Collecting Heroes
Acquiring a hero in Master of Magic© is not a
particularly difficult task. The game provides a
number of methods for joining heroes to your army.
What is difficult, however, is getting the heroes
you want and getting them early
enough to start increasing their experience. This
is the key to creating a custom army which will
ensure your victory. This section explains how to
collect heroes using the three methods available:
solicitation, rescue, and summoning.
Solicitation: Help Wanted
Occasionally, a hero will offer their services
in exchange for gold. This is known as a
solicitation, or a request for a job. The
chance of a hero offering their services is based
on several factors:
- Your wizard's fame,
- Your wizard's gold supply, and
- The number of heroes already in your
wizard's army.
Like everything else in Master of Magic©,
the chance of a hero asking for work is based on a
mathematical formula. The chart shown below details
your chances based on the variables listed above. By
using this chart, you can better prepare your wizard
to be approached by a hero:
Number of Heroes Wizard's Fame
in your army 0 20 25 40 50 60 75 80 100
-------------- ------------------------------------------
none 3% 4% 5% 6% 7%
1-2 heroes 1% 2% 3%
3-4 heroes 1% 2%
5 heroes 0% 1%
Before we discuss the chart, remember that gold also
plays an important part in hiring heroes. Why is
this? Because almost every hero has a base
hiring cost (refer to the
Hero Compendium)
which you must have on-hand before a hero will even
approach you! Example: on your turn the
computer determines that you are eligible to be approached
by a low-level hero with a 100 gold hiring cost. However,
you only have 75 gold in your reserves. Because you
are short on gold, the hero doesn't even approach you.
You wouldn't even know that you were eligible for a
hero since you didn't have enough gold!
Now, what does the chart tell us about attracting heroes?
First, the higher your fame, the better your chance.
Second, the more heroes you already have, the lower
your chance. Third, no matter what, these are pretty
crappy chances. This is why solicitation is ranked
the least valuable method of acquiring heroes. Not
that you shouldn't try to attract a hero, but there
are more reliable methods available.
In most cases, the only time you will be interested in
hiring a hero is at the start of the game.
Chances are, you will not have the spells Summon Hero or
Summon Champion, and heroes are usually rescued
from the tougher lairs. Therefore, solicitation is your
only real alternative for collecting a hero at the
start of the game. To make matters worse, you will
only be approached by low-level to mid-level heroes.
"Why even Bother?", you ask. Because some of these
heroes are excellent candidates to help you get on
your feet at the start of the game. Don't worry about
keeping them throughout the game, because they are
"disposable". You will use them until their
usefulness has run-out, and then disband them.
What do you look for in a "disposable" hero? Look for
the following attributes:
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Noble
|
- Heroes with the Noble attribute cost nothing
and add 10 gold to your bankroll each turn!
Heroes such as B'Shan the Dervish are great
for helping you make financial ends meet when
times are tough. Once you have your budget
balanced and are turning a decent profit, let
him go.
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Leadership
|
- Leadership is extremely valuable at the start
of the game since it boosts the attack strength
of all the normal units stacked with the hero.
Since your first army usually consist of nothing
more than swordsmen and bowmen, this can make
quite a difference in a battle. Let Valana the
Bard lead your army for a while until you develop
tougher units, and then send her home.
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Sage
|
- Is your spell research barely moving? Hire a sage
to help you out. A hero with the Sage attribute
adds to your spell research, helping you speed up the
acquisition of new spells. Hire the old-but-wise Zaldron
the Sage and leave him at your fortress. Since he is also a
spell-caster, he can help pay for overland
enchantments! Once you have built enough shrines
and temples and have a solid mana base, let Zaldron
retire and collect his pension.
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Scouting
|
- Can't seem to clear the map fast enough? Hire a
scout to help you out. Scouts can see farther than
normal units and can really clear up a map in a hurry.
Hire Rakir the Beastmaster and try to speed him up
with spells like Endurance or Water Walking. Once you
have cleared enough of the map, let him go back to
bird watching.
