks or Wizard that like to use
Summoning Magic.  Thankfully it requires Conjuration, which is what we want for
Summon Phoenix.

Tremors

Hero acquires Earthquake spell and the ability to cast it with shaking effect,
damaging and stunning all creatures behind fortress wall

Found in - Advanced War Machines

Required Abilities - Catapult (War Machines)

Comments:  Again, Earthquake.  Crap.  DonÂ’t get.  Thanks.

Plague Tent

The hero's First Aid Tent receives an ability to damage enemy creatures.

Found in - Expert War Machines

Required Abilities - Termors (War Machines)

Comments - Another bugged ability.  It requires Catapult for Tremors, which is
required for Plague Tent.  Without manual control of the First Aid Tent from the
First Aid Ability, the "Plague Tent" will just pass on its turn until it can
heal someone and will not use its attack.

5gv) Avenger

	Unique Ranger's skill. Allows Ranger to choose 1/2/3 favored enemy
from the Avenger's Guild in any Sylvan town. All Ranger's troops will receive a
40% chance to inflict a critical hit upon that creature, giving double damage to
it. Before choosing a creature as a favored enemy, the Ranger must kill two
whole populations of those creatures.

Abilities:

Deadeye Shot:

	Grants Ranger an ability to attack any enemy creatures on battlefield. The
inflicted damage is 3 times his or her level. If that creature is present in
Ranger's favorite enemy list then the critical strike is fulfilled, the damage
is doubled and it always kills at least one creature.

Imbue Arrow:

	Allows Ranger to enhance his or her arrows with attacking or cursing
spells. All Ranger's attacks (Multishot or Deadeye Shot) will now not only
inflict damage upon enemy creatures but also will immediately cast an imbued
spell, draining Ranger's mana. Imbue Arrow lasts till the end of the fight or
untill all Ranger's mana is drained.

Rain of Arrows:

	Grants Ranger an ability to attack all enemy creatures which are present
in his favorite enemy list. The Ranger deals 3 times his or her level damage.

5gvi) Artificer

	Allows hero to create creature equipment of the first/second/third
level.

Abilities:

Consume Artifact:

	Special combat ability. Allows hero to consume artifacts equipped on
friendly creatures to regain mana in combat.

Magic Mirror:

	Every damaging or cursing spell cast by the enemy has a chance to be
randomly reflected to some other target, including enemy units.

Mark of the Wizard:

	Special combat ability. Caster binds himself to the target with Mark of
the Wizard so that each subsequent spell striking that target has its effect
doubled. Moreover every spell striking another creature will affect this target
as well.

Basic Skills:

These Skills and their Abilities are available to all classes and factions.

i) Attack:

Increases damage dealt by your creatures in melee combat by 5/10/15%.

Comments:  I listed it first because it is probably one of the best skills.
Pick it up with any army and you will do better regardless of what abilities or
perks you choose from it.

Abilities:

Archery:

Increases damage dealt by hero's creatures in ranged combat by 20%.

Comments:  If you are a ranged heavy army like Sylvan, grab this ability.
Otherwise, you probably wonÂ’t need it.

Battle Frenzy:

Minimum and maximum damage inflicted by each creature under hero's control is
increased by 1. Especially effective for armies of low level creatures.

Comments:  Great for almost any army, especially Undead and Dungeon and Haven.

Tactics:

Increases the area in which the hero can rearrange creatures before combat.

Comments:  Typically, this will allow you to traverse the entirety of the battle
field in a single turn from the front row.  Great for any army and allows Blood
Furies and Cavalier and so on to reach the enemy on the first turn.

ii) Defense

Decreases damage dealt to your creatures in melee combat by 10/20/30%.

Comments:  Offense is the best Defense.  While that is the case in my opinion,
Defense is still an excellent choice and almost any army will benefit from it.
Dungeon and Academy are two I donÂ’t typically run out and grab this skill with
though.

Abilities:

Evasion:

Decreases damage dealt to your creatures by ranged attacks by 20%.

Comments:  Against Sylvan, grab it.  Otherwise avoid it.

Protection:

Decreases damage dealt to your creatures by magic attacks by 15%.

Comments:  Never a bad choice unless you are facing Haven and possibly Inferno.

Vitality:

Increases hit points of all your creatures by 2 (Particularly effective for
large armies)

Comments:  More health for our troops?  Yes please.  Grab it and enjoy it if you
are into Defense at all.  Undead and Haven early game benefit greatly from this.

iii) War Machines

Makes war machines more effective overall. Increases Attack,
defense and Damage of Ballistae. Increases Catapult's Damage and grants it a
30/40/50% chance to hit. The First Aid Tent receives increased Healing Power.
Ammo Cart gains an ability to increase Attack of ranged units in hero's army by
1/2/3.

Comments:  My favourite skill for melee oriented heroes like Haven and Inferno.
Most think the war machines are useless based on the pitiful performance they
have when you donÂ’t have this skill.  Pick this up and see for yourself that it
makes all the difference in the world, especially for Inferno.

Abilities:

Ballista:

Allows manual control of the Ballista. Ballista gains one extra shot. Restores
the Ballista after the battle if it was destroyed

Comments:  Saves a lot of money in multiplayer if people manually target the
Ballista to destroy it on you.  Manual control is a great thing and so is the
extra shot.  With War Machines skill, you will be doing more damage with this
and more shots at the targets you want.

Catapult:

Allows manual control of the Catapult. Catapult gains one extra shot. Restores
ammo cart after the battle if it was destroyed

Comments:  I stay away from this unless it is required for something useful in
the perks section.  However, manual control of this is great during sieges as
you can target the towers and destroy them instead of having it randomly
shooting at walls and stuff.  Getting the Ammo Cart back if it is destroyed is a
nice bonus.

