FAQ - Guide for Majesty 2: The Fantasy Kingdom Sim
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Version 1.1 update 3/31/11 - Put mage stats with warrior stats. - Fix some formatting, spelling, and grammer. Majesty 2 FAQ This F.A.Q was created by happyscrub for GameFaqs.com. Give me credit if you want to use it on another site. >.< MLA format it if you want to be pro :p Contact Info Email - Craig@happyscrub.com happyscrub1 on gamefaqs Table of Contents *Preface *Class *Rogue *Ranger *Warrior *Cleric *Mage *Paladin *Blade Master *Sister of Krypta *Priestess of Agrela *Archer of Helia *Beast Master *Dwarf *Elf *Economy *Parties *General Tips *Preface At the time I wrote this guide, Iâve beaten the OC, King Maker, Battles of Arcadia, and Monsterâs Kingdom. I never used the Hall of Heroes (Except once in Monsterâs Kingdom). I never built more than one type of guild and I only use 3 temples at a time and only 3 that are aligned together (Helians, Paladins, and Priestess together or Sisters, Blades, and Beast Masters together). I also donât mix elves and dwarves. When I beaten the OC and King Maker, I didnât know how parties worked so I never used them. A lot of what is in this guide I found after I beat much of everything. The reason I say this is to let you know that not only did I not know much, but I âhandicappedâ myself also and was still able to beat these games. Many people are turned away because of the difficulty of this game. This game is not âskill difficultâ like most RTS games are but more like âpuzzle difficult.â Just because you lose, doesnât mean you are bad. Just means you havenât figured out the âpuzzleâ of that map. Even If I played a new map, Iâll probably lose a lot until I figure out where everything is and how to beat it. *Classes The stats I have for heroes are an average for heroes level 15 with max blacksmith upgrades. Numbers in parenthesis are stats with self buffs included. The reason for averages is because heroes start out with random stats that effect their attack power and health. *Rogue â Rogues are the cheapest class, but that doesnât do them any justice. They do good damage, are fast, and have nice abilities. They also have ok defenses against everything. They love money so will eagerly go for any of your flags. Their main downside is that they are a melee class with little HP. They also have the ability to take a small amount of gold off of dead monster bodies. They are semi aggressive, attacking a few monsters nearby before they return home if they have nothing else to do. Attack 81.1 Health 250.4 Melee Def 40 Range Def 90 Magic Def 50 Speed 4 Abilities: Poisoning â Does 1x damage. This allows the rogue to put a DoT effect on enemies. Not the greatest at high levels but works VERY well in low levels. Reason being is that rogues will run a lot in low levels. Because of that, a lot of their early damage will be from the poison they left on the target they are running from. Solar Plexus Kick â Does 1.5x damage and lowers the attack power of the target. Again, this upgrade works better in low levels because the debuff doesnât increase with levels. This is the same effect as the Rangerâs and doesnât stack because of it. This is probably an unintended game flaw. Insidious Blow â Does 3x damage. Very nice upgrade. Stun â Does 1.5 damage and prevents the target from attacking or moving for a short time. This is one of the best abilities in the game. It helps your heroes tackle high level monsters like werewolves, werebears, and vampires. It also can sometimes get monsters to stop attacking your buildings and attack your heroes instead. Low Level Tips â Rogues pretty much take care of themselves by running a lot and since they are fast, nothing can catch up to them. They have some defense for all types of attacks so nothing really stands out that can hurt them. They are one of the few classes that can somewhat handle serpents at low levels. Because they are cheap, itâs not such a pain to resurrect them. *Ranger â Rangers are another cheap class, but this does them justice however. They donât do much damage and donât have any abilities that stand out much. They donât have any defense they excel or suck at. They go for explore flags more so than other classes. Attack 60.6 Health 286 Melee Def 45 Range Def 55 Magic Def 40 Speed 4 Abilities: Hunterâs Shot â Does 4x damage against beast. This gives the ranger a lot of burst damage against beast. Great for killing wolves and rats in one blow and can take a lot off of bears HP. Good for taking down werewolves and werebears too. Accurate Shot â Does 3x damage. Good basic damage upgrade. Weakening shot - Does 1.5x damage and lowers the attack power of the target. This upgrade works better in low levels because the debuff doesnât increase