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- Q.
What does the "thrown" attribute do for my hero? I don't ever see
him throw anything.
- Thrown attacks are a special attack much like a gaze or
breath attack. You never really "see" thrown attacks, they just
happen. Thrown attacks are conducted before normal melee combat
and can only be used when a unit is initiating an attack. (You
need to move next to your opponent in order to use them.) This
means that heroes with the thrown attribute get 2 attacks: a
thrown and a melee!
Only a few heroes actually have the thrown attribute: Gunthar the
Barbarian, Bahgtru the Orc Warrior, and Shalla the Amazon.
However, as these heroes approach Demi-God status, their thrown
attacks become incredibly powerful. To really boost a
thrown attack, equip your hero with an enchanted axe. I often
keep Bahgtru throughout the game, even though he is only a
low-level hero. After giving him an enchanted +6 axe, he often
winds up with a 20+ strength thrown attack!
The real beauty of thrown attacks is that they can hit
flying units, even if your hero cannot fly! Just walk up
next to the flying unit and chop away. Keep this in mind the next
time you attack an opponents hero with your flying unit.
- Q.
I have heroes which can fly, but it seems that monsters on the
ground can still attack them. How can this happen?
- Although your heroes can fly, they are not totally immune to
land-based creatures. Chances are, you are fighting creatures
with a special attack such as thrown or evil gaze attacks.
Barbarian troops and Basilisks would be capable of attacking your
flying troops since they possess these special attacks.
However, your hero would still be able to avoid most other monsters
and troops.
Another possible reason is that your opponents are "webbing" your
heroes. For most flying units (non-corporeal excluded) having a web
spell cast on them grounds them, taking away their flight for the
duration of the combat. This is a quick and easy way to make a
hero (or any flying unit) a ground target for troops. Be extremely
careful of taking a flying hero into lairs with Great Wyrms. Giant
spiders often accompany Great Wyrms and will ground your heroes
before the Wyrms take their turn. Once grounded, the Wyrms move
in and chew you up!
- Q.
How do I remove another wizard's guardian spirit from its node?
I tried disenchant area and that did not work.
- Good question. Not exactly a hero-related question, but I can
answer it anyway.
A guardian spirit does just that: it guards his wizard's node
and attempts to kill any other spirits, even guardian spirits,
that attempt to meld with the node. If you attempt to take
over a node protected by a guardian spirit, you have a 25%
chance (or 1 in 4 chance) of taking over the node. It's very
frustrating. But here is how you do it:
1) make sure you opponent's node is empty of any troops.
2) Summon your spirit and send it to the node.
3) Once the spirit is at the node, save the game.
4) Attempt to meld with the node. Chances are you will fail.
If so, simply reload the game and you will be right back at
the node with your spirit and you can try again!
5) Keep trying until you finally get the node (it changes colors)
and then save the game! Ta-da!
- Q.
What exactly does the '-4 Spell Save' do on some of the items you can create?
- Another good question. Spell Saves, when put into magical
items you are creating, reduce your enemies resistance to
unit-specific spells. Each number of spells saves (represented
with a negative number) reduces your opponent's resistance by
that specified amount. While spell saves are only useful for
spells that target individual units, they are extremely
valuable!
My favorite use of spell saves is to create a "Staff of
Destruction" for one of my spell-casting heroes. Using
the Create Artifact spell, I create a staff with
-4 spell save and 4x Disintegrate spell stores. Disintegrate
will absolutely destroy any unit with a resistance lower
than 10 (with no saving throws!). However, with my
"Staff of Destruction", I can Disintegrate a unit with
a resistance of 13 because the -4 spell saves lowers their
resistance to 9! If I were to give the same hero two more
items which had -4 spell saves, he/she would be capable of
Disintegrating a unit with a resistance of 21! This is
why I always give my wizards the Artificer pick.
- Q.
I have put in literally hundreds of hours playing MoM and after
upgrading to version 1.31 a long while back, none of the enemy heroes
carry items with them. Is this a "fix" for version 1.31 or do I have a
corrupt copy?
- Good question. I have also played hundreds of hours of MoM
and I rarely ever see an enemy hero/champion who is equipped with
a magical item. However, I do know that they can carry them.
One reason you rarely ever see them is because the IA of the
enemy wizard is such that they never have the Atrificer pick
and they never cast Create Item or Create Artifact.
Even if you give or trade one of these spells to an enemy
wizard, they will never use them (luckily for you).
In the Official Strategy Guide, the creators of MoM rank the
Artificer pick suprisingly low - almost a frivolous pick.
Therefore, they programmed the computer not to use it.
But enemy heroes, on rare occasion, will be equipped with a
magical item which they found in a lair/node. And I believe
that if you lose a hero in battle -- who is equipped with
a magical item -- they enemy gets that item and will give it
to one of their heroes. I'll give this a shot sometime and
see if its true.
- Q.
What's with all this bother about fame? If you have the
Summon Hero/Champion spell, fame doesn't matter.
- When it comes to collecting heroes, that statement would
be true. Once you have the Summon Hero or Summon Champion
spells, the amount of fame you have does not matter.
However, as the truly good MoM players know, fame is much
more valuable than for just attracting heroes. Fame
has the following effects:
Fame reduces the cost (in gold) of your army by 1 gold per
fame point. For example, a wizard with a fame of 30 saves
30 gold each turn on his total army cost! This can
be a life-saver at the start of the game when gold is scarce.
If you've read the material on this site, you know that fame
increases the frequency and quality of a hero/champion
approaching you for work. But you fame also determines the
frequency and quality of mercenaries and merchants approaching
you. Personally, I am always on the lookout for good
mercenaries. Especially from races which I don't own
(Stag Beetles, Dragon Turtles, Golems, ...). Also,
merchants can sell you some amazing magical items
which your wizard would not be able to create otherwise.
Its your fame which determines just how good the mercenaries
and items are, so the more fame the better.
Finally, I believe that fame also helps to reduce unrest
in your cities. I'm not positive about this, so don't hold
me to it.
So as you can see, fame goes much farther than just
attracting heroes. This is why so much time and attention
has been given to the collection of it.
Last Modified 8/28/96
rearls@sound.net
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