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==Gameplay== {|align=right border=0 cellspacing=0 cellpadding=1 style="margin: 1em; border: 2px solid black;" |- align=center | colspan=14 | '''Faction distribution''' |- align=center | || '''I''' || '''II''' || '''III''' || '''IV''' || '''V''' || '''VI''' || '''VII''' |- align=center ! '''Castle''' || X || X || X || X || X || X || X |- align=center ! '''Rampart''' || X || X || X || X || X || || X |- align=center ! '''Stronghold''' || X || X || X || X || X || X || X |- align=center ! '''Dungeon''' || X || X || X || X || X || X || X |- align=center ! '''Tower''' || || X || X || X || X || || X |- align=center ! '''Necropolis''' || || X || X || X || X || X || X |- align=center ! '''Inferno''' || || || X || || X || X || |- align=center ! '''Fortress''' || || || X || || X || || X |- align=center ! '''Conflux''' || || || X || || || || |- align=center ! '''Sanctuary''' || || || || || || X || |} The game is turn based, where you lead heroes to accomplish certain missions. Your towns provide you taxes and creatures to recruit, buildings to harness, and heroes to lead. ===Heroes=== Your go-getters, tax collectors, doers and fighters. These guys need some military escort to [[get shit done]] (except HoMM4). If a hero's army is defeated you will lose them and all the artifacts that they hold. The hero must then be recruited at a tavern to get them back at a pretty penny. In Heroes 4 the hero themselves must be defeated as well as you'd defeat any other unit. Every turn you move armies led by heroes across the world, taking over resource buildings, engaging in RPG-style adventures and fighting neutral creatures (or hiring them if hero is diplomatic). The goal is often complex, but usually culminates in conquering the enemy. The game is turn based. ===Factions=== Also known as towns. Over the course of the series there have been many factions that you could play as, determining what heroes and armies you can use, as well as a number of other bonuses you gain. A common objective in missions is to conquer the towns of the other factions, allowing you to gain access to their units and bonuses. The first game started off with a modest four, growing to a massive nine in the third game with the expansion. Three factions appear in all games, the rest appearing anywhere from eight times to only once. Consult the table for more information. The names are all taken from Heroes III except for Sanctuary because of how well-known the game is. Fantastic creatures, human and other humanoid fighters and war machinery led by the hero. The hero's attack and defense skills directly add to said units, so tactics and strategy go hand in hand in war. Units can be in stacks up to a million, killing and dying in combat in a vertical fashion, meaning, the damage the stack receives kills the first dude up to his hit-point, then the next one, and so on. Example: 50 damage will kill 8 creatures with 6 hitpoints, and injure the seventh for 2 damage. Most creatures have abilities, and spells can be cast by leading heroes to change the tide. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Knight's Town/Castle/Haven==== The primary human faction, consisting of soldiers and knights backed up by griffins and angels. The average faction with an emphasis on survivability, and healing its own troops. <div class="mw-collapsible-content"> =====Heroes===== =====Units===== * '''Angel''': Introduced in Heroes 3 along with is upgrade the Archangel this became the town's strongest creature. It was the strongest creature in the base game but expansions introduced creatures that knocked it off its thrown. Later appearances saw its power knocked down a peg but it's still a strong creature. The Archangel (or just Angel in Heroes 4) can revive dead allies in addition to being a stronger fighter. =====Special abilities===== </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Sorceress' Town/Rampart/Preserve/Sylvan==== Nature lovers of all kinds. The primary source of elves, nature spirits, unicorns and the like. Had dwarves in it in Heroes II and III. <div class="mw-collapsible-content"> =====Heroes===== =====Units===== =====Special abilities===== </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Barbarian's Town/Stronghold==== The home of those to whom best in life is the crushing of enemies, the driving before of them and hearing the lamentations of the women. Fields goblinoids and mountain dwelling monsters of all sorts, including the [[Star Wars|Rancor]]-like Behemoth. Units are often sturdy enough but need to close in for fighting. Needless to say, a maxed out Haste can make your enemy ragequit hard. <div class="mw-collapsible-content"> =====Heroes===== =====Units===== =====Special abilities===== </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Warlock's