First Aid Tent:

Allows manual control of the First Aid Tent. Restores the First Aid Tent after
the battle if it was destroyed.

Comments:  Weakest of the three War Machines abilities and it is still not a
terrible skill.  For the healing lacking Inferno, this can be a life saver as
your tent will be healing for in the 100s with full War Machines as opposed to
10-20 it normally does.  Manual control is just icing on the cake.

iv) Logistics

Increases hero's movement speed over land by 10/20/30%.

Comments:  A 3 LÂ’s ability.  Movement speed is godly.  You want it.  DonÂ’t
question me on this.  Play any mission where you are outrunning the enemy, like
Mission One Campaign Two, or any multiplayer map where a few extra steps would
let you engage the enemy outside his town or let you get away to grab the extra
troops and you will realize this is awesome.  The general convenience of it
makes it a joy to have as well.  Not to mention almost all perks that come from
it are godly.

Abilities:

Navigation:

Increases hero's movement speed at sea by 50%.

Comments:  Water map use only.  Stay away from it in general.

Pathfinding:

Reduces penalty for moving through rough terrain by 50%.

Comments:  The ability to get from Logistics, this cuts down on the slow trek
through the mountains and woods and makes life much easier.  DonÂ’t believe its
uses?  Give Godric Expert Logistics and Pathfinding in Mission Five, Campaign
One and then Play Mission One, Campaign Two and tell me it is a terrible skill.

Scouting:

Hero receives +4 to his range of view and gets an ability to see precise number
of creatures in neutral troops, in enemy armies, towns and garrisons within his
range of view.

Comments:  I hate the fog of war, but I would never take this skill.  Grab only
if required like the Warlock needs it for Teleport Assault.

v) Luck

Increases luck of all creatures in hero's army by 1/2/3.

Comments:  Double Damage.  I think that about covers it.  Get this before
Leadership in my opinion unless you want a specific perk from something else
first or this refuses to come up for you.

Abilities:

Magic Resistance:

Increases magic resistance of all creatures in hero's army by 15%. Creatures are
more likely to avoid enemy magic.

Comments:  Always nice versus caster heroes.

Resourcefulness:

In the course of adventures the hero tends to find more gold and resources and
be more lucky overall.

Comments:  DonÂ’t usually need money or resources that this provides, as they are
relatively small, but if a requirement for a perk, canÂ’t complain.

SoldierÂ’s Luck:

Guarantees that useful combat abilities of creatures in hero's army (like
Squires' Shield Bash, for example) will trigger more often.

Comment:  If you have lots of units with combat abilities, feel free to get it.
Otherwise avoid it unless required for a perk.

vi) Leadership

Increases moral of all creatures in hero's army by 1/2/3.

Comments:  More turns more often.  CanÂ’t go wrong with that.  Typically lets you
get ultimate or a good perk from it as well.

Abilities:

Diplomacy:

Allows hero to effectively negotiate with hostile creatures. Increases chances
and reduces costs of creatures that wish to join your army.

Comments:  Not a fan of this.  Too random an ability and I like using units from
my own army that I can reinforce.  Good for Inferno if you intend on Sacrificing
them or Dungeon to boost your creature growth.  Undead could convert units to
undead equivalent, but then I would have to ask why you are getting Leadership
to begin with.

Estates:

Hero contributes 250 gold pieces per day to your cause.

Comments:  Money.  Pure and simple.  Best second hero ability in the game.
Leave off the main hero if you can.

Recruitment:

Increases weekly growth of 1st, 2nd and 3rd level creatures by +3, +2 and +1
respectively. Hero must be stationed within the friendly town on the last day of
the week for effect to take place.

Comments:  Good for some factions and probably the best Leadership ability to
get for a prerequisite to a perk.  Necromancer and Dungeon probably want this
ability more then most.

vii) Enlightenment

Hero receives +1 to one of his primary stats for every
four/three/two levels including the levels already got and + 10/20/30% bonus to
the experience gained from combat.

Comments:  Some swear by more stats.  I am not one of those people.  At about
level 30, you might have like 10-15 more stat points then an equal hero who does
not have this.  DonÂ’t confuse that with 10-15 more of each stat point, thatÂ’s
10-15 spread over the entirety of the primary stats.  Experience gain is useless
in campaign, as you hit the level cap about half way through almost every
mission.  In multiplayer, you gain ridiculous amounts of experience for each
hero you kill, so not much to gain there in that regard.  Back to the stat
points for a second.  You could have easily had a bigger gain in damage if you
chose Attack for your troops or if you have that already, a bigger gain in
defense if you chose Defense.  If you wanted to do more damage with spells, you
could have chose Sorcery and two to three other spell masteries that would have
benefited you more in the long run.  All in all, this is a waste of space and
almost all the abilities are a joke or lead to perks that are complete wastes of
space.  The one instance I recommend this skill is for Raelag as it will allow
him to teach all his Summoning and Destructive Magic to Zehir and the others in
the final campaign by using Scholar.

Abilities:

Arcane Intuition:

Allows hero to learn an unknown spell used by an enemy hero or creature in
combat (hero must be able to learn the spell with regards to school, level,
etc.).

Comments:  Um...maybe steal Meteor Shower if you donÂ’t have it from a Pitfiend
in the campaign with Raelag.  Otherwise, this is a joke of an ability.  The Mage
Guild teaches faster then you can learn with this crap.

Intelligence:

Increases normal maximum mana by 50%.

