"Nearly everything in the game will provide more information if you right-click on it. This is a great way to learn things - especially if you're new to the game."
"Nearly everything in the game will provide more information if you right-click on it. This is a great way to learn things - especially if you're new to the game."
"The town hall and fort buttons on the lower left of the town screen provide shortcuts to the build menu and a menu to recruit any unit from that town, respectively."
"The town hall and fort buttons on the lower left of the town screen provide shortcuts to the build menu and a menu to recruit any unit from that town, respectively."
"You can manually sort heroes and towns on the main adventure screen by shift-clicking them (move up one space, towns only) or alt-clicking them (move to top)."
"You can manually sort heroes and towns on the main adventure screen by shift-clicking them (move up one space, towns only) or alt-clicking them (move to top)."
"Shift-click on a unit stack in your army to split it into two equal stacks. Alt-click will combine stacks, while Ctrl-click will move one unit into a new stack."
"Shift-click on a unit stack in your army to split it into two equal stacks. Alt-click will combine stacks, while Ctrl-click will move one unit into a new stack."
"Press the spacebar or click the "activate" button (the horn) to activate a map object that your hero is on without needing to move off of it."
"Press the spacebar or click the "activate" button (the horn) to activate a map object that your hero is on without needing to move off of it."
"Click on the button at the bottom left of this window to access your Thieves' Guild. The more taverns you own, the more information it will provide."
"Click on the button at the bottom left of this window to access your Thieves' Guild. The more taverns you own, the more information it will provide."
"Allied heroes can exchange units, war machines, and artifacts when they meet on the map. Having "supply runner" heroes helps keep others on the front lines."
"Allied heroes can exchange units, war machines, and artifacts when they meet on the map. Having "supply runner" heroes helps keep others on the front lines."
"The heroes available for hire each week will be the same in any of your towns. Which classes can appear is determined by which faction you begin the game as."
"The heroes available for hire each week will be the same in any of your towns. Which classes can appear is determined by which faction you begin the game as."
"Heroes who surrender or retreat from battle will appear in your tavern when you next enter it. If the hero surrendered, they will still have all of their troops."
"Heroes who surrender or retreat from battle will appear in your tavern when you next enter it. If the hero surrendered, they will still have all of their troops."
"For each level attained, heroes will increase one of: Attack, Defense, Magic, or Knowledge. The odds of which stat goes up vary depending on the hero's class."
"For each level attained, heroes will increase one of: Attack, Defense, Magic, or Knowledge. The odds of which stat goes up vary depending on the hero's class."
"Heroes from "good" factions tend to have higher Defense and/or Knowledge stats whereas evil heroes generally have more Attack and Magic."
"Heroes from "good" factions tend to have higher Defense and/or Knowledge stats whereas evil heroes generally have more Attack and Magic."
"Tower, Dungeon, and Conflux are the most magic-focused factions while Stronghold and Fortress are by far the most might-oriented."
"Tower, Dungeon, and Conflux are the most magic-focused factions while Stronghold and Fortress are by far the most might-oriented."
"The three "neutral" factions are the most heavily specialized in a single area: Offense (Stronghold), Defense (Fortress), and Magic (Conflux)."
"The three "neutral" factions are the most heavily specialized in a single area: Offense (Stronghold), Defense (Fortress), and Magic (Conflux)."
"The odds of which skills heroes are able to learn when they level up vary depending on their class. Some skills may not be learned by certain classes at all."
"The odds of which skills heroes are able to learn when they level up vary depending on their class. Some skills may not be learned by certain classes at all."
"Regardless of class, all heroes will periodically be given the opportunity when gaining a level to learn Wisdom as well as at least one elemental magic skill."
"Regardless of class, all heroes will periodically be given the opportunity when gaining a level to learn Wisdom as well as at least one elemental magic skill."
"Every class has a different skill that all of its heroes always start with, such as Leadership for Knights or Wisdom for Wizards."
"Every class has a different skill that all of its heroes always start with, such as Leadership for Knights or Wisdom for Wizards."