with levels. This is the same effect as the rogueâs and doesnât stack because of it. This is probably an unintended game flaw. Pain Of Spirit â Does 3x damage and drains mana from the target. This ability is practically useless. Itâs only used against targets with mana and no monster uses mana. Only enemy heroes use mana and they mostly die before they run out. The only use for the mana drain is if you are having a hard time killing enemy healers. Despite that the mana drain part is being almost useless, 3x damage is very nice. Low Level Tips â Since they have great burst damage against beast, you can put their guild next to wolf dens, sewer pipes, and even bear dens if you want to risk it. They will kill the level 5 threats in 1 or 2 attacks. The level 10 threats go down in a few attacks also. With a tower to protect and distract for them, they can even kill dire bears early on. *Warrior â Warriors are your tanks. They have a lot of HP with high melee and good range defense. They donât have a lot of magic defense, but their high HP and self buff makes up for it. Warriors like attack and defend flags. The only bad thing about them is they donât do much damage and are slow. Attack 46.2 Health 517.6 Melee Def 75 100 Range Def 50 75 Magic Def 25 50 Speed 3 Abilities: Taunt â Does 1.5x damage and makes the target attack the warrior. This is a great ability but doesnât work all the time. Iâve never seen the warrior taunt a monster off of a tower either. But when it does work, itâs nice to know that the warrior is getting attacked instead of the mage standing next to him. Crushing Blow â Does 3x damage. Great damage upgrade and you can get it early too. Maiming Blow â Does 5x damage and slows the target. This is one of the best abilities in the game. Not only does it do a lot of damage, it also is able to slow even targets that are resistant to any other type of special attacks (like stuns). This ability shines when targets are slowed trying to chase one of your heroes other than the warrior at the same time. They waste tremendous amounts of time just walking while letting your heroes do damage on them unthreatened. Resistance To Pain â This gives your warrior 25+ all round extra defense. It just makes your warrior that harder to kill. Low Level Tips â Skeletons are the perfect monsters to fight with warriors. All skeletons have little to no melee defense. The melee skeletons are usually the ones that spawn early and warriors have great melee defense. Even when the archer skeletons start to spawn, warriors have ok range defense too. Itâs a no brainer to put the warriorâs guild next to graveyards and let them get easy XP and gold. They are slow, so watch out for them when they are fleeing home with monsters chasing them. *Cleric â Clerics are your basic healers. They will heal over doing damage most of the time, even healing NPCs. They have low melee and range defense but good magic defense. Despite defenses though, they are hard to kill by anything cause they will spam heal themselves over and over again. They love protect flags more than most other heroes. They are somewhat expensive too. Their damage if pretty much pathetic though. Attack 43.7 Health 363.8 Melee Def 35 Range Def 35 Magic Def 70 Speed 3.5 Abilities: Heal â Heals a portion of HP on target. This is their core ability and they get it from level 1. This is one of the best abilities in the game. The only down side is they love to use it on anything near them, even when they have a mission to attend. While going to protect that trading post you put a flag on, they will probably stop and heal the 5 heroes on their way back home, the tax collector running from rats, and the warrior who already has a backpack full of health potions fighting something he could fight with one hand behind his back. Holy Attack â Does 8x damage to undead. This attack just destroys undead like they were nothing. Clerics can kill most undead with one hit and take 2-3 hits to kill veteran and sniper skeletons. Vampires are the only undead that might last a few against clerics. Faith Restoration â Slowly regenerates mana on the target. They can cast this on themselves and other heroes. This ability is great in rare moments but is almost worthless anytime else. The only way clerics die most of the time is that they ran out of mana fighting too many monsters or a high level monster that would have killed anyone. When clerics fight alone, they slowly whittle away their targets HP while they constantly heal themselves. This can take a long time and the cleric can run out of mana. Against one or sometimes two easy targets, this is ok because clerics will regain enough mana slowly to keep healing themselves. Against more targets or something that does more damage, they will die or run