Comments:  Why oh why canÂ’t this be in Sorcery.  Only decent ability in this god
forsaken skill set and only for Warlock and Wizard.

Scholar:

Allows heroes to teach each other various spells, effectively trading spells
between spell books.

Comments:  As stated earlier, teach Raelag it in the campaign and teach everyone
the Summoning and Destructive Magic spells in the final campaign.  Otherwise,
who cares about teaching your useless second heroes spells?

viii) Sorcery

Speeds up hero's casting in combat. Interval between two consecutive
spell casts is reduced by 10/20/30%.

Comments:  Good for caster heroes.  YouÂ’ll love the increased casts this gives
and there are some nice perks and abilities this skill set can give for a
caster.

Abilities:

Arcane Training:

Reduces casting costs of all spells by 20%.

Comments:  Great for Empowered Spells and Warlocks.  Not bad for Wizards, but no
Empowered makes this a less attractive ability then it is for Warlocks.

Magic Insight:

Allows a hero to learn magic spells of the third circle regardless of actual
skills in the respective schools of magic.

Comments:  This is thrown out there for the non caster classes I think, as most
caster heroes will have at least two masteries.

Mana Regeneration:

Doubles mana regeneration.

Comments:  Great little skill that will speed up your down time.

ix) Light Magic

Allows hero to learn Light Magic spells of the third/forth/fifth
circle and gives maximum power to Light Magic.

Comments:  The buffing school of magic.  Only magic that can resurrect living
units.  Only one damage spell though and it is Word of Light and it is an area
of effect spell that wonÂ’t be the direct damage nuke we want.  Sylvan and Haven
focus mostly on this.

Abilities:

Master of Abjuration:

Grants mass effects to Deflect Missile and Endurance spells, but doubles the
casting cost of these spells. Hero wastes only half of his current initiative to
cast these spells.

Comments:  Deflect Missile might be worth it for battling Sylvan and mass
Hunters, but otherwise is useless.  Endurance is a nice little spell to have a
mass effect for though.  Usually donÂ’t get this one unless a prerequisite.

Master of Blessings:

Grants mass effects to Divine Strength and area effect to Cleansing spells, but
doubles the casting cost of these spells. Hero wastes only half of his current
initiative to cast these spells.

Comments:  Versus a mass debuffer or mass buffer, I will take this for the area
effect to Cleansing.  Otherwise, I avoid unless a prerequisite.

Master of Wrath:

Grants mass effects to Righteous Might and Haste spells, but doubles the casting
cost of these spells. Hero wastes only half of his current initiative to cast
these spells.

Comments:  The best ability for Light Magic.  Righteous Might is great for melee
oriented heroes, like Haven, and Haste is great early on with the mass effect.

x) Dark Magic

Allows hero to learn Dark Magic spells of the third/forth/fifth
circle and gives maximum power to Dark Magic.

Comments:  Probably the best spell school in my opinion.  Not the most fun, but
the best.  Puppet Master and Curse of the Netherworld combined with some nasty
curses make it really one of the better spell schools.  Mostly an Inferno and
Necropolis skill set.

Abilities:

Master of Curses:

Grants mass effects to Weakness and Suffering spells, but doubles the casting
cost of these spells. Hero wastes only half of his current initiative to cast
these spells.

Comments:  Not bad ability.  I honestly have no problem picking up any Dark
Magic Master of ability, but usually focus on one or two of them.  Mass Slow and
Mass Vulnerability are the two for the record and donÂ’t involve this one.  So
unless I need this for a perk, I donÂ’t pick it up.

Master of Mind:

Grants mass effects to Slow and Confusion spells, but doubles the casting cost
of these spells. Hero wastes only half of his current initiative to cast these
spells.

Comments:  Grab this as Mass Slow is a great ability at any point in the
mission.  Loses a bit later on when we could be better spent on a Puppet Master
or Curse of Netherworld, but not bad none the less.

Master of Pain:

Grants mass effects to Decay and Vulnerability spells, but doubles the casting
cost of these spells. Hero wastes only half of his current initiative to cast
these spells.

Comments:  Mass Vulnerability is great and is useful throughout the mission, but
Decay doesnÂ’t hold up.  I can usually kill something in one or two turns and do
more damage then this spell can the whole battle, so stick to Vulnerability and
youÂ’re fine.

xi) Summoning Magic

Allows hero to learn Summoning Magic spells of the
third/forth/fifth circle and gives maximum power to Summoning Magic.

Comments:  Finally, the first of the meat and potatoes of spell schools.  Great
skill set that offers some powerful units, including the Phoenix.  Phantom
Forces and Raise Dead are great too.  Sylvan, Wizard and Warlock use this
typically.

Abilities:

Master of Conjuration:

Makes Conjure Phoenix and Summon Elementals spells more powerful (effective
Spellpower increased by 4 for casting those spells).

Comments:  The one we all want since it makes Elementals and Phoenix that much
better.

Master of Earthblood:

Makes Fire Trap and Earthquake spells more powerful (effective Spellpower
increases by 4 for casting those spells).

Comments: Wow, just ignore this completely as it is absolutely garbage.

Master of Life:

Makes Fist of Wrath and Raise Dead spells more powerful (effective Spellpower
increases by 4 for casting those spells).

Comments:  Fist of Wrath isnÂ’t my favourite spell, but Raise Dead is great if
you have Summoning Magic as a Necromancer.  Otherwise, there is no reason to
skip Conjuration.

xii) Destructive Magic

Allows hero to learn Destructive Magic spells of the
third/forth/fifth circle and gives maximum power to Destructive Magic.

Comments:  Power.  That is what this skill is about.  You do damage and you do
lots of it.  Warlocks live by this and Wizards and others make great use of it
as well.