"Every hero has a unique specialty, providing a bonus to a specific type of unit, skill, or spell. This is the main individualizing trait amongst heroes of the same class."
"Every hero has a unique specialty, providing a bonus to a specific type of unit, skill, or spell. This is the main individualizing trait amongst heroes of the same class."
"Heroes with a unit specialty provide that unit with additional Attack, Defense, and one of Health (melee units), Damage (ranged units), or Speed (flying units)."
"Heroes with a unit specialty provide that unit with additional Attack, Defense, and one of Health (melee units), Damage (ranged units), or Speed (flying units)."
"Heroes who specialize in most spells receive a flat bonus to them, but the bonus of several support spells is dependent on the target unit's level."
"Heroes who specialize in most spells receive a flat bonus to them, but the bonus of several support spells is dependent on the target unit's level."
"Most skill-based hero specialties improve with each level. Initially weaker than unit or spell specialties, they will become much more powerful over time."
"Most skill-based hero specialties improve with each level. Initially weaker than unit or spell specialties, they will become much more powerful over time."
"Heroes will naturally regenerate between 1 and 4 spell points each turn depending on how many movement points were unspent at the end of the previous turn."
"Heroes will naturally regenerate between 1 and 4 spell points each turn depending on how many movement points were unspent at the end of the previous turn."
"Heroes can fully restore their spell points by ending their turn in a town with a mage guild or by drinking from a magic well or spring on the adventure map."
"Heroes can fully restore their spell points by ending their turn in a town with a mage guild or by drinking from a magic well or spring on the adventure map."
"A hero's movement points are determined by the speed of the slowest unit in their army. The Logistics skill acts as a reduction to the penalty for having slow units."
"A hero's movement points are determined by the speed of the slowest unit in their army. The Logistics skill acts as a reduction to the penalty for having slow units."
"Moving through rough terrain requires more movement points than on flat land unless on a road. This penalty can be reduced or eliminated by the Pathfinding skill."
"Moving through rough terrain requires more movement points than on flat land unless on a road. This penalty can be reduced or eliminated by the Pathfinding skill."
"Armies consisting entirely of units native to rough terrain (wasteland, sand, snow, swamp, or volcano) will ignore their additional movement point costs."
"Armies consisting entirely of units native to rough terrain (wasteland, sand, snow, swamp, or volcano) will ignore their additional movement point costs."
"Units fighting on their faction's native terrain will have boosted attack, defense, and speed. Siege battles will always occur on the defending town's native terrain."
"Units fighting on their faction's native terrain will have boosted attack, defense, and speed. Siege battles will always occur on the defending town's native terrain."
"In addition to increasing a hero's visibility on the map, the Scouting skill will also improve the combat bonuses for their units when fighting on their native terrain."
"In addition to increasing a hero's visibility on the map, the Scouting skill will also improve the combat bonuses for their units when fighting on their native terrain."
"Unlike on land, water travel is not affected by the speed of a hero's troops. However, it costs an entire turn to board or unboard a boat without the Sailing skill."
"Unlike on land, water travel is not affected by the speed of a hero's troops. However, it costs an entire turn to board or unboard a boat without the Sailing skill."
"Random units may offer to join a hero more powerful than they are. The Diplomacy skill makes this more likely, as does a hero who specializes in that unit."
"Random units may offer to join a hero more powerful than they are. The Diplomacy skill makes this more likely, as does a hero who specializes in that unit."
"Random units who offer to join you will not charge if your army already contains units of their type and they are from the same faction as your hero."
"Random units who offer to join you will not charge if your army already contains units of their type and they are from the same faction as your hero."
"Random units on the map will group together in fewer stacks the stronger your army is than they are. If too outmatched, they will attempt to flee rather than fight."
"Random units on the map will group together in fewer stacks the stronger your army is than they are. If too outmatched, they will attempt to flee rather than fight."
"The Tactics skill can help you reach enemy troops in fewer turns, but its benefit will be reduced or eliminated when facing an enemy hero who also possesses it."
