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So, let's continue the conversation.
I want to talk to you about a unique castle that is especially preferred by beginners and amateurs, a castle radically different from all others. Of course, it is the city of the dead - Necropolis.
Traditionally, we start with a brief description of the troops and some specific aspects.
Troops: skeletons, zombies, zombie mutants, mummies, royal mummies, vampires, vampire lords, liches, power liches, bone dragons.
Skeletons, in the computer's opinion, are the strongest first-level troops. This can be disputed (thieves and centaurs are also quite tough), but average speed (4), 4 health, 4 attack, 3 defense, and 2-3 damage command respect.
Zombies. Attack 5, defense 2, damage 2-3. Generally considered one of the weakest units of its level. Characterized primarily by very low speed (2), which makes them poorly suited for fighting non-flying units. They do have 15 health, but...
Zombie mutants. A decent second-level squad. Average speed (4), 20 health. But you shouldn't rely on them too much: other parameters are the same as ordinary zombies, including defense 2...
Mummies. Decent. Speed is average (4), 25 health, attack and defense both 6, although damage is low – 3-4. On occasion, they can slightly hinder an enemy unit by casting a curse on it.
Royal mummies. Quite decent. Speed is brisk (5), 30 health. Other parameters are the same as the mummy.
Vampire. As a rule, this unit is used quite rarely by human players. Vampire lords are just so good! But still, a few words should be said about them. They fly. Speed is average (4), 30 health. Unanswered attack. Attack 8, defense 6, damage 5-7.
Vampire lord. A unique unit. The presence of vampire lords (along with the "necromancy" skill) explains the strength of the Necropolis. So: speed is brisk (5), they fly, 40 health, unanswered strike, other parameters are same as vampires. And now the most important part! Vampire lords have the ability to regenerate. During a strike, they regain an amount of health equal to what they took from the attacked squad (but not more than their initial amount before the battle). Therefore, when a substantial number of vampire lords accumulate, they become a very serious force, fighting many battles without losses.
Lich. The only shooting unit in the castle under consideration. They tried to compensate for the more than modest health (25) with defense (12). Speed is brisk (5), attack 7, damage 8-10. To be honest, the unit is not the strongest.
Power lich. Health 35, defense 13 (!!!). Shoots fireballs that hit everyone indiscriminately (including their own) within a one-cell radius. The fastest unit in this castle – fast (6), other parameters are same as the lich.
Bone dragon. Flies. Costs only money, no resources, 1500. Health 150, speed is average (4). A decent sixth-level unit, especially considering the reduction of opponent morale and very respectable damage (25-45). Attack 11, defense 9 (not impressive).
General characteristics of troops. Mind-affecting magic (specifically blindness, berserk), as well as curse and blessing, do not affect any troops of this castle. Shooters are weak and, moreover, die quickly. Most often, the fight is led by vampire lords, skeletons, and bone dragons; royal mummies enter the game less frequently, other units even less so.
The Hero of Necropolis. Starting parameters: 1-0-2-2. Has a magic book containing one of the strongest first-level spells – haste. Initial secondary skills: wisdom, necromancy. And although I will explain the topic of secondary skills much later, in this case, I will dwell on it in detail. Necromancy allows you to raise part of the fallen troops as skeletons after a battle!!! First level – 10%, second – 20%, third – 30%. That is: if you kill a hundred peasants with second-level necromancy, the hero gains 20 skeletons! As a result, playing this castle has a special character. In particular, until the end of the game, the main hero uses first-level units, which by that time accumulate from several dozen to several thousand. The hero's growth is fairly harmonious, although at the beginning, magic stats grow slightly faster. It should also be noted here the specific necromancer magic. Besides waves of death that destroy all living things, there is an extremely powerful spell of only the third level – animate dead (raise corpse). I would like to note that a similar spell for "living" troops is fifth-level ("true resurrection"), and accordingly, it is encountered less often and is harder to learn. Maxed out necromancy, a sufficient number of vamp-lords, and the presence of "animate dead" magic give this castle very serious advantages.
Now a few words about building specifics.