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Healer
|
- Is your army taking a beating? Hire a healer and stack
your units under him/her. Heroes like Serena the Healer
will speed up the healing process of your units between
battles and can cast the spell Healing in combat. Most
healers also come with the Purify ability. Not the most
useful attribute in the world, but it comes in handy every
once in a while. When your units get tougher and you have
built Animist Guilds in your cities, let Serena go back to
the leper colony.
Should you always dispose of these lower-class heroes?
Not necessarily. If you are playing a short-term game,
or prefer to rely upon normal units instead of heroes
to fight your battles, let them hang around and move
up in rank. Any hero, no matter how useless they seem,
is formidable when they have achieved a high rank
(Super-Hero, Demi-God). This is especially true when
you begin adding enchanted items. However, if you prefer
to play the longer, more difficult games, it would be wise
to let these heroes move out of the way when you can
afford a better one.
Rescue: Look what the cat dragged in
You've just finished hacking your way through a lair filled
with Giant Spiders and Earth Elementals, and your army has
taken some heavy losses. After wiping the blood and gore
from your weapons, you look into the lair to claim your
booty. Lord knows you could use some gold to help pay for
that new Ship Yard you're building in New Haven. And you
really went crazy with the spells during this fight and
could use some mana crystals to boost your reserves. But
as you wipe away the cobwebs all you find is some washed-up
hero whimpering like a puppy! "Damn", you think, "If I had
to get a hero, why couldn't it at least be a GOOD one?"
Sound Familiar? Rare is the occurrence when you are able to
rescue a hero from a lair. Even more rare, however, is the
chance that you will want to keep the hero and join
him/her into your ranks. But by following a few simple
guidelines, you can often turn this situation to your advantage.
Let's review the situation. First, Unless you have an empty
position in your list of heroes, this situation will never
occur. So if you are hoping to gain a hero by rescuing one,
make sure you have one or more slots available. You can improve
your chances by disbanding all the "disposable" heroes from your
ranks. Second, heroes are usually rescued from the tougher
lairs. The tougher the lair, the higher the quality of the
hero found within. Every lair, node, and keep offers a base
6.7% chance of having a hero inside. Not much better than
solicitation, right? Also, you can only rescue heroes, not
champions. That's a major drawback to rescuing heroes. By
the time you are able to tackle these tough lairs and nodes,
you don't need a hero. You need a champion.
If the hero you rescued does not fit the bill, use the
following tips to try and change your luck:
- Always save the game before you enter a node, tower, lair,
keep, or cave. This should be a mandatory part of
your game.
- If you lose the battle, or lose a vital hero, you can reload
the game without losing a number of turns.
- If the lair or node was tougher than you expected,
you can reload the game and come back to that node later.
- If you don't like the loot you received, you can reload the
game and try again. The "quality" of the loot won't change,
but the exact item can. The "quality" means that if you get
a mid-level hero the first time, you will probably get a
mid-level hero the next time. But the exact hero can
change. By using this idea, you can try for another hero
by reloading your game and fighting the lair again. I can't
guarantee you'll get a hero every time, but chances are good
you'll get another one.
This trick takes patience. Lots and lots of patience.
That is why rescuing heroes is ranked the second most
valuable method. It is tougher to do, but you can probably
get a better hero than you could through solicitation. The
fact that you can reload the game and try again for a better
hero is what makes it so valuable. Plus, you get the hero
without paying the hiring cost!
Summoning: What is thy bidding, my master?
If you are a serious Master of Magic player, such as myself,
you know that the first two sections of this chapter are just
fluff. More like a random chance of getting a hero or two,
but you don't rely upon them to win the game. You wait.
You research. You save mana. You bargain and trade spells.
And once you get it, you go hog wild. I'm talking of two of
the most valuable spells you can possibly possess:
- Summon Hero, and
- Summon Champion.
Let's take a look at these two spells. To begin with,
they are both arcane spells. This means that
regardless of what spell books you pick, you can possess
and cast these spells. Does this mean you always get
them? Not necessarily. Depending upon the number of
spell books you picked, you might not get Summon Champion.
That is why trading spells with other wizards is so
important. If you do not get Summon Champion in your
spell book, trade for it as quickly as possible.
What is the difference between the two spells? The obvious
is that one summons heroes and the other summons champions.
There are a total of 25 heroes that can be summoned, and 10
champions. Refer to the Hero Compendium for more information.