away. This ability allows them to regain more mana so they wonât have as much issues in the rare cases they do run out of mana. The biggest issue though is by time you can get and afford this ability, your cleric will never run out of mana. Mages are the only class that will run out of mana regularly. This ability is mostly worth it for mages that pass by the cleric and receive this buff. Hammer Of Faith â Does 3x damage and knocks back target. The extra damage is nice but knockback is aggravating. It does, however, give you more peace of mind knowing your cleric has more tools to keep themselves alive Low Level Tips â Clerics are the easiest to level early on because of their healing ability. A cleric dying in the low levels is just bad luck. Clerics are the best class to tackle serpents too. Clerics have good magic defense against their attacks. Put their guild next to the serpent lairs will level them up and bring in some income. They can get overwhelmed sometimes (because they rarely run away and take forever to kill something) and run out of mana. Help them out before that happens. Researching mana potions prevents this from happening much. *Mage â Mages are the premiere damage dealers. They have lots of attack power and plenty of spells to rotate with. They pretty much lay waste to anything that doesnât have high magic defense, and even those things are not safe. The biggest issues with them though are that they are expensive as hell, slow, have low HP, and are fragile in the low levels. They are also very aggressive too which doesnât help much when you want to keep them safe. They are mainly interested in attack flags. Attack 156 Health 252.9 Melee Def 30 (80) Range Def 30 (80) Magic Def 60 (110) Speed 3 Abilities: Magic Shield â Gives +50 all around defense to the mage. Mages get this at level 5 and you can breathe easily when they do get this. Without this and no armor upgrades, mages have absolutely zero defenses against everything! With this, they can have more defense than other classes. Be prepared to scream though when you see your mage forget to buff himself and die right afterwards. Fireball - Does 2x AoE damage and places a DoT effect on targets. Not only does it do a good amount of damage, it hits multiple targets too plus has the DoT to do even more damage. What makes this ability even better is that is can be researched right away Ice Arrow â Does 3x damage and prevents the target from moving or attacking. This is one of the best abilities in the game. It helps your heroes tackle high level monsters like werewolves, werebears, and vampires. It also can sometimes get monsters to stop attacking your buildings and attack your heroes instead. Windstorm â Does 1.5 damage and knocks back all enemies in range. Rarely see this ability used. The monster has to get close before the wizard uses it and it doesnât knock monsters back that heâs already froze with Ice Arrow. Not only that, but not much can survive long enough to get close to the mage, and a lot of the monsters that are strong enough to do that are immune to knockback. Firestorm â Does 5x damage on all enemies in range. This is one of the best and coolest looking abilities in the game. It does very good damage even on just one target but does crazy damage when it hits a bunch of monsters packed up together. The only drawback is that it takes an extra second to cast. Low Level Tips â Mages are the most fragile class in the low levels and are weak against everything! Even the sewer rats will kill them. Skeletons are weak against magic attacks, but still be weary of putting the mage guild right on top of them. Putting a tower next to a sewer drain with the mage guild behind it can help. The tower distracts allowing the mages to get some free hits in. Killing monster dens before monsters spawn is another way to get mages to level 5 quick. Another trick is to research all the mage attacks (or at least fire ball and ice arrow) before you even recruit any mages. This will allow them to kill most things before they get in danger. The biggest advice though is to NOT research mana potions. Mages will buy these before buying health potions. Wait until the mages get to level 5 at least before researching mana potions. This will hurt your clerics though, but mages cost way more than clerics so itâs worth it. *Paladin â Paladins are powerful warriors with even more defense and HP. They are very hard nuts to crack. They are wrecking balls where ever they go. They have the same aggressiveness too and eagerness for attack and defend classes. They rarely run away also. Attack 104.9 Health 2149 Melee Def 95 (120) Range Def 60 (85) Magic Def 35 (60) Speed 3 Abilities: Taunt â Does 1.5x damage and makes the target attack the Paladin. Same as warrior