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          ____  ____  __   ___  ____      ___    ____
          || \\ || \\ ||  //   ||        // \\  ||   
          ||_// ||_// || ((    ||==     ((   )) ||== 
          ||    || \\ ||  \\__ ||___     \\_//  ||   
                                            
          __      ___   _  _  ___  __    ______ _  _
          ||     // \\  \\// // \\ ||    | || | \\//
          ||    ((   ))  )/  ||=|| ||      ||    )/ 
          ||__|  \\_//  //   || || ||__|   ||   //  
                                           


Heroes Of Might And Magic II: The Price Of Loyalty FAQ/Walkthrough
PC-Windows Version
Written By Raging_DemonTEN
E-Mail Address: eagle25_100@yahoo.com
Copyright New World Computing 1997
FAQ Copyright 2001

        This FAQ is not to be reproduced,copied,or made for sale without 
my permission. If you wish to use the FAQ, please e-mail me first at 
eagle25_100@yahoo.com.

Version History
----------------
Version 1.4 - The Wizard's Isle Campaign Walkthrough Completed

Version 1.3 - The Voyage Home Campaign Walkthrough Completed

Version 1.2 - Appendix A Completed
              ASCII Art fixed

Version 1.1 - Appendix A Partially Completed

Version 1.0 - Introduction
              Whats New In Price Of Loyalty
              First Scenario Walkthrough for some campaigns
              Appendix A Partially Completed
              Appendix B Completed
              Appendix C Completed

Table Of Contents
-------------------
1. Introduction
2. What's New in Price Of Loyalty
3. Campaign Walkthroughs
    a.) The Price Of Loyalty 
    b.) Descendants
    c.) The Wizard's Isle
    d.) The Voyage Home
 I.)Appendix A
    - Artifact Listing
    - Spell Listing
 II.)Appendix B
    - Movement Bonuses And Penalties
    - Hero Types
    - Secondary Skill Chart
    - Secondary Skill Advancement Probabilities
    - Primary Skill Advancement Probabilities
III.)Appendix C
    - Creature Statistics
    - Structure Statistics

1.Introduction
-----------------
     The Heroes Of Might And Magic series is perhaps one of the best 
turn-based strategy games ever. It is a spinoff of the popular RPG 
series Might & Magic, but instead of dungeon crawling you must lead your 
armies of creatures against the enemies. The first Heroes Of Might And 
Magic was a classic but was flawed in some areas. The sequel, Heroes Of 
Might And Magic II, fixed the flaws, improved the graphics, and made the 
game much more deep. However, the only complain was you only played two 
campaigns that never really explored the Might & Magic mythos. The 
expansion pack changed that by adding four(!) new campaigns, and added 
many more hours of enjoyment to the game. I hope this guide helps you 
beat the campaigns and give you a better understanding of how the game 
works.

2. What's New In Price Of Loyalty
-----------------------------------
     The Price Of Loyalty expansion not only added four new campaigns 
and a bunch of new maps, but also added some improvements:
 - Ghosts are now availiable for purchase
 - Elementals are now availiable for purchase
 - Cursed items can be removed if you visit a ???
 - A new Necromancer stucture, the Evil Shrine, can be built. The Evil 
Shrine increases the number of enemies resuurected from the Necromancy 
skill by 10%, for a maximum of 60%.

3.Campaign Walkthroughs
-------------------------
      I will accept any walkthroughs people have for a campaign or 
scenario in Price Of Loyalty. If you do have one, please e-mail me at 
eagle25_100@yahoo.com.

    The campaigns in Price Of Loyalty are what really made this game 
worth buying. They are very well made, but also can prove to be quite a 
challenge. The Price Of Loyalty and Descendants are long campaigns, 
while The Wizard's Isle and The Voyage Home are short campaigns.

A.)The Price Of Loyalty
 --------------------------
  On orders from your Emperor, you attempt to claim an ancient artifact 
of great power. Unfortunately, an old friend has become a powerful 
rival, and is attempting to claim the artifact before you. The fate of 
the empire balances on who retrieves the artifact first.

--------------
[ Uprising ]
--------------
Week 1
---------
  You start off with a Barbarian castle on a very small map. You have 
one main hero. Your first move is to build a new creature structure on 
every turn. You want an upgraded Adobe by the end of the first week or 
beginning of the second. Make another hero, and explore the surroundings 
and pick up supplies. Load the first hero up with all your creatures, 
and attack the Mutant Zombies that defend the Ore Mine and the Boars 
that defend the Dragon Sword Of Dominion. Ignore the area that is shown 
when you visit the Hut Of The Magi, because you can easily win without 
it.

Week 2
----------
  Attack the Sprites that serve as a Border between you and the Orange 
player. He should only have one or maybe two heroes active, so use 
Jezebel to attack their castle first and then prevent them from escaping 
by blocking the route out of their land. Only attack them when you are 
sure you can attack him/her without letting another hero pass by in the 
route you just left open. Let your other hero flag the Gold Mine, and 
let the first hero go to the Coliseum to get another point in Defense 
skill. Build an upgraded Bridge with all the extra income.
  By now, the Red Player may have deactivated the Blue Gate that 
prevents the Blue Player from reaching you. If you feel aggressive, 
attack the Red Player's castle at the beginning of the week so you can 
attack Blue at your leisure without having to worry about Red.

Week 3
---------
  Put all of your troops on the first hero and go for an all-out attack 
on Red if you already haven't done so. If you encounter any heroes on 
the way, destroy them before they have a chance to reach your undefended 
base. It might be especially risky if Blue has escaped. If so, make sure 
you built Turrets and put about 8 Ogre Lords inside the castle. These 
are especially tough units, and can withstand any ranged attacks while 
the turrets rip the other army to pieces. After beating Red, immediately 
head to the Blue castle, defeat any heroes on the way, conquer the 
castle, and claim victory!

-------------
[ Scenario 2 ]
-------------
Week 1
--------



B.)Descendants
 ------------------
 You must guide a royal family as it passes from generation to 
generation. Your kingdom develops over time, gaining allies and enemies. 
Defend against internal and external threats to preserve your kingdom 
and grow in power. You must defeat the nearby rival kingdom!

---------------------
[ Conquer And Unify ]
---------------------
Week 1
-------
  Build a Den, and put Goblins, Orcs, and Wolves on your first hero. 
Explore your surroundings, and flag the Ore mine. Then attack the 
Centaurs that are protecting the plethora of resources, and collect them 
all. Everyday, build a new structure until you reach Upg. Adobe. Don't 
build a Well just yet, unless you think you can afford an extra 2000 or 
so.

Week 2
-------
  Upgrade your units and recruit more, and then attack the Wolves that 
are protecting you from the other three kingdoms. Go immediately south, 
and defeat all the Yellow heroes and castle. Build a second hero to 
bring the armies from Week 3 to the main hero when the time comes. Your 
main hero should then attack the Wizard town in the center of the map. 
Head east then towards the Blue base.

Week 3
--------
  Defeat the Blue heroes and castle, and then put your new recruited 
creatures on the second hero and bring him to meet with your main hero. 
Place all of the new armies on the main hero, and then have the main 
hero attack the Red base. Victory ! 


C.)The Wizard's Isle
 ----------------------
 Mysterious chains of islands have risen from the sea, and are rich with 
powerful magic. You, as well as many other eager mages, seek to control 
this mighty force. Whoever can control these islands will shape the 
destiny of the next age.

The Shrouded Isles--->The Eternal Scolls------------> Fount Of Wizardry
                                       \             /
                                        \           /
                                         Power's End                                      

----------------------
[ The Shrouded Isles ]
----------------------
Week 1
-------
   Your first priority is to capture the Wizard village northeast of 
your hero, so do that ASAP. Make the town a castle, and grab any troops 
inside the castle. Then start attacking any wandering enemy stacks on 
your island. It should be possible to defeat them with your starting 
army, with a little help from creature dwellings. Gather as many 
resources and mines as you can during the first week.

Week 2
-------
   With your hero now pumped up with fresh armies, make a boat and 
travel east to attack the Warlock castles. Disembark from your boat and 
attack the castles. Get back in the boat and head north towards the 
sorceress.

Week 3
-------
   Be sure to fortify your castle by now, because the opposing players 
like to try and sneak in and attack your castle. With your hero, land on 
the northern isle and conquer the Sorceress castles. Start to make 
creatures in the Warlock castles for later in the scenario. If you want, 
by the end of the week resupply at your castle, but make sure to leave a 
few troops in case the Necromancers get by you and onto your island.

Week 4
-------
   Now to head west towards the Necromancers. If you have Pathfinding, 
this fight will be a lot easier, but I doubt your Wizard has it, so 
prepare for a long drawn-out fight. Go for the castle first, then the 
heroes themselves. If one of the heroes appears too powerful, go into 
the castle so the garrison will back up your armies. 

Month 2
-------
Week 1
-------
   Still fighting the Necromancer. If not, skip to the next week.

Week 2
-------
   Now the only enemy remaining is the uber-powerful Wizards. If you've 
been gathering armies with the Warlocks, it should be easier. First pump 
up your main hero with Wizard armies. Then take your Warlock hero and 
attack the Wizard castle. Try to defeat as many armies as you can. I was 
lucky enough to receive Armageddon, so my Dragons had no problem. 
Eventually, the Warlock will be defeated, but now it's time for your 
main hero to step up. The fight should now be a lot easier thanks to the 
sacrifice of the Warlock, and that's the end of the first scenario in 
the toughest campaign.

-----------------------
[ The Eternal Scrolls ]
-----------------------
Week 1
-------
  First thing to do is buy a second hero to be your scout. I wouldn't 
recommend traveling east or northeast, as two extremely powerful heroes 
lay in wait. Next thing to do is go to the Aqua Tent to obtain a 
password for the Aqua Gate. Try to upgrade your castle as soon as 
possible, and also don't take too many troops away from your garrison, 
due to the fact it gets attacked a lot. Explore your initial 
surroundings and get prepared for a jailbreak.

Week 2
-------
  First thing to do is free the hero Joseph from the prison. He's quite 
a good hero, and comes along with a handy Titan to help you out. Now 
take the lith west of the jail and start conquering Yellow castles. Be 
wary of green coming in through the lith by your castle, but you can 
lith-block (place a hero on the lith so no one can enter) to prevent 
this from happening. 

Week 3
-------
   Conquering yellow still, and getting ready for the big attack on the 
center Red castle.

Week 4
-------
   Once Yellow is defeated, travel to the northeast to learn the 
password from the Red Tent. Then travel to the center of the map, and 
conquer the castle for the win.

---------------
[ Power's End ]
---------------
Week 1
-------
   Remember that your goal here is to capture the Sphere Of Negation, 
and not to defeat every enemy on the map. There is also a time limit of 
five months, so you'll have to work fast. 
   Hire a scout hero first off, and start flagging mines. Take your main 
hero to the road and go west then north. Attack the Orange castle you'll 
see by the end of Week 1. 

Week 2
------
   Now start building up armies for an attack on the other Orange castle 
close to the first. With both of these castles owned, you can begin to 
prepare for a landing on the eastern continent by Week 4. Try to touch a 
few Obelisks if you can, as they will give you the general location of 
the artifact. 

Week 3
------
   Building up armies, attack Orange castles if you choose, hiring more 
heroes, etc., etc.

Week 4
------
   Once you think your army will stand a chance on the other continent, 
give them all to your best hero and sail away. You'll disembark on the 
southern shore, and you have to fight your way to the north. If you have 
Dimension Door, the trail will be a lot easier. This might take a while.

