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Heroes of Might and Magic 2: The Succession Wars cheats / Heroes of Might and Magic 2: The Succession Wars hints / Heroes of Might and Magic 2: The Succession Wars faqs / Heroes of Might and Magic 2: The Succession Wars solutions Heroes of Might and Magic 2: The Succession Wars hints Warlock Guide By Vincent Telamon (kevinbear@usa.net) Index: 1. Legal stuff 2. Credits 3. History 4. Introduction 5. Ways to Win 6. Loss Conditions 7. Warlock Overview 8. Warlock Units 9. Warlock Structures 10. Required/Helpful Skills 11. Important/Helpful Spells 12. Worst Enemy 13. Conclusion 1. Legal Stuff: Don't copy or publish this FAQ without my express permission anywhere for any reason. This is a copyrighted work, and you will be hit with the full extent of the law if you reprint this or publish it without permission. 2. Credits: - Lord Zero, who wrote a Necromancer guide for the same game, for giving me the idea for writing this FAQ, and for giving me a model to use. - CJayC, owner of GameFAQs, for putting this on his site. - 3DO and New World Computing, for making this great game. - Al Amaloo, of About.com Guide to Video Game Strategies for putting it on his site. - Tim Wuyts of the Cheat Empire for putting it on his site as well. - Skye Priestley for giving a spell tip. 3. History Version 1.0 - FAQ created, Jan 22, 2000. Version 1.1 - Warlock and General Structures added Jan 24, 2000. Couple more credits as well. Version 1.2 - New spell and credit for that spell given. 4. Introduction Heroes of Might and Magic II is one of my favorite computer games. It is a turn based strategy game, which means you do all the things you want to or can do in one turn, then the other players (usually the computer, unless you're playing a multiplayer game) do their stuff. Each area of the map in every scenario is encased in darkness, with the exception of your immediate area. As you explore, the map is revealed. Only when the map is revealed, or when your opponents enter the viewable area, will you have any idea of what they are doing. You begin each scenario with at least one castle, and at least one Hero. Each castle has different types of structures, and you need to build each structure to increase your army size. There are seven different resources that you'll need to build these structures: wood, ore, gems, sulfur, mercury, crystal, and gold. There are mines for each of these structures, and loose resources are scattered throughout the maps. There are also artifacts, buildings, and random monsters located on the maps as well. When you encounter monsters, one of 3 things will happen: A) you'll fight them, B) they'll be afraid of your army size and begin to run, and you'll have the option of chasing and fighting them, or C) they'll offer to join your army, either out of a desire for greater glory, or for a price. Each Hero has 4 primary skills: Attack, Defense, Spell Power, and Knowledge. Attack, Defense and Spell Power are pretty self explanatory. Some spells vary in damage depending what your Power rating is. For example, Magic Arrow does 10 times your Power rating (if your rating is 5, the spell will do 50 damage). Your Knowledge level determines how many maximum magic points you have: 10 times your Knowledge level = your maximum magic points (i.e. a knowledge level of 7 means you'll have 70 magic points). A Hero can also learn up to 8 secondary skills. These skills can be at 3 different levels: Basic, Advanced, and Expert. Each time your Hero gains a level, one of his primary skills will go up 1, and he or she can learn one of two secondary skills. They can either learn a new skill, or increase their proficiency in a skill they already have. 5. Ways to Win: A. Standard. This is the most common. Just defeat all your opponent's Heroes and capture all their towns. B. Capture Castle: Capture a specific castle. C. Defeat Hero: Defeat a particular enemy Hero. D. Find Artifact: Find a particular artifact. E. Wealth: Accumulate a specific amount of gold in your treasury. F. Team: Your team must defeat the opposing team. 6. Loss Conditions: A. Standard: Lose all your Heroes and castles. B. Lose Castle: Lose a particular castle. C. Lose Hero: Lose a particular Hero. D. Time Limit: Fail to complete objectives before time runs out. 7. Warlock Overview A. High Points: They have 3 creatures that can fly, helpful during an assault on a castle; they have the best 6th level creature (this is up to debate, between the Black Dragons and the Titans. I say Dragons because they are immune to all spells and can attack two hexes at once); they have a creature that attacks all adjacent enemies; good attack and defense skills; 3 creatures with a Very Fast skill rating. B. Low Points: They need time to develop their