1. INTRODUCTION
2. INSTALLATION
2.1 System Requirements
2.2 Installing the Game
3. PLAYING THE GAME
3.1 Game Menus
3.1.1
Create a New Game
3.1.2 Join
a Game
3.1.3 Load
a Game
3.1.4 Game
Options
3.1.5 Get
Help
3.1.6
Credits
3.1.7 Exit
Game
3.2 Game Screens
3.2.2 Troop
Exchange Screen
3.2.3
Combat Screen
3.3 Game Elements
3.3.1 Human
Race
3.3.2 Elf
Race
3.3.3 Dead
Race
3.3.4 Evil
Race
Heroes of Might and Magic is a turn-based strategy game which is played by two players over network.
Each player selects his/her race and tries to defeat the other by capturing
his/her castle. As the name indicates, the players controls
the heroes they hire and recruit troops to form the army of the hero. Every
race has a variety of units and heroes with different characteristics.
v You need to have The Standard JAVA Run Time
Environment – at least 1.4.2_04 - installed on your computer.
v Minimum System Configuration: 128 mb RAM
Pentium 3
v Recommended System Configuration: 256 mb RAM
with a Pentium 4 processor
v Minumum Resolution: 1024x768
Unzip the Heroes.zip to home
directory, which is “C” for Windows, on your computer , then just execute the run.bat to execute the game and enjoy.
The game opens with the main menu which gives basic
options like creating a new game and loading a saved game. These options are
explained below.
Figure 1:
MainMenu
In order to host a new game, press the "New
Game" button in the main menu and "New Game Configuration"
screen will be displayed. Initializing a new game requires a nick and a
password to allow only the people who know the password to join the game. Then
you can select the map for the game and see the scenario description of that
map. After entering nickname and password and selecting the map you can create
the game by pressing "Create" button. "Back" button enables
you to go back to the Main Menu.
Figure 2: Create
a Game Menu
After pressing the Create button, a waiting window will
appear which will show you the connecting status. When the other player is
connected, the race and hero selection will show.
Figure 3:
Connection Status Screen
In Race and Hero Selection Menu you can select your
race and initial hero. Since each race has different properties that will
affect the game, the race selection is strategically important. Having done
both hero and race selection, click "Start" to confirm your
selection. You can also see the other player's choice but cannot modify it.
When both players confirmed their selections, the game screen will be displayed
and the game will start.
Figure 4: Race
& Hero Selection
When you click the "Join a Game" button in
the Main Menu, Join screen will come and you will enter your nickname, ip
number and password to join a created game. In order to join a game, the
password that was entered by the host while creating game is needed. After
filling the fields, press the "Connect" button to connect server. If
there is a game waiting for a player to join and the parameters entered are
right, you will be directed to "Race and Hero Selection" menu as
discussed before. The game will prompt the password until the right password is
entered for that game. When there is no game waiting, you will be informed
about that and return to the Main Menu.
"Cancel" button will direct you to the Main
Menu.
Figure 5: Join a
Game Screen
You can load your saved games via pressing "Load
Game" button. The "Load Game Configuration" screen will appear
which enables you to select the saved file. You can browse it by the file
chooser that will come when "Search" button is clicked. Having
selected the saved game file, you can click Load to resume playing it. In case of
an error loading the file, you will be notified about the reason and then
redirected to the Main Menu. Also by clicking "Cancel" button, you
can return to the Main Menu.
Figure 6: Load
Game Screen
You can turn on or off the game sound in Game Options
Menu, which you can reach by "Game Options" button in the Main Menu.
Press "Return" after you checked or unchecked "Turn on
Sound" and you will return to Main Menu.
Figure 7: Game
Options
You can see the "Help Document" by clicking
"Get Help" in Main Menu.