Month 2
--------
Week 1
------
   Still making your way up to the north.

Week 2
------
   You'll find the Sphere Of Negation buried somewhere near Crazy Igor's 
castle. I found it just to the left. YOU DON'T HAVE TO FIGHT CRAZY IGOR! 
He'll leave you alone if you leave him alone. So start digging, and 
eventually you'll find your artifact.

---------------------
[ Fount Of Wizardry ]
---------------------
Week 1
-------
  You start this level with a barbarian named Uncle Ivan. Hopefully, you 
did the Power's End scenario, because it will make this scenario a whole 
lot easier, which is still mega-hard :(. There is a boat next to your 
town, so take it and start exploring the seas. Try to grab as much 
flotsam as possible, as you need all the wood you can get. For the most 
part, the hardest part of the beginning of the scenario is the resource-
deprived map. Be sure to grab as much wood as you can, as you're going 
to need every piece.

Week 2
-------
  You hopefully have a castle by now, so star building creature 
structures. Also, hire any available sorceresses, as they make 
navigating the seas much easier. South of the your starting town, there 
is a jail with a powerful Wizard inside. Release him, and then make him 
attack the Necromancer castle close to him. Make him retreat during 
battle, so he can return to your castle without wasting another boat to 
pick him up.

Week 3
-------
   Week 3 should be about building up your armies to take on the two 
neutral castles to the west and southeast. They shouldn't be too tough, 
as they have no creature structures to buy support troops. After you 
defeat both castles, don't try to build them up, as you may spread your 
gold too thin. Instead, make Marketplaces so you can access resources 
easier.

Week 4
-------
   There is only one entrance to the main battlefield, so send a scout 
ahead to check it out. Basically, Red and Yellow are fighting a battle 
for control of the isle, taking towns back and forth. When you get 
there, be sure NOT TO LEAVE YOUR BOATS BEHIND. Use Summon Boat to get 
them back. Otherwise, any enemy hero might board them and come 
annihilate your developing castles. After you're done with your 
scouting, its time to send in the army.

Month 2
--------
Week 1
------
   With your mighty army led by Uncle Ivan, hopefully with the Sphere Of 
Oblivion, head to the battlefield. Since spells can't affect you, you'll 
be able to win against superior odds. Otherwise, you might be in for a 
world of hurt :). I don't suggest fortifying any castles at first. 
Instead, conquer the castle, take the best troops, and then keep on 
moving. I would suggest going after Red castles especially because they 
have Black Dragons. 

Week 2
-------
    Now you may have a support force ready to help out the weakening 
Uncle Ivan. Send him in, and then you and Ivan should concentrate on one 
color only, so you can eliminate him quickly. Once one color is 
defeated, the other can be defeated over time.

Week 3
-------
   Since I don't feel like writing out four weeks with just "Attack the 
other color", I'll skip those and get right to the main objective. To 
win the scenario, you have to conquer the Fount Of Wizardry, a castle at 
the center of the spiral island. He will be pumped up beyond belied, 
with, from what I counted, 130 Black Dragons!!! Since the castle is only 
reachable by Dimension Door or Summon Boat, not all your heroes will be 
able to reach it. This battle will be all about building super-powerful 
armies to defeat another super-powerful army. I'm not going to get 
specific, but take as much time as you need to build up your big army 
and defeat the castle.
 
     This campaign was pretty long and pretty boring. It took me about 
535 days, and I got a rating of Genie.

D.)The Voyage Home
 ----------------------
 After voyaging to the outer islands of the kingdom, your ship has been 
wrecked by a massive storm. You must find a way to journey back to the 
mainland. On your return, you find a civil war has started, and you must 
choose which side to join.

Stranded ---> Pirate Isles ----------> King And Country  
                               \-----> Blood Is Thicker

------------
[ Stranded ]
------------
Week 1
---------
   Since Gallavant doesn't start with a town, you immediately have to 
get one. Head east and beat the Rocs, and then continue east until you 
reach the castle. Take it over. You shouldn't have lost many units at 
all, maybe one War Troll. If you've lost more than that, you might want 
to start the scenario over again. Beat the Halflings and the Sprites for 
some money and a Wood mine. You will only want to invest in Ogre Lords 
and Wolves, and Orc Chieftains if you have enough money left over.
Once you get some Wolves and Orc Chieftains, attack the Orc Chief as for 
the Ore mine.

Week 2
----------
    During Week 2, you should head south and start attacking the stacks 
that protect the Orange player. They are tough, so be prepared before 
you go. As soon as the stacks are gone, hell probably attack you if he's 
strong enough. Try to get Wolves and Ogre Lords, and if you have enough 
resources, Trolls or War Trolls. After defeating the stacks, immediately 
attack the hero, and then the castle on the same turn if you can. 

Week 3
----------
    You're going to have a tough fight with the Red player, so you'll 
have to be prepared. Try to get all and any resources on your island, 
and upgrade your castle's to produce Cyclops. Also flag the gold mine, 
and make a ship to get to the Red island.

Week 4
---------
 Preparation week

Month 2,Week 1
---------------
     Set out for the Red island if you think you can defeat 16 Cyclops 
plus lots of Ogres and War Trolls. See if you can get some basic magic 
spells to help you, because you are going to need every advantage you 
can get. Take another week if you don't think you're strong enough yet, 
and good luck with the fight.

----------------
[ Pirate Isles ]
----------------
Week 1
--------
   Your first priority is to upgrade your town into a castle. Once that 
is done, buy another hero, and grab the lighthouse above your castle. 
You're going to need it, with all the sailing you are going to do. On 
the next day, take Gallavant to the Water Elemental summoning altars, 
and grab as many as possible. Put your other hero in a boat, and sail 
him around the ocean, grabbing as many resources as possible. Try to 
avoid battles, because they will just waste your troops and energy. Send 
Gallavant to the upper right-hand corner, where two castles are located, 
one which is Pirate's Cove. If you think you can take the castle west of 
Pirate's Cove at the moment, do it. Otherwise, wait a week, and when 
that week is done, move to Week 2 of my guide. Otherwise, take the 
western castle, and buy as many heroes as possible. If you have spare 
money, upgrade Gallavant's troops and buy more if needed.

Week 2
--------
   Now with your heroes and Gallavant's armies, attack Pirate's Cove 
with as many heroes as possible, all in the same turn. This will drain 
the enemy hero's spell points, making it much easier for a victory when 
Gallavant attacks. When you've used all your heroes, finally attack the 
castle using Gallavant IN THE SAME TURN. Otherwise, his spell points 
will return, and all will be for naught. I waited a little bit longer, 
because I always enjoy a resounding victory then one which I won by a 
hair.

--------------------
[ King And Country ]
--------------------
  - This is the "good" end scenario, with Gallavant joining the side of 
good to get rid of the evil Necromancers

Week 1
-------
   You start out with two heroes: Lord Alberon and Gallavant. Since you 
can't lose Gallavant, I would suggest having Alberon as your "fighting" 
hero and Gallavant as the troop transferor, transferring troops between 
your castle and Alberon. Your first priority is to make Rangers, the 
only ranged unit you will receive with the Knight castle. They are the 
most important units, and should be protected at all costs. Anyway, you 
may want to keep one slot free on Alberon, because a lot of wandering 
stacks tend to join him. With your army, now you have to choose which 
stack you will fight: Vampire Lords or Rocs. I choose the Vampire Lords, 
just because I felt that my Crusader does more damage against the undead 
anyway.

Week 2
-------
   Build a second castle so you can get some more money for troops in 
your first castle. Move Alberon northeast and you should come to another 
blocked road: Genies on one and Phoenixes in another. I choose the 
Genies because the Phoenixes were just too strong. Now you come to a 
clearing, with a lot of artifacts protected by a lot of monsters. Your 
best bet is to get the artifacts that increase Attack and Defense, since 
Alberon isn't a magic-using hero. Now you're going to wait it out for 
two weeks, to get your armies stronger for the tough fights ahead.

Week 3
-------
   Preparation week

Week 4
-------
   Preparation week

Month 2
Week 1
-------
   Now that Alberon is uber-powerful from all the armies he got from his 
castles, it's time to charge ahead and attack. Now the most disputed 
spot on the map are the six Sorceress towns in the middle. If you want, 
wait for a hero to come down, attack him, and follow his trail back up 
to his castle. There are A LOT of castles, so this may take a while. 
Just take your time, expect t lose and regain castles, and eventually 
you will have victory over all!

       It took me 3 weeks after this to have complete victory with this 
ending. I got a rating of Phoenix with 81 days.

--------------------
[ Blood Is Thicker ]  
-------------------- 
  - This is the "evil" end scenario with Gallavant and his sister 
Drakonia rebelling against Lord Alberon

Week 1
-------
   Since you don't want to lose Gallavant, Drakonia will be your main 
fighting force while Gallavant is a scout-troop transferor. First give 
all the available troops inside Spirit City to Drakonia, and then have 
Gallavant drop the Archers and Peasants and grab one Skeleton and a 
Spell Book. Next, grab the gold mine north of the city, and try to 
capture the Necromancer town west of the city. Grab the Vampire Lords 
from the town, and then head northwest towards the Barbarians.

Week 2
-------
   First thing is first. Grab the sawmill south of the Barbarian castle 
Frozenpeak, and then capture the castle east of Frozenpeak with 
Drakonia. Build some Barbarian heroes from there. Have Gallavant head to 
the Hut Of The Magi southwest from Spirit City. Also, try to build a 
Laboratory in Spirit City by the end of the week.

Week 3
-------
    Preparation week

Week 4
-------
   Once Drakonia is outfitted with all new armies, head west and capture 
another Necromancer town. Then start going after Red and Blue. In the 
middle of the map, there is a clump of Sorceress towns. Take one of your 
Barbarian heroes and start attacking. You should be able to grab a few 
before you take heavy losses. Then take Drakonia and north to try and 
fight blue, while my Barbarian hero headed southeast to fight Red.

Month 2
Week 1
--------
   The Barbarian hero should finish up Red, and if Gallavant has been 
collecting armies on the side, now is a good time to use them. Head 
north towards the four blue Knight castles with all three of your 
heroes. Just start attacking, and you should overpower them in the end. 
Victory is yours!

        I found this scenario to be a bit harder than the "good" one. It 
took me 95 days to finish the campaign, with a rating of Green Dragon.

