Heroes of Might and Magic II VenomMagus's Sorceress Guide ************************************************************************* Contents: (CTRL + F the title to skip) 1.- Intro 2.- Sorceress: Pros? Cons? Why would I ever want to play this class?! 3.- Recruitables 4.- Battle Strategies 5.- Skills that kills 6.- Magics for fun and profit 7.- Credits & Legal Stuff ************************************************************************* 1.- Intro: Nobody has yetto give the Sorceress the FAQ loving of a dedicated guide. While this game HOMM2 is pretty old, it has IMMENSE replay value, each map/scenario plays differently every time, and the different factions make for extreme variation in strategy. I give you, my feelings on: THE SORCERESS ************************************************************************* 2.- Sorceress: Pros? Cons? Why would I ever want to play this class?! Pros: Did someone say speed? Sorceress has fast units overall. Endgame you WILL be going FIRST and as a direct result, the enemy can be beaten without being able to counterattack! Did someone say spells? Oh, yes, as the potent magical Sorceress your heroes begin with 2 Spell Power and 3 Wisdom, 30% chance at Spell Power, 50% chance at Wisdom each level until 10. Since you only get 1 spell per round of combat, and your speed just about ensures you will not be dragging out long fights, you have PLENTY of MP in reserves to take on gauntlets of battle after battle. Status Effects? What're those? Okay, this is your coup de grace in combat situations. Sorceress units are jam-packed with extra effects! Although these may not seem to equate to a real edge at first glance, immunity to spells, double hits or a free blind can literally change the tide of a losing battle to a triumphant victory. Cons: You creatures are the weakest HP total creatures. When you get hit you get devestated, as you HP totals (not to mention defense) are in the toilet. Defense? Along with the poor showing in HP, your creatures are make of glass, paper and tissues. Why would I ever want to play this class?!: As far as endgame nightmares are concerned, th Sorceress is at the top of the pile. A top notched ranged force, with flying and ground support quickly devestates other forces with lightning fast strikes and easy first round victory. ...VICTORY!!! ************************************************************************* 3.- Recruitables: Sorceress units, while low on defense and HP are still powerful. You will notice certain leaning toward speed and ranged capabilities, that's why they are not-so-easy to learn, but devestating. Sprite: Attack: 4 Defense: 2 Hitpoints: 2 Damage: 1-2 Speed: Average Cost: 50 gold Dwelling: Tree house Map Dwelling: Tree house Growth: 8 per week (+8 with Crystal Garden, +2 with Well) Unit Type: Low-grade Flying Offense Sprite give you a taste of things to come. Hits from Sprites cannot be retaliated against, which helps LOTS towards that poor HP total, can find use endgame because of decent speed and MASSES OF FLYING PINK DEATH... Defensive uses: Cleaning latrines? Sprites can be used in a defensive battle, but make sure to bring the action to the enemy, and get things finished FAST before you have no more Sprites. Offensive Uses: As a level 1 unit, Sprites trump most other starters possesing not only flight but also not being able to be retaliated against. Not as slow as some of the other starters. Attributes: Flying, No retaliation Dwarf: Attack: 6 Defense: 5 Hitpoints: 20 Damage: 2-4 Speed: Very Slow Cost: 200 gold Dwelling: Cottage Map Dwelling: Cottage Growth: 6 per week (+2 with Well) Unit Type: Low-grade Non-moving Defense Dwarfs are the EXACT OPPOSITE of all other Sorceress units. Slow, HP for days, somehow unkillable... Dwarf units are YOUR ONLY DEFENSE. Defensive uses: Dwarfs have a 25% chance to resist magic. Along with their high HPs and Defense, this makes them ideal units for Garrison. Offensive Uses: The slow speed, and 2 hex movement drasticly limits Dwarf units. Aside from having Teleport (level 3 spell) these will not be seeing action with the exception of long drawn out fights. Best used as a meat shield or assist to archer units who have already been attacked. Attributes: 25% Resist Magic Battle Dwarf: Attack: 6 Defense: 6 Hitpoints: 20 Damage: 2-4 Speed: Average Cost: 250 gold Dwelling: Upgraded Cottage Map Dwelling: None (Hill Fort promotes Dwarf units) Growth: 6 per week (+2 with Well) Unit Type: Defense Upgrading Dwarfs changes them from red to blue, grows their helmets, and gives them better Defense, Speed, and Movement Offensive Uses: More movement means Battle Dwarfs can benefit from Haste (level 1) and actually