dragons, which is expensive: high amounts of Sulfur and Gold are needed; creatures are expensive; a little slow in beginning, until you get Minotaur Kings and Black Dragons C. Overall: Great army, if for no other reason than the Dragons. High cost, especially for the Towers, but the troops are worth the resources. Get as much Sulfur as you can early in the game. 8. Warlock Units A. Centaurs Cost: 60 Gold Attack: 3 Defense: 1 Damage: 1-2 Hit points: 5 Speed: Average Shots: 8 Notes: Only range creature available to Warlocks, and are invaluable for that reason. Most hit points for a low level creature. Very good 1st level creature, possibly the best. B. Gargoyles Cost: 200 Gold Attack: 4 Defense: 7 Damage: 2-3 Hit points: 15 Speed: Very fast Shots: None Notes: The first of the flying creatures available. Speed and defense make them very useful. C. Griffins Cost: 300 Gold Attack: 6 Defense: 6 Damage: 3-5 Hit points: 25 Speed: Average Shots: None Notes: Flying creature. Retaliates against all attacks. D. Minotaurs Cost: 400 Gold Attack: 9 Defense: 8 Damage: 5-10 Hit points: 35 Speed: Average Shots: None Notes: Slow in beginning, but still very good attackers. E. Minotaur Kings Cost: 500 Gold Attack: 9 Defense: 8 Damage: 5-10 Hit points: 45 Speed: Very fast Shots: None Notes: The increase in gold is well worth the extra hit points and increase in speed. Very good creature. Only downside I've noticed is that they are often victims of the Blind spell, especially during an assault on a castle. F. Hydra Cost: 800 Gold Attack: 8 Defense: 9 Damage: 6-12 Hit points: 75 Speed: Very slow Shots: None Notes: Attacks all adjacent enemies. Very useful. High hit points. But very slow speed makes them better as a garrison creature. G. Green Dragon Cost: 3000 Gold and 1 unit of Sulfur Attack: 12 Defense: 12 Damage: 25-50 Hit points: 200 Speed: Average Shots: None Notes: Mwahaha, dragons now. They fly, of course. Their breath attack attacks two hexes, which means they may be able to attack two different creatures at once, even though they can only target one at a time. They are immune to all spells. H. Red Dragon Cost: 3500 Gold and 1 Sulfur Attack: 13 Defense: 13 Damage: 25-50 Hit points: 250 Speed: Fast Shots: None Notes: Same as Green Dragon, only a little stronger, more hit points, and faster. I. Black Dragon Cost: 4000 Gold and 2 Sulfur Attack: 14 Defense: 14 Damage: 25-50 Hit points: 300 Speed: Very Fast Shots: None Notes: Same as other dragons, only stronger, faster, and more hit points, again. Arguably the best creature in the game. Rather expensive, but worth it. 9. Warlock Structures A. Cave Cost: 500 Gold Requirements to build: Nothing Growth: 8 Centaurs per week Note: Almost always built at beginning of scenario. B. Crypt Cost: 1000 Gold + 10 Ore Requirements: Cave Growth: 6 Gargoyles per week Note: Is sometimes built at beginning of scenario, but not always. C. Nest Cost: 2000 Gold Requirements: Cave Growth: 4 Griffins per week D. Maze Cost: 3000 Gold + 10 Gems Requirements: Nest Growth: 3 Minotaurs per week E. Maze Upgrade Cost: 2000 Gold + 5 Gems Requirements: Maze Growth: 3 Minotaur Kings per week F. Swamp Cost: 4000 Gold + 10 Sulfur Requirements: Crypt Growth: 2 Hydras per week G. Green Tower Cost: 15000 Gold + 30 Ore + 20 Sulfur Requirements: Maze and Swamp Growth: 1 Green Dragon per week H. Red Tower Cost: 5000 Gold + 5 Ore + 10 Sulfur Requirements: Green Tower Growth: 1 Red Dragon per week I. Black Tower Cost: 5000 Gold + 5 Ore + 10 Sulfur Requirements: Red Tower Growth: 1 Black Dragon per week J. Dungeon Cost: 3000 Gold + 5 Wood + 10 Ore Requirements: None Effect: Increases income by 500 Gold per day. The following structures are common to every castle. K. Tavern Cost: 500 Gold + 5 Wood Effect: Gives castle defenders a bonus to morale; offers rumors. Not available in Necromancer town. L. Mage Guild Cost: Varies for each level Effect: Allows spellbook purchase and teaches spells. Note: 5 levels possible. 1st level cost: 2000 Gold + 5 Wood + 5 Ore 2nd level: 1000 Gold + 5 Wood + 5 Ore + 4 each of other 4 resources 3rd level: 1000 Gold + 5 Wood + 5 Ore + 6 each of other 4 resources 4th level: 1000 Gold + 5 Wood + 5 Ore + 8 each of other 4 resources 5th level: 1000 Gold + 5 Wood + 5 Ore + 10 each of other 4 resources M. Thieves Guild Cost: 750 Gold + 5 Wood Effect: Gives information concerning other players. More Guilds = more information N. Shipyard Cost: 2000 Gold + 20 Ore Effect: Ship construction Cost of ships: 1000 Gold + 10 Ore Note: Only available when castle is near water. O. Statue Cost: 1250 Gold + 5 Ore Effect: Increases income by 250 Gold P. Marketplace Cost: 500 Gold + 5 Wood Effect: Allows you to trade resources for other resources. More marketplaces = better trading rates Q. Well Cost: 500 Gold Effect: Increases creature