+++++++++++
APPENDIXES
+++++++++++

I.) Appendix A
 1.) Artifact Listing
  >Ammo Cart - Endless ammunition for range strike units
  >Ankh - Doubles effectiveness of Resurrect,Resurrect True and Animate   
   Dead spells
  >Arcane Necklace of Magic - Increases Spell Power by 4
  <Arm Of The Martyr - Increases Spell Power by 3, but there are no 
     longer any morale bonuses or penalties on the hero's army
  >Armored Gauntlets of Protection - Increases Defense Skill by 1
  >Ballista of Quickness - Catapult fires twice per turn
  <Battle Garb Of Anduran - Combines the powers of all the Anduran
     artifacts, gives the hero maximum luck and morale, and teaches 
     him the Town Portal spell
  >Black Pearl - Increases Spell Power and Knowledge by 2
  >Book of Elements - Doubles effectiveness of summoning spells
  <Breastplate Of Anduran - Increases Defense Skill by 5
  <Brooch Of Shielding - Armaggedon and Elemental Storm do half damage, 
     but Spell Power is decreased by 3
  >Caster's Bracelet of Magic - Increases Spell Power by 2
  <Crystal Ball - Lets you gather more specific information on opposing 
     hero, wandering stacks, and opposing towns or castles
  >Defender Helm of Protection - Increases Defense Skill by 1
  >Divine Breastplate of Protection - Increases Defense Skill by 3
  >Dragon Sword of Dominion - Increases Attack Skill by 3
  >Elemental Ring - Halves the casting cost of summoning spells
  >Enchanted Hourglass - Extends the duration of spells by 2 turns
  >Endless Bag of Gold - Produces 750 gold every day
  >Endless Cart of Ore - Produces 1 unit of ore every day
  >Endless Cord of Wood - Produces 1 unit of wood every day
  >Endless Pouch of Crystal - Produces 1 unit of crystal every day
  >Endless Pouch of Gems - Produces 1 unit of gems per day
  >Endless Pouch of Sulfur - Produces 1 unit of sulfur every day
  >Endless Purse of Gold - Produces 500 gold every day
  >Endless Sack of Gold - Produces 1000 gold every day
  >Endless Vial of Mercury - Produces 1 unit of mercury every day
  >Evercold Icicle - The hero's cold spells do 50% more damage
  >Everhot Lava Rock - The hero's fire spells do 50% more damage
  >Evil Eye - Reduces the casting cost of Curse and Mass Curse by half.
  >Fire Cloak - Halves the damage the army take from fire spells.
  >Fizbin of Misfortune - Greatly decreases morale.
  >Foremost Scroll of Knowledge - Increases Knowledge by 5
  >Four-Leaf Clover - Increases luck during combat
  >Gamblers Luck Coin - Increases luck during combat
  >Giant Flail of Dominion - Increases Attack Skill by 1
  >Golden Bow - Halves the penalty of shooting past obstacles(castle   
    walls, e.g.)
  >Golden Goose - Produces 10,000 gold every day
  >Golden Horseshoe - Increases luck in combat
  >Gold Watch - Doubles the effectiveness of Hypnotize spells
  >Hideous Mask - No wandering armies will join your hero's army
  <Heart Of Fire - The hero's fire spells do 50% more damage, but the 
      hero's army receives double damage from cold spells
  <Heart Of Ice - The hero's cold spells do 50% more damage, but the 
      hero's army receives double damage from fire spells
  <Helm Of Anduran - Increases Spell Power by 5
  <Holy Hammer - Increases Attack Skill by 5
  >Holy Pendant - Army immune to the Curse and Mass Curse spells
  >Ice Cloak - Halves damage troops take from cold spells
  >Kinetic Pendant - Army immune to Paralyze spells
  <Legendary Scepter - Increases all attributes by 2
  >Lighting Helm - Halves the damage done by Lighting and Chain 
      Lightning spells
  >Lightning Rod - Lightning spells do 50% more damage
  >Lucky Rabbit's Foot - Increases luck during combat
  >Mage's Ring of Power - Increases Spell Power by 2
  >Magic Book - Allows the casting of spells
  >Major Scroll of Knowledge - Increases Knowledge by 2
  >Medal of Courage - Increases morale
  >Medal of Distinction - Increases morale
  >Medal of Honor - Increases morale
  >Medal of Valor - Increases morale
  >Minor Scroll of Knowledge - Increases Knowledge by 2
  >Nomad Boots of Mobility - Increases movement on land
  >Pendant of Death - Army is immune to Holy Word and Holy Shout 
  >Pendant of Free Will - Army is immune to Hypnotize spells
  >Pendant of Life - Army immune to Death Ripple and Death Wave 
  >Power Axe of Dominion - Increases Attack Skill by 2
  >Power Ring - Regenerates 2 extra spell points per turn
  >Sailors' Astrolabe of Mobility - Increases movement on sea
  >Skullcap - Halves casting cost of mind-influencing spells 
     (Hypnotize,Beserk,e.g)
  >Seeing Eye Pendant - Army is immune to Blind
  >Serenity Pendant - Army is immune to Beserk
  >Snake Ring - Halves the casting cost of Bless and Mass Bless
  <Spade Of Necromancy - Increases the hero's Necromancy skill
  <Spell Scroll - Enables hero to cast a random spell
  <Sphere Of Negation - Disables all spell casting in combat
  >Spike Helm - Increases Attack and Defense Skill by 1
  >Spike Shield - Increases Attack and Defense Skill by 2
  <Staff Of Wizardry - Increases Spell Power by 5
  >Statesman's Quill - Reduces cost of surrender to 10% of the total
    cost of stacks you have in your army
  >Stealth Shield of Protection - Increases Defense Skill by 2
  >Superior Scroll of Knowledge - Increases Knowledge by 4
  <Sword Of Anduran - Increases Attack Skill by 5
  >Tax Lien - Costs you 250 gold/day
  >Telescope - Increases terrain the hero reveals by 1 extra square
  >Thunder Mace of Dominion - Increases Attack Skill by 1
  >Traveler's Boots of Mobility - Increase your movement on land
  >True Compass of Mobility - Increases movement on land and sea
  >Ultimate Book of Knowledge - Increases Knowledge by 12
  >Ultimate Cloak of Protection - Increases Defense Skill by 12
  >Ultimate Crown - Increases all basic skills by 4
  >Ultimate Shield - Increases Attack and Defense Skill by 6
  >Ultimate Staff - Increases Spell Power and Knowledge by 6
  >Ultimate Sword of Dominion - Increases Attack Skill by 12
  >Ultimate Wand of Magic - Increases Spell Power by 12
  >Wand of Negation - Protects troops from Dispel Magic 
  >White Pearl - Increases spell power and knowledge by 1
  >Witch's Broach of Magic - Increases Spell Power by 3
  >Wizard's Hat - Increases duration of the hero's spells by 10 turns

> - Original game artifacts
< - Expansion artifacts


2.)Spell Listing
  Level 1
 -----------------
>Bless
 Cost: 3
 Type: Combat
 Target: 1 ally
 Duration: 1 round/Spell Power
 - Blessed creatures inflict maximum damage
 - Definitely a spell you want to use. Always put it on your long-range 
units to inflict maximum damage at all times. 
   Rating: 3/12

>Bloodlust  
 Cost: 3
 Type: Combat
 Target: 1 ally
 Duration: 1 round/Spell Power
 - Adds +3 to the stack's Attack Skill
 - A similar spell to Bless, but with less certain results. Use it on 
your weaker stacks to make them a force to be reckoned with instead of 
just ridiculed. A good target would be Sprites, because they cause a lot 
of damage and the enemy can't retaliate.
  Rating: 6/12

>Cure
 Cost: 6
 Type: Combat
 Target: 1 ally
 Duration: Instant
 - Removes all negative spells and heals 5x Spell Power in hit points
 - A mediocre spell, but can be useful if you don't have Dispel Magic. 
The curing of hit points isn't that great, but the removal of negative 
status effects is. However, if you have Dispel Magic, it's useless 
because Dispel Magic is cheaper.
  Rating: 8/12
  
>Curse
 Cost: 3
 Type: Combat
 Target: 1 enemy
 Duration: 1 round/Spell Power
 - Cursed creatures inflict minimum damage
 - The opposite of Bless, this spell shouldn't be high on your priority 
list to cast. Just wait until Mass Curse...
  Rating: 7/12

>Dispel Magic
 Cost: 5
 Type: Combat
 Target: 1 creature
 Duration: Instant
 - Removes all spells on a creature
 - Definitely the most useful Level 1 spell, Dispel Magic will be 
extremely important throughout the whole game. Whenever you're facing a 
bunch of Swordsman with Dragon Slayer, Dispel Magic makes them just 
Swordsman again, easy to kill with your Black Dragons. You have Curse 
put on your best stack? Just dispel it. Definitely the one spell you 
want to have.
  Rating: 1/12

>Haste
 Cost: 3
 Type: Combat
 Target: 1 creature
 - Adds +2 to the creature's Speed
 - This is what you need to make your Ogre Lords and Steel Golems a true 
force to be considered. A Slow unit can now reach the other side of the 
battlefield in two turns. Now that shooter stack that was going to get a 
few hits in is dead in one hit. You're definitely going to need this 
spell, regardless of the type of army you have.
  Rating: 2/12

>Magic Arrow
 Cost: 3
 Type: Combat
 Target: 1 enemy
 Duration: Instant
 - Inflicts 10x Spell Power in damage to a single enemy stack
 - Definitely not a good spell. Sure, it might help you finish off a 
weaker stack, but once you get Lightning Bolt and Cold Ray, its almost 
useless. Use it early in the game, but never late.
   Rating: 10/12 

>Shield
 Cost: 3
 Type: Combat
 Target: 1 ally
 Duration: 1 round/Spell Power
 - Shielded creatures take half damage from range strike attacks
 - A spell that's only useful if the enemy has range attack stacks. If 
he does, you definitely have a great advantage, as a huge stack of 
shooters does only half as much damage. A good spell, especially for 
Titans!
   Rating: 5/12

>Slow
 Cost: 3
 Type: Combat
 Target: 1 enemy
 Duration: 1 round/Spell Power
 - Slowed creatures are reduced to half their normal speed
 - The opposite of Haste, it's lost a lot of versatility compared to 
Haste. Sure, flying stacks now can't reach your army in one movement, 
but that's about all its good for. Unless you have an army almost full 
of shooters, this isn't a very good spell.
   Rating: 9/12

>Stoneskin
 Cost: 3
 Type: Combat
 Target: 1 ally
 Duration: 1 round/Spell Power
 - Increases a stack's Defense Skill by 3
 - A very useful spell until you get Steelskin. This spell is better 
than Shield because it helps defend against all attacks instead of just 
ranged ones, and it also makes a Sprite stack about as strong as a 
Skeleton stack in terms of Defense. It's probably going to be your most 
used spell until you get Steelskin.
    Rating: 4/12

>View Mines
 Cost: 1
 Type: Adventure
 Target: N/A
 Duration: N/A
 - Shows the location of all mines, and their controllers, on the World 
Map
 - This spell has two uses instead of just one. First, it shows where 
mines are for a resource that you might need(Sulfur for Warlocks,etc.).
Also, it is a valuable scouting tool for the early game, where you can 
see the general area the enemy is. Although useful, it gets a low score 
due to its almost one-time use only.
    Rating: 11/12

>View Resources
 Cost: 1
 Type: Adventure
 Target: N/A
 Duration: N/A
  - Shows the location of all remaining resources on the map in World 
View
  - Ugh, what a crap spell. Why would you use it? Almost completely 
worthless, unless you can't find any mines at all and you need a 
specific resource, which almost never happens. What a waste.
     Rating: 12/12

Level 2
---------
>Blind
 Cost: 6
 Type: Combat
 Target: 1 enemy
 Duration: 1 round/Spell Power
 - Blinded creatures cannot take action until attacked and retaliate 
with half strength
 - A very valuable spell, this enables you to effectively take a stack 
out of the fight until you're good and ready to fight them. Shooting 
stacks are disabled during castle sieges, and so are flying stacks. A 
good but very cheap strategy is to Blind for one round. Next round, 
attack the stack with your fastest unit, and since the stack can only 
retaliate at half damage, you're fine. Blind the stack again, and 
continue until the enemy stack is dead or you run out of mana :)
  Rating: 1/11

>Cold Ray
 Cost: 6
 Type: Combat
 Target: 1 enemy
 Duration: Instant
 - Inflicts 20x Spell Power in cold damage to a single enemy stack
 - A direct offensive spell that should almost never be used. Why? 
Because Lightning Bolt is better, and it only cost one Mana Point more. 
If you have Lightning Bolt, what's the use of this ? Still, if you don't 
have Lightning Bolt, this spell is OK, and can be useful against Fire 
Elementals. Otherwise, keep away.
  Rating: 5/11