Town/Dungeon/Asylum==== Evil spellcasters and oft-subterranean monsters can be found here. Fields [[beholder]]s, harpies, [[manticore]]s, [[Minotaur]]s and powerful [[dragon]]s. The Elitist faction throughout the series, most units are expensive, few in number but powerful, necessitating keeping them alive. Later games give it a [[Drow]] flavor with Dark Elven supremacy. <div class="mw-collapsible-content"> =====Heroes===== =====Units===== * '''Black Dragon''': The dragons this town were a silly pink in their debut. Heroes 2 introduced multiple colors depending on the upgrade, with the Black Dragon being the strongest and the town's signature creature. Said dragon is typically the strongest creature in any town's line up (except in Heroes 3) and comes with immunity to spells. Yours and the opponent's so that means while it can't be hurt by offensive spells or debuffs, you can't heal or buff it either. On the upside the immunity to damage from spells allows for a famous combo with the Armageddon spell (which hits everything) since the Black Dragons are immune to it. =====Special abilities===== </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Wizard's Town/Tower/Academy==== Wizard and stuff. Armies of cannon fodder backed up by various constructs. Fluff starts with generic high fantasy wizard towers in a forest, advances to Hogwarts-Winterhold-styled frozen castles on mountains, and gets to a a sweet Indian/Thousand Nights aesthetic in the later games. Ranged powerhouse faction, most units shoot or have weird spell abilities. <div class="mw-collapsible-content"> =====Heroes===== =====Units===== =====Special abilities===== </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Necromancer's Town/Necropolis==== Welcome to the BONE ZONE, drink your milk and thank Mr Spoopy Skeltal! Undead of all sorts that will throw thousands of skeletons at you to take you out. Develop a [[Drow|spider fetish]] combined with Babylonian dark god aesthetics in the later games. Starts as a generic spooky scary elitist melee faction, becomes a horribly zerg-rush faction at the third game due to dead enemies made into skeletons if Mr Skeltal wins any battle. Fifth game nerfed them a bit by limiting the number of necromantic enemy scavenging to a "dark energy" reserve but made the resurrections more sensible such as mages raised as liches, dead dragons as bone(r) dragons etc. <div class="mw-collapsible-content"> =====Heroes===== =====Units===== =====Special abilities===== </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Inferno==== Demon-like aliens from space who want to conquer at first, then terrestrial elemental horrors who want to destroy the world, and finally becoming demons from the core of the planet who want to run wild and have butt sex with each other; canon is retarded like that. Can teleport units around to make up for their shitty stats. Possess a few units whose fire-proof status can be [[cheese]]d. First two iterations were [[Crunch]]-wise absolutely fucking trash to the point that no one played in multiplayer, but they had great [[Fluff]] and character designs. Last iteration was not just cool-looking, but received several upgrades and a crazy little racial ability called gating that meant *every* demonic army stack could also bring 50+x% extra as temporary allies from Hell ''anywhere on the battle field a la deepstrike'', so fuck your fortifications and turtling. <div class="mw-collapsible-content"> =====Heroes===== =====Units===== =====Special abilities===== </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Fortress==== The faction that changed the most between games. In Heroes III they were [[lizardfolk]] and [[gnoll]]s backed up by a few monsters, but in Heroes V and VII became the Dwarven faction. Expect [[Dwarfs (Warhammer Fantasy)|runes]] to show up a lot. <div class="mw-collapsible-content"> =====Heroes===== =====Units===== =====Special abilities===== </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Conflux==== Wizards, but also [[Avatar: The Last Airbender|masters of all four elements]]. In the lore they awoke because of the shenanigans going on during Heroes III. Overpowered as shit, Fluff and Crunch breaker at the same time, luckily died out by fourth game. <div class="mw-collapsible-content"> =====Heroes===== =====Units===== =====Special abilities===== </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Sanctuary==== Replacing Rampart in Heroes VI, they have a similar pro-nature thing going on except with more water. Oh, and they're also [[weeb]]s. Despite being [[naga]]s only one of their unit looks like one, the rest are spirits, dragons and MOTHERFUCKING SHARKMEN. <div class="mw-collapsible-content"> =====Heroes===== =====Units===== =====Special abilities===== </div></div>
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