version. Crushing Blow â Does 3x damage. Same as warrior version. Holy Patronage â Gives 25+ all around defense. Same as warrior version except the paladin can cast this on friendly heroes too! Holy Strike â Does 5x damage and prevent target from moving and attacking. Great ability, great damage. It is one of the few stuns. A downgrade IMO because the warriorâs slow attack is so unique. Aura Of Holiness â Does 5x on all undead in range. This pretty much makes the paladin a wrecking ball to undead. *Blade Master â Blade Masters are warriors who tossed aside their defenses instead for a crap load of more damage and more speed. They hit hard and have good AoE damage. They are perfect for maps like Kingmaker's sending hordes of goblins at you. They have the same aggressiveness too and eagerness for attack and defend classes. They rarely run away also. Attack 155.1 Health 1222.5 Melee Def 55 Range Def 80 Magic Def 35 Speed 3.5 Abilities: Taunt â Does 1.5x damage and makes the target attack the Blade Master. Same as warrior version. Crushing Blow â Does 3x damage. Same as warrior version. Maiming Blow â Does 5x damage and slows the target. Same as warriorâs version. Whirlwind â Does 2x damage to all targets in range. Ok damage but also attacks everything around him. Whirlwind Of Blades â Does 3x damage and knocks back all targets in range. Even better damage but does the aggravating knockback. *Sister of Krypta â Krypta priest are like clerics who can only heal themselves and can do good damage. They also summon skeleton minions that either follow or roam around the map. These minions make good distractions for high level monsters roaming around. They also may even explore the map for you. They have the same eagerness for protect flags like clerics. Attack 104.7 Health 696.1 Melee Def 40 Range Def 70 Magic Def 50 Speed 3 Abilities: Summon Skeletons â Does exactly what it says. They are like little low level warriors with poor armor. The Priest can summon quite a few. Summon Lich â Does exactly what it says. They do good damage, but their biggest thing is that they can AoE stun! The priest can only summon one of these. Drain Life â Does 3x damage and restores some of the Priestâs health. This is a heal like the clericâs except it heals for a little bit more but cannot be spammed. With this, the priest can tank a lot of tough monsters. Plague â Does damage and places a DoT on all targets in range. Ok attack but nothing special about this ability. *Priestess of Agrela â These are just clerics on healing steroids. They can AoE heal which is great for boss fights that have a lot of AoE damage. They have the same eagerness for protect flags like clerics. Attack 80.6 Health 828.7 Melee Def 50 Range Def 35 Magic Def 85 Speed 3.5 Abilities: Heal â Heals a portion of HP on target. Same as the clericâs. Mass Heal â Heals a portion of HP on all targets in range. Holy Attack â Does 8x damage to undead. Same as the clericâs Holy Might â Raises the melee offense of friendly target. It does this by a nice chunk too. *Archer of Helia â These are rangers that hit hard like mages. They do nothing but straight high damage. They have the same eagerness to go for explore flags like rangers. Attack 155.4 Health 1124.8 Melee Def 35 Range Def 55 Magic Def 80 Speed 4 Abilities: Hunterâs Shot â Does 4x damage against beast. Same as the rangerâs Accurate Shot â Does 3x damage. Same as the rangerâs Staggering Shot - Does 1.5x damage and lowers the attack power of the target. Same as the rangerâs Fatal Shot â Does 5x damage. Nothing but a crap load of damage Sun Arrow â Does 2x damage on all targets in range. Great on targets that like to group together. *Beast Master â Beast Masters are rangers with pets and tricks. They are nothing spectacular alone, but their pets have the stats rivaling high level monsters! They have the same eagerness to go for explore flags like rangers. The main con about beastmasters is that they have so many buffs that they spend a lot of time conjuring. Attack 123.4 Health 792.1 Melee Def 65 Range Def 55 Magic Def 40 Speed 3.5 Abilities: Hunterâs Shot â Does 4x damage against beast. Same as the rangerâs Accurate Shot â Does 3x damage. Same as the rangerâs Summon Wolf â Does exactly what is says. The wolf works like a mid level warrior with no armor. With the Masterâs buffs, it can handle many wandering monsters that your heroes ignore. Summon Bear â Does exactly what is says. The bear has more tanking capabilities than most of the heroes. He has a lot of HP, can be healed, heâs immune to stuns and knockbacks, and has a ton of melee defense. Heâs pretty much capable of distracting wearbears while your heroes take it down with ease. He has no range defense but thereâs nothing really much threating that does range damage