>Death Ripple
 Cost: 6
 Type: Combat
 Target: All living creatures
 Duration: Instant
 - Inflicts 5x Spell Power in death magic to all non-undead creatures
 - A more useful spell than Holy Word, because there are 5 times as many 
living creatures as undead creatures. The Necromancer's best friend, it 
weakens creatures enough for Vampire Lords to start stealing life away. 
A useful spell that will be forgotten as soon as you get Death Wave.
  Rating: 7/11

>Disrupting Ray
 Cost: 7
 Type: Combat
 Target: 1 enemy
 Duration: Combat
 - Reduces Defense of target stack by 3. A creature can be affected 
multiple times by this spell.
 - Definitely a good spell to use against all strong stacks, the most 
important aspect of this spell is that it is cumulative. You can 
continue to lower a creature's Defense until it reaches 0, making it 
easy to kill. However, the higher casting cost may limit the number of 
times you use this spell in a single battle.
   Rating: 4/11

>Dragon Slayer
 Cost: 6
 Type: Combat
 Target: 1 ally
 Duration: 1 round/Spell Power
 - Creature gains +5 to Attack against all Dragons
 - The key to beating Black Dragons, this spell will make Dragons a 
noticeably weaker force. However, it only affects Dragons, and can only 
be cast on one ally at a time. This spell is useful for a game with 
Warlocks and maybe Necromancers, but nothing else.
   Rating: 8/11

>Haunt
 Cost: 8
 Type: Adventure
 Target: 1 mine
 Duration: Until defeated
 - Deflags a mine and sets 4x Spell Power in Ghosts to protect it
 - A kind of worthless spell, it can be useful early in the game, but 
you usually haven't found the enemy that early unless you're playing on 
a smaller map. It doesn't flag the mine for yourself, but only stops the 
opposing player(s) from using it. Can be useful if the resource is key 
to victory( Sulfur for Warlocks). Altogether a very mediocre spell.
   Rating: 10/11

>Lightning Bolt
 Cost: 7
 Type: Combat
 Target: 1 enemy stack
 Duration: Instant
 - Inflicts 25x Spell Power in electricity damage to a single enemy 
creature
 - Probably going to be your main attack spell until the end game. It 
does very good damage, and will take out weaker stacks in one shot. This 
spell can only be beat by Chain Lighting. the true terror of armies 
everywhere.
   Rating: 2/11

>Steelskin
 Cost: 6
 Type: Combat
 Target: 1 ally
 Duration: 1 round/Spell Power
 - Adds +5 to the creature's Defense Skill
 - A very nice defensive spell to protect your shooters or melee units 
going into the thick of the other army. It gives a big boost to Defense 
that will almost halve the damage of most enemy attacks. A very good 
strategy is to use this on shooters during castle sieges so they don't 
take too much damage from the garrison and tower.
   Rating: 3/11

>Summon Boat
 Cost: 5
 Type: Adventure
 Target: N/A
 Duration: N/A
 - Summons nearest friendly, empty boat to caster's location
 - A useful spell only on water-based maps. Unfortunately, you usually 
get it on land-based ones. However, if you do get lucky enough to get 
one on a water-based one, you have a definitive advantage over the 
enemy. Want to explore different islands but only have one boat? Just 
bring one hero to the island, have another hero Summon Boat, and now he 
can use it while the other hero is exploring. I'm sure you can find many 
uses for this spell.
   Rating: 9/11

>View Artifacts
 Cost: 2
 Type: Adventure
 Target: N/A
 Duration: N/A
 - Shows the location of all remaining artifacts on the World View
 - Another worthless spell, unless you're dying for an artifact. 
However, the artifacts are probably protected by a Black Dragon or such, 
so what's the use in finding the really good artifacts? A waste of time.
   Rating:11/11

>Visions
 Cost: 6
 Type: Adventure
 Target: 1 Wandering Stack(s)
 Duration: Instant
 - Gives relative strength of army and whether that army will offer to 
join the hero
 - A very nice spell when you want to get a stack but aren't sure. Use 
it whenever you're unsure of fighting a stack, and see if they can beat 
your army before you fight. A good spell that appears rarely but should 
be used frequently.
  Rating: 6/11

Level 3
---------
>Animate Dead
 Cost: 10
 Type: Combat
 Target: Killed undead
 Duration: Permanent
 - Regrows 50x Spell Power in hit points of killed undead
 - A Necromancer's wet dream spell, this can make your army last so much 
longer. And the effects don't just last the battle, they are permanent. 
So you just lost 200 Skeletons to some Black Dragons. Use the spell and 
you'll probably get them all back if your Spell Power is above 
5.However, the only con to this spell is that it only affects undead, so 
if your army is living then this spell is worthless.
  Rating: 5/16

>Anti-Magic
 Cost: 7
 Type: Combat
 Target: 1 ally
 Duration: 1 round/Spell Power
 - Creature gains immunity to all magic
 - Very, very nice. This spell is most useful for when you're using 
Armageddon and Elemental Storm, or when you want to protect a particular 
unit from Blind or Paralyze. You'll want to use this spell a lot, 
especially near the end game when the spellcasters go on suicide runs 
with Armageddon. Just get a very fast unit and cast it before the enemy 
can. Also, the suicide run doesn't have to be suicide with Anti-Magic. 
Just cast Anti-Magic one turn and Armageddon the next. The best spell 
out of them all.
   Rating: 1/16

>Cold Ring
 Cost: 9
 Type: Combat
 Target: 6 hexes
 Duration: Instant
 - Inflicts 10x Spell Power in cold damage to the adjacent hexes of the 
target hex
 - The same thing as Fireball, only with cold damage instead of fire. 
There is only one good reason to use this spell, which is when one of 
your stacks(usually shooter) is surrounded by enemies on all sides. This 
usually happens when you are facing a large army of flying enemies. Even 
though this is useful, it doesn't do that much damage, so use it as 
desperation spell if anything.
   Rating: 12/16

>Death Wave
 Cost: 10
 Type: Combat
 Target: All living creatures
 Duration: Instant
 - Inflicts 10x Spell Power in damage to all non-undead creatures
 - A very nice Necromancer spell, this spell can be a big help when 
you're facing a large amount of living enemies. You can do, on a smaller 
scale, suicide runs with this spell. Just have Necromancers attack the 
opposing army, cast Death Wave, and then die. While it doesn't do a lot 
of damage, the number of enemies it can attack is very important.
   Rating: 8/16

>Earthquake
 Cost: 15
 Type: Combat
 Target: N/A
 Duration: Instant
 - Damages all castle walls during siege combat
 - Not a bad spell, just has a limited use and high mana cost. I only 
use it if I'm playing with a pure Magic hero, who isn't very likely to 
get a high Attack Skill or the Ballistics skill. Use it when you need 
it, but make sure you have enough mana left over for more attacks.
   Rating: 13/16

>Fireball
 Cost: 9
 Type: Combat
 Target: 7 hexes
 Duration: Instant
 - Inflicts 10x Spell Power in fire damage to the target hex and each 
adjacent hex
 - The same thing as Cold Ring, except it is fire damage and that it 
also affects the target hex. Not really the best spell because it does 
low damage, but it's better than Cold Ring.
   Rating: 11/16

>Holy Word
 Cost: 9
 Type: Combat
 Target: All undead creatures
 Duration: Instant
 - Inflicts 10x Spell Power in holy damage to all undead creatures
 - While this spell looks useful, it's really a much lower-rated spell 
than Death Wave or Ripple because there are about 5 times more undead 
creatures than living. You waste a spell slot if the map doesn't have a 
Necromancer, because that's the only thing its good against. Even if 
there is a Necromancer, this spell usually only comes to Knights, and 
they aren't the best spellcaster. Not much of a spell, but can be useful 
at times.
    Rating: 14/16

>Identify Hero
 Cost: 3
 Type: Adventure
 Target: 1 enemy hero
 Duration: 1 day
 - Allows you to view an enemy hero's statistics and army size
 - This is probably the worst spell of the set, but it's a good set, so 
it isn't that bad. It just can't compare to the other spells. While 
useful when you're about to siege a castle or spot a wandering hero, its 
not very useful otherwise. So while it's an ok spell, it just can't 
compare to the other spells in the set.
    Rating: 16/16

>Mass Bless
 Cost: 12
 Type: Combat
 Target: All allies
 Duration: 1 round/Spell Power
 - Blessed creatures inflict maximum damage
 - While all the Mass spells are very good, this is definitely up there 
with Mass Haste. With all your creatures doing max damage, a mediocre 
army can become unstoppable. Combined with a high Attack Skill, beating 
any enemy can become easy. A very good spell.
    Rating: 6/16

>Mass Curse
 Cost: 12
 Type: Combat
 Target: All enemies
 Duration: 1 round/Spell Power
 - Cursed creatures inflict minimum damage in combat
 - The opposite of Mass Bless, this one is right there with it. However, 
I found Mass Curse to not be as effective as Mass Bless, and I prefer to 
use Mass Bless more so. However, it's a matter of personal preference, 
so you decide.
     Rating: 7/16

>Mass Dispel
 Cost: 12
 Type: Combat
 Target: All creatures
 Duration: Instant
 - Removes all spells from all creatures
 - While this spell sounds very useful, it's not really that much. The 
catch is all creatures, meaning any beneficial spells for your troops or 
offensive spells for the enemy are also dispelled. For example, you cast 
Dragon Slayer on your Unicorn stack, and then the enemy casts Mass 
Bless. You cast Mass Dispel to get rid of it, but the Unicorns no longer 
have an advantage. While a good spell, its not a good spell for all 
situations.
     Rating: 9/16

>Mass Haste
 Cost: 10
 Type: Combat
 Target: All allies
 Duration: 1 round/Spell Power
 - Adds +2 to allies' Speed
 - A great spell, this can turn a Barbarian army into a literal killing 
machine. Now any army can cross the screen in three or less turns, and 
you'll get in a lot more hits before the enemy gets to strike. A great 
spell to cast at the beginning of any important battle.
     Rating: 2/16

>Paralyze
 Cost: 9
 Type: Combat
 Target: 1 enemy
 Duration: 1 round/Spell Power
 - Paralyzed creatures cannot take action until attacked, and cannot 
retaliate
 - Would be the best spell in the set if not for the high mana cost for 
a single unit. I found this spell to be the most useful way to 
completely remove creatures from battle, and there is a very cheap 
strategy but also very effective way to beat even the strongest of 
stacks. Take a spellcaster with a high Knowledge skill and two or more 
stacks, but there has to be one fast and above stack and one ultra-slow 
stack, such as Hydras or Ogres. Cast Paralyze on the most dangerous 
stack, and fight the other stacks without worrying about it. If the 
other spellcaster casts Dispel Magic, just cast it again at the end of 
the round with your slowest unit. When it comes time to fight him, cast 
Paralyze, attack with your fastest unit, then recast Paralyze at the 
start of the next round. Continue until the stack is dead:)
     Rating: 3/16

>Teleport
 Cost: 9
 Type: Combat
 Target: 1 ally
 Duration: Instant
 - Instantly moves any friendly creature to any unoccupied hex
 - Extremely useful with Hydras, Ogre Lords, and castle sieges. This 
effectively nullifies the melee advantage the defender has in a castle, 
and now any creature can reach the shooter stacks in one turn. Also, 
this spell can be used for avoiding slow units while your turrets and 
garrison destroy it while it's chasing after you. However, this strategy 
isn't as useful as it used to be in HOMM, as catapults will destroy the 
turrets and garrison eventually.
      Rating: 4/16