production by 2 for each structure. R. Horde Building (in the Warlock castle, it's the Waterfall) Cost: 1000 Gold Effect: Increases 1st level creature production by 8 per week. S. Left Turret Cost: 1500 Gold + 5 Ore Effect: Helps in castle defense by adding a small ballista in the walls. T. Right Turret Cost: 1500 Gold + 5 Ore Effect: Same as Left Turret. U. Moat Cost: 750 Gold Effect: Puts moat around castle. Stops ground movement when entered, and creatures have -3 Defense while in moat. 10. Required/Helpful Skills The only skill I suggest getting that will REALLY come in handy is Estates. These are expensive troops, and Estates gives you 100 more gold at Basic, 250 for Advanced, and 500 for Expert. Here are some other skills which will prove useful: A. Leadership: This gives a morale increase. High morale equals more turns. Helpful to get more attacks out of your dragons. Basic gives +1, Advanced +2, and Expert gives +3. B. Archery: This increases damage done by your range creatures. Since you only have one, getting that one to do more damage might be a good idea. Basic = an increase in damage by 10%. Advanced = 25% increase. Expert= 50%. C. Wisdom: You need this to be able to learn more spells at the Mage Guild. Basic lets you learn 3rd level, Advanced: 4th level, Expert: 5th level. D. Ballistics: This increases catapult shots, accuracy, and damage done to walls. Basic: 1 shot, and extra damage. Advanced: 2 shots, extra damage. Expert: 2 shots, maximum damage. E. Luck: This increases your luck, which, when in battle, allows a creature to cause maximum possible damage. Basic: +1, Advanced: +2, Expert: +3. 11. Important/Helpful Spells: A. Dispel: this removes all the spells on a creature. It is 1st level, and costs 5 magic points. Enemy Heroes like casting Blind on Minotaur Kings. Use this if an enemy creature has Dragon Slayer cast on it. B. Cure: Just as useful as Dispel, possibly more so, because it removes negative spells on a creature, and heals up to 5 times Spell Power in hit points. 1st level, 6 magic points. C. Bloodlust: Adds +3 to a creature's Attack skill. Lasts one round per Power (Power of 3, lasts 3 rounds). 1st level, 3 magic points. D. Bless: Causes creatures to inflict maximum damage. Lasts one round per Power. 1st level, 3 magic points. E. Lightning Bolt: one of my favorite spells. Causes 25 times Power damage to enemy creature. 7 magic points. Level 2. F. Blind: Blinds a creature for one round per Spell Power. Enemy can't move until attacked, and retaliates with half strength. Level 2, 6 magic points. G. Teleport: Moves any friendly creature to any unoccupied space. Very useful in getting Minotaur Kings past castle walls and moats. 3rd level, 9 magic points. H. Chain Lightning: 40 X Power, then half damage to nearest creature until bolt hits 4 creatures. Be warned though: this can affect your creatures as well, unless they're dragons. 15 magic points, level 4. I. Armageddon: 50 X Power. Rains damage on all creatures, causing massive damage. "With an army of all dragons, this will affect only the enemy troops. The warlock is also the hero with the highest percent chance of receiving spell power every level, so I have seen an armageddon do up to 2500 damage with the Ultimate Wand of Magic." (all this from Skye Priestley) 12. Worst Enemy The worst enemy for the Warlocks is the Wizards. The Wizards' Archmagi are among the best of the range creatures, second only to the Titans. The Titans are also in the Wizard army, and they are possibly the only creatures who can stand up to the Black Dragons. Also, most range creatures have a penalty if they have to use their melee attack (the melee attack being a bash or slash attack, and is caused when an enemy creature is standing in front of them so they can't get a shot off). However, the Titans and the Archmagi do not have this penalty, which makes them both even more dangerous. 13. Conclusion Well, not much to say here. If you like this, great, if you don't, tell me if I missed something, or have something that's wrong. If you have any tips or suggestions, email me (kevinbear@usa.net) and I'll add them, and give you credit for it. Otherwise, thanks for reading this, and I hope you enjoyed it. Other Heroes of Might and Magic 2: The Succession Wars cheats hints faqs solutions: 1. Heroes of Might and Magic 2: The Succession Wars cheat codes 2. Heroes of Might and Magic 2: The Succession Wars cheat codes 1. Heroes of Might and Magic 2: The Succession Wars hints 2. Heroes of Might and Magic 2: The Succession Wars hints 4. Heroes of Might and Magic 2: The Succession Wars hints 1. Heroes of Might and Magic 2: The Succession Wars faq and solutions 2. Heroes of Might and Magic 2: The Succession Wars faq and solutions 3. 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