Posted May 01, 2013
Long time veteran of the game. I feel like each MoM game is a unique story and each hero writes a passage in the story. As such, I love playing with heroes. If you do as well, I have the build for you.
Warlord - Famous - Alchemy - Channeller - Artificer - 3 Life Books
These picks have two primary goals in mind. First getting heroes to offer their services so you can hire them, then casting heroism on them to make them ferocious. Below I will go through each pick individually, ranking their importance and discussing their benefit.
Warlord (must have!) - Immediate plus one to all units level, including heroes! This effect is cumulative with heroism, giving enchanted heroes (and units) 4 bonus levels, immediately!
Famous (must have!) - 10 instant fame encourages heroes to offer services more often and also qualifies you for some higher strength heroes! Combine this pick with an early Just Cause spell and some great heroes will come your way!
Alchemy (strong choice) - The 1 to 1 trade of gold and mana supports early-game casting of spells (read: heroism!). It also reduces the need for any actual mana generation. allowing all wizard focus to be shifted to research and skill. Also gives units magical weapons, increasing their chance to hit!
Channeller (optional) - The half upkeep on spell maintenance will greatly help with heroisms!
Artificer (optional) - This pick reduces the time to create items for your heroes (half price = half skill required!)
3 Life Spellbooks - Grants two common life spells: Heroism (must have!) and I would suggest Healing for the other.
Noteable alternatives: If either of the two optional picks aren't to your liking, grab one extra life spellbook to ensure you get Just Cause.
Race isn't of supreme concern with this build; any can be powerful with heroism. My favorites are Halfings (slingers, so strong!), Gnolls (quick wolf riders!) or Klackon (stag beetle so deadly...). Whatever race you choose, make sure you cast heroism on your units so they become level 4!
In the early game, research Just Cause if it is an option. Once researched, try to cast it ASAP so more / better heroes come your way! Don't feel obligated to hire the first hero that offers their service, choose a hero you like. I tend to favor caster heroes; here are some of my favorites:
-Zaldron (with heroism he gives spell research equal to 13 libraries!)
-Malleus (Up for a flamestrike barbeque?)
-Yamraeg (Doom bolts for everyone!)
-Jaer (Wind Walking... zoom zoom!)
Once you have enough gold income, start casting heroisms! On your hero, on your starting units, on anything under the sun! Ultra Elite units have drastically increased chance to hit as well as double hit points! This should allow you to defeat lots of the monsters on the map.
For the harder monsters... those require full armies and strong heroes. Use high tech military units enchanted with heroism combined with your heroes to bring them down. If they put your heroes at risk, use the Healing spell liberally!
For the hardest monsters, create items for your heroes with Create Artifact. This spell can be QUITE mana intensive; remember to shift gold into mana using Alchemy! If you have the time and money, make the strongest items (+6 axes with flaming attack and +3 to hit, rar!). If not, try making items with several +2 bonuses; for instance, an amulet of +2 atk / +2 def / +2 res / +2 movement, or a sword with +2 atk / +2 def.
Late in the game, use Raise Dead during combat or Ressurection out-of-combat to revive fallen heroes!
Have fun!
Warlord - Famous - Alchemy - Channeller - Artificer - 3 Life Books
These picks have two primary goals in mind. First getting heroes to offer their services so you can hire them, then casting heroism on them to make them ferocious. Below I will go through each pick individually, ranking their importance and discussing their benefit.
Warlord (must have!) - Immediate plus one to all units level, including heroes! This effect is cumulative with heroism, giving enchanted heroes (and units) 4 bonus levels, immediately!
Famous (must have!) - 10 instant fame encourages heroes to offer services more often and also qualifies you for some higher strength heroes! Combine this pick with an early Just Cause spell and some great heroes will come your way!
Alchemy (strong choice) - The 1 to 1 trade of gold and mana supports early-game casting of spells (read: heroism!). It also reduces the need for any actual mana generation. allowing all wizard focus to be shifted to research and skill. Also gives units magical weapons, increasing their chance to hit!
Channeller (optional) - The half upkeep on spell maintenance will greatly help with heroisms!
Artificer (optional) - This pick reduces the time to create items for your heroes (half price = half skill required!)
3 Life Spellbooks - Grants two common life spells: Heroism (must have!) and I would suggest Healing for the other.
Noteable alternatives: If either of the two optional picks aren't to your liking, grab one extra life spellbook to ensure you get Just Cause.
Race isn't of supreme concern with this build; any can be powerful with heroism. My favorites are Halfings (slingers, so strong!), Gnolls (quick wolf riders!) or Klackon (stag beetle so deadly...). Whatever race you choose, make sure you cast heroism on your units so they become level 4!
In the early game, research Just Cause if it is an option. Once researched, try to cast it ASAP so more / better heroes come your way! Don't feel obligated to hire the first hero that offers their service, choose a hero you like. I tend to favor caster heroes; here are some of my favorites:
-Zaldron (with heroism he gives spell research equal to 13 libraries!)
-Malleus (Up for a flamestrike barbeque?)
-Yamraeg (Doom bolts for everyone!)
-Jaer (Wind Walking... zoom zoom!)
Once you have enough gold income, start casting heroisms! On your hero, on your starting units, on anything under the sun! Ultra Elite units have drastically increased chance to hit as well as double hit points! This should allow you to defeat lots of the monsters on the map.
For the harder monsters... those require full armies and strong heroes. Use high tech military units enchanted with heroism combined with your heroes to bring them down. If they put your heroes at risk, use the Healing spell liberally!
For the hardest monsters, create items for your heroes with Create Artifact. This spell can be QUITE mana intensive; remember to shift gold into mana using Alchemy! If you have the time and money, make the strongest items (+6 axes with flaming attack and +3 to hit, rar!). If not, try making items with several +2 bonuses; for instance, an amulet of +2 atk / +2 def / +2 res / +2 movement, or a sword with +2 atk / +2 def.
Late in the game, use Raise Dead during combat or Ressurection out-of-combat to revive fallen heroes!
Have fun!
Post edited May 21, 2013 by SamKuker101