Heroes of destroyed empires: Game Walkthrough and Guide

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August 1, 2022
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By Jonny Gamer

Heroes of destroyed empires: passage
Heroes of destroyed empires: Game Walkthrough and Guide
There were terrible times. Now, in the period of mixing the genres and the removal of new game species, a direct descendant of the “Cossacks” and the spiritual heir to Diablo may be the same project. In the same game, you can build giant armies and develop a strategy of large-scale battles, and you can wander around the map yourself in the image of the hero, gain experience, find new items and potions. And sooner or later you will definitely meet your opponent, who also chose the style of the game.

And then there may be two colossal army in the field, which will crush each other with a number and perform ingenious tactical maneuvers.

And they can – the hero knitted by artifacts with huge swords in their hands and Vatagoy mercenaries behind their backs.

Maybe hero will meet the army, or the army – the hero.

There are many options, and they are all quite equal. This game allows you to face equal duel of lovers of two unlike genres – strategy and combat RPG. Both players will feel in its plate, playing his own game in its rules. But at the same time they will fight against each other, competing in the one of them is stronger.

You wanted to find out who is stronger – whale or elephant? Well, Masters from GSC made this possibility of real. And now it is quite possible to prove to your abstract neighbor, you are a much better strategist than he – Rolevik.

Of course, no one forbids playing and in the old manner. That is – the army on the army or hero on the hero. It is although not so exotic, but also very exciting. The game is very rich in the possibility, well balanced and interesting in itself. Whether in it only bare ideas, not supported by a pleasant gameplay and a competent balance, could not delay it. So as not to turn off the computer until the hero receives a new level or the last enemy will not be poisoned under the locomotive of your shooters.

Gaming process “Heroes of destroyed empires” is not. Big cards, fighters move slowly, leaving the time to think about. No special microcontrol game does not require. In most cases, it is enough to circle all your troops with a green frame and send to the side of the enemy with the order “attack everything in its path”. It plays a role not so much tactical leadership, how strategic planning – who managed to develop better and grant more before the collision with the enemy, the one most likely and wins. Although, of course, there are exceptions.

Sometimes the correct arrangement of troops and successfully selected location and time for attack are able to lean the scales in the right direction. But normally manage the army prevents the absence of a full-fledged strategic interface, usual, for example, for the same “Cossacks”. Fighters can not be combined into formations, it is impossible to attach leaders to them, any fight soon goes into a large dump of their own and strangers. In which to figure out who where, in general, is easy. But give specific orders to specific detachments – pretty difficult.

Game mechanics

As it usually happens, representatives of different factions, having met in a clean field, immediately begin to find out. And in order to predict whose side will be an advantage, it is not, knowing how it happens.

The “heroes of destroyed empires” formulas are very simple and at the same time effective. Every fighter, be it a hero or ordinary soldier, there is a certain kind of damage applied. Types of damage only four: magic, penetrating, crushing and cutting.

Protect, respectively, each of the fighters also four. Thes of them can be completely different: possessing the strongest immunity to magic, the soldier can be completely defenseless in front of the arrow.

The final damage applied by one detachment to another, without any tricks equal to the attack of the attacking minus the value of the corresponding protection of the attacked. True, there is one subtlety: absolute protection in the game does not exist – even if the immunity against something multiple times exceeds the attack, the detachment unit will apply.

That is why big and well-protected fighters are most afraid of huge clusters of small opponents. Yes, each of them is unlikely to take away more than a few of life at a time. But if there are a lot of blows, they will be continuously, strongly “will figure out on parts” in seconds.

The same applies to buildings – there are various protection and they have. And if the speakers will “pick” some fortress for a few minutes, magicians with the same damage will demolish it not as an example faster. And all because the construction was perfectly protected against a crossing weapon and completely defenseless against magic.

So do not be lazy before rushing to the enemy with a wide breasts, inquire what weapon will attack it more efficiently. Correctly distributing the detachments, you will achieve greater efficiency in the attack. And at the same time, reduce your own losses – if you substitute for the shock properly protected troops. Of course, soon all the armies are still mixed in an uncontrolled bunch, but sometimes even the first successful blows may be enough to ensure.

RTS VS. RPG

Gameplay can vary depending on your taste. Rather, in the campaign you will have to try everything – and throw a hero alone, and the development of the camp with the accumulation of vibrant strength. But in the multiplayer will have to immediately decide with something one – to develop both the hero, and the database will simultaneously fail by force of game restrictions.

The new game always begins with a lonely hero standing among the clusters of useless resources for him. He can’t produce them, for this you need workers. They are taken directly from the air – each hero has a spell “Calling workers” in its asset. The problem is that the use of this spell for half an hour turns the hero in a fixed (and invulnerable) statue, and he simply leaves the game. But you have the opportunity to rebuild the camp, collect troops and a large company to come to visit the unfriendly tuned neighbors.

This is interesting: When creating a game, you can specify in the settings “Development only”. Under it it is understood that all heroes from the start automatically use the call spell and all players will play strategic style. But if in the process of witchcraft to have time to sell a spell card, the hero will stop. Voila – Now you play rpg style.