Figure 8: Help
Document
Pressing "Credits" in the Main Menu will
open our Credits page in your browser.
You can quit to desktop by "Exit Game"
button.
When the game first launches, you will see the
adventure screen which gives a close view of your heroes and cities at left and
information bar at right. Information bar provides access to your heroes,
castle and a small view of the map at the upper right. You can also save or
exit the game, end your turn from corresponding button and stop the background
music from "Options" button in the information bar. When you press
any of these buttons, related windows will pop up and prompt your confirm like
in the Figure 9.
In the beginning, the map will be all black, like in
the figure and you will not be able to see anything in the map except your
castle and initial hero. You need to explore the map with your heroes in order
to remove the cover and see the actual map.
At first, you will have only the initial hero you
selected to navigate in the map. Later you can hire new heroes from your
castle. In order to interact with the objects in the map, you should select
your hero and click on a location on the map. There are treasure chests, gold
mines you can collect and also obstacles that may block your way. When you
right-click on somewhere on the map, the selected hero's path is highlighted if
there is nothing blocking the way. Since Heroes of Might and Magic is a
turn-based game, each hero has a limited move credit which will decrease with
every move of that hero. So, by seeing the path to the desired location, you
can see if you can get there in this turn and determine what to do. In order to
make the move, you have to click to the desired location again and so confirm
the move. When all your heroes' move credit finishes, you have to end your your
turn so that you can resume exploring the map.
The game starts from Day 1, Week 1. Each
time both you and your opponent play and end a turn one day passes. So
each turn corresponds to a day and the actions you can do in one day are
limited.
Figure 9:
Adventure Screen
Every castle has a "Castle Commander Hero"
who will defend the castle against enemy heroes. When you create new units,
they will go to castle commander hero's army directly. However, you cannot move
the castle commander and navigate in the map. If you want you can change the
castle commander hero, but there cannot be a castle without a castle commander.
You can see the castle commander by pressing "See Castle Commander".
You must collect gold by making your heroes collect
the treasure chests and gold mines in the map. In order to construct buildings
and create new units, you need to have necessary amount of gold. The total
amount of gold your heroes collected while exploring the map is shown in the
upper-left of Town Screen.
Every
Figure 10: Town
Screen
Troops can be shared or exchanged between two ally
heroes. When you select one of the heroes that you want to exchange troops with
and click on the other one, the path from one to the other will be shown. The
second time you click to confirm the move, the active hero will go next to the
other one and "Hero Manipulation Screen" will come up. In this screen
you will choose the units to move from one hero and enter the unit number. If
there is a troop of the same unit in the other hero, the units will be added to
that troop. If the other hero does not have any troop of the same unit, the
units will be transferred to an empty slot. The transfer will not take place if
there is no troop of the same unit or empty slot.
Since you can create new units only in the town and
only castle commander can take them from the town, you will need to exchange
troops between the castle commander and other heroes. Heroes other than castle
commander can add troops to their army by getting them from castle commander.
Two heroes should be next to each other in order to exchange troops, therefore
a hero should go next to the castle to acquire new troops.
Figure 11: Hero
Manipulation Screen
When you click on an enemy hero on the map and confirm
the move, your active hero will go next to the enemy hero and then the
"Combat Screen" will be displayed. Also when you click on an enemy
castle to capture it, the "Siege Combat Screen" will come. Your hero
and his army are lined up along the left side of the screen and the enemy is on
the left. Different from the Adventure Screen, you can move and attack by your
troops only and cannot move your hero.
Combat is handled in turns in Heroes of Might and
Magic, so you can move your troops only once in each turn. Troops can attack
only adjacent enemy troops, thus if an enemy troop is in range of your troop,
you can attack it by clicking on it. However, units with missile weapons do not
need to be adjacent to an enemy troop to attack it.
Your hero can cast spell once in each turn, until he
spent all of his spell points. You can cast spell by clicking the "Cast
Spell" button in the information bar for combat. Available spells will be
shown, so you can select one. Then choose a target depending on whether the
spell can be cast on your troops or enemy troops.
Siege combat is different from the normal combat in
terms of having protecting walls. You need to destroy these walls first in
order to attack enemy troops that are in the castle, if you are attacking the
castle. Only castle destroyer units will attack the walls, other units are
ineffective against the walls.
Combat ends when one of the heroes has no troops left.
The defeated hero will die at the end of the combat.
Heroes of Might and Magic offers four
races and each has different
characteristics. There is a castle for every race and corresponding buildings
that enables you to hire new heroes or recruit new units etc. Also the heroes
are different for each race.
There are different types of units for each race and
we can group them into two as warriors and civilians, basically. Warrior units
will attack enemy troops and damage them according to their attack and damage
attributes. Whereas, civilians will increase the morale of your troops
(Priests) and heal your wounded troops (Healers). The warriors can be ranged
attack or close combat fighters and can move by walking or flying. Generally,
flying units are effective in siege combats when you have to pass the castle
walls to attack the enemy before any of the walls collapse and you can attack enemy troops far away. However flying units are not
as effective as close fighters in combat, when your troop is near the enemy
troop. Walking units may also be ranged fighters, who do not need to be
adjacent to the enemy troop in order to attack. You can shoot enemy troops in
any where in combat field. Each kind of unit has different attributes in each
race. Some races has many powerful units but these
units are also very expensive to recruit. So, race is an important element in
the game and the properties of races are explained below.
Castle of the human race has the following units and
buildings:
Archer: The first level unit
of Human race. Ranged attack unit.
Requires Archers'
Tower to be recruited. Archers' Tower does not require any building to
be already constructed.
Health:10
Speed: 4 Attack: 6 Defense:
3 Damage: 2-3 Shots: 12
Fly: No Cost per Unit: 100