>View Heroes
 Cost: 2
 Type: Adventure
 Target: N/A
 Duration: N/A
 - Shows the location and color of all heroes in the World View
 - A very useful spell that should be and can be cast every turn due to 
low mana cost. Its a cheap and effective way to check and see if any 
enemy heroes are coming, their general location, who to attack,etc. It 
has a myriad of uses, and is so far my favorite Adventure-type spell.
      Rating: 10/16

>View Towns
 Cost: 2
 Type: Adventure
 Target: N/A
 Duration: N/A
 - Shows the location and color of all towns in the World View
 - The worst spell in the set, but this isn't a real bad set. It can be 
useful, but usually isn't. It does show the all the towns and castles on 
the map, which can be useful at the beginning of the game, but does lose 
its usefulness over the course of the game.
      Rating: 16/16

Level 4
--------
>Berserk
 Cost: 12
 Type: Combat
 Target: 1 enemy
 Duration: 1 attack
 - Berserk creatures will randomly attack the nearest stack
 - This spell can be useful, but I wished it lasted longer. One attack 
can do some damage, especially if you cast it on a high-level stack, but 
one attack is still one attack, and the higher mana cost doesn't let you 
cast it that often. The best strategy is to cast it on some powerful 
stack next to a more dangerous stack. For example, most people put Ogres 
next to Orcs or Trolls because they don't have good movement and can 
defend the shooter stack from most flying units. However, cast Berserk 
on the stack, and watch that shooter stack take a whole lot of damage:) 
However, be careful that your stack isn't the closest to the stack you 
cast Berserk on, or the berserker stack will still attack your stack.
  Rating: 5/16

>Chain Lightning
 Cost: 15
 Type: Combat
 Target: Special
 Duration: Instant
 - Inflicts 40x Spell Power in electricity damage, then half that damage 
to nearest creature, until four creatures are hit
 - The one spell you'll want to use in almost every major fight. Cast 
this one at the beginning of battle, and watch the enemy units drop :) 
Extremely damaging, especially to the first unit, and also does damage 
to the surrounding units. There are only two disadvantages to this 
spell: you can hit your own units, especially in melee combat, and 
Dragons. This spell loses its awesomeness after the first turn or so, 
because if there are no enemy units close enough to the initial target, 
the lightning bolt is going to hit your own unit. Also, Dragons really 
mess up this spell, because the lightning bolt won't hit the Dragons, 
but your own army. Overall though, this spell is the best one out of the 
set, and perhaps the best offensive spell in the game.
  Rating: 1/16

>Fireblast
 Cost: 15
 Type: Combat
 Target: 19 hexes
 Duration: Instant
 - Inflicts 10x Spell Power in fire damage to the target hex, and the 18 
adjacent hexes
 - This isn't a bad spell at all, just outclassed by Chain Lightning. 
While the range is amazing, the damage isn't good at all. Also, it will 
probably hit your units in the process. However, if you didn't get Chain 
Lightning and you need an offensive spell, this is the one.
   Rating: 10/16

>Holy Shout
 Cost: 12
 Type: Combat
 Target: All undead creatures
 Duration: Instant
 - Inflicts 20x Spell Power in holy damage to all undead creatures
 - Here's a spell you're not going to get a lot of use out of. Holy 
Shout, while definitely better than Holy Word, is also a Level 4 spell. 
This means by now you have better spells to deal with the undead by now, 
which do more damage. Also, Holy Shout usually only appears in Knight or 
Wizard castles, so if you are a different hero, you're probably out of 
luck.
    Rating: 11/16

>Mass Cure
 Cost: 15
 Type: Combat
 Target: All allies
 Duration: Instant
 - Removes all negative spells and heals 5x Spell Power in hit points
 - Here's a pretty nice spell when you get hit by Mass Slow or Curse. 
However, it doesn't really heal that many hit points, and the mana cost 
is a bit high. Just use it when you need it, but save some points for 
more potent spells.
    Rating: 8/16

>Mass Shield
 Cost: 7
 Type: Combat
 Target: All allies
 Duration: 1 round/Spell Power
 - Shielded creatures take half damage from ranged attacks
 - This spell is good in multi-player, but not so good in single-player. 
Why? When you play single player, doesn't every ranged attacker always 
aim for your shooter stack first, then your flying one, and just works 
it way down? All you really need is one shield for your shooter stack, 
and that's it. However, for multi-player, this spell becomes more 
effective because a human opponent will aim for any stack.
    Rating: 9/16

>Mass Slow
 Cost: 15
 Type: Combat
 Target: All enemies
 Duration: 1 round/Spell Power
 - Slowed creatures are reduced to half their normal speed
 - This spell is perhaps the best spell to use during castle sieges and 
versus flying units. Why? This spell stops flying units from reaching 
your shooting units in one turn. This gives you a definitive advantage 
over all flying units, because no longer will they be made useless by a 
flying stack. Cast this spell during castle sieges, and watch as your 
tower and turrets decimate the enemy. This spell really doesn't have any 
disadvantages. Use it almost every battle, and it's a cakewalk.
    Rating: 2/16

>Meteor Shower
 Cost: 15
 Type: Combat
 Target: 7 hexes
 Duration: Instant
 - Inflicts 25x Spell Power in damage to the target hex and each 
adjacent hex
 - Here's a spell that's good in some situations, but mostly its not. 
While the damage is excellent, and so is the adjacent hex targeting, 
usually the computer spreads his or her units, or places them closer to 
yours, so you'll probably hurt your own units when you cast this spell. 
While it can be useful in some situations, I usually don't use this 
spell very much.
     Rating: 6/12

>Resurrection
 Cost: 12
 Type: Combat
 Target: Killed creatures
 Duration: Combat
 - Regrows 50x Spell Power in hit points of killed units
 - I love this spell, period(until I get Resurrection True:)). If you 
have enough spell points, and enough Spell Power, your battles can last 
for long periods of time. I've defeated Dragons with just this spell and 
a handful of Pikemen and Swordsmen. As soon as a unit goes down, bring 
him back up. However, the spell has its disadvantages. If you're facing 
more than one powerful stack, they might be able to defeat your army 
before you can cast the spell. Also, they don't affect Dragons, due to 
their magic immunity. However, this spell is great for all the tough 
battles you'll face later in the game.
      Rating: 3/16

>Set Air Guardian
 Cost: 15
 Type: Adventure
 Target: 1 mine
 Duration: Until defeated
 - Sets 4x Spell Power in Air Elementals to guard the mine
 - I dislike using this spell to the weak power of it. It does protect 
you from scouting heroes who just grab your mine and run away with weak 
armies, but when you finally get this spell, it's doubtful there are any 
more weak heroes left. I'll use it when there are a lot of players in 
the game, but I try to avoid it, and cringe when I get it for a level 
four spell. 
    Rating: 16/16

>Set Earth Guardian
 Cost: 15
 Type: Adventure
 Target: 1 mine
 Duration: Until defeated
 - Sets 4x Spell Power in Earth Elementals to guard the mine
 - See Set Air Guardian
    Rating: 13/16

>Set Fire Guardian
 Cost: 15
 Type: Adventure
 Target: 1 mine
 Duration: Until defeated
 - Sets 4x Spell Power in Fire Elementals to guard the mine
 - See Set Air Guardian
     Rating: 14/16

>Set Water Guardian
 Cost: 15
 Type: Adventure
 Target: 1 mine
 Duration: Until defeated
 - Sets 4x Spell Power in Fire Elementals to guard the mine
 - See Set Air Guardian
      Rating: 15/16

>Storm
 Cost: 15
 Type: Combat
 Target: All creatures
 Duration: Instant
 - Inflicts 25x Spell Power in damage to all creatures
 - If anyone played the first game, you might remember the suicide 
Armageddon runs. Basically, once you had Armageddon in your mage guild, 
and you had a lot of gold  you just made a lot of heroes. When an enemy 
came your way, you just attacked them and then casted Armageddon in 
battle. This wore down the enemy, and maybe even killed him. Anyway, you 
can't do that anymore due to the Wisdom restriction on that spell, but 
you can cast Storm with a beginning hero. While not as powerful as 
Armageddon, it gets the job done. Make lots of spell-casting heroes with 
one very fast unit in his/her army, and just suicide run. It gets the 
job done.
       Rating: 4/16

>Town Gate
 Cost: 10
 Type: Adventure
 Target: Hero
 Duration: Instant
 - Teleports hero to nearest friendly town
 - Quite a nice adventure spell that's useful throughout most of the 
game. Whenever an enemy comes near to your town, just Town Gate back. If 
you need to grab some new armies, just Town Gate. However, Town Gate, 
unlike Town Portal, only sends you to the nearest town, and not any town 
you own. This has its disadvantages, especially when you reach a town 
you didn't want to reach, and the enemy takes over the other one. 
However, you'll use this one a lot, until you're lucky enough to get 
Town Portal.
        Rating: 7/16

>View All
 Cost: 3
 Type: Adventure
 Target: N/A
 Duration: N/A
 - Combines all the previous View spells, and shows the entire map in 
the World View
 - A good spell that just comes too late to be effective. By the time 
you get this spell, the map will usually have been fully explored, 
unless you are on an extra-large map. I use it though, to spot any mines 
I might need, or resources I need to build the next level of my Mage 
Guild. Otherwise, it's just too little, too late.
        Rating: 12/16

Level 5
---------
>Armageddon
 Cost: 20
 Type: Combat
 Target: All creatures
 Duration: Instant
 - Inflicts 50x Spell Power in damage to all creatures
 - The most powerful spell in the game, period. However, this spell 
works against you as well as for you, unless you have Dragons or Anti-
Magic cast on one of your units. You used to be able to make suicide 
runs with this spell back in HOMM, but now you have to learn Expert 
Wisdom first. You can still probably do suicide runs by making Wizard 
heroes and you have a Gazebo(+1000 exp) nearby. Just visit the Gazebo, 
level up, learn Expert Wisdom, and then go do a suicide run. A great 
spell that will decimate the enemy.
        Rating: 2/10

>Dimension Door
 Cost: 10
 Type: Combat
 Target: N/A
 Duration: N/A
 - Teleports the hero to an unoccupied visible location
 - Would be an amazing spell if it weren't so random. It teleports you 
to a random visible spot on the map, and you can do it as many times as 
you want as long as you have spell points. However, where it brings you 
is random, so it can actually set you back a couple of spots or put you 
right next to an enemy. However, when a powerful enemy comes near, I use 
this spell a lot, to try to get away as quick as I can. Since it doesn't 
use movement points, I can still move even farther away. A nice spell 
for escaping.
        Rating: 5/10

>Hypnotize
 Cost: 15
 Type: Combat
 Target: 1 enemy stack
 Duration: 1 round
 - Takes control of the enemy stack if the stack's Hit Points are less 
than 25x Spell Power of the hero.
 - This spell is useless, no doubt about it. When you reach the stage in 
the game when you can use this spell, almost no stacks are weak enough 
to use this spell, and it only lasts 1 round ! If I want control of an 
enemy, I'll use Berserk, and watch the mayhem, not this spell. What a 
waste.
         Rating: 10/10