"The Tactics skill can help you reach enemy troops in fewer turns, but its benefit will be reduced or eliminated when facing an enemy hero who also possesses it."
"Each point of luck and morale grants a 6.25% chance of their respective effects, up to a maximum bonus of 8 (50%). For negative morale, these odds are doubled."
"Each point of luck and morale grants a 6.25% chance of their respective effects, up to a maximum bonus of 8 (50%). For negative morale, these odds are doubled."
"Extra actions from positive morale can help you reach your enemies faster, but the extra damage from good luck helps you take less damage from retaliations."
"Extra actions from positive morale can help you reach your enemies faster, but the extra damage from good luck helps you take less damage from retaliations."
"Armies consisting entirely of units from the same faction will gain a morale bonus while those mixing three or more will suffer increasing penalties."
"Armies consisting entirely of units from the same faction will gain a morale bonus while those mixing three or more will suffer increasing penalties."
"Unliving units are not affected by morale, positive or negative. Undead units will also negatively impact the morale of any living units in the same army."
"Unliving units are not affected by morale, positive or negative. Undead units will also negatively impact the morale of any living units in the same army."
"Unliving units are not able to be revived with the Resurrection or Sacrifice spells, nor are they affected by the First Aid skill or health-boosting artifacts."
"Unliving units are not able to be revived with the Resurrection or Sacrifice spells, nor are they affected by the First Aid skill or health-boosting artifacts."
"Undead units, in addition to having the immunities (and drawbacks) of unliving units, are also unaffected by the Curse and Bless spells."
"Undead units, in addition to having the immunities (and drawbacks) of unliving units, are also unaffected by the Curse and Bless spells."
"The special abilities of most undead units are ineffective against unliving units, as is the Necropolis-exclusive Toxic Cloud spell."
"The special abilities of most undead units are ineffective against unliving units, as is the Necropolis-exclusive Toxic Cloud spell."
"The "Wait" command will delay a unit's action until the end of the combat round, thus allowing your foes to move into a position more advantageous for you."
"The "Wait" command will delay a unit's action until the end of the combat round, thus allowing your foes to move into a position more advantageous for you."
"The "Defend" command will consume a unit's action to boost its defense for that round and is often a better course of action than attacking a stronger opponent."
"The "Defend" command will consume a unit's action to boost its defense for that round and is often a better course of action than attacking a stronger opponent."
"Always protect your ranged troops in combat! They can't shoot if there are any enemy units adjacent to them and their melee damage is significantly reduced."
"Always protect your ranged troops in combat! They can't shoot if there are any enemy units adjacent to them and their melee damage is significantly reduced."
"Ranged units are most effective against slow-moving units. Fast-moving units are good for blocking enemy shooters, but tend to be weaker than slower units."
"Ranged units are most effective against slow-moving units. Fast-moving units are good for blocking enemy shooters, but tend to be weaker than slower units."
"Ranged attacks do less damage (indicated by a broken arrow cursor) if the target is at least 10 hexes away or behind a wall. Some units ignore one or both penalties."
"Ranged attacks do less damage (indicated by a broken arrow cursor) if the target is at least 10 hexes away or behind a wall. Some units ignore one or both penalties."
"Ammo carts provide unlimited shots for ranged units which shoot physical projectiles; those which shoot things like magical beams don't have limited shots."
"Ammo carts provide unlimited shots for ranged units which shoot physical projectiles; those which shoot things like magical beams don't have limited shots."
"Ranged units who throw projectiles only have one shot without an ammo cart, but they're also more effective at melee combat than traditional ranged attackers are."
"Ranged units who throw projectiles only have one shot without an ammo cart, but they're also more effective at melee combat than traditional ranged attackers are."
"Any melee unit which becomes a ranged attacker when upgraded will retain its ability to fight effectively at close quarters."
"Any melee unit which becomes a ranged attacker when upgraded will retain its ability to fight effectively at close quarters."
"Flying units are able to bypass defensive barricades and walls, the effects of the Fire Wall and Quicksand spells, and any other obstruction on the battlefield."
