Heroes Chronicles: Spells and Size
Map 3 of Conquest of the Underworld was excruciatingly long, and made longer by my stubborn insistence on building up the mage guild in every town in hope that I’d finally get the Town Portal spell. In theory, once I get it, I’ll be able to do things a lot faster, but the whole pursuit has kind of backfired so far. I probably should have started casting divination spells sooner. There’s a bunch of spells that reveal different things about the map, but for a long time I was doing things the hard way, scouting manually, because I had forgotten all about overland spells. This is not a game that doles out spells in manageble chunks and lets you get used to them bit by bit, so I find it easy to get lost in the spell list and not know what I should be using. Perhaps the designers assumed the player was already familiar with them all from Heroes of Might and Magic 3.
There’s one thing that keeps the options for a spellcaster from being overwhelming most of the time: Cursed ground. This is a terrain type that sucks magic out of the air. When fighting on cursed ground, you can’t use spells above level 1. Most of the Underworld seems to be made out of it. Mind you, even level 1 spells scale in power with the caster’s stats, so this limitation isn’t quite as limiting as it sounds.
After the vastness of map 3, where the chief challenge was getting heroes and creatures where they were needed efficiently, it was a bit shocking how tiny map 4 is. It’s so tiny that there’s no time to build up your forces before taking on the three other armies tussling over it. You pretty much have to just strike out half-prepared and hope to pick up more troops along the way. But then, this seems to be the way that the level designers want you to play even on the larger levels, where the distance separating you from your enemies grants you the luxury of building up an army first if you want to. If you play that way, though, there are scripted events that don’t make sense — for example, you’ll get directions to find an artifact after the enemy has already made off with it.
At any rate, I seem to be getting the hang of this, so I’ve kicked the difficulty back up a notch. Key points:
1. Scout with magic, not with heroes.
2. Take full advantage of roadside monster factories.
3. Don’t be shy about using magic in combat mode, even if you can win a fight without it. Mana is cheap; troops are not.