User manual GAMES PC HEROES OF THE PACIFIC
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Manual abstract: user guide GAMES PC HEROES OF THE PACIFIC
Detailed instructions for use are in the User's Guide.
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Introduction
Heroes of Might and Magic II: The Succession Wars combines fantasy and strategy in a battle for territory and resources. Players must fight between one and five enemy warlords to conquer new lands, collect resources and artifacts, and capture towns. These towns need to be fortified and upgraded to produce and supply new armies. Strategic planning and tactical cunning need to be combined and balanced for victory.
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What's New
Heroes of Might and Magic II, the sequel to the first Heroes of Might and Magic, has many new features and improvements. [. . . ] Creatures that are no longer needed can be dismissed by clicking the Dismiss button. Each creature has the following statistics:
Attack: The higher the Attack rating, the more damage the creature inflicts in combat. The number in parentheses is the Attack skill of the creature with the hero's Defense skill added in. Defense:The higher the Defense skill, the less damage the creature takes in combat. The number in parentheses is the Defense skill of the creature with the hero's Defense rating added in. Shots: The number of shots a unit with range strike ability has remaining. Hit Points: The amount of damage each creature in that unit can take before dying.
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Speed: Refers to the order in which creatures move faster creatures move before slower ones and also how far a creature can move in combat. Morale: High morale can enable a unit to take an extra action in combat, whereas poor morale can freeze the unit in a state of panic. Luck: Good luck can grant a unit double damage for an attack in combat, where as bad luck can force a unit to do half damage for an attack in combat. Each hero can learn a maximum of eight secondary skills, with a maximum of three levels of expertise in each skill. Clicking on any skill brings up a window which informs you of the effects of the skill. 25% join 50% join 100% join 20% 2nd level max 30% 3rd level max 40% 4th level max 100 gold/day 250 gold/day 500 gold/day +1 morale +2 morale +3 morale
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Logistics Gives the hero extra land movement.
Basic: Advanced: Expert: Basic: Advanced: Expert: Basic: Advanced: Expert: Basic: Advanced: Expert: Basic: Advanced: Expert: Basic: Advanced: Expert: Basic: Advanced: Expert: Basic: Advanced: Expert:
+10% movement +20% movement +30% movement +1 luck +2 luck +3 luck 2 spell point/turn 3 spell points/turn 4 spell points/turn +50% movement +100% movement +150% movement 10% of killed units 20% of killed units 30% of killed units Reduces penalty 25 Reduces penalty 50 Reduces penalty 100 +1 square +2 squares +3 squares 3rd level spells 4th level spells 5th level spells
Luck Grants the hero's army a bonus to luck in combat. Mysticism Increases the rate per turn that a hero regains spell points. Navigation Increases the hero's movement on water.
Necromancy Animates a portion of the units killed in battle into skeletons when you win. Pathfinding Reduces the movement penalty of the hero over rough terrain. Scouting Increases the visibilty radius of the hero in the Adventure Window. Wisdom Allows the hero to learn higher than 2nd level spells.
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Skill Advancement
Skills are improved by advancing in levels. When a hero advances a level, a screen will appear giving the hero a bonus to a primary skill (Attack, Defense, Spell Power, or Knowledge), and the choice between two secondary skills. One or both may be skills already known by the hero which the hero can then advance in, otherwise the skill(s) are new to the hero and are learned at the Basic level. The skills a hero has to choose from are randomly selected, weighted by the class of hero. Primary Skill Advancement: The table below gives the percentage chance of learning a primary skill when going up each level. For the first nine levels heroes tend to be specialized in one or two skills, but at tenth level and beyond they generalize much more. [. . . ] The Wizard's Isle (Short Campaign) A mysterious chain of islands has risen from the sea, and are rich with powerful magic. You, as well as many other eager mages, seek to control this mighty force. Whomever can control these islands will shape the destiny of the next age. The Voyage Home (Short Campaign) After voyaging to the outer islands of the kingdom, your ship has been wrecked by a massive storm. [. . . ]
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