Abilities:

Master of Fire:

Grants armor-damaging effect to Fireball and Armageddon spells. Creatures
affected by these spells suffer additional -50% defence penalty.

Comments:  Fire spells are my favourite, and the defense penalty is great for
large battles versus high Defense units.

Master of Ice:

Grants freezing effect to Ice Bolt and Circle of Winter spells.

Comments:  Frost spells are nice and if I have extra skill slots in Destructive,
I grab this one, as the freezing effect knocks them back on the Initiative
meter.

Master of Storms:

Grants stunning effect to Lightning Bolt and Chain Lightning (first target only)
spells.

Comments:  Does the same thing as Ice, but I prefer Ice Spells more.  Preference
only I suppose.

6) Spell Guide

6a) Adventure Map Spells

Adventure Map Spells are only usable on the adventure map (ie not during combat)
and are very useful abilities.  Of note is the Summon Creature and Town Portal
abilities.  Summon Creatures allows you to reinforce your army from anywhere on
the map by summoning any units from the nearest town you own.  Town Portal
allows you to return to base at any time, making it easy to defend from a
wayward opponent or to retreat easily or to gather new troops.

Level I
N/A

Level II
Vessel of Shalassa

Summons a sea ship. Hero must stand on a shore and there must be an unoccupied
boat nearby for the spell to be successful.

Cost: 4

Comments:  One of the most annoying skills in the game that can basically end
your mission in the campaign if the enemy randomly decides to summon the ship
you just got off, stranding you on the island.  Needless to say, this is a very,
very situational spell.

Level III

Summon Creatures

Summons creatures from nearest town.

Cost: 1 for every creature summoned

Comments:  Love this spell and it is a big reason to get Mage Guild Level Three
fast.  No more long treks home or waiting for second hero to bring troops.  Use
it near Eldritch Wells (which give full mana back) for maximum effect.

Level IV

Instant Travel

Teleports the hero and his entire army to another location on adventure map.

Cost: 15

Comments: I do not understand this spell.  It teleports you a miniscule
distance.  I suppose if you use it once you are out of movement points, you can
get that extra couple steps to get away or catch up to a fleeing enemy.  I avoid
using this myself.

Level V

Town Portal

Transports hero to the nearest friendly town (all movement points will be lost).

Cost: 20

Comments:  I love this spell and wish they had consumables, similar to Warcraft
3, that let you teleport home.  The movement in this game is rather slow and
getting back to base takes forever sometimes.

6b) Light Magic

The light magic is mainly aimed at protecting or supporting the hero's own
troops. Few spells in this school are aimed at dealing damages or causing
destruction, with the notable exception of the Word of Light, which is the most
powerful of them and will deal severe damages to all evil-oriented creatures
(meaning belonging to the Necropolis, Dungeon or Inferno) factions.

Amongst light magic spells you will find the Teleportation spell that allows
your hero to instantly move a single creature anywhere on the battlefield. This
spell is very useful to armies that include slow but powerful creatures in their
ranks, such as Treants for instance. It is also a spell that will come in handy
against shooters, as bringing one creature in contact with an archer for
instance will oblige him to switch to melee combat, where he is less efficient.

Level I

Divine Strength

Causes the selected friendly unit to inflict more damage in combat. Spellpower
determines the duration of effect.
Mass effect: Yes

Cost: 4

Comments:  While a nice spell, use Righteous Might instead when you get it.

Haste

Causes the selected friendly unit to act more frequently in combat.
Mass effect: Yes

Cost: 4

Comments:  Awesome Level I spell that only shines with the Mass Effect and in
longer fights.  In small skirmishes, you could finish the enemy before the
hasted unit gets another turn.

Level II

Cleansing

Dispels positive magic effects from enemy creatures and negative effects from
friendly creatures. Checks against caster level to dispel effects, so low level
casters would be unlikely to dispel magic cast by high level mage.
Mass effect: Yes

Cost: 5

Comments:  The Mass Effect doesnÂ’t clear everyone, only a small grid of units, 6
x 6 if I recall.  Still, great ability if you face an opponent who mass buffs or
debuffs with Light or Dark Magic.

Endurance

Increases the selected friendly unit's defense strength. Spellpower determines
the duration of effect.
Mass effect: Yes

Cost: 6

Comments:  Excellent ability I would use if I had the Mass Effect or knew the
person was going to target a specific unit every time (like Archers).

Level III

Righteous Might

Affected creature is filled with rage and a lust for blood, it gains bonus to
attack.
Mass effect: Yes

Cost: 6

Comments:  Great spell that really shines with a Mass Effect.

Deflect Missile

Makes the selected friendly unit receive less damage from ranged attacks.
Mass effect: Yes

Cost: 6

Comments:  Good if it is a Hunter spammer from Sylvan or some such, but overall,
only one unit, maybe two are ranged in an army.

Level IV

Magical Immunity

Clears both positive and negative magic effects from the target stack and makes
it immune to further magic spell effects. Can only be cast on friendly stack.
Mass effect: Yes

Cost: 7

Comments:  Good when you face a Dark Magic user or Blind spammer, but you are
also denying yourself the many buffs from the Light Magic tree.

Teleportation

Teleports targeted friendly creature to another location on a battlefield.

Cost: 6

Comments:  One of the best spells in the Light tree and typically a free spell
for most factions if they receive the Teleport Assault perk.  Use it on big,
slow, hard hitting units like Hydra and Treant for maximum effect.  Has the
added bonus of making the unitÂ’s turn come instantly after they are teleported
anywhere on the battle grid.

Level V

Resurrection

Resurrects creatures in target friendly stack.

