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Since previous walkthroughs have covered all four possible heroes build, let's follow the game's default class - Might. The idols can serve as a temporary distraction, while the Tear II ability gives a 1-turn Mass Reinforcement that goes well with other mass bluffs. On the other hand, a Stronghold magic hero's special ability is a little more versatile than a Stronghold might hero. Besides, five out of seven Stronghold creatures use Might Power in their attack, so a Magic hero will struggle with limited damage with limited mana. Having one extra magic school is offset by the fact that a Stronghold hero will have some trouble keeping up with mana.
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Unfortunately, Stronghold's magic shortage happens to be the most powerful Prime school (featuring Heroes6's Ace and King of magics: Time Stasis and Meditation). While every other faction have two magic schools that they can't learn (for example, Necropolis cannot learn Light and Fire), Stronghold is able to cast magics from all but one schools. didn't look at the spelling too carefully.) or is it? Just look at Sandor's overgrown muscle! (By the way, I used to wonder how come Sandor is the owner of the "Staff of Sandro". Thanks to Heroes6's theme, the Stronghold faction is just as magical as any other factions. Welcome to the Stronghold campaign! In the not-very-distant past this was the "Might faction", then the Orcs who can't cast magics. Var s = document.getElementsByTagName('script') s.parentNode.insertBefore(po, s) Var po = document.createElement('script') po.type = 'text/javascript' po.async = true