>Mirror Image
 Cost: 25
 Type: Combat
 Target: 1 ally
 Duration: Combat
 - Duplicates one of your stacks. The image is dispelled if it takes any 
damage
 - A very nice spell when you're not in a castle siege or fighting a lot 
of long-range units. I personally like to cast it on my ranged units and 
get two hits in. Also, this spell can be used to draw a hit from a 
powerful creature, so your stack doesn't take as much damage. 
         Rating: 4/10

>Resurrection True
 Cost: 15
 Type: Combat
 Target: Killed creatures
 Duration: Permanent
 - Regrows 50x Spell Power in hit points of killed units
 - I have played one game on the Internet before, but never again 
because it took too long and was boring. Anyway, it was a 2 vs. 2 match, 
and my partner and I had already defeated one of the enemy, and were 
slowly advancing on the third. I was scouting around with my strongest 
hero, flagging mines, when I spotted one of the enemy's heroes, looking 
very weak. I attacked him, and it look like I won from the outset. All 
he had were a few Cyclops and War Trolls, and my Titans and Archmages 
looked pretty intimidating. Anyway, I took some damage, and then killed 
his Cyclops stack. However, he resurrected the whole stack again, and 
killed off my Archmages. I was shocked, for he must have had an amazing 
level of Spell Power. However, I persisted and finally killed his War 
Trolls. He then resurrected them too in full. I realized I could never 
beat him, and retreated. It hit me then that this spell was unbelievably 
powerful, as you can see in the example above. When you get this spell, 
consider yourself a lucky man.
         Rating: 3/10

>Summon Air Elements
 Cost: 30
 Type: Combat
 Target: N/A
 Duration: Combat
 - Summons 3x Spell Power in Air Elementals
 - I never really liked summoning Elementals, because by the time you 
get this spell, they aren't that powerful. They might help you survive 
an extra turn or so, but that's about it. Also, the cost is extremely 
high, which I hate. Use only when you're desperate, and you need an 
extra turn or two to cast Armageddon or something that will turn the 
tide of battle.
         Rating: 9/10

>Summon Earth Elementals
 Cost: 30
 Type: Combat
 Target: N/A
 Duration: Combat
 - Summons 3x Spell Power in Earth Elementals
 - See Summon Air Elemental
        Rating: 6/10

>Summon Fire Elemental
 Cost: 30
 Type: Combat
 Target: N/A
 Duration: Combat
 - Summons 3x Spell Power in Fire Elementals
 - See Summon Air Elemental
        Rating: 7/10

>Summon Water Elemental
 Cost: 30
 Type: Combat
 Target: N/A
 Duration: Combat
 - Summons 3x Spell Power in Water Elementals
 - See Summon Air Elemental
        Rating: 8/10

>Town Portal
 Cost: 20
 Type: Adventure
 Target: N/A
 Duration: N/A
 - Teleports hero to any friendly town
 - This is the spell that ends the game. You can teleport from town to 
town, picking up all the powerful armies. An enemy nearby? Just teleport 
to the town, and wreck him. With this spell, you'll be an unstoppable 
force. However, it's quite rare, so good luck getting it. I got it once, 
and I finished the scenario 10 minutes later:)
        Rating: 1/10    
 
II.)Appendix B
 1.) Movement Bonuses And Penalties*
              Not.PF  Bas.PF  Adv.PF  Exp.PF
            --------------------------------
Desert       [ 200     175      150    100 ]
Swamp        [ 175     150      125    100 ]
Snow         [ 175     150      125    100 ]
Cracked      [ 125     100      100    100 ]
Beach        [ 125     100      100    100 ]
Lava         [ 100     100      100    100 ]
Water        [ 100     100      100    100 ]
Dirt         [ 100     100      100    100 ]
Grass        [ 75      75       75     75  ]
            --------------------------------
PF = Pathfinding
- These numbers represent your movement on different terrain. 100 is a 
normal pace with no bonuses or penalties. 200 is double, so it eats up 
more movement points, making you cover less ground each turn. 
Pathfinding can make almost any terrain easy to passthrough, especially 
once it reaches Expert Level.

 2.) Hero Types*
              Att.  Def.  Spe.  Kno.
            ---------------------------
Barbarian    [  3    1     1     1  ]
Knight       [  2    2     1     1  ]
Necromancer  [  1    0     2     2  ]
Sorceress    [  0    0     2     3  ]
Warlock      [  0    0     3     2  ]
Wizard       [  0    1     2     2  ]
            ----------------------------

Starting Bonuses
-----------------
 Barbarian - Advanced Pathfinding 
 Knight - Basic Ballistics and Basic Leadership
 Necromancer - Basic Wisom and Basic Necromancy, Spellbook w/ Haste
 Sorceress - Basic Wisdom and Advanced Navigation, Spellbook w/ Bless
 Warlock - Basic Wisdom and Advanced Scouting, Spellbook w/ Curse
 Wizard - Advanced Wisom, Spellbook w/ Stoneskin

Att. - Attack
Def. - Defense
Spe. - Spell Power
Kno. - Knowledge

  - All stats are for all beginning heroes of that type. However, 
experience level and creatures the heroes have will differ from hero to 
hero.

 3.) Secondary Skill Chart*
  Archery - Increases the damage done by the hero's range strike units
          Basic: +10% more damage
          Advanced: +25% more damage
          Expert: +50% more damage
  Ballistics - In a siege, the catapult's shots,damage, and accuracy      
are increased
          Basic: 1 shot + extra damage
          Advanced: 2 shots + extra damage
          Expert: 2 shots + maximum damage
  Diplomacy - Allows the hero to bribe army camps. The higher the skill, 
the more that join 
          Basic: 25% join
          Advanced: 50% join
          Expert: 100% join
  Eagle Eye - Gives the hero a chance to learn a spell cast by an enemy 
spellcaster
          Basic: 20% chance, up to 2nd level spells
          Advanced: 30% chance, up to 3rd level spells
          Expert: 40% chance, up to 4th level spells
  Estates - The hero begins to generate money
          Basic: 100 gold/day
          Advanced: 250 gold/day
          Expert: 500 gold/day
  Leadership - Grants the hero a bonus to morale
          Basic: +1 morale
          Advanced: +2 morale
          Expert: +3 morale
  Logistics - Gives the hero extra land movement
          Basic: +10% movement
          Advanced: +20% movement
          Expert: +30% movement
  Luck - Grants the hero a bonus to luck
          Basic: +1 luck
          Advanced: +2 luck
          Expert: +3 luck
  Mysticism - Increases the rate per turn that a hero regenerates spell 
points
          Basic: 2 spell points/turn
          Advanced: 3 spell points/turn
          Expert: 4 spell points/turn
  Navigation - Increases the hero's movement on water
          Basic: +50% movement
          Advanced: +100% movement
          Expert: + 150% movement
  Necromancy - Animates a portion of the units you killed in battle as 
Skeletons when you win
          Basic: 10% of killed units
          Advanced: 20% of killed units
          Expert: 30% of killed units
  Pathfinding - Reduces the movement penalty of the hero over rough 
terrain
          Basic: Reduces penalty 25%
          Advanced: Reduces penalty 50%
          Expert: Reduces penalty 100%
  Scouting - Increases the visibility radius of the hero on the 
Adventure Screen
          Basic: +1 square
          Advanced: +2 squares
          Expert: +3 squares
  Wisdom - Allows the hero to learn higher than 2nd level spells
          Basic: 3rd level spells
          Advanced: 4th level spells
          Expert: 5th level spells

 4.) Secondary Skill Advancement Probabilities*
              B      K      N      S     War.   Wiz.   
             ----------------------------------------   
Archery     [ 3   !  2   !  1   !  3   !  1   !  1   ]
Ballistics  [ 3   !  4   !  3   !  3   !  3   !  3   ]
Diplomacy   [ 2   !  3   !  2   !  2   !  2   !  2   ] 
Eagle Eye   [ 1   !  1   !  3   !  2   !  3   !  3   ]
Estates     [ 2   !  3   !  2   !  2   !  2   !  2   ]
Leadership  [ 3   !  5   !  0   !  1   !  1   !  2   ]
Logistics   [ 3   !  3   !  2   !  2   !  2   !  2   ]
Luck        [ 2   !  1   !  1   !  3   !  1   !  2   ]
Mysticism   [ 1   !  1   !  3   !  3   !  3   !  4   ]
Navigation  [ 3   !  2   !  2   !  4   !  2   !  2   ]
Necromancy  [ 0   !  0   !  5   !  0   !  1   !  0   ]
Pathfinding [ 4   !  3   !  3   !  2   !  2   !  2   ]
Scouting    [ 4   !  2   !  1   !  1   !  4   !  2   ]
Wisdom      [ 1   !  2   !  4   !  4   !  5   !  5   ]
             ----------------------------------------

 B - Barbarian
 K - Knight
 N - Necromancer
 S - Sorceress
 War. - Warlock
 Wiz. - Wizard

 - Each skill has a different chance to be learned by each hero type. 
Its rated on a 0 to 5 scale, with 5 being learning that skill almost 
every level-up and a 0 meaning that hero type will never learn the skill

 5.) Primary Skill Asvancement Probabilities*
                   ATK.       DEF.       POW.       KNO.                       
                ------------------------------------------
Barbarian 2-9   [  55%        35%         5%         5%  ] 
Barbarian 10+   [  30%        30%        20%        20%  ]
                ------------------------------------------
Knight 2-9      [  35%        45%        10%        10%  ]
Knight 10+      [  25%        25%        25%        25%  ] 
                ------------------------------------------
Necromancer 2-9 [  15%        15%        35%        35%  ]
Necromancer 10+ [  25%        25%        25%        25%  ]
                ------------------------------------------
Sorceress 2-9   [  10%        10%        30%        50%  ]
Sorceress 10+   [  20%        20%        30%        30%  ]
                ------------------------------------------
Warlock 2-9     [  10%        10%        50%        30%  ]
Warlock 10+     [  20%        20%        30%        30%  ]
                ------------------------------------------
Wizard 2-9      [  10%        10%        40%        40%  ]
Wizard 10+      [  20%        20%        30%        30%  ]
                -------------------------------------------

ATK - Attack Skill 
DEF - Defense Skill
POW - Spell Power
KNO - Knowledge

  - This chart shows the probabilities that a hero will go up in a 
certain area each time they level up. 50% means about half the time a 
hero levels up, he'll go  up in that area. The different skills you go 
up in tend to be more even once you get a higher level hero.