Swordsmen: Second level
unit. Close combat fighter.
Requires Barracks
to be recruited. Barracks require Archers' Tower to be
constructed.
Health: 25 Speed:
5 Attack: 10 Defense: 12
Damage: 6-9 Shots: None Fly:
No Cost per Unit: 240
Griffins: Third level flying
unit. Close combat fighter.
Health: 35 Speed:
9 Attack: 9 Defense: 9
Damage: 6-9 Shots: None Fly:
Yes Cost per Unit: 300
Cavaliers: Fourth level
close fighter.
You need to construct Training
Grounds in order to recruit Cavaliers. Training Grounds require
Health: 100
Speed: 7 Attack: 15 Defense: 15
Damage: 15-25 Shots: None Fly:
No Cost per Unit: 700

Monks: Fifth level unit. The priest of the human race.
Monastery recruits the Monks.
Training Grounds,
Health: 20 Speed:5 Defense: 10 Morale
Rate: 20 Shots: None Fly:
No Cost per Unit: 800

Air
Elementals: The healers of human race. They are sixth level units.
Altar of Air is the building that
enables you to recruit Air Elementals. However you need to construct Monastery,
Training Grounds,
Health: 25 Speed:
10 Defense: 15 Healing Rate:
50 Shots: None Fly: No
Cost per Unit: 1500

Angels: Seventh level flying
unit. The strongest warrior of all human race.
In order to build Portal of Glory
which will recruit Angels, you have to construct all the buildings of lower
level units.
Health: 200
Speed: 15 Attack: 20 Defense:
20 Damage: 50 Shots: None
Fly: Yes Cost per Unit: 3000

Other
Buildings of
Mage Guild:
Heroes can learn spells from the Mage Guild. Once a hero becomes castle
commander, he/she can buy spells from the Mage Guild just like recruiting new
units. Tavern must be already constructed to be able to build Mage Guild.
Tavern: You must build a
Tavern to hire new heroes.

Blacksmith: This
building allows you to acquire Ballistas. You must build a Tavern to construct
a Blacksmith.
Dwarf: First level unit of
elf race. Close fighter, slow but efficient in close combat.
Dwarf Cottage is the building which
recruits Dwarves. It does not require any building to be constructed.
Health: 20 Speed:
3 Attack: 6 Defense: 7 Damage:
2-4 Shots: None Fly: No
Cost per Unit: 120

Wood Elf: Second level unit
of elf race which is a ranged fighter.
Requires
Health: 20 Speed:
3 Attack: 9 Defense: 5 Damage:
3-5 Shots: 24 Fly: No
Cost per Unit: 200

Pegasi: Third level flying
unit. Close fighter but fast and effective.
Recruited in Enchanted Spring
however you need to build
Health: 30 Speed:
8 Attack: 9 Defense: 8 Damage:
5-9 Shots: None Fly: Yes Cost
per Unit: 250

Unicorns: Fourth level unit. Close
fighter.
Unicorn Glade recruits Unicorns.
Health: 90 Speed:
7 Attack: 15 Defense: 14
Damage: 18-22 Shots: None Fly:
No Cost per Unit: 850

Pixy: Fifth level morale giver.
Magic Lantern is required to
recruit Pixies.
Health: 15 Speed:
12 Morale Rate: 30 Shots: None
Fly: Yes Cost per Unit: 800

Air Elementals:
Sixth level healer.
Altar of Air recruits Air
Elementals.
Health: 20 Speed:
3 Healer Rate: 45 Shots: None
Fly: No Cost per Unit: 1500

Green Dragon: Seventh level flying
unit. The strongest creature of elf race.
Dragon Cliffs can recruit Green
Dragons, but require all the lower level buildings to be constructed first.
Health: 180
Speed: 10 Attack: 18 Defense:
18 Damage: 40-50 Shots:
None Fly: Yes Cost per Unit: 2400

Other Buildings of
Mage Guild:
Heroes can learn spells from the Mage Guild. Once a hero becomes castle
commander, he/she can buy spells from the Mage Guild just like recruiting new
units. Tavern must be already constructed to be able to build Mage Guild.
Tavern: You must build a
Tavern to hire new heroes.