"Flying units are able to bypass defensive barricades and walls, the effects of the Fire Wall and Quicksand spells, and any other obstruction on the battlefield."
"Most units are only able to retaliate against one melee strike per round. It's best to keep track of which enemy units are still able to do so and attack them accordingly."
"Most units are only able to retaliate against one melee strike per round. It's best to keep track of which enemy units are still able to do so and attack them accordingly."
"Some units are able to strike multiple opponents at once. In this case, only the "focused" target (the one that was clicked on) will be able to retaliate."
"Some units are able to strike multiple opponents at once. In this case, only the "focused" target (the one that was clicked on) will be able to retaliate."
"Units with resistance to an element (O-Fire/Water/Lightning) are immune to spells of that type and will take half damage from certain units."
"Units with resistance to an element (O-Fire/Water/Lightning) are immune to spells of that type and will take half damage from certain units."
"Gogs and most spirits deal half damage to units which resist their element (O-Element) and double damage to those with a weakness to it (X-Element)."
"Gogs and most spirits deal half damage to units which resist their element (O-Element) and double damage to those with a weakness to it (X-Element)."
""O-Magic" and the Resistance skill both reduce the damage from directly offensive spells as well as magical projectiles fired by units such as Mages and Liches."
""O-Magic" and the Resistance skill both reduce the damage from directly offensive spells as well as magical projectiles fired by units such as Mages and Liches."
"Some units have the ability to set negative statuses on their foes. The odds of doing so depend on the relative sizes (up to a 3:1 ratio on either side) of each stack."
"Some units have the ability to set negative statuses on their foes. The odds of doing so depend on the relative sizes (up to a 3:1 ratio on either side) of each stack."
"Status effects set by units are mostly physical (resisted by "O-Body") whereas most negative spell effects are mental ("O-Mind"). Unliving units are immune to both."
"Status effects set by units are mostly physical (resisted by "O-Body") whereas most negative spell effects are mental ("O-Mind"). Unliving units are immune to both."
"In addition to reducing magical damage, the Resistance skill also protects your troops from negative statuses set by hostile spells and enemy units."
"In addition to reducing magical damage, the Resistance skill also protects your troops from negative statuses set by hostile spells and enemy units."
"Fear, paralyze, and petrify all stop units from acting. Attacking paralyzed or petrified units will not remove the status, but petrified units will take less damage."
"Fear, paralyze, and petrify all stop units from acting. Attacking paralyzed or petrified units will not remove the status, but petrified units will take less damage."
"Non-immobilizing physical statuses like poison and disease take a very long time to wear off naturally and are best removed with a medical tent or the Cure spell."
"Non-immobilizing physical statuses like poison and disease take a very long time to wear off naturally and are best removed with a medical tent or the Cure spell."
"Statuses with opposing effects like Haste and Slow or Strength and Weakness will replace their counterpart status when applied to a unit stack."
"Statuses with opposing effects like Haste and Slow or Strength and Weakness will replace their counterpart status when applied to a unit stack."
"Which spells may appear in a mage guild depends on the town type. Inferno towns, for example, are very likely to have fire spells and will never have water spells."
"Which spells may appear in a mage guild depends on the town type. Inferno towns, for example, are very likely to have fire spells and will never have water spells."
"Visiting heroes may purchase any spell they wish from a town's Mage Guild. However, they will not be able to cast high-level spells without the Wisdom skill."
"Visiting heroes may purchase any spell they wish from a town's Mage Guild. However, they will not be able to cast high-level spells without the Wisdom skill."
"Air is the most common school of magic and has spells that focus mostly on offense and speed. This includes the "Recall" spell, which warps you to your capitol."
"Air is the most common school of magic and has spells that focus mostly on offense and speed. This includes the "Recall" spell, which warps you to your capitol."
"Earth is the most defensive school of magic and also the least common, with only Rampart, Necropolis, and Fortress towns having a strong preference for it."
"Earth is the most defensive school of magic and also the least common, with only Rampart, Necropolis, and Fortress towns having a strong preference for it."