Main feature: it is possible to build levels 5-6 without level 4. What does this mean in practice? That in the first week, you can build either vampires or liches (on sufficiently high difficulty levels). A number of strong players choose vampires – this allows for an earlier start, and a force of 13 vamp-lords is very often preferable to 3 bone dragons (paradoxically, the strength of vamp-lords increases non-linearly, rising sharply as their number increases). Furthermore. Very often a choice arises: upgrade vampires or build liches/dragons. This depends on the situation.
And one more thing: in the HOMM2 "The Price of Loyalty" version, an additional building appears in the castle that increases the necromancy skill by 10% (this same building moved to HOMM3 under the name "necromancer's tower"). Moreover, the effect from these buildings is cumulative: build them in 3 necropolises – you get a 30% bonus to necromancy!
Let's try to summarize.
Necropolis is one of the strongest castles, especially on medium and large maps. Main pros include the large number of skeletons resulting from necromancy, vampire lords, relatively cheap bone dragons that require no additional resources when purchased, the heroes' starting spell – haste, as well as the potential ability to learn and use an extremely powerful third-level spell – "Animate Dead".
Cons can include the not-so-high average speed of main troops, as well as the relative weakness of shooters. And it should be understood that necromancy needs "potential skeletons" - numerous squads on the map, and the hero's initial power parameters are still not very high...
Tip for beginners and amateurs: when a "living squad" joins the necromancer army, its morale will be –1; two "living squads" from different castles – morale –2. Necropolis troops will have neutral morale.
Tip for amateurs and experienced players: do not overestimate vampire lords.
Tip for experienced players: a clash with knight troops led by a strong human player can lead to extremely unpleasant consequences.
And now let me tell you about the most beautiful castle in HOMM2 – the castle of beautiful sorceresses, fairies and, of course, phoenixes.
First – a word about the troops.
Fairies, dwarves, upgraded dwarves, elves, grand elves, druids, upgraded druids, unicorns, phoenixes.
Fairies. First of all, fairies are the only flying first-level unit. Secondly, fairies have an unanswered strike. Now for the rest. Speed – average (4), health 2, attack 4, defense 2, damage 1-2. Low health and low defense lead to these unique creatures dying in large numbers. Moreover, they are practically helpless against direct damage magic. Nevertheless, fairies are an excellent means of neutralizing shooters in the early stage of the game.
Dwarves. Speed is low (2), that's the trouble. There are pros: 20 health, attempt to resist magic, attack 6 (!), defense 5, damage 2-4. A decent unit in the fight against flying troops, weak against shooters.
Upgraded dwarf. The strongest second-level unit according to the computer. Health 20, speed average (4), has a chance to resist magic. Attack-defense – 6.
Elf. Speed average (4), shoots, and does so twice. Attack 4, defense 3, damage 2-3. Health 15.
Grand elf. Oh, they are good! Speed fast (6), attack-defense 5, shoots twice, and does it excellently! Good in every way, only has 15 health, so they die from melee combat and/or magic...
Druid. Shoots. Speed brisk (5), attack 7, defense 5, damage 5-8, health 25.
Great druid. Speed fast (6), otherwise similar to the druid, only slightly higher defense (7 vs 5 for the non-upgraded unit)...
Unicorn. Speed brisk (5), health 40, has a chance to blind the opponent. Attack 10, defense 9, damage 7-14. A decent unit, especially if blinding works.
Phoenix. The most beautiful unit, and it dies very beautifully. Speed – very fast (7) – one of the two fastest units in HOMM2 along with champions (Knight). Attack 12, defense 10 (a bit low), damage 20-40, health – 100, double strike (like dragons from the CD castle and cyclops), immunity to half of direct damage magic, specifically ice bolt, lightning, and storm of elements.
Building specifics. First, mercury is needed. A lot of it. Moreover, it's needed for buying phoenixes (1000 gold + 1 mercury). Because of this, druids are usually upgraded late (mercury is required). Second, elf upgrades are possible only after building druids. Third, a lot of stone is needed.
Important nuances: houses where dwarves live are quite common on the map. If you enter them, they will gladly accompany you further. Also, small houses are sometimes found in trees. These aren't birdhouses – fairies live in them. And if there is only one tree, the fairies will go with guests; if several trees stand there, they will ask for money. And second: in a specific building called "hill fort", dwarves are upgraded absolutely free of charge.