except enemy heroes. Feral Wraith â Gives a damage buff to his beast Heal Beast â Puts a HoT on his beast. This is better than a straight heal because the beast like to wander around a lot. Stone Head â This prevents the hero from being stunned. Works wonders against enemies that like to spam stuns. *Dwarf â Dwarfs are sturdy tanks, especially against monsters that do magic damage or range damage. They have good melee defense and great magic and range defense. They are great against dragons and other monsters that mix magic and physical damage. Attack 84 Health 1433.4 Melee Def 50 Range Def 75 Magic Def 75 (125) Speed 3 Abilities: Stun: Does 1.5x damage and stuns target. Not much damage but stuns are nice. Destruction: Does 5x damage against buildings. This makes dwarves deadly against enemy towns. They can tear them down pretty fast and works on lairs too. A lot of other hero abilities are not even used against buildings. Smashing Blow: Does 3x damage. A good damage upgrade. Stone Blood: Boosts magic defense. This just skyrockets that dwarfâs magic defense. *Elf â Elves are like commandos. They move fast and hit hard. And when they strike, the do so in a way where their targets canât do much back because they are either stunned or canât move. Then if the elf gets in trouble, they can out run anything chasing them. They are the fastest of heroes and go for any reward flags. Attack 131.8 Health 518.7 Melee Def 20 Range Def 60 Magic Def 90 Speed 4 (6) Abilities: Roots: This prevents enemy target from moving Magic Arrow: Does 5x damage. This is a lot of damage. Eleven Inspiration: Boosts the speed of friendly target. For some reason it seems it gives less speed to slower heroes and more speed to faster heroes. Itâs good none the less. Clever Shot â Does 3x damage and stuns target. Not only does it do good damage, it stuns too! *Economy Daily Income â Some of the buildings generate money once per day. You can see how much this is by clicking it and looking at the number that is in green. You only get this money after the tax collector collects it and brings it back to the castle or guard tower. Store Taxes â You collect 100% taxes on all store purchases (Socialism at its best lol). This means when your hero spends 100 gold at the blacksmith, you get 100 gold. Again, your tax collector has to get this money first. Hero Taxes â You collect 50% taxes on all money your hero gets, even money from reward flags for them (talk about more socialism lol). Your hero deposits this money every time he rests at home. Your tax collector still has to get this money for you. If an inn is closer to the hero than it's guild and it has enough money, it will go rest at the inn instead. Heroes DON'T pay taxes at the inn!!! See *Party on how parties may negate taxes too. The gold amount that you see when you click on a hero only shows how much they are carrying. You have to look at their stats sheet to see how much is theirs and how much they have to pay the guild in dues. Trading Post â Trading Post send a caravan every 3 days to your market place. If it makes it, the money is deposited in the market place and your tax collector has to collect it. The further the trading post is away from your castle, the more money they generate. Magic Store â The magic store generates 200 gold every day that your tax collector must get. Castle and Market Place Upgrades â Upgrading these buildings allows them to generate more gold every day. Here is the list of all the purchases your heroes can make and how much it will cost them. Note: Your heroes donât have to buy lower armor upgrades before buying the higher ones if they are avalible, I.E. only spend 100 gold to get tier 3 and not 30+70+100. Abilities All abilities cost 5 gold to learn. Market Place Health Potion 20 Mana Potion 20 Amulet of Regeneration 300 Ring of Protection 100 Expert Amulet of Protection 300 Black Smith First Upgrade 30 Second Upgrade 70 Third Upgrade 100 Rogue Guild Poison Oil 100 Wizard Guild Enchantment 100 Magic Bazar All Potions 50 Inn Satiety 25 *Parties What they do?! â Really what a party is, it is 1-3 heroes acting like they are responding to a protect flag placed on the leader. They constantly follow the leader and join in attacking buildings whenever the leader does. The leader will also sometimes respond to attacks on fellow party members. The personality of the party is based on the party leader, I.E. If the leader is a mage, the party will love to go for attack flags. If the mage dies, the 2nd party member takes charge and the party changes to his personality until the mage is resurrected and so on. The party still buys supplies and upgrades. The leader will take the party from store to store when needs arise. Pros: Teamwork - Illustration: 4 heroes can attack an