"Fire is the school of magic most closely affiliated with "evil" towns. It is the most offensive element by far, focused mostly on damaging and disabling enemy units."
"Fire is the school of magic most closely affiliated with "evil" towns. It is the most offensive element by far, focused mostly on damaging and disabling enemy units."
"Water is the school of magic most closely affiliated with "good" towns. It focuses on support, healing, and has several spells to assist with travel on the map."
"Water is the school of magic most closely affiliated with "good" towns. It focuses on support, healing, and has several spells to assist with travel on the map."
"Possessing an elemental magic skill isn't necessary in order to cast spells from its school, but most will be drastically less effective from an unskilled caster."
"Possessing an elemental magic skill isn't necessary in order to cast spells from its school, but most will be drastically less effective from an unskilled caster."
"Most spells can only be cast during combat, but there are several "adventure map" spells that provide you with information or facilitate easier travel."
"Most spells can only be cast during combat, but there are several "adventure map" spells that provide you with information or facilitate easier travel."
"Lower-level spells tend to benefit mostly from the caster's magic power whereas higher-level ones gain more strength from expertise in its school of magic."
"Lower-level spells tend to benefit mostly from the caster's magic power whereas higher-level ones gain more strength from expertise in its school of magic."
"Some spells, such as Berserk, Quicksand, and all non-combat spells, do not consider the caster's magic stat and are thus useful for any hero."
"Some spells, such as Berserk, Quicksand, and all non-combat spells, do not consider the caster's magic stat and are thus useful for any hero."
"Because the effect of most status spells is static and magic power affects only their duration, they are more useful to might heroes than those which deal damage."
"Because the effect of most status spells is static and magic power affects only their duration, they are more useful to might heroes than those which deal damage."
"Magic heroes with sufficient skill and mana to destroy their enemies with spells alone don't need their units to fight - just to survive!"
"Magic heroes with sufficient skill and mana to destroy their enemies with spells alone don't need their units to fight - just to survive!"
"High speed doesn't just help your units reach their enemies faster - it can also help them stay away!"
"High speed doesn't just help your units reach their enemies faster - it can also help them stay away!"
"In combat, the team with the fastest unit will act first. This is especially important for magic heroes, as this gives them the first opportunity to cast a spell."
"In combat, the team with the fastest unit will act first. This is especially important for magic heroes, as this gives them the first opportunity to cast a spell."
"Some artifacts will provide a bonus to certain skills such as Learning or Resistance, but only if the user possesses that skill to begin with."
"Some artifacts will provide a bonus to certain skills such as Learning or Resistance, but only if the user possesses that skill to begin with."
"Artifacts which increase unit growth are best left with secondary/defender heroes since they only work if equipped by a hero in a town at the start of the week."
"Artifacts which increase unit growth are best left with secondary/defender heroes since they only work if equipped by a hero in a town at the start of the week."
"Certain artifacts, when combined, will create a more powerful artifact which will possess a new effect in addition to all those of its components."
"Certain artifacts, when combined, will create a more powerful artifact which will possess a new effect in addition to all those of its components."
"War machines will be disabled for the remainder of the battle if they are destroyed in combat, but can never be permanently lost in this manner."
"War machines will be disabled for the remainder of the battle if they are destroyed in combat, but can never be permanently lost in this manner."
"Even if you aren't in need of their primary effects, war machines like ammo carts and medical tents also give your enemies something to attack other than your units."
"Even if you aren't in need of their primary effects, war machines like ammo carts and medical tents also give your enemies something to attack other than your units."
"A ballista is a good investment for any hero since it's still free damage even without the Ballistics skill to maximize its effectiveness."
"A ballista is a good investment for any hero since it's still free damage even without the Ballistics skill to maximize its effectiveness."
"Medical tents will restore health to a damaged unit you choose at the end of each round of combat. They are most effective when used with durable/high-level units."
"Medical tents will restore health to a damaged unit you choose at the end of each round of combat. They are most effective when used with durable/high-level units."