Cost: 9

Comments:  Best spell from the Light Magic tree and only way to bring units back
to life permanently unless you have an Archangel.

Word of Light

Deals holy damage to all the undead and infernal creatures on a battlefield.

Cost: 11

Comments:  Only really good for battles versus Necropolis or Inferno.  Similar
in damage to Curse of the Netherworld.

6c) Dark Magic

The Dark Magic is favoured by the Necromancers and the Dark Elf Warlocks. Most
of the spells of this school are aimed at lowering opposing creatures'
capacities or taking control of them. The most powerful spell is of course Curse
of the Netherworld since it causes magical damage to all creatures on the
battlefield except Undead and Demonic creatures.

Amongst the school of Darkness spells, you will find the Curse of Rage spell. It
makes the affected stack disobey to its hero. The stack will automatically try
to attack the closest creature with remote or melee attack causing heavier than
normal damage. This spell is very useful when you want to distract or inflict
damages to opposing casters, it is also a powerful tool to spread confusion
within the enemy's ranks when his stacks are packed...

Level I

Weakness

Causes the selected enemy unit to inflict minimum damage in combat. Spellpower
determines the duration of effect.
Mass effect: Yes
Cost: 4

Comments:  Nice for those high damage range units.  Hit them with this and they
are not benefiting from the max damage and using the lowest damage they can do.

Slow

Makes target enemy stack take fewer actions in combat.
Mass effect: Yes
Cost: 4

Comments:  Lovely little spell that will only be really effective with the Mass
Effect.  If you donÂ’t have the Mass Effect, just use Blind.

Level II

Vulnerability

Destroys armor of target enemy stack, reducing its defense. Can be cast several
times on a single stack, but defense will not go lower than zero.
Mass effect: Yes
Cost: 5

Comments:  Great Mass Effect spell that will be a backbone of most Dark Magic
users.  Use on longer fights, as you could be better benefited on weaker units
using a nuke or basic attack.

Decay

Inflicts plague on target enemy stack, the stack receives earth damage each time
it takes an action.
Mass effect: Yes
Cost: 6

Comments:  While it seems like a great idea to do damage every turn, like a
poison, you could have probably did more damage in a direct nuke in a single
turn then this will do in the whole battle.  Might be worthwhile if you can use
the Mass Effect on a large number of low health units though, like Archers and
Footmen.

Level III

Suffering

Weakens the target enemy unit to decrease its Attack.
Mass effect: Yes
Cost: 5

Comments:  Good mass curse for use against a high Attack stat hero like Warlocks
and Inferno.

Confusion

Makes creatures in target enemy stack forget what they are doing on a
battlefield. Some of the affected creatures will forget to use shooting attacks
and retaliation strikes.
Mass effect: Yes
Cost: 7

Comments:  Another spell I never bother using.  Seems good on paper, but weak in
execution.  Use something more powerful or debilitating.

Level IV

Frenzy

Drives target stack of creatures frenzy. Frenzied stack considers all other
creatures and war machines its personal enemies and attacks the nearest one with
redoubled rage.

Cost: 8

Comments:  I never got used to using this spell.  I understand what it does and
how to use it.  Just never bothered with it since I could use Puppet Master or a
mass curse or something more damaging.

Blindness

Blinds the selected enemy creature so that it cannot move, attack or use any
abilities. Blindness disappears if blinded creature is attacked. Spellpower
determines the duration of effect.

Cost: 9

Comments:  Use on the ranged and caster units or whatever gives you the most
trouble.  If they do not have Cleanse, this battle is yours.

Level V

Curse of the Netherworld

Deals unholy damage to all the living non-infernal creatures on a battlefield.
Mass effect: Yes
Cost: 9

Comments:  Fairly useless against Necropolis or Inferno armies.  Great
otherwise.  Hits all units and does nice damage.  I typically like to do a huge
damage to one single unit as opposed to average damage to all units though.
Either way, it is still a good spell.

Puppet Master

Gives the hero temporary control over selected enemy unit. The spell does not
work on undead, elemental and mechanical units.

Cost: 12

Comments:  Simply awe inspiring.  Nothing is more fun then taking control of a
unit guarding the enemyÂ’s casters and ripping them a new one, forcing the ranged
into melee at the same time.

6d) Summoning Magic

The school of Summoning is mainly focusing on increasing the number of stacks on
the battlefield, by duplicating, summoning or resurrecting troops. Few spells
are dedicated to dealing damage or lowering abilities

Amongst the School of Summoning spells, we have the Phantom Forces spell,
allowing a hero to create a Phantom, an illusory copy of the target stack which
looks and acts as a mirror image. The Phantom will disappear once the battle is
over, or if it is attacked once by an enemy stack, regardless of the damages
inflicted. Of course, this spell can be cast only on a friendly stack. This
spell is very efficient when you have an army made of casters or shooters
braving stacks of melee units because it multiplies your range attacks.

Level I

Fist of Wrath

Summons magical fist to deal nonelemental physical damage to target enemy
creature. This spell ignores magic resistance and protection from magic.

Cost: 5

Comments:  Decent if you are facing Black Dragon or someone that invests heavily
in magic resistance.  Otherwise, I would skip this for a spell with more damage.

Fire Trap

Puts several magical explosive mines on a battlefield. Mines are invisible to
the enemy.

Cost: 6

Comments:  I never bothered with this spell.  Far to random and a direct damage
nuke will typically kill far more units then this potentially ever will.

Level II

Wasp Swarm

Summons a swarm of insects to inflict damage on the selected enemy creature.

Cost: 5

Comments: Um, donÂ’t waste mana on this spell.

