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High Men

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High Men
Home Plane Arcanus
Citizens
Farmer
Citizen HighMen FarmerIcon Food.png 2,
Icon Production.png 0.5
Worker
Citizen HighMen WorkerIcon Production.png 2
Rebel
Citizen HighMen Rebel
Population
Growth
basic per turn.
Units
Standard Unit Icon Settlers Transparent Unit Icon HighMenEngineers Transparent Unit Icon HighMenSpearmen Transparent Unit Icon HighMenSwordsmen Transparent Unit Icon HighMenPikemen Transparent Unit Icon HighMenCavalry Transparent Unit Icon HighMenBowmen Transparent Unit Icon HighMenPriests Transparent Unit Icon HighMenMagicians Transparent Unit Icon Catapult Transparent Unit Icon Trireme Transparent Unit Icon Galley Transparent Unit Icon Warship Transparent
Racial Unit Icon Paladins Transparent
Buildings

Available:

TownBuilding Sawmill TownBuilding Barracks TownBuilding Smithy TownBuilding ForestersGuild
TownBuilding Armory TownBuilding AlchemistsