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 Maeve’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. Can’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 won’t control him and he doesn’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 army’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. Can’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 haven’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 didn’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 Soldier’s Luck, so can’t get the ultimate). All in all, an average hero. Wouldn’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 won’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: Can’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 can’t use Tactics (very nice if your opponent abuses Tactics for reaching your line on first move)? Check. Only problem is that his doesn’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 don’t mind getting in a random hero game, but wouldn’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 won’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 don’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 don’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 can’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, I’m sure that would spell some other hero’s name. Must be my imagination. Cool hero, if not an annoying voice. Intimidation is a great special that doesn’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 Soldier’s Luck is incredible though. Pretty much guarantees us Warlock’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 won’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 can’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 don’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 won’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. That’s all you can say about this guy’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. Don’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. That’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 opponent’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. That’s exactly the spell I want to improve. Just skip this guy right now. Cry if you get him as he doesn’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 isn’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 can’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 won’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 won’t get initiative bonus for every turn of the creature, just at the start. Average hero that I would avoid but wouldn’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 won’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. Can’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 don’t recall him being a useable hero, so don’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 can’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 he’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 don’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. You’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 it’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. Shouldn’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 couldn’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. Don’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. You’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 don’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 won’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. Don’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 Agrael’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. Don’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 won’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 won’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 won’t be pretty, but it doesn’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 don’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 (don’t want some crappy Skill we won’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 doesn’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. Don’t bother picking up any resources as we won’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. Don’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. We’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. Don’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 won’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 aren’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 won’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 won’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 don’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 that’s for another time. Familiarize yourself with the Warlock hero in the Dungeon Skill guide before we start as I won’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. Don’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 you’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. You’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 L’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 faction’s hero has an excellent perk related to this ability, such as Inferno’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 couldn’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 I’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 faction’s hero has an excellent perk related to this ability, such as Inferno or Academy’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 Soldier’s Luck. Typically, every faction’s hero has an excellent perk related to this ability, such as Dungeon’s Warlock’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. Soldier’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 won’t have any problem leveling up. As for the added skill points, they are ok, but they won’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 haven’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 wouldn’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 L’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 don’t go nuts maxing it early. Mark of the Damned is a useless spell we’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 won’t have much mana to begin with. I usually pick up Logistics and Luck only from the 3 L’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 Urgash’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. You’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. Don’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 Man’s Curse, which lowers the enemy’s luck by 1. Nothing major, but Luck is Luck as I say and you can’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, I’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. Doesn’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 don’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 don’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 won’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 don’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 army’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, don’t even bother. 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 – 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 didn’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, don’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. Don’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 don’t go near this line of magic myself as it is very specialized and I don’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 don’t bother. By the time you can get this skill, you will have wished you didn’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 don’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 wouldn’t bother anyways. Could be good I suppose if you were using Hellfire often and didn’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 don’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 don’t usually grab it though as I don’t particularly have much Defense as an Inferno hero and in turn, my troops don’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. Doesn’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. Don’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 don’t always take Leadership, as I feel Luck is a better skill, but this is a great perk that doesn’t require much. Recruitment isn’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 isn’t exactly Inferno friendly territory and this perk doesn’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. Let’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 enemy’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 I’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 don’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 aren’t doing much damage and don’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 enemy’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 don’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 doesn’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: Can’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 aren’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, I’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 that’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 don’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. Don’t take Leadership. Undead don’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 we’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 can’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 that’s always a good thing. Less double damage hits on us and since it’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: Don’t know what to think of this. I don’t overly like Sorcery for Necromancer, but if I am fighting a Warlock of Wizard, I like to have the damage reduction. Magic Insight isn’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 don’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. Don’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: I’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 don’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 doesn’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 shouldn’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 can’t do anything with this in the early game as you won’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 won’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 don’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 isn’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 don’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 won’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 doesn’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 don’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 hero’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 aren’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. Don’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 won’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 don’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 don’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 L’s ability. Movement speed is godly. You want it. Don’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. Don’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: Don’t usually need money or resources that this provides, as they are relatively small, but if a requirement for a perk, can’t complain. Soldier’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. Can’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. Don’t confuse that with 10-15 more of each stat point, that’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 don’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 can’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. You’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 won’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 don’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 don’t involve this one. So unless I need this for a perk, I don’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 doesn’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 you’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 isn’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 doesn’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 unit’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 don’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 enemy’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, don’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 won’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. It’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. Don’t bother with it though if you don’t speck Master of Storms for the initiative debuff. I would typically only use this on Elemental Chains, but that’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 isn’t working. Don’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