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Heroes of might and magic online reveiw
Heroes of might and magic online reveiw











heroes of might and magic online reveiw heroes of might and magic online reveiw

The cash you get isn't going to make or break your strategy in the end game, but if you can part with a few artifacts early on, you can definitely boost your recruiting potential. It might be a tough call to separate with items that you're actually using, having six pairs of boots and only five heroes presents an easy money making opportunity. What's more significant is that you can use the marketplaces in your cities and those found on the strategic map to sell artifacts that you don't need anymore. While it's unlikely that anyone who's even the least bit interested in this expansion doesn't already have a good idea of which skill paths they like, it's still a nice option. Simply visit a retraining shrine and you can dump your old, useless skills for others that might work better. Tribes of the East even allows you to retrain your own heroes. Some upgrades are more radical, even going as far as allowing you to switch melee units into ranged attackers. The Spectral version has better defense and hit points but lacks the bite of the Ghosts. You can opt, for instance, to turn your Bone Dragons into Spectral Dragons or Ghost Dragons. While the decision to upgrade is always a good one, the way that you upgrade is just as significant. While most of the more thorough Heroes players are bound to find themselves bumping up against the level cap just through exploration and adventuring alone, the option to get a quick boost at the expense of numerous but useless troops (Peasants, anyone?) opens up some interesting strategies in the early part of each level.Īdditionally, there's more room for customization in the armies now as most troop types have two available upgrades at their advanced buildings. For one thing, heroes can now sacrifice their units for experience points. Even though the new Arantir campaign is enjoyable, it makes the whole Orc angle seem like a bit of a bait and switch.įortunately, there are some new elements in the expansion that aren't dependent on playing the Orcs. Then, after letting you get familiar with them for an hour or so, you're forced to play with vampires and skeletons for a few days. What's worse is that the designers get you all excited about taking on the Orc challenge by opening the game with a small tutorial campaign that introduces the Orcs. While the opening campaign features Arantir's war against demon and Haven forces and ties in nicely with the conclusion of Dark Messiah, it means that most players will have to wait a good twelve to fifteen hours before they can really sink their teeth into the new armies. Unfortunately, as is so often the case with the Heroes expansions, we don't really get to dive into the Orc content until after we've completed an entirely different campaign focusing on stuff we've already seen.













Heroes of might and magic online reveiw