see combat. Defensive Uses: Battle Dwarfs are still best suited as Garrison Defense. Attributes: 25% Resist Magic Elf: Attack: 4 Defense: 3 Hitpoints: 15 Damage: 2-3 Shots: 24 Speed: Average Cost: 250 gold Dwelling: Archery Range Growth: 4 per week (+2 with Well) Unit Type: Ranged Offense Stat wise, the Elf seems like a step backwards from the Dwarf. This does NOT matter, as Elf units shoot 2x each turn and as ranged units do need to be concerned with a retaliation. Just kill anything that shoots or flies and your Elf will be the start of your unbeatable offense reign! Offensive Uses: High speed and 2 shots per turn make Elf the begining of the end for your enemies. Defensive Uses: While better suited to you killing your hapless foes, Elfs can also be well suited behind the walls of a castle, firing death at any foolish enough to seige your strongholds. Attributes: Fires Arrows at a single target twice each turn Grand Elf: Attack: 5 Defense: 5 Hitpoints: 15 Damage: 2-3 Shots: 24 Speed: Very Fast Cost: 300 gold Dwelling: Upgraded Archery Range Growth: 4 per week (+2 with Well) Unit Type: Ranged Offense Grand Elfs turn blue and have longer feathers. They also move MUCH faster, which you will notice is the start of going first in each and every conflict. Use this to cast a devestating spell or assist by boosting your troops. Put them in the top spot. Offensive Uses: Higher speed and 2 shots per turn make Grand Elf the start of the end for your enemies. Odss are, just the end. Defensive Uses: While better suited to you killing your hapless foes, Grand Elfs can also be well suited behind the walls of a castle, firing death at any foolish enough to seige your strongholds. Attributes: Fires Arrows at a single target twice each turn Druid: Attack: 7 Defense: 5 Hitpoints: 25 Damage: 5-8 Shots: 8 Speed: Fast Cost: 300 gold Dwelling: Stonehenge Growth: 3 per week (+2 with Well) Unit Type: Ranged Offense Druids, much like the Elf,attack from range. They do not need to worry about counterattacks except from creatures in melee range. Offensive Uses: High speed make Druids a clean-up for anything that managed to survive your Elf-arrow-onslaught. Defensive Uses: As a standard ranged attacker, Druids can be used remarkably as a Garrison. Attributes: n/a Greater Druid: Attack: 7 Defense: 7 Hitpoints: 25 Damage: 5-8 Shots: 16 Speed: Very Fast Cost: 400 gold Dwelling: Upgraded Stonehenge Growth: 3 per week (+2 with Well) Unit Type: Ranged Offense Greater Druids have enhanced speed. This is their greatest benefit over their former selves. Knock the Grand Elf into the second slot. Even with the 2 hits, Grand Elves will be hard pressed to match the overall damage of the single hit the Greater Druids bring along. Offensive Uses: The speed benefit should still be used to maintain first action, cast a devestating spell, then destroy units to prevent opponent from taking any action. Defensive Uses: A Greater Druid is also good in a Garrison. Attributes: n/a Unicorn: Attack: 10 Defense: 9 Hitpoints: 40 Damage: 7-14 Speed: Fast Cost: 500 gold Dwelling: Fenced Meadow Growth: 2 per week (+2 with Well) Unit Type: Defense Unicorns should take the third army slot. Unicorn ARE quite scary, as they possess the unique ability to blind attacked enemies. This is the exact same effect as the Blind spell, and anything Blinded by a Unicorn cannot retaliate to the attack as it has been blinded. Offensive Uses: A fast creature, Unicorns can keep your turn going, but there are MANY faster creatures, so without a high morale 2nd turn, or Haste (level 1 spell) a Unicorn cannot reach the enemy, and cannot help you in your bid for Absolute Unquestioned Dominance! Defensive Uses: Unicorns make amazing Garrison units! Their high defense coupled with the chance to inflict Blind make an ideal combo. Attributes: 20% chance to inflict Blind on attack Phoenix: Attack: 12 Defense: 10 Hitpoints: 100 Damage: 20-40 Speed: Ultra Fast Cost: 1500 gold + 1 Mercury Dwelling: Red Tower Growth: 1 per week (+2 with Well) Unit Type: Attack The Phoenix. Let that sit for effect. Okay, Phoenix are the absolute fastest thing going (with the possible exception of Champions) and get the 1st slot. YOU ARE NOW GOING FIRST, WITHOUT EXCEPTION!!! Whenever I play, my first action is to annihilate my foes with my biggest, most offensive, hurtful, hateful spell: Chain Lightning (level 4 spell) After that, annihilate the last unit that did not get dead, or begin by killing whatever threatens your neverending death cycle. This will be completely sucessful 75% of the time. If you're up against something vastly bigger, stronger or scarier than your army, instead, cast Blind (level 2 spell) on