"The First Aid skill directly boosts the health of your troops and allows the medical tent to remove negative statuses in addition to restoring health."
"The First Aid skill directly boosts the health of your troops and allows the medical tent to remove negative statuses in addition to restoring health."
"Every Blacksmith sells catapults, which destroy fortifications and turrets in siege battles. The Ballistics skill will significantly increase its effectiveness."
"Every Blacksmith sells catapults, which destroy fortifications and turrets in siege battles. The Ballistics skill will significantly increase its effectiveness."
"Shots fired by siege turrets will ignore the defense of the target unit stack; their damage can only be reduced with the Armorer skill or by the Shield spell."
"Shots fired by siege turrets will ignore the defense of the target unit stack; their damage can only be reduced with the Armorer skill or by the Shield spell."
"The damage dealt by turrets varies depending on the type of town, but it's generally best to destroy them first if you can do so before focusing on the walls."
"The damage dealt by turrets varies depending on the type of town, but it's generally best to destroy them first if you can do so before focusing on the walls."
"The durability of defensive walls varies depending on town type, but most are more vulnerable at the outer edges than they are in the center."
"The durability of defensive walls varies depending on town type, but most are more vulnerable at the outer edges than they are in the center."
"Defensive barricades end the turn of any crossing unit and most also deal damage. Further, any unit standing in a barricade will take more damage from physical attacks."
"Defensive barricades end the turn of any crossing unit and most also deal damage. Further, any unit standing in a barricade will take more damage from physical attacks."
"In most cases, it's best when building up towns to prioritize income and then unit growth. Build a City Hall/Capitol first and then focus on dwellings."
"In most cases, it's best when building up towns to prioritize income and then unit growth. Build a City Hall/Capitol first and then focus on dwellings."
"The exchange rates of all trade buildings are based on the total number of those same buildings you control in your towns, capping at a maximum of four."
"The exchange rates of all trade buildings are based on the total number of those same buildings you control in your towns, capping at a maximum of four."
"Trading Posts, Black Markets, and Mercenary Guilds on the map will always offer exchange rates one step higher (i.e. +1 of that building) than your towns will."
"Trading Posts, Black Markets, and Mercenary Guilds on the map will always offer exchange rates one step higher (i.e. +1 of that building) than your towns will."
"Resources are obtained primarily as loot on the map and from mines flagged by your heroes. If desired, you may leave units behind to guard them from enemy heroes."
"Resources are obtained primarily as loot on the map and from mines flagged by your heroes. If desired, you may leave units behind to guard them from enemy heroes."
"Wood and Ore are common resources often found in abundance. Gems, Crystals, Sulfur, and Mercury are rarer and worth twice as much when trading."
"Wood and Ore are common resources often found in abundance. Gems, Crystals, Sulfur, and Mercury are rarer and worth twice as much when trading."
"Once your towns have been fully built, it's wise to sell off your excess resources (preferably at a Trading Post) for gold to recruit as many units as possible."
"Once your towns have been fully built, it's wise to sell off your excess resources (preferably at a Trading Post) for gold to recruit as many units as possible."
"The Bless and Curse spells are most effective on low-level units. Higher-level units benefit more from higher-level spells such as Strength and Weakness."
"In addition to allowing your hero to ignore any obstacle on the map, the Fly spell also reduces the movement penalty for rough terrain as the Pathfinding skill does."
"The Town Portal, Recall, and Fly spells will not work if your hero is on a boat, but the Warp spell will."
"The Anti-Magic spell blocks all incoming magic, both hostile and friendly, but will ignore any existing statuses. Anti-Magic can only be removed by Dispel."
"The Armageddon and Implosion spells ignore units with natural fire or lightning resistance, but will respect O-Magic, resistance spells, and the Resistance skill."
"Elemental resistance spells not only protect your troops from any spell from it's school of magic, but also physical attacks from basic elemental spirits."
"Archangels, Pit Lords, Master Genies, and Ogre Magi all have the ability to cast spells on their allies. To do so, simply target the ally with your cursor."
