Герои меча и магии 2 чит-файл №1

Heroes of Might and Magic II
Warlock Guide
By Kevin Jacobsen (kevjac@antisocial.com)

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.
Version 1.3 - Nothing much. Just name and email change.


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 (kevjac@antisocial.com) and I'll add them, and give you
credit for it. Otherwise, thanks for reading this, and I hope you enjoyed it.