the biggest, scariest, most kill-you-est creature stack, and resume the carnage with whatever threatens your ranged attackers first. Following rounds can either continue with Blind or apply Chain Lightning, or Lightning Bolt (level 2 spell) or Cold Ray (level 2 spell). The only other scenario is fighting against any type of dragon. In this unlikely event, Dragon Slayer (level 2 spell) on the Phoenix, and hope that its enough to eliminate the magic-immune dragons, who will destroy you. Offensive Uses: THE FASTEST THING GOING!!! In addition to being powerful, flying, and also having a breath attack that hits an adjacient hex, Phoenix ensure priority turn ordering and are integral to 1st round victories against anything that stands against you. Defensive Uses: Phoenix can be Garrisoned and same tactics apply. Attributes: Flying, Immune to elemental magic, Attack hits additional hex ************************************************************************** 4.- Battle Strategies: Following is a general strategy about possible opposing force units. Each faction has a ratio rating possible difficulty of an unchecked foe at the very end of the game. Just because an army is full of horrible Black Dragons, doesn't mean you can't win, just that its a good idea to save first. -Necromancers: 3 Units to be wary of: Vampires, Liches and Bone Dragons. Vampires are durable and absorb delt damage reviving themselves. Liches have insane ranged abilities and can put a severe hurting on the unwary Sorceress with a ranged attack that hits all surrounding hexes. Bone Dragons fly, are twice as strong as Phoenix, and lower your army's morale by 1 level. Lich are 1st priority, the either Vamps or Dragons depending on number of troops present. With a substantial army, these undead are no threat to you. 3/5 -Barbarians: Barbarian Units have high attack so keep them as far away freom your units as possible. Early on, Goblins and Wolves take out Sprites and Dwarves, but once you have Elfs and Druids the Trolls and Orcs just cannot compete. Cyclops can be intimidating, but are easily stalled with Blind spells of chiseled down by ranged attacks. 2/5 -Wizards: Halflings are slower than Sprites and Boars won't be effective until at least the 2nd round of combat, longer with good positioning. Late game, Titans and Archmagi are better than Elfs and Druids, so use your offensive spells and Blind to delay the enemy until you can totally obliterate their force. Can be a lengthly fight, depending on quantity. 4/5 -Warlocks: Dragons spell DOOM. Dragon Slayer, Bless and Steelskin just aren't enough to even a Phoenix out. Aside from endgame Dragon raids, and early game Gargoyles and Griffins, Warlocks don't really have much to threaten your faster, ranged forces. Bring vastly superior numbers. 5/5 -Knights: Champions are as fast as Phoenix, and Crusaders come up second. If you can eliminate these units, Knights have nothing they can do to compete against you: seek and destroy! 1/5 ************************************************************************** 5.- Skills that kills: -Archery: MUST HAVE SKILL! ELFS AND DRUIDS NEED THIS!!! -Leadership: High Morale grants a chance that a random unit takes 2 turns Hopfully Greater Druids, Grand Elfs or Phoenix, in that order. -Pathfinding/Logistics: Moving farther each day never hurts your resources -Luck: Rainbows make you do double damage, again, Elfs, Druids, Phoenix -Wisdom: Needed to get Chain Lightning ************************************************************************** 6.- Magics for fun and profit: - Chain Lightning: Hits 4 units (possibly you). Use this as an opening attack and eliminate/soften the enemy. Focus on speed or superior numbers - Blind: Ack! Something scary! Blind it, and ignore it until its the final remaining enemy and then focus all your power against it! - Paralyse: Ack! Something scary that is immune to blind! - Haste/Mass Haste: Unlikely that you find a small force of faster flyers/shooters haste yourself to victory, or on Unicron for better movement - Teleport: When you need Unicorn/Dwarf next to that fearsome ranged unit so as to save your Druids and there is no other possible cheaper way... - Lightning Bolt: I need that one unit dead, now - Cold Ray: I need that one unit dead and I don't have anything better - Holy Word/Shout: Bane of Necromancers - Dragon Slayer: Double damage against dragons ************************************************************************** 7.- Credits and Legal Stuff: I wrote this FAQ Any sugestions email Magus1684@gmail.com, subject line: Sorc Guide ************************************************************************** - at gamefaqs.com only