"Monks, Rogues, and Sprites are able to attack without triggering a retaliation from their opponents. Pegasi, Harpies, and Gnolls can also do so when upgraded."
"Pikemen and Halberdiers receive twice the usual bonus when defending. Defending also allows Halberdiers to strike first when retaliating."
"Horsemen and Crusaders receive a damage bonus for every hex they traveled that turn to reach their targets. Crusaders receive twice the bonus of regular Horsemen."
"Use caution when attacking large groups of Battle Dwarves: they deal considerably more damage in retaliation than they do with regular attacks."
"Grand Elves are able to fire two shots per turn, but only carry two more arrows than regular elves do and thus risk running out unless you have an ammo cart."
"Great Dendroids will use their roots to entagle their victims when attacking, binding them to their current location until the Dendroid stack is destroyed."
"The shot of an Archmage or attack from a Pixie will dispel any positive statuses on its target, making them potentially very useful in multiple stacks."
"Familiars will convey a small discount to the casting costs of spells in battle, but only during their turn."
"Magogs throw fireballs which explode on impact and damage all units surrounding the target except those which are immune to fire."
"Every attack from a Djinni will decrease the target's defense until the end of battle. As with the Sunray spell, this cannot be cured or otherwise dispelled."
"It's best to avoid engaging Archdevils at melee if at all possible, as one third of all non-ranged damage dealt to them will be returned to their attacker."
"Necromancy raises Zombies from your enemy's dead after combat if there is room in your army for them. This is most effective on large numbers of weak units."
"When a stack of Phoenixes or upgraded Skeletons is killed completely, they will regenerate back up to roughly 20% of their original numbers."
"Wraiths will raise Ghosts from the souls of everything that they kill. Because of this, they are especially dangerous against large numbers of weaker units."
"Vampire Lords absorb health from their targets and can even use it to revive their own dead. Because of this, they are extremely difficult to kill in large numbers."
"The shot of a Power Lich will explode into a noxious cloud of gas that will also damage any living units in the vicinity of its initial target."
"The attack of a Ghost Dragon can age its victim, cutting its health in half. This is a great help for taking down high-level units, but you must act before it wears off."
"Minotaur Kings become enraged and their strength increases until the end of battle whenever one of their attacks doesn't completely kill an enemy stack."
"Troglodytes can smell fear, and if upgraded will deal additional damage when they do. They pair well with Evil Eyes, whose attacks often terrify their victims."
"The ability of Evil Eyes and Mummies to inflict fear can be resisted or nullified just as the Fear spell."
"The special ability of Thunderbirds can deal a significant amount of additional damage, but can be resisted or nullified just as a regular lightning spell."
"Cyclops Brutes are able to damage defensive walls and turrets with their shots just as a catapult would."
"Mighty Gorgons possess a devastating physical attack that allows them to instantly kill one or more units in a target stack, regardless of their total health."
"Hydras are able to attack in all directions at once and, when upgraded, can regenerate health each turn. They are slow, however, and best fought from a distance."
"Flies and Zombies are relatively weak units, but can be useful in multiple stacks due to their ability to spread disease, which will weaken your opponents."
"Beware engaging Empress Medusas or Emperor Basilisks at melee: both have a much higher chance to petrify their victims than their regular versions."
"Poison slowly reduces the health of a unit stack over time. Try to keep your distance while it works and then move in once your target has been worn down."
"Enchanters are special units which can cast support spells on their allies. Because of this, they are most effective when split into multiple stacks."
"Peasants are the weakest of all units, but they can be added to any army without incurring a morale penalty for mixed factions."
"The breath of a dragon will pierce through its target and damage any unit behind it - be it friend or foe!"
"Look out for locations on the adventure map - as well as special buildings in certain towns - which permanently boost the stats of any hero to visit them."
"Buildings which provide permanent stat increases to any visiting hero can be found in Tower, Inferno, Dungeon, Stronghold, and Fortress towns."