ogres den that you put a reward flag on. During this time, an ogre can come out and start beating up the cleric. The other 3 heroes ignore the fight because they are concerned about getting that gold! The cleric tries her best but dies. The ogre then goes for the rogue but he then runs away. The ogre then goes for the warrior. While the warrior is holding his own, the mage destroys the den causing another ogre to pop out. The mage then goes home to buy something leaving the warrior behind. The 2nd ogre double teams the warrior killing him. If you hate this like many other people do, parties fix this. If those 4 were in a party, they all would have started to attack the 1st ogre when it went for the cleric and the 2nd one after the den was destroyed. Rarely Die - Heroes in parties donât die often as heroes not in parties. Speed Boost â Heroes who get too far from the leader move faster so they can catch up. No Fear! â Heroes in parties donât run away at all. Great for boss fights. Cons: Cost - $500 gold just to make one Party Needs â It can be time consuming for the party to buy stuff for everyone. When one person needs an upgrade, the whole party goes with them. This also takes away more heroes from out there fighting monsters just because one person wanted a potion. No Fear? â Because they donât run away, they will die to the very last man while solo heroes are chilling in the inn after getting the heck out of that fight. Taxes â Possibly a bug, but party members donât pay taxes when they stay at the guild of their leader unless they are from that guild alsoâ¦ I.E. A party of 3 rogues from the same guild will pay taxes; With A party of 1 rogue leader and 2 warrior members, the warriors wonât pay taxes. Member will pay taxes, however, when the party visits their guild to buy somethingâ¦ I.E. wizards will pay their taxes if they go buy fireball or enchant their weapons at the wizardâs guild. Explore Flags - Party leadres don't share money from reward flags!!! >.< How to Create Parties? â Make an inn and upgrade it to level two then research parties. Click on the inn and then the party icon to summon all solo heroes. Heroes will then start making their way to the inn. If you have reward flags up, they may ignore your summons so donât do it while flags are up. Some heroes like clerics take their sweet time getting there because they got to heal everything on the way. Sometimes heroes will be busy fighting everything on the way. Sometimes a hero will ignore the flag to buy something or go home. They will eventually come. How Parties are disbanded? - Click on someone in the party where you see all of their icons on the bottom of the screen. Thereâs an X to the top right of them. Clicking on it disbands the group. Parties are also disbanded if everyone dies or all their guilds are destroyed at the same time. Example of parties? â Me personally, I never build more than one type of guild and donât use the halls of heroes. I only use 3 temples at a time and only 3 that are aligned together (Helian, Paladins, and Priestess together or Sisters, Blades, and Beast Masters together). I also donât mix elves and dwarves. Of course the rules are bended on maps that force you to use different classes. I also plan to convert all my tier 2 classes instead of training them at level one. So I already know how many heroes Iâll have, and with that, I try to spread them around and have my parties planned before I even start. The hero placement is in no particular order. Outsider = Dwarf or Elf X = this hero will be upgraded into a tier 2 class 1cleric/x warrior/x ranger/x 2cleric/x warrior/x ranger/x 3cleric wizard rogue outsider 4warrior wizard rogue outsider 5ranger wizard rogue outsider Sometimes Iâll take all of one class and put them in the same party so Iâll get all the taxes from them when I want to be greedy. This wastes their abilities though. *General Tips - Upgrading your marketplace doesnât make trading post give you more gold. If you played Majesty 1, you may think this. - If you are using parties and somehow find yourself desperate for gold, check to see how much taxable gold your heroes are carrying. Sometimes they can be carrying 1000âs of gold. You can disband the group and give them time to go home to deposit the cash before you regroup them again. - Donât put inns in the middle of your city, especially if you are not using parties. Your heroes will rest at the inn instead of at their guild. This only makes them waste 25 gold and stops them from paying taxes. - âDonât trust the Magic Shop! Itâs all a lie!!!