Heroes of Might, Not Magic: Difference between revisions
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The map's gimmick is that the Magic classes (Cleric, Druid, etc.) are not available. Only the Might classes (Knight, Ranger, etc.) are. The {{Town|Tower}} faction is entirely unavailable (except for {{Blue}} Blue where restrictions were not set, probably by mistake) and all its heroes from both classes are banned. Interestingly, various campaign heroes, including {{H|Catherine|0=}}, {{H|Roland|0=}}, {{H|Mutare|0=}}, {{H|Kilgor|0=}}, {{H|Boragus|0=}} are available. As usual, if playing with modded towns, they can be used as the blue player and there will be no restriction on their modded classes. | |||
Revision as of 22:51, 11 February 2025
Scenario Description
An evil sorcerer has siphoned all the magic from this land into his Vial of Dragon Blood. The only way to get the magic back is to unite all the towns in battle against him. However, each town thinks they can rule this land better than the other.
Victory Condition
Defeat All Enemies.
Loss Condition
Lose All Your Towns and Heroes.
Allies:
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Enemies:
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The map's gimmick is that the Magic classes (Cleric, Druid, etc.) are not available. Only the Might classes (Knight, Ranger, etc.) are. The
Tower faction is entirely unavailable (except for
Blue where restrictions were not set, probably by mistake) and all its heroes from both classes are banned. Interestingly, various campaign heroes, including ![]()
![]()
![]()
Catherine, ![]()
![]()
![]()
Roland, ![]()
![]()
![]()
Mutare, ![]()
![]()
![]()
Kilgor, ![]()
![]()
![]()
Boragus are available. As usual, if playing with modded towns, they can be used as the blue player and there will be no restriction on their modded classes.