"Buildings which grant stat bonuses to defenders during siege battles only work if a defending hero is present; those which boost luck and/or morale work regardless."
"Castle, Necropolis, Fortress, and Conflux towns can build shipyards if there is a coastline to the north. They are more cost-effective than external shipyards."
"Castle towns have buildings which boost movement both by land (Stables) and by sea (Lighthouse). Both can also exist as standalone locations on the map."
"Moats in Castle and Conflux towns won't damage units except for those with immunity to fire. Fire-immune units are not, however, damaged by Inferno's lava moat."
"Rampart towns can construct a treasury which will generate interest on stored funds. The more gold you save early on, the more it will pay off later."
"Rather than a traditional moat, Tower towns instead have land mines. They are invisible until triggered, so be careful when approaching a fortified Tower."
"Tower towns are excellent places to learn spells due in part to a special building which expands the availability of spells in their Mage Guilds by one per level."
"Inferno towns can build a portal which will teleport heroes to any other town you control. The trip is one-way, however, unless it's to another Inferno town."
"Necropolis towns can build a special structure which converts any living unit into an undead one. Most units will become Zombies, but some have different results."
"Necropolis towns have a building which extends a permanent fog of war around them. This has no effect on the AI, but can be annoying for human opponents."
"Defending heroes cannot retreat from siege battles unless they are defending a Stronghold town with an Escape Tunnel constructed."
"Conflux towns can construct a Magic University, which will teach any magic skill to any hero... for a price. (Class restrictions apply, see the Printme for details)"
"Dwellings on the map that you control will also provide a growth bonus to dwellings of the same type in any of your towns."
"Certain locations on the map will temporarily boost your army's morale or luck. This bonus will last until the end of your hero's next battle."
"Objects on the map which increase movement such as Watering Holes and Bouys may be visited once per day or at any time after winning a battle."
"Windmills and Water Wheels provide resources every week. Be sure to keep a hero available to check them!"
"Scrolls allow your hero to cast a spell at basic level regardless of elemental skill or Wisdom requirements. They may be purchased at spell shrines on the map."
"Taverns on the adventure map will have different heroes available for hire than in your towns and they are less likely to be classes from your starting faction."
"A Den of Thieves on the map will provide complete information on your opponents as well as additional right-click information on enemy units for the turn."
"A hero inside a Sanctuary may remain there indefinitely without being attacked. This can make it easy for a player to maintain control of nearby mines or dwellings."
"Since the movement bonus from Stables lasts until the end of the week, they are most beneficial when visited as early on in the week as possible."
"Basic units can be upgraded at a Hill Fort, but it will cost more to do so there than it would in a town. The higher-level the unit, the more of a premium you'll pay."
"Blacksmith forges on the map sell all three of ballistas, ammo carts, and medical tents. However, you will pay more for them there than from a town blacksmith."
"During your travels, you may find teachers willing to train your hero in a skill free of charge. A University will offer more variety, but you'll pay for it."
"An Arena or Library of Enlightenment will provide a substantial boost of might or magic, respectively, to any hero strong or wise enough to be permitted entry."
"For a price, a Wise Tree will increase your hero's level. Because higher levels require more experience, you'll get more value the longer you wait to use them."
"Altars of Sacrifice allow any hero to sacrifice artifacts or units in exchange for experience. Higher-level artifacts and units will earn more experience."
"Whirlpools at sea function just like teleporters do. They're completely safe to use, and they may even send you somewhere that you couldn't otherwise get to."
"Garrisons on the map provide siege walls and a barricade to defend units within. Some garrisons are also enchanted to block the use of all magic."
"Certain types of special terrain will cause spells of a specific element to always be cast at master level. They are especially useful for travel spells like Town Portal."
"Battles taking place on cursed ground will negate all effects of luck and morale, as well as provide a native terrain bonus to all undead units.
"Finding every obelisk will lead you to a powerful object which will boost a town's growth and income along with a special second effect depending on the town's type."
"You can view your progress toward discovering the location of the grail at any time by clicking on the "Puzzle" button in the "World Map" screen."