Heroes of this castle have initial parameters 0-0-2-3; during leveling, knowledge grows first and foremost, slightly less magic power, then roughly equally magic power and knowledge, and slightly less attack-defense.
A same-start magic book is given, which contains the blessing spell.
Skills: wisdom, second-level navigation.
The approach to the game can vary greatly, but we will move on to questions of strategy and tactics for various castles later.
So, main conclusions.
Three out of six units of this castle possess various magical abilities, and this, along with the high average speed of creatures and, in particular, the highest speed of phoenixes, is a clear plus. At the same time, one cannot overlook the low health of 3rd-4th level shooters, as well as the substantial amount of mercury and stone required for building. And more: the weekly growth health of this castle is the lowest in HOMM2. That's how it is.
Tip for beginners: capture deposits of mercury, stone, and wood as early as possible.
Tip for amateurs: think about which hero to make the main one.
Every moment of our lives could be the last. Therefore, let us proceed with the further review of the main characteristics of various castles in HOMM2.
Today I will tell you about the castle of mighty shooters and wise mages, a castle that is one of the most difficult from both a strategic and tactical point of view. Today we will talk about the titanic castle.
Troops: halflings, pigs, iron golems, steel golems, rocs, mages, arch-mages, giants, titans.
Halflings/hobbits. Shoot. Speed slow (3), health 3, attack 2, defense 1, damage 1-3. Only suitable for ranged attacks, mainly in the early stages of development. Important nuance: they are quite often found in structures on the map ("burrow").
Pigs. The main thing is speed fast (6). Health 15, attack 5, defense 4, although damage is 2-3.
Iron golem. Speed very slow (2), that's what's unpleasant. Health 30, attack 5, defense 10 (!!!), reduced damage from direct hit magic.
Steel golem. An extremely powerful unit underestimated by many, the strongest of its level. Speed slow (3) – the only minus, but... Health 35, attack 7, defense 10. Damage 4-5. Reduced damage from direct hit magic. Very strong against flying units, decent defense for shooters.
Roc. Flies. Speed average (4), health 40. Attack 7, defense 7, damage 4-8. Not bad for a flying unit.
Mage. Shoots. Speed brisk (5), health 30, attack 11, defense 7, damage 7-9. Plus, melee without penalty. The problem is the low amount of health.
Archmage. Shoots quite well. Speed fast (6), health 35, attack 12 (!), defense 8, damage 7-9, melee without penalty. In certain cases, casts "dispel magic". A good but rather quickly dying unit; moreover, building is not easy.
Giant. Speed average (4), health 150, attack 13, defense 10, damage 20-30. Rarely purchased by human players.
Titan. Speed fast (6), health 300, attack 15, defense 15, damage 20-30. The strongest shooter in HOMM2. No penalty in melee. Mind-affecting magic does not work, specifically blindness and berserk.
Building specifics. Gems are needed. For building titans, for example, you need 45!!! Not a small amount? Therefore, this castle depends very, very strongly on the presence of leprechaun gardens, which occasionally give out 5 gems. If there are no gardens, it will be very difficult. By the way, to buy titans, you need 2 gems for each titan.
Further. There is a specific building – the library, which gives one additional spell of each level of the magic tower. The problem is as follows: both for building the library and for building the guild, the same gems used for titans are needed!!! That's how it is...
There are also little treats. For example, a library is required to upgrade mages.
Heroes. Native hero – 0-1-2-2, second-level wisdom, has a book, stone skin spell. At first, magic power and knowledge grow mainly, then all parameters roughly equally, but magic power and knowledge are still higher.
Tip for amateurs and advanced players: think about which hero to make the main one.
Main conclusions. You cannot play this castle by inertia. You really need to think about the development strategy. By the way, a specific structure on the map can help – the foundry, where golems can be upgraded free of charge. In the first stage of the game, free hobbits are a good bonus, if you find them, of course.
This castle is a record-holder for the number of shooting units, so it makes sense to think about the "archery" skill. Overall I can say: unfortunately, on most maps you will have to choose: either magic or titans.
Tip for beginners: capture gem deposits as early as possible; don't forget to visit the leprechaun garden every week.
Tip for amateurs: having pigs in the army may allow you to cast magic before your opponent in many cases; pigs can mechanically protect a shooter.
Tip for advanced players: don't forget about the second strategy – steel golems, archmages, fifth-level magic with a library. In certain cases, this option is truly worth considering.
So, it's time to move on to the description of the castle of black mages and black dragons.
Troops: centaurs, gargoyles, griffins, minotaurs, upgraded minotaurs, hydras, green dragons, red dragons, black dragons.
Centaurs. Speed average (4), shoot, health 5 (!), attack 3, defense 1, damage 1-2. One of the strongest units of its level, especially in the early stage of the game fighting against slow non-flying and non-shooting troops. In the computer's opinion, it is the second strongest unit of its level.
Gargoyle. Flies, speed fast (6). Not bad, right? Health 15, attack 4, defense 7 (!!!), damage 2-3. Gargoyles are considered by the computer to be the second strongest unit of their level; they are very strong against shooters and, thanks to high speed, provide a chance to cast magic first.
Griffin. Flies, speed average, health 25, attack 6, defense 6, damage 3-5. In the computer's opinion, it is the second strongest unit of its level. Among other things, it responds to an unlimited number of strikes. Especially strong against shooters.
Minotaur. Speed average, health 35. Other parameters are very serious for its level. Attack 9, defense 8, damage 5-10.
Royal minotaurs. Speed fast (6). Health 45, attack 9, defense 8, damage 5-10. In the computer's opinion, it is the second strongest unit of its level.
Hydras. The only minus – speed very slow (2). Health 75 (!!!) – simply a fantastic figure for a fifth-level unit, attack 8, defense 9, damage 6-12. In addition, an unanswered strike on all enemy units standing in immediate proximity. In the computer's opinion, it is the strongest unit of its level.
Green dragon. Speed average (4), health 200, attack 12, defense 12, damage 25-50. Full immunity to magic. Attack reaches two cells.
Red dragon. Speed brisk (5), health 250, attack 13, defense 13, damage 25-50. Full immunity to magic, attack reaches two cells. In the computer's opinion, it is the second strongest unit of its level after the black dragon, although many players believe titans are stronger than RD.
Black dragon. According to the computer and most players, it is the strongest unit in the game. Speed fast (6), health 300, attack 14, defense 14, damage 25-50, strike reaches two cells.
Building specifics. Sulfur is needed. For building BD – 50. By the way, for their construction you also need 50 stone, and if including the statue and cellar - 65. This is generally the only thing that opponents of BD can hope for. But there's another nuance. You don't have to build BD; you can limit yourself to red or even green dragons (by the way, the computer rightly considers green dragons as fourth strongest in HOMM2 after black and red dragons and titans). For information: the cost of building green dragons is 25000 + 40 ore + 30 sulfur + 10 gems (if adding statue, well, and cellar, then another 15 ore, 5 wood, 4750 gold), which in principle is not that much for troops of such strength. A couple more nuances regarding building the castle. Hydras are built quite easily; it's not necessary to place minotaurs first. And also: buying a red dragon requires one sulfur, and buying a black dragon – 2. And another thing: let's compare the purchase cost of a titan (5000 + 2 gems), BD (4000 + 2 sulfur) and red dragon (3500 + 1 sulfur). That's how it is... But that's not all! Only this castle has an additional building (cellar) that brings in 500 gold a day!!!
Heroes. Initial parameters: 0-0-3-2, skills initial wisdom and advanced scouting, has a book containing curse (what else to expect from black mages). First, magic power grows, slightly less knowledge, then all indicators roughly equally, but still with an emphasis on magic power and knowledge.
Tip for amateurs and advanced players: think about which hero to make the main one.
Main conclusions. Potentially this castle is the strongest. Highest amount of health in weekly troop growth, a unit completely immune to magic. Lowest price per rating point of weekly growth according to computer classification. Highest income. Strongest initial army for the hero. Starting hero with magic power 3. If dragons are built not too late – great chances of victory. However, in case of sulfur and stone deficit, other castles can significantly outpace BD in development... Also a minus could be the lack of strong shooters in the middle stage of the game (until dragons enter battle). But there is one more nuance. The combination of dragon + Armageddon magic (storm of elements is weaker but also works) is so powerful that it breaks the already quite shaky balance in the wonderful strategy "Heroes of Might and Magic Part II".