* - Taken from the manual of Heroes Of Might And Magic Compendium

 III.)Appendix C 
   1.)Creature Statistics
Legend
-----------
Atk. - Attack                HP - Hit Points
Def. - Defense               Spd. - Speed
Dam. - Damage                Sht. - Number of shots, if applicable
Cost - Cost for one unit

Speed Key                    Resources Key
-----------                  --------------
Vsl - Very Slow              M - Mercury
Slo - Slow                   C - Crystal
Avg - Average                G - Gems
Fas - Fast                   S - Sulfur
Vfa - Very Fast
Ufa - Ultra Fast

     Barbarian
     -------------
                Atk.   Def.   Dam.     Cost     HP   Spd.   Sht.              
             ----------------------------------------------------
Goblin       [   3  !   1  !  1-2  !    40    !  3 ! Avg !   0  ] 
Orc          [   3  !   4  !  2-3  !   140    ! 10 ! Vsl !   8  ]   
Orc Chieftan [   3  !   4  !  3-4  !   175    ! 15 ! Slo !  16  ]  
Wolf         [   6  !   2  !  3-5  !   200    ! 20 ! Vfa !  20  ]
Ogre         [   9  !   5  !  4-6  !   300    ! 40 ! Vsl !   0  ]
Ogre Lord    [   9  !   5  !  5-7  !   500    ! 60 ! Avg !   0  ]
Troll        [  10  !   5  !  5-7  !   600    ! 40 ! Avg !   8  ]
War Troll    [  10  !   5  !  7-9  !   700    ! 40 ! Fas !  16  ]
Cyclops      [  12  !   9  ! 12-24 ! 750 + 1C ! 80 ! Fas !   0  ]
             ----------------------------------------------------
Special Skills
----------------
Wolf - Two atttacks in one round
Troll - Regenerates hit points
War Troll - Regenerates hit points
Cyclops - Attack affects 2 hexes, 20% chance to Paralyze creature
   
    The Barbarian has always been my favorite hero. He is the true Might 
hero, with very strong Attack and Defense skill, and little Spell Power 
and Knowledge. His armies are very good also. They start off with some 
early power, especially Wolves and Goblins, and continue to get better 
and better. They lack only two things: a lack of speed and the weakest 
end monster. Otherwise, you are looking at pure power. Barbarians have 
the best garrison unit, the Ogre Lord, which can stand up to insane 
amounts of punishment, and the best mid-level range unit, the War Troll. 
Also, Goblins and Wolves will make the beginning a breeze to get 
through. Definetly use the Barbarian if you dont mind the lack of magic, 
and always be on the offensive.

Secondary Skill Suggestions
-----------------------------
Logistics       Ballistics
Pathfinding
Archery

       Knight
      ------------
                  Atk.  Def.   Dam.    Cost    HP   Speed   Sht.
                 -------------------------------------------------
Peasant          [  1 !  1  !   1-1  !   20  !   1  !  Vsl !  0  ]
Archer           [  5 !  3  !   2-3  !  150  !  10  !  Vsl ! 12  ] 
Ranger           [  5 !  3  !   2-3  !  200  !  10  !  Avg ! 24  ]
Pikeman          [  5 !  9  !   3-4  !  200  !  15  !  Avg !  0  ]
Veteran Pikeman  [  5 !  9  !   3-4  !  250  !  20  !  Fas !  0  ]
Swordsman        [  7 !  9  !   4-6  !  250  !  25  !  Avg !  0  ]
Master Swordsman [  7 !  9  !   4-6  !  300  !  30  !  Fas !  0  ]
Calvary          [ 10 !  9  !  5-10  !  300  !  30  !  Vfa !  0  ]
Champion         [ 10 !  9  !  5-10  !  375  !  40  !  Ufa !  0  ]
Paladin          [ 11 ! 12  ! 10-20  !  600  !  50  !  Fas !  0  ]
Crusader         [ 11 ! 12  ! 10-20  ! 1000  !  65  !  Vfa !  0  ] 
                 -------------------------------------------------
Special Skills 
---------------
Ranger - Two shots per turn
Paladin - Two attacks in one round
Crusader - Two attacks in one round,immune to Curse,x2 damage to undead

    The Knight is only a good choice for two types of maps: Small or 
Very Small maps or maps with a lot of Necromancers to fight. The Knight 
has plenty of cheap expendable units that will make it easy to build up 
a large army quickly. The Crusader is often considered the worst end 
monster, but his 2 attacks mean he does 20-40 damage instead of the 10-
20 posted. The Knight lacks flying units and only has one range unit, so 
he is at a great disadvantage during castle sieges. However, make your 
Knight learn magic, because he gets valuable spells such as Holy Shout 
and Mass Haste which will make your fighting much more easy. Use the 
Knight only if the map meets the two requirements above, and you'll 
easily beat any foe.

Secondary Skill Suggestions
-----------------------------
Leadership     Wisdom
Luck
Ballistics

       Necromancer
      --------------
               Atk.   Def.   Dam.   Cost   HP    Spd.    Sht.  
              -------------------------------------------------
Skeleton      [  4  !  3  !  2-3  !   75 !   4 !  Avg  !   0  ]
Zombie        [  5  !  2  !  2-3  !  150 !  15 !  Vsl  !   0  ]
Mutant Zombie [  5  !  2  !  2-3  !  200 !  20 !  Avg  !   0  ]
Mummy         [  6  !  6  !  3-4  !  250 !  25 !  Avg  !   0  ]
Royal Mummy   [  6  !  6  !  3-4  !  300 !  30 !  Fas  !   0  ]
Vampire       [  8  !  6  !  5-7  !  500 !  30 !  Avg  !   0  ]
Vampire Lord  [  8  !  6  !  5-7  !  650 !  40 !  Fas  !   0  ]
Lich          [  7  ! 12  !  8-10 !  750 !  25 !  Fas  !  12  ]  
Power Lich    [  7  ! 13  !  8-10 !  900 !  35 !  Vfa  !  24  ]
Bone Dragon   [ 11  !  9  ! 25-45 ! 1500 ! 150 !  Avg  !   0  ]
              -------------------------------------------------
Special Skills
---------------
Mummy - 20% chance to Curse enemy stack when it attacks
Royal Mummy - 30% chance to Curse enemy stack when it attacks
Vampire - Flies, enemy stacks attacked by Vampire cannot retailiate
Vampire Lord - Flies,enemy cannot retailiate,gain hits by dealing      
   damage
Lich - Range attack affects adjacent hexes
Power Lich - Range attack affects adjacent hexes
Bone Dragon - Flies, lowers morale of all opposing creatures

      The Necromancer is a mix between might and magic, and really 
belongs to neither school. The Necromancer has one big advantage over 
all the other beginning heroes: Skeletons. You will use Skeletons as 
your main offensive force throughout the whole game, and then some. The 
greatest sight a Necromancer can see is a Throng of Peasants and he has 
Expert Necromancy. Another extremely good unit is the Vampire Lord. 
While their special skill isnt really useful until you get a large 
number of them, its almost impossible to stop them once they reach that 
large number. The Necromancer really lacks a good range unit, because 
the Lich has far too little hit points to be a steady range unit. Also, 
Necromancers have neutral morale, and they are immune to Bless,Curse, 
and mind-affecting spells. These have good and bad points, so you have 
to play creatively if you want to be a good Necromancer. I felt the Bone 
Dragon's special skill was nothing to talk about, so the end monster is 
mediocre at best. Otherwise, the Necromancer is an excellent hero who 
has to be played carefully to wipe out the competition.

Secondary Skill Suggestions
-------------------------------
Necromancy     Mysticism
Wisdom
Ballistics

         Sorceress
        --------------
               Atk.    Def.   Dam.      Cost      HP    Spd.   Sht.
              ------------------------------------------------------
Sprite        [  4  !   2  !   1-2 !     50    !   2 !  Avg  !   0 ]  
Dwarf         [  6  !   5  !   2-4 !    200    !  20 !  Vsl  !   0 ] 
Battle Dwarf  [  6  !   6  !   2-4 !    250    !  20 !  Avg  !   0 ]
Elf           [  4  !   3  !   2-3 !    250    !  15 !  Avg  !  24 ]
Grand Elf     [  5  !   5  !   2-3 !    300    !  15 !  Vfa  !  24 ]
Druid         [  7  !   5  !   5-8 !    350    !  25 !  Fas  !   8 ]
Greater Druid [  7  !   7  !   5-8 !    400    !  25 !  Vfa  !  16 ]
Unicorn       [ 10  !   9  !  7-14 !    500    !  40 !  Fas  !   0 ]
Phoenix       [ 12  !  10  ! 20-40 ! 1500 + 1M ! 100 !  Ufa  !   0 ]
              ------------------------------------------------------
Special Skills
---------------
Sprite - Flies, creatures attacked cannot retailiate
Dwarf - 25% Magic resistance
Battle Dwarf - 25% Magic resistance
Elf - Two shots per turn
Grand Elf - Two shots per turn
Unicorn - 20% chance to Blind enemy creature
Phoenix - Flies,attack affects two hexes,immune to elemental spells 

    The Sorceress is the weakest hero out of the six when it comes to 
army strength. The Sorceress's units just cannot hold up to another 
equally-matched army. However,the Sorceress gets some amazing spells, 
such as Elemental Storm and Armageddon. A Sorceress with enough Spell 
Points can defeat magically almost any unit. A good tactic is the 
Phoenix-Elemental Storm combo. Since Phoenixes are immune to elemental 
spells, they receive no damage, thus making Elemental Storm extremely 
powerful. The Sorceress cannot fight effectively without magic, so dont 
leave your castle without at least Level 4 spells.

Secondary Skill Suggestions
----------------------------
Wisdom       Diplomacy
Mysticism
Eagle Eye

       Warlock
       ----------
                Atk.   Def.   Dam.      Cost       HP   Spd.   Sht.
              -----------------------------------------------------  
Centaur       [  3   !   1  !   1-2 !     60    !   5 ! Avg !  8  ]
Gargoyle      [  4   !   7  !   2-3 !    200    !  15 ! Vfa !  0  ]
Griffin       [  6   !   6  !   3-5 !    300    !  25 ! Avg !  0  ]
Minotaur      [  9   !   8  !  5-10 !    400    !  35 ! Avg !  0  ]
Minotaur King [  9   !   8  !  5-10 !    500    !  45 ! Vfa !  0  ]
Hydra         [  8   !   9  !  6-12 !    800    !  75 ! Vsl !  0  ]
Green Dragon  [ 12   !  12  ! 25-50 ! 3000 + 1S ! 200 ! Avg !  0  ] 
Red Dragon    [ 13   !  13  ! 25-50 ! 3500 + 1S ! 250 ! Fas !  0  ]
Black Dragon  [ 14   !  14  ! 25-50 ! 4000 + 2S ! 300 ! Vfa !  0  ]
              -----------------------------------------------------
Special Skills
---------------
Gargoyle - Flies
Griffin - Flies,endless retaliation
Hydra - Attacks all adjacent enemies
Green Dragon - Flies,attack affects two hexes,immune to spells
Red Dragon - Flies,attack affects two hexes,immune to spells
Black Dragon - Flies,attack affects two hexes,immune to spells

    The Warlock has the most powerful armies in the game, but also 
suffers from the most expensive units next to the Wizard. Another thing 
the Warlock lacks in is good solid spells, because he usually gets the 
crap spells nobody else gets. However, the Warlock can be ultra-powerful 
with enough Dragons, and Hydras can become devistating when Haste is 
cast on them. The Warlock requires time to reach his army's true power, 
so a Warlock's enemy is a small map or a quick-building Barbarian or 
Knight. On a large map, a Warlock can defeat almost any opponent, given 
enough time.

Secondary Skill Suggestions
----------------------------
Estates      Logistics
Wisdom
Pathfinding

      Wizard
     ----------
              Atk.  Def.  Dam.      Cost      HP   Spd.  Sht. 
            --------------------------------------------------
Halfling    [  2  !  1  !  1-3  !    50     !   3 ! Slo ! 12 ] 
Boar        [  5  !  4  !  2-3  !   150     !  15 ! Vfa !  0 ]
Iron Golem  [  5  ! 10  !  4-5  !   300     !  30 ! Vsl !  0 ]
Steel Golem [  7  ! 10  !  4-5  !   350     !  35 ! Slo !  0 ]
Roc         [  7  !  7  !  4-8  !   400     !  40 ! Avg !  0 ]
Mage        [ 11  !  7  !  7-9  !   600     !  30 ! Fas ! 12 ] 
Arch Mage   [ 12  !  8  !  7-9  !   700     !  35 ! Vfa ! 24 ]
Giant       [ 13  ! 10  ! 20-30 ! 2000 + 1G ! 150 ! Avg !  0 ]
Titan       [ 15  ! 15  ! 20-30 ! 5000 + 2G ! 300 ! Vfa ! 16 ]
            --------------------------------------------------
Special Skills
---------------
Iron Golem - Receives 1/2 damage from elemental spells
Steel Golem - Receives 1/2 damage from elemental spells
Roc - Flies
Mage - No penalty for attack adjacent units
Arch Mage - No penalty for attacking adjacent units,20% chance to dispel 
beneficial spells on enemy
Giant - Immune to mind-affecting spells
Titan - Immune to mind-affecting spells,no penalty for attacking 
adjacent units

      The Wizard is the most magic hero out of the whole bunch, but also 
gets some great units to go along with his magic spells. He has the 
Titan, which can be described as an equal of a Black Dragon, and has 
long-range capabilities! However, Wizards also suffer from very 
expensive units, which can definetly slow production a great deal. 
However, they get a ton of magic spells which will beef up and support 
your early units. The additonal spells and great units make the Wizard a 
very tough opponent. The Wizard is the best Magic hero, the Barbarian 
the best Might hero. Period.