But the “call of workers” can be neglected, and then the role-playing half of the game will come into force. Of course, “role-playing” it is very conditionally, because no quests, no dialogues, no plot, nor generally playing a role in the game will not appear. But under your control, there will be a very weak first-level hero, which under your leadership what is hunting for numerous neutrals inhabiting each of the cards. It will be necessary to start with small goblins and gnolls, but after receiving several levels it will be possible to move and mining more. On the troops of another player, for example.

On a note: At first, the temptation is greatly great after the start of the game, come the hero on the enemy base and kill weakly breed workers. But it works extremely rarely – during the time the hero gets to the location of the enemy, he will probably have time to rebuild at least some kind of protection. And if not, then with the hero of the first level can cope and workers – they certainly will certainly pay a lot to this moment. And the hero at the start and in fact very weak. If the path is distracted by experience, it will take too much time, and the opponent will be guaranteed to take off. So forget about instant blitzkrigs – in addition it is also uninteresting. It is better to go to the attack, already as you should rush.

Go from the strategic regime to role-playing quite possible. After half an hour, the character of the hero will revive, and if by this moment the party will not be completed yet, he will join your mind. The set of experience is happening very quickly – after half an hour of the game of the army, the players are usually more than solid. Mortality in battlefields, respectively, is also great, and every killed enemy is a plus in the “piggy bank” of experience. Levels of heroes in collisions of large armies always grow as on yeast.

With a reverse transition, everything is much more difficult – if the hero scored several levels decides, it will still cause workers, it will still be immobilized for half an hour. And will cause all the same six workers and as a result, hopelessly lag in development from the opponent.

This is interesting: Try the combined style of the game, from the very beginning driving both the hero, and the base, you can by prior arrangement with another player. Immediately after the start, you both call the working spell and leave for half an hour to drink tea. Retain when the characters are already awakened. Workers will not disappear anywhere – here’s the style of “two in one”. To further speed up this process, simply survive in such a “beginning” party. Next time just download from the same place.

Since each of the two components of the game is quite self-sufficient, then they are considered separately.

RPG

General

Role Half Game Something Unfortunately Reminds Diablo or, Rather, Sacred. In our maintenance, the hero is distinguished, able to confront immediately with a huge number of opponents. He is stronger, stronger and faster than any other fighter in the game, and also has abilities for regeneration and witchcraft. Kill him very difficult. And the further – the harder, because the hero does not recruit the experience in battles, becoming all stronger with each level obtained.

The most difficult thing will have to be at the earliest levels when even goblins are a serious danger to our warrior. It consotes the fact that neutral monsters at first and the truth is neutral to the hero. While you do not touch them, they will not attack them either – although they have a lezginka in the middle of the camp dancing. But it is worth offended at least one of the community, how everyone will be scored at you. If you feel that you can not cope with all, – run away, treat and repeat an attempt. Fortunately, to obtain the first levels of experience you need a little. And the tide of strength will be felt already level from the third.

It is important to consider that in this game the hero is not subject to any resurrection on the altar for money, and each death is final and irrevocable. Fortunately, he has several lives (from three when creating a game), so one-time death is not a loss. But it is impossible to restore the number of lives in the game of the game, so any death steadily brings you to losing. So the hero’s life will have to go out more than ever.

If you still managed to go to the Light, you will not lose anything expensive. From the body of a dead hero raises an affordable invisible spirit, free to move freely for a card. As soon as this time expires – the character will rise, fresh and rested. In the very place where his ghost flew. So try so that it does not happen in the very thick of the enemy troops.

Set of experience

The role-playing system in the game is also no unnecessary complexity. For each killed enemy, the hero is accrued experience. For each opponent killed by the Allied troops – 25% of the quantity, but only if the hero is in close proximity to the murder. Only the last blow is considered, t.E. If some dragon will kill all Kagal, and the decisive blow will apply hero – he will receive maximum experience. And vice versa – if the hero tries the health of the enemy to a minimum, but he will die from the strike of a shattered swordsman, he can only count on a quarter of the experience gained.

When the experience gains enough, the hero goes to a new level. At the same time, he receives a choice of two improvements in the characteristics from the extensive list, produced in a completely random. Improvements are three types – Red, Purple And Green. Color differentiation has not been introduced not just like that – they differ by the power of exposure. Red – the most useful, add the largest digit to the characteristic. They should always be taken, even if they increase the non-dishielding characteristic – no useless improvements in the game, and no one will never be one. Even the warrior should replenish the stock of Mana, and Magu is to increase the strength of impact and protection against harmful effects.

But red improvements rarely fall, and most often choose from purple. Green takes at all. The effect of them is usually two or three times less than from the red, and one and a half or two – than from purple. In case you fell two green improvements and choose not much from anything, it is possible to “skip” one level to get on full List of purple improvements. And from it already choose something like the most necessary. But it is still not recommended to use this – the unused level pays off too rarely.

Having a big preferably, you can get red improvements in exactly the characteristics that you want. Save immediately before the transition to the next level, after which it is methodically downloaded until something needs falls. After all, improvements each time are chosen by chance, and sooner or later you can take a luck.

It is important: The transition to the new level increases the amount of health and mana hero, but does not lead to their full recovery. Therefore, the reflex developed in Diablo boldly break into the thickness of the combat on the eve of the Level- Up (no matter how the character will cure) in the “heroes of destroyed empires” will not be at the place.

The maximum level of development is not limited, however, it is unlikely that someone will be able to reach at least the second hundred. The game usually ends a lot before.
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