Blacksmith: This
building allows you to acquire Ballistas. You must build a Tavern to construct
a Blacksmith.
Skeletons:
First level unit of dead race which is a walking, close combat one.
Cursed
Health: 6 Speed: 4
Attack: 5 Defense: 4 Damage:
1-3 Shots: None Fly: No
Cost per Unit: 60

Wights: Second level
flying unit. Ranged fighter.
Tomb of Souls requires
Health: 18 Speed: 5
Attack: 7 Defense: 7 Damage:
3-5 Shots: None Fly: Yes
Cost per Unit: 200

Vampires: Third level
flying unit of dead race. Close fighter.
They are recruited in Estate but you should construct
Tomb of Souls and
Health: 30 Speed: 6
Attack:10 Defense:
9 Damage: 5-8 Shots: None
Fly: Yes Cost per Unit: 360

Liches: Fourth level
walking unit. Increases the morale of other units.
Mausoleum recruits Liches but you cannot construct it
until you build lower level unit buildings.
Health: 30 Speed: 6 Morale
Rate: 35 Shots: None Fly:
No Cost per Unit: 550

Black Knights:
Fifth level unit which is one of the strongest units of
dead race. Walking and close combat creatures that are fast in battle.
Hall of Darkness recruits Black Knights.
Health: 120 Speed: 7
Attack: 16 Defense: 16 Damage:
15-30 Shots: None Fly: No
Cost per Unit: 1200

Earth Elementals:
Healer units of dead race.
They can be recruited in Altar of Earth.
Health: 40 Speed: 4 Healing
Rate: 25 Shots: None Fly:
No Cost per Unit: 400

Bone Dragons: The strongest unit of dead race which can fly. Close fighter.
Dragon Vault recruits Bone Dragons but it requires all
low level unit buildings to be constructed.
Health: 150 Speed: 9
Attack: 17 Defense: 15 Damage:
25-50 Shots: None Fly:
Yes Cost per Unit: 1800

Other Buildings of
Mage Guild:
Heroes can learn spells from the Mage Guild. Once a hero becomes castle
commander, he/she can buy spells from the Mage Guild just like recruiting new
units. Tavern must be already constructed to be able to build Mage Guild.
Tavern: You must build a
Tavern to hire new heroes.

Blacksmith: This
building allows you to acquire Ballistas. You must build a Tavern to construct
a Blacksmith.
Gogs: First level unit
of evil race. Ranged fighters.
Hall of Sins recruits Gogs.
Health: 13 Speed: 4
Attack: 6 Defense: 4 Damage:
2-4 Shots: 12 Fly: No
Cost per Unit: 125

Hell Hounds:
Second level units which cannot fly. Close fighters.
Kennels requires Hall of Sins to be constructed and
recruit Hell Hounds.
Health: 25 Speed: 7
Attack: 10 Defense: 6 Damage:
2-7 Shots: None Fly: No
Cost per Unit: 200

Demons: Third level
units which are close fighters and walkers.
Demon Gate recruit Demons but first you should build
lower level units buildings.
Health: 35 Speed: 5
Attack: 10 Defense: 10 Damage:
7-9 Shots: None Fly: No
Cost per Unit: 250

Pit Fiends:
Fourth level unit which is a close fighter.
Hell Hole recruits Pit Fiends.
Health: 45 Speed: 6
Attack: 13 Defense: 13 Damage:
13-17 Shots: None Fly: No
Cost per Unit: 500

Efreets: They increase
the morale of other units. Fifth level unit of evil race.
Health: 50 Speed:
9 Morale Rate: 65 Shots:
None Fly: Yes Cost per Unit: 900

Fire Elementals: Healers of evil race. Sixth level unit.
Altar of Fire recruits Fire Elementals.
Health: 35 Speed: 6
Healing Rate: 25 Shots: None Fly:
No Cost per Unit: 350

Devils: Strongest unit
of evil race which is a close fighter.
Forsaken Palace requires all lower level unit
buildings to be constructed. After you build it you can start recruiting
Devils.
Health: 160 Speed: 11
Attack: 19 Defense: 21 Damage:
30-40 Shots: None Fly:
Teleports Cost per Unit: 2700

Other Buildings of
Mage Guild:
Heroes can learn spells from the Mage Guild. Once a hero becomes castle commander,
he/she can buy spells from the Mage Guild just like recruiting new units.
Tavern must be already constructed to be able to build Mage Guild.
Tavern: You must build a
Tavern to hire new heroes.

Blacksmith: This
building allows you to acquire Ballistas. You must build a Tavern to construct
a Blacksmith.