â LOL. Elixirs at the magic shop cost a whopping 50 gold for your heroes. It also doesnât help that your heroes pop elixirs like candy wasting them. Researching exiles at the shop early can sometimes make your heroes waste gold preventing them from buying permanent upgrades. Only research after your heroes get armor upgrades or you have a lot of income to make high amount reward flags for them. - The Magic Shop does act as a good way to siphon money from your heroes into your own pocket. Researching just the attack elixirs or speed ones drains money from your rich heroes without hurting your poor ones too much. - Sometimes itâs better to build the Magic Shop instead of a trading post. Yes it cost 1500 gold, but you start to build it instantly and it brings in as much income as most trading post. Plus it regenerates itself and you can build it in the middle of your town for protection. It could take days before your peasants build a trading post, plus you have to defend them and clear the area. - Economy is God in this game. If you donât get some of the trading post on some maps early enough, you wonât be able to win. - Building a black smith early and researching the first tier armor upgrades can prevent a lot of low level deaths. The same is said with potions at the market place. - If you use parties, you have to pay more attention to whatâs going on, on the map. Reason being is because your heroes wonât be as scattered allowing monsters to walk right up to your town without you even knowing. - Itâs not always best to kill all the lairs the moment you see them. Lairs provide monsters and monsters provide money and experience for your heroes. It's actually good to put guilds right on top of them to feed your heroes. Use classes that counter those monsters, I.E. Warriors or Clerics on top of nearby graveyards. - Spreading out your guilds from the castle will make peasant houses spawn between them and the castle giving them more protection. This gives you more gold because they are not being destroyed as much but does put your guilds in more danger. - The Kingâs statue makes heroes go for flags cheaper as they start to ignore flags with little gold as they get more levels. Waiting long to build it is just wasting gold on reward flags. - If you are using parties and they are fighting something deadly that you donât want them to or they are hurting and you want them to leave, disband them and put a fear flag on top of them. They will all run away and you can regroup them later. Itâs more than likely cheaper than constantly healing and resurrecting them. - Upgrading your Castle and Market Place is good if you have the money and time to do it. All that extra income adds up every day even if it does cost a lot to do. - Know the map and where all the trading post are at. - Sometimes events are started by triggers that are started by you doing something. Some Examples: Exploring an area where a certain type of enemy is may trigger that enemy and/or lair to start producing monsters/heroes to attack you. Sometimes destroying something will cause monsters to start to spawn elsewhere. Doing things like this too early could get you overwhelmed by monsters. If a map seems impossible, try to see if you are not triggering something too early. - Monsters donât typically spawn right away out of lairs, especially high level monsters. If you donât see a monster icon on the lair or buildings, then itâs not active. If you destroy it before that happens, youâll never see those monsters ever. This is good if you hate dragons, werewolves and other stuff that people cry about. - You can change how the tax collector collects taxes. If you are constantly under attack, keep his max gold low and have him go for only buildings with 50 or more gold (or whatever you think is worth going for). If all is peaceful, you can set him to only come back home until he has a lot of gold to maximize his movement. - Keep an eye out for high damaging, high level monsters. Itâs better to attack them early before they start tearing up your buildings. Donât bet on towers to defeat them. - If you train new heroes and have plenty of gold, give some to them. Flag monsters they are near or fighting so they can get the gold. Try to do so when other heroes are not around so they don't get any too. - Before boss fights, if you are rich, give all your gold to your heroes. You can use the protect flag too for this by putting it on your castle for example and putting tons of gold in it. Research the magic shop techs too so your heroes will stock up on supplies before the boss fight with the money you just gave them. - Fear flags prevent heroes from dying and you crying about it. It also prevents your heroes from exploring an area you don't want them to (perhaps it will trigger an event). Of course, this doesn't work on parties. - Even if you don't use parties, using the summons at the inn is a way to force your heroes to come defend around that location. - Have fun 03/31/2011