The walkthrough to Might & Magic: Heroes VII game contains a description of all 7 campaigns available in the game, divided into specific missions. In chapters focusing on specific missions there was also another division into pages about main and side quests. This allows to quickly and easily navigate through the whole guide.
Might hero could use +2 to Attack obtained from the Arena, but he doesn't need to visit the Mage Guild. A high level hero can pass on fighting the army guarding a Stone of Enlightenment that adds 1000 experience points if during the same time he can claim a building that generates resources.Using this weapon above level 4 instantly turns your campaign into a farce (unless you are battling undeads). Let's hope it gets corrected soon. UNIT CONSERVATION. The core of unit conservation especially for a Might hero is to only fight a battle when we can win with no or little loss.
Like its predecessors, Might and Magic VIII is a party-based RPG, meaning you control a group of people, not just one character, as you travel the lands looking for adventure. However, Day of the A detailed guide for the Fortress expansion of Might & Magic: Heroes VII, based on the Hard difficulty. Learn how to use runes, champions, and warfare skills to optimize your army and win the campaign. Tularean Caves. Tularean Forest. Tunnels to Eofol. Walls of Mist. White Cliff Cave. William Setag's Tower. Wine Cellar. Zokarr's Tomb. Maps for Might and Magic VII.