Raise Dead

Reanimates creatures in target friendly stack. Undead creatures are brought back
to "life", all other creatures are reanimated for the duration of the battle
only.

Cost: 6

Comments:  If you are Necropolis, this is the spell for you.  Easy to get and
equivalent to the Resurrect spell for living units, except that is very high up
in the Light Magic tree.

Level III

Phantom Forces

Copies the selected friendly unit. The copy has the same characteristics as
original unit except that it disappears as soon as it receives any damage
(Incorporeal ability gives the copy 50% chance to avoid any damage).

Cost: 6

Comments:  Some people build their army around this spell.  That stack of 200
Archers just became 2 stacks of 200 Archers.  While they die in one hit, the
enemy still wastes a turn with their own ranged units or the hero to kill this,
saving your real units.  Great with Inferno and Gating, as you were already
getting mass troops from the Gating.

Earthquake

Earthquake damages town walls during a siege.

Cost: 7

Comments:  Relatively useless spell.  If you are at the point where you are
ready to siege, you wonÂ’t need this spell to break walls.  Use your mana and
turn on something useful.

Level IV

Firewall

Creates a wall of fire in the selected area on battlefield. Deals fire damage to
all creatures in this area during several turns. Length is up to three squares.

Cost: 8

Comments:  While it may not appear good on paper, this is a great spell.
Combine it with your Phoenix and your ranged / casters blocked in by the
Phoenix.  Very little will get through here.  Add Arcane Armor and nothing will
touch the Phoenix and the Fire Wall will do nice damage to anything trying to
pass through to the melee guarding the casters / ranged.

Summon Elementals

Summons fire, earth, water or air elementals (depending on the battlefield
terrain) to fight for the hero's cause.

Cost: 6

Comments:  Good until you get to Phoenix.  Tough units that will cause your
enemy trouble.

Level V

Conjure Phoenix

Summons on the battle time a Phoenix fighting on the hero's side. Only one
Phoenix can be on the battlefield in one moment

Cost: 20

Comments:  Awesome is the only way to describe this unit.  That and the best
single unit in the game. Get this if you go Summoning.

Arcane Armor

Encloses target stack with magical energy shield that partly drains all damage
dealt to the stack.

Cost: 10

Comments: This is godly.  Combine it with a Phoenix and you just made a unit
stronger then most armies.

6e) Destructive Magic

The School of destruction manifests as blasts of pure destruction. Most of the
spells aim at dealing damages or causing destruction, at an high extent. These
spells are based on Ice or Fire components.

Amongst those spells, you will find chain lighting spell. It causes magical
elemental damage by lightning to four units, starting with the targeted stack
then spreading to the nearest ones on the battlefield, including friendly
troops. The farther the unit is positioned on the Initiative Bar, the less
damage it suffers. This spell is great when you have enemies you cannot reach or
when you have creatures with low initiative that stand far away on the
Initiative Bar(Golem or Treants for instance).

Level I

Eldritch Arrow

Shoots several magic missiles to deal non-elemental damage to the selected enemy
creature. Higher Spellpower increases damage. The number of missiles fired
depends on hero level.

Cost: 4

Comments:  Gets better with age as it fires more missiles per level.  Good
direct damage nuke.

Stone Spikes

Deals earth damage to all creatures in target area (cross form)

Cost: 5

Comments: It is an odd cross shaped area of effect earth spell, but does nice
damage and can usually hit archers and the melee support blocking them in.

Level II

Lightning Bolt

Deals lightning damage to selected enemy unit.

Cost: 5

Comments: Great single target air based nuked.  Good damage early game.

Ice Bolt

Deals ice damage to selected enemy

Cost: 6

Comments: Single target ice based nuke.  Good damage early on.

Level III

Fireball

Deals fire damage to all units in the target area.

Cost: 6

Comments: Basic fire spell.  Does average damage in a nice sized area.

Circle of Winter

Deals ice damage to all units surrounding the target spot.

Cost: 7

Comments:  Ever fight a Water Elemental or CPU?  They use this spell a lot.
ItÂ’s because its awesome.  Punish people that surround your units or bunch up
their weak casters and ranged units.

Level IV

Chain Lightning

Deals massive lightning damage to several adjacent creatures, starting with the
selected one. Higher Spellpower increases damage. Jumps to four units, halving
damage each jump.

Cost: 8

Comments:  Disappointing animation compared to other spells, but still dishes
out the damage.  DonÂ’t bother with it though if you donÂ’t speck Master of Storms
for the initiative debuff.  I would typically only use this on Elemental Chains,
but thatÂ’s me.

Meteor Shower

Deals massive earth damage to all creatures in target area.

Cost: 5

Comments: Great spell.  This is an earth spell, not fire if you wonder why your
Elemental Chain isnÂ’t working.  DonÂ’t let the flaming rocks fool you, they are
still rocks.  If you have Arcane Intuition, you can learn this from Pitlords if
they cast it.

Level V

Implosion

Deals earth damage to a single targeted enemy unit.

Cost: 5

Comments: Nice single target spell that will do a lot of damage.

Armageddon

Deals massive damage to all creatures and war machines on a battlefield.

Cost: 12

Comments: This is what we went Destructive Magic for.  Enjoy its power and watch
as your enemy quickly dies.  Especially good for Warlocks as they can Empower it
for awesome results.