        Neutral
       ------------
                  Atk.  Def.   Dam.   Cost      HP   Spd.  Sht.
                -------------------------------------------------
Rogue           [  6  !  1  !   1-2 !     50   !  4 ! Fas !  0  ]
Nomad           [  7  !  6  !   2-5 !    200   ! 20 ! Vfa !  0  ]
Ghost           [  8  !  7  !   4-6 !   1000   ! 20 ! Fas !  0  ]
Genie           [ 10  !  9  ! 20-30 ! 650 + 1G ! 50 ! Vfa !  0  ]
Medusa          [  8  !  9  !  6-10 !    500   ! 35 ! Avg !  0  ]
Air Elemental   [  7  !  7  !   2-8 !    N/A   ! 35 ! Vfa !  0  ]
Earth Elemental [  8  !  8  !   4-5 !    N/A   ! 50 ! Slo !  0  ]
Fire Elemental  [  8  !  6  !   4-6 !    N/A   ! 40 ! Fas !  0  ]
Water Elemental [  6  !  8  !   3-7 !    N/A   ! 45 ! Avg !  0  ]
                -------------------------------------------------
Special Skills
---------------
Rogue - Enemy cannot retailiate
Ghost - Flies,Creatures killed by Ghosts become Ghosts
Genie - Flies,10% chance halve enemy stack
Medusa - 20% chance to turn victim to stone
Air Elemental - Neutral morale,immune to mind spells and Meteor 
Swarm,receives 2x damage from Elemental Storm and Lightning Bolt
Earth Elemental - Neutral morale,immune to mind spells,Lightning Bolt, 
and Storm,receives 2x damage from Meteor Swarm
Fire Elemental - Neutral morale,immune to mind spells and fire 
spells,receives 2x damage from cold spells
Water Elemental - Neutral morale,immune to mind spells and cold 
spells,receives 2x damage from fire spells

    Neutral units are units you will find on the Adventure Map 
availiable for purchase. However, they differ greatly in how good of a 
unit they are. Obviously, the Genie is the best unit out of them all, 
with his cheap price and great damage, and the best special ability in 
the game. However, the Ghost is a very close second. If you can find a 
large wandering group of Peasants, consider yourself the owner of the 
best stack, because almost no army can beat 500 Ghosts or more at one 
time. The Rogue,Medusa, and Nomad are not really great units,but if you 
need to fill up an empty space in your army, go right ahead and hire 
some. Elementals are a toss-up, with both a strength and weakness. dont 
buy them, but summon them if you have the spell. Neutral units,for the 
most part, are a good bet to support your army.

  2.)Structure Statistics*

  Resource Key
  --------------
  W - Wood
  Or - Ore
  G - Gems
  S - Sulfur
  C - Crystal
  M - Mercury   
   
      Common Structures
      ------------------
- Mage Guild
  Cost: 2000 + 5W + 5Or
  Effect: Allows spellbook purchase and teaches spells

- Tavern
  Cost: 500 + 5W
  Effect: Gives defenders a bonus to morale and offers rumors
           
- Thieves' Guild
  Cost: 750 + 5W
  Effect: Gives information comparing the players. Additional Guilds 
give more information
 
- Shipyard
  Cost: 2000 + 20W
  Effect: Allows construction of ships. SHips cost 1000 + 10W
       
- Statue
  Cost: 1250 + 5Or
  Effect: Increases income by 250

- Marketplace
  Cost: 500 + 5W
  Effect: Allows trading of resources. Additional Marketplaces give a 
better exchange rate
             
- Well
  Cost: 500
  Effect: Increases creature production of each dwelling by two  

- Horde Building
  Cost: 1000
  Effect: Increases creature production of the lowest dwelling by eight 
per week Ex.) Garbage Heap for Goblins

- Left Turret
  Cost: 1500 + 5W
  Effect: Adds a small ballista in the castle walls

- Right Turret
  Cost: 1500 + 5W
  Effect: Adds a small ballista in the castle walls

- Moat
  Cost: 750
  Effect: Entering moat stops ground movement,and creatures in moat have 
-3 defense

           Barbarian Structures
           ---------------------
                          Hut
                           !
          -------------------------------------
          !                !                  !
         Den             Adobe           Stick Hut
          !                !                  !
          -------------------------------------
          !                !                  ! 
       Upg Adobe         Bridge        Upg Stick Hut
                           !                
                ---------------------------
                !                         !
             Pyramid                  Upg Bridge

Hut - Produces 10 Goblins per week
Stick Hut - Produces 8 Orcs per week
Upg Stick Hut - Produces 8 Orc Chieftans per week
Den - Produces 5 Wolves per week
Adobe - Produces 4 Ogres per week
Upg Adobe - Produces 4 Orge Chieftans per week
Bridge - Produces 3 Trolls per week
Upg Bridge - Produces 3 War Trolls per week
Pyramid - Produces 2 Cyclops per week
Coliseum - Raises defenders's morale by 2
 
            Knight Structures
            -------------------
                   -- Thatched Hut --
                 /          !        \    
                /           !         \  
        Archery Range      Well       Tavern
               !            !            !
               !            !            ! 
               -------- Blacksmith ----- Armory
               !               \           /
               !                 \       /
      Upg Archery Range            \    /  
                                      !
  ----------------------------------------------------------
       !                 !                !             !
  Upg Blackmith      Upg Armory     Jousting Arena  Cathedral
                                          !             !
                              Upg Jousting Arena  Upg Cathedral
 
Thatched Hut - Produces 12 Peasants per week
Archery Range - Produces 8 Archers per week
Upg Archery Range - Produces 8 Rangers per week
Blacksmith - Produces 5 Pikemen per week
Upg Blacksmith - Produces 5 Veteran Pikeman per week
Armory - Produces 4 Swordsmen per week
Upg Armory - Produces 4 Master Swordsmen per week
Jousting Arena - Produces 3 Calvary per week
Upg Jousting Arena - Produces 3 Champions per week
Cathedral - Produces 2 Paladins per week
Upg Cathedral - Produces 2 Crusaders per week
Fortifications - Toughens castle walls      

           Necromancer Structures
           -----------------------
                            Excavation
                                 !
                   ----------------------------
                    !            !            !  
                 Graveyard   Mage Guild    Pyramid -- Upg Pyramid
                   !!            !            !
                   !-------------!            !------ Thieves Guild
                   !             !            !
  Mage Guild Lv2 Upg Graveyard   Mausoleum    Mansion
        !                          !          ! 
        ----------------------------          !
        !                          !         Upg Mansion
    Upg Mausoleum              Laboratory

Excavation - Produces 8 Skeletons per week
Graveyard - Produces 6 Zombies per week
Upg Graveyard - Produces 6 Mutant Zombies per week
Pyramid - produces 4 Mummies per week
Upg Pyramid - Produces 4 Royal Mummies per week
Mansion - Produces 3 Vampires per week
Upg Mansion - Produces 3 Vampire Lords per week
Mausoleum - Produces 2 Liches per week
Upg Mausoleum - Produces 2 Power Liches per week
Laboratory - Produces 1 Bone Dragon per week
Storm - Increases defending hero or captain's Spell Power by 2
Evil Shrine - Increases all heroes's Necromancy skill by 10%

                 Sorceress Structures
                -----------------------
                               Treehouse
                                  !
                -----------------------------------------------
                !                 !                           !
      -------Archery Range    Mage Guild                   Tavern
      !         !                 !                           !
      !         -------------------                  Cottage-------Well
      !                  !                             !            !
      !              Stonehenge                         ------------
      !                  !                                    !
      -----------------------------------------          Upg Cottage  
       !                !                !
Upg Archery Range  Fenced Meadow  Upg Stonehenge
                        !
                     Red Tower

Treehouse - Produces 8 Sprites per week
Cottage - Produces 6 Dwarves per week
Upg Cottage - Produces 6 Battle Dwarves per week
Archery Range - Produces 4 Elves per week
Upg Archery Range - Produces 4 Grand Elves per week
Stonehenge - Produces 3 Druids per week
Upg Stonehenge - Produces 3 Greater Druids per week
Fenced Meadow - Produces 2 Unicorns per week
Red Tower - Produces 1 Phoenix per week
Rainbow - Gives defenders a bonus to Luck

               Warlock Structures
              ------------------------
                               Cave
                                 !
                 ----------------------------------
                 !                                !
                Nest                            Crypt
                 !                                !
               Swamp                             Maze-------
                 !                                !        !
                 ----------------------------------   Upg Maze
                                 !
                            Green Tower
                                 !
                             Red Tower
                                 !
                            Black Tower

Cave - Produces 8 Centaurs per week
Crypt - Produces 6 Gargoyles per week
Nest - Produces 4 Griffins per week
Maze - Produces 3 Minotaurs per week
Upg Maze - Produces 3 Minotaur Kings per week
Swamp - Produces 2 Hydras per week
Green Tower - Produces 1 Green Dragon per week
Red Tower - Produces 1 Red Dragon per week
Black Tower - produces 1 Black Dragon per week
Dungeon - Increases income by 500

                 Wizard Structures
                --------------------
                  Habitat
                     !
     --------------------------
     !           !            !         
    Pen      Mage Guild     Foundry-------Well
     !           !            !       !
  Cliff Nest     --------------   Upg Foundry
     !                        !
     !                    Ivory Tower            Library
     !                       ! !                    !
     ------------------------   ---------------------
              !                            !
         Cloud Castle                Upg Ivory Tower
              !
        Upg Cloud Castle

Habitat - Poduces 8 Halflings per week
Boar Pen - Produces 6 Boars per week
Foundry - Produces 4 Iron Golems per week
Upg Foundry - Produces 4 Steel Golems per week
Cliff Nest - Produces 3 Rocs per week
Ivory Tower - Produces 2 Mages per week
Upg Ivory Tower - Produces 2 Arch Mages per week
Cloud Castle - Produces 1 Giant per week
Upg Cloud Castle - Produces 1 Titan per week
Library - Adds 1 spell to each level of the Mage Guild

Thanks To...  
----------------
Andro Artano - For donating his Artifact List to add to my own. Thanks 
for letting me use it. Read his FAQ for Heroes Of Might And Magic II if 
you want more help for the campaign walkthroughs

GameFAQs - For continually posting my FAQs

New World Computing - For making such a great game

Figlet Server - For helping me with the Price Of Loyalty part of my 
ASCII art. It would have been way too hard and big to do it. Visit it 
for all your ASCII Art needs at www.surfplaza.com/figlet