The spell Summon Hero gives you the ability to
summon all 25 heroes. However, with the Summon Champion
spell, some of the champions can only be summoned if you possess
Life or Death spell books. In addition, the 10th champion,
Torin, can only be summoned with the Life spell Incarnation.
In most cases, you will get the Summon Hero spell first.
You should start putting it to good use immediately. It has a
spell cost of 500 mana, and will take a few turns depending upon
your wizard's skill. As you are casting this spell, you should
start thinking about what type of hero you need at the moment.
Are you in a defensive position with enemy troops near? Think
about trying to get a spell caster. Are you on the offensive,
trying to take over neighboring towns and nodes? Think about
trying to get a fighter. Do you have any enchanted items, but
no hero to give it to yet? Try to make the hero fit the item.
This will give the hero a powerful boost to help your cause.
But how do you ensure that you get the hero you want? It is so
easy, it is almost considered a cheat. I simply like to call it
taking advantage of the rules. When casting the spell, pay close
attention to the number of turns the spell will take to complete,
then save the game. After enough turns have passed that there is
only 1 turn left before completion of the spell, save the game again.
To make it really easy, make sure you save the game after all units
have taken their turns. When you take your next turn, the Summon
Hero spell will finish and you will be presented with a hero
which you can accept or reject. If you like the selection, you simply
accept. If you don't like the hero, you reload the game. Since you
saved it one turn before the Summon Hero spell completes,
you only have to pass one turn before you get another selection!
Eventually, the Summon Champion spell will come into your
possession. Once again, you should put it to use immediately. It
has a casting cost of 750 mana and takes more turns to cast. By
this point you should have at least one or two heroes in you
army. If you have positions available in your ranks, fill them
with Champions and keep your heroes. Use the same guidelines and
"cheat" mentioned earlier for the Summon Hero spell.
You will quickly notice that Champions usually receive a larger
number and higher quality of attributes. They also receive more
random selections which offers the possibility of Super attributes.
The "Super" feature increases the benefit of an attribute by 50%
over the normal benefit. For example, a Champion with the Legendary
attribute increases your fame by 3 for each level of the attribute.
With Super Legendary, your fame would be increased by 4.5 for
each level of the attribute. This can make quite a difference as
that attribute increases.
What are some of the best attributes to look for in a Champion (or a
hero for this matter)?
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Caster
|
- Spell-casting heroes are the most valuable heroes you can
possess. Their ability to cast combat spells and attack with
a variety of magical ranged attacks makes them a valuable asset.
Since they use their own mana in combat and not yours, you practically
multiply your power by the number of casting heroes you possess.
The fact that they can cast spells not found in your spell books
makes them even more valuable. Add the fact that they loan half of
their spell skill to yours when left at your fortress, they are almost
priceless in casting expensive non-combat spells, such as when
creating magical items. Try to fill your ranks with at least 4 casters,
and save two slots for tough fighters or an archer.
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Missile Weapons
|
- At first sight, heroes with missile weapons, or bows, don't seem
to be much of an investment. However, if you have ever used one you
quickly realized their benefit. Missile-equipped heroes often have a
higher To Hit rating than most heroes, ensuring that it does maximum
damage. Obviously their ranged attack allows them to pick off opponents
from a distance. But one of the most important features is that its
the only non-magical ranged attack a hero can have. This is incredibly
important when you are attacking magic-immune creatures such as the
terrifying Sky Drake. While your spell-casters are peeing in their
robes because they cannot hurt a Sky Drake, your experienced archer
can easily shoot it down in one or two shots. The only Champion
with missile weapons is Allorra the Elven Archer. She should be one
of your mandatory champions each and every game.
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Arcane Power
|
- This is a must-have attribute for your magical attack fighters.
Arcane Power increases the strength of your hero's magical ranged
attacks, greatly increasing the damage inflicted. It is possible
to get a hero with Super Arcane power and they are absolutely
devastating. Try to find heroes with the combination of Arcane
Power and Blade Master, since this increases both your magical attack
strength and your chance To Hit. This is an extremely rare combination,
only found in fighter/caster combination heroes such as Warrax the Chaos
Warrior. Once you equip these heroes with magical items which further
increase their magical attack strength, they can take out an entire army
by themselves.
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Magic Immunity
|
- If there is any attribute you should be praying for, magic immunity
is it. Just like a Paladin unit, a hero with magic immunity is immune to
almost all spells and to all magic ranged, gaze, and breath attacks! Since
these are what your opponents will try to use to kill your heroes, this
makes them twice as tough as all other heroes. Magic Immunity is available
to wizards with a good number of Sorcery spell books, but is inherent only
to Roland the Paladin, Mortu the Black Knight, and Torin the Chosen One.
Personally, I find magic immunity the most valuable attribute
available. Once you've had a magic-immune hero, I don't think you will
disagree.
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Blade Master
|
- Since all units swords (attacks) only have a base 30% chance of
inflicting damage, the To Hit skill is extremely important. Each increment
of the To Hit skill increases that unit's chance of inflicting damage by
10% (on a per-sword basis). That is why Blade Master is so valuable.
It increases the To Hit modifier above the unit's normal amount which allows
the unit to inflict the maximum damage possible. In layman terms, it makes
your hero kick more ass.
As you begin to play with this "cheat" you will often find that
the computer wants to present a particular hero/champion over and
over again, even if you reload the game. This can be quite
frustrating if the hero is not to your liking. However, a friend
of mine taught me a trick, an expensive trick, to avoid this
situation. When your Summon Hero/Champion spell presents
you with a hero you do not desire, accept the hero and then march
him/her into certain death. Certain death means a lair or node
which contains enough creatures to easily kill this hero. The
death of this hero means you will never be solicited by, rescue, or
summon this hero again, thus increasing the chance of your
acquisition of a better hero. However, since you accepted the hero,
you had to pay the mana of the summoning spell and the time
necessary to cast it. These are not things a serious player
can afford to lose. I wouldn't recommend this tip during a serious
game, but it is useful to know.
If you have read all of the sections in this page, you will come
to the realization that summoning is the best means to acquire
your hero. As for which heroes and champions you should pick,
it is dependent upon your style. You will soon learn which
heroes suit your offensive/defensive attitude. Once you become
comfortable with a set of heroes and champions, make it your
first priority to add them to your army.
Completing the Mix
Once all six of your positions are filled, you need to stop and
take a serious look at what you've got. Chances are, you will
have a mix of experienced heroes, and novice champions. Any
"disposable" heroes should be long gone by now. The next step
towards winning the game is to determine which heroes you should
keep, and which you should let go. This selection can depend
greatly upon the spell books you selected, your style of play,
and the opponents you are trying to kill. However, use the following
guidelines to help make the best choices.
To begin with, remove any low, mid, and high-level heroes
which have not reached the experience level of Champion.
By the time these heroes have reached a more valuable
level, you could have advanced a better champion. The
only exception to this rule is a hero with an outstanding
quality such as Super Arcane power, Super might, Super
Arms Master, and so on. Since the chance of a Super
ability is so rare, it would be best to keep these heroes
and let them reach their full potential. Remember, before
removing a hero from your army, make sure to take back any
enchanted items you might have given to him/her.
Next, fill in the open slots with desirable Champions.
True, they will start out as rookies, but Champions can
often acquire experience faster than heroes and will
advance quickly. Don't be too eager to accept just
any Champion. The Champions you decide to
accept will require some serious thought. Think about
your wizard's situation and the opposing wizards attitudes.
I always seem to get Ruthless/expansionist or
Chaotic/Militaristic opponents who throw every warm body
they have at my fortress. These should be the factors
that determine which Champions you decide to accept.
Finally, start sending your new Champions out to attack
simple targets such as small lairs, neutral cities, and
small bands of enemy troops. Be very careful to avoid
attacking your opponents troops or cities until you have
beefed-up your heroes. It is extremely easy to kill a
hero, even a Champion, if they are of low experience
and unprotected. This time spent on small targets will
begin accumulating valuable experience points for the new
Champions and help to increase their experience level.
Once your slots are full of heroes and champions which
you have decided to keep, you are ready to take over both
worlds of Master of Magic. Only your strategy and skill
will determine if you win or lose, but you will find more
tips on how to use heroes to get the job done in the following
sections. Good Luck!