7) Tips & Tricks

7a) General Tips:

- when facing melee oriented enemies, defend or wait for the enemy while your
hero and ranged units pick away or outright kill the enemy as it crosses the
battle field

- during the campaign, certain missions have units dissent and leave the heroes
army every day, such as Isabel in Mission Five of Necropolis campaign or Agrael
during the Ship mission.  One way to combat this is to acquire a second hero, of
any faction, and have him hold the units, as they only flee the main hero.
Another option is to have the second hero follow the main hero, transfer troops
before a fight and then have the main hero fight with those troops.  After the
fight, have the troops transfer back to the secondary hero and they will not
flee after your turn, as the main hero no longer holds the units.

- undead units are morally neutral and will suffer and cause no negative morale
bonuses to you or your army if they are mixed with other faction units.  If you
come into possession of a Necropolis base, feel free to make use of their
powerful units in your main army.

- when facing ranged oriented enemies, move melee as close as possible while
your hero and ranged units pick away or outright kill the enemy

- when facing caster oriented enemies, spread your units out during the Tactics
phase as the caster units typically have an area of effect attack that can
damage multiple small units grouped together

- during the Tactics phase, always make sure your long range movement units,
such as Cavaliers, Nightmares, etc, have clear paths towards the enemy (ie no
rocks, logs, obstacles in its pathway that will stop it from reaching the enemy)

- during the Tactics phase, remember to box your small caster / ranged units
(Archers, Druids, Clerics, etc) into the corner of the grid using your small
melee units (Footmen, Peasants, Blade Dancers, etc)

- while on the Adventure Map, try to hit every Morale and Luck bonus enhancing
buildings you can before every battle.  This can make the difference between 1-
shotting the enemy and taking no losses to suffering heavy casualties

- During the Campaign, many try for the Ultimate abilities and end up being
disappointed later on.  I would recommend viewing my Skills section and choosing
the abilities that appeal to you and going for those as you level up as opposed
to hoping to end up with an Ultimate.  I had to dodge many excellent skills
trying to get Dark Magic for Agrael and ended up being stuck with Sorcery as the
only choice in the end when I passed up Destructive Magic and multiple times.

- Hero choice during multiplayer / non-campaign missions can make a huge
difference. Choose the hero that fits your play style.  I prefer Paladins and
Angels for my end game army with Haven, so would not choose a Griffin Trainer
hero since I would never use Griffins (play style preference).  Furthermore,
ranged units are my favourite units, so I usually choose a hero related to this,
such as a Sylvan hero that enhances Hunter damage.  Finally, many people
underestimate Siege units, while the Heroes that specialize in these are
typically the strongest in the game, giving you manual control of the Ballista,
Catapult and First Aid Tent as well as making them do more damage.  They also
start with one or more of these, saving you 1000's of gold at the start of the
game and adding considerable DPS to your army early on.

- Use high defense units to "eat" retaliation strikes from enemy units.  For
example, have a Peasant attack first and it will do nice damage, but will suffer
heavy losses on the retaliate.  However, use a Footman to attack first and it
may Bash, forcing the unit not to retaliate at all or if it does retaliate, the
Footman will take significantly less damage (ie deaths) compared to the Peasant.
Then follow up with the Peasant for retaliation free attack.  Use this with all
factions for significantly less losses.

- While not as important during campaigns, Marketplaces and the Resource Silo
upgrades can be a huge deal in resource scarce maps and multiplayer where you
may not have easy access to the desired resource (ie Haven gets Crystals, needed
for Cavalier and Paladin buildings, etc).

- Artifacts are supplemental.  They do not make or break an army.  Do not blow
large money buying them from vendors. That money is much better spent on units
and buildings.  A large army is greater then a hero that wasted his units
killing strong units to obtain an artifact or blew money, and thus didn't buy
units, on an artifact.

- Currently, Spellpower of spellcasting creatures increases at a weird rate.
Basically, a stack of 20 Elder Druids will do less damage then two stacks of 10
Elder Druids.

7b) Haven Tips:

- Imperial Griffins have the Dive Bomb ability which allows them to leave the
battle field and attack the enemy one turn later.  Typically, you can anticipate
where a unit will move to (Archdevils can only move to mid field, Cavaliers can
only reach 2-3 spaces from your unit line, Zombies can only reach just shy of
midfield, ranged units do not move from their position) and Dive Bomb that spot
before the unit moves and come down after it has moved.  It takes a little
practice seeing how units move, but if you play all the races, you can easily
learn the limitations of each unit and Dive Bomb correctly

- Peasants make excellent money makers.  I never upgrade them to Conscripts as
they lose this money making property.  Furthermore, you can use Training Grounds
to upgrade them to Archers (Conscripts only turn into Archers, even though they
cost more then Peasants), which can then be upgraded to Marksman.  This allows
you to make extra money (you can easily have over 200 Peasants for 200 gold per
day, almost equal to the Estates bonus).  Once you start using Training, you can
increase Archer production by 20-50 depending on number of Peasant Huts

- During the Campaign, Godric joins your army during Mission Five.  However, he
becomes an enemy later during the other campaigns using the abilities you gave
him during Mission Five.  Since you will be using Isabel with him, there is
little point in leveling him up and giving him good Skills.  Many make the
mistake of giving him Logistics and Pathfinding, making Inferno Mission One
much, much more difficult on higher difficulties.  You will be using Godric as a
hero in the last couple campaigns, so do not gimp him too much, just avoid
Logistics early on and you should be fine.

7c) Inferno Tips:

- Gating is a powerful ability, especially combined with Phantom Forces.  You
can simply Gate part of your army, then using Phantom Forces, we have
effectively tripled one unit.

- To effectively use Gating, you will want to get Swift Gating as soon as
possible as it speeds up the time between turns after using Gating.

- Teleport Assault grants you the Teleport spell.  This makes slow initiative
units like Horned Overseers extremely deadly as you can Teleport them to the
enemy lines and the Overseer will receive his turn immediately upon which you
can Explode in his caster or ranged line.

- Gating is most effective during Sieges and versus ranged units.  During a
siege, you can Gate any unit (within your Gating skill level, Expert can do
Succubus and Nightmare while Basic is stuck with Imps) over the enemy
fortifications and right into the ranged and caster units, forcing them into
melee.  This tactic can be used against ranged in enemy battle.  Gated units
cause a great deal of havoc during sieges though.

- Use Gated units to eat the retaliation strike, thus saving you from any losses
as the Gated unit disappears after combat anyways.

- Mark of the Damned is a nice early game ability which is also a prerequisite
for two perks, notably Excruciating Strike from Attack.  Early on it is easy who
will be left alive and get a chance to attack and Mark him accordingly.
Further, your hero will not have the strength to outright kill early on and will
do more damage this way.  I like using it before attacking, activating it on a
retaliation and then the unit gets a turn and gets hit a second time.  Great for
any stack that retaliates every time.

- Use small groups of Familiars as canon fodder for your Archdevils to Summon
Pitlords with.  Then have the Pitlords that come through Gate themselves to
increase your army substantially for the death of a weak unit.

7d) Necropolis Tips:

- Raise Dead is an easy spell to acquire and unlike with other factions, it
"resurrects" Undead units permanently (recall Living units that are Raised will
die at the end of battle regardless).  This spell is low level and can be
acquired early on, resulting in far less losses overall and giving a large
advantage early game.

- Try to acquire Eternal Servitude and Skeleton Archer racial abilities early
on, as they are invaluable for the long term.  Archers will allow you to raise
Skeleton Archers instead of Skeleton Warriors after every battle, a much better
unit, while Eternal Servitude will resurrect a portion of your units that died
during battle afterwards (good for when a random Lich or Dragon dies that you
did not get to Raise Dead).

- Zombies are Footman equivalents and are typically only good for protecting
Skeleton Archers

- Bone Dragons are expensive and generally not worth it. If you can amass an
army (unless in campaign and required for objective) of dragons, you would have
won a long time ago with a cheaper army.  Try an army of Lich, Vampire Lord,
Skeleton Archer (w/ Zombie protectors) and a few Wight.

- Ghosts are a strong unit, attack wise, but relatively weak physically.  I
literally hate the randomness of the corporal form that causes enemies to miss.
Simply put, it is random and can not be relied on in tough fights.  Therefore, I
do not recommend this unit be built unless you are desperate for reinforcements.
Build the building and let the units build up throughout the mission and if
needed, purchase the large army, otherwise, ignore them and save money.

7e) Dungeon Tips:

- Your first hero that will be almost more important then your actual army.
Elemental Chains are difficult to master for the casual person, but are
essential to be effective as a Warlock.

- Combine the early Teleport Assault with Hydra for a deadly combination that
will leave enemy casters and ranged units in fear, if they survive.

- Master the hit and run tactics of this race.  Assassins early game can poison
a unit, resulting in deaths for it every time it has a turn.  With the high
move / initiative of the Assassin, you can move about the field, essentially
kiting slow units like Horned Demons or Footmen.

- To add to the hit and run, use Blood Furies Attack and Return attack to dash
across the field, strike your opponent (did I mention Furies have a No Retaliate
ability?) and return back to where you were originally.  This effectively gives
Dungeon the equivalent of a second “ranged” unit for the early game.  Keep your
Furies out of melee and they will do fine.

- Do not get caught up blowing money on Artifacts now that you have a race that
sells them.  Artifacts are generally supplemental and do not outright change
your army's strength unless you have a relic that this store will not sell.

7f) Sylvan Tips:

- Teleport spell combined with Treants can be a very dangerous combination that
enemies will fear

- the Avenger racial is quite weak unless you know the opponent and enemies you
will most likely face.  But during most missions, you will face random neutral
mobs that will not make use of these skills.  If you are facing a 1 vs 1 where
you know someone likes to mass Archers, Paladins and Archangels, then by all
means, use this racial.  But remember, you must kill these units before you can
choose them, so unless your in for a long game, this may still not be useful.
Can be decent in campaign as you will face CPU's that can spawn heroes and units
infinitely (ie they cheat) if you let them.

- try Hunters and heroes that increase the Hunters Attack and Defense per level.
I think you'll like it.

- Pixies are fairly weak, but are a first tier unit.  When massed, the area of
effect, no retaliation attack can be incredibly powerful if you get near a small
unit group boxing in ranged units.  Nice supplement, but do not rely on this
unit.

7g) Academy Tips:

- During the campaign, there is only one mission (Mission Two) where you are in
control of an Academy town.  This makes the Artificer skill completely useless
for the campaign.

- There is a hero that starts with all three siege units (First Aid Tent,
Ballista, and Ammo Cart).  You might want to try this hero.  Just a tip.

- Academy heroes deal incredible spell damage, much like Warlocks.  Do not be
too reliant on them, as a few Imps can easily whittle down that mana and cause
you a lot of grief.

8) Contact Information

	If you have any questions, corrections, suggestions or additions for this
guide,
feel free to contact me at

Kirk Warren
kirbymorph@gmail.com

9) Copyright Information

	This guide was written by me, Kirk Warren, and is released freely for any
to
use.  Please give credit where credit is due if you feel the need to distribute
or copy anything from this guide.  Faction Overview and History are taken
directly from Ubisoft's website, as are all hero profiles (not specialty
information though), Skill and spell information.  Heroes of Might and Magic V
is copyright of Ubisoft.  This guide is not official and does not claim any
rights over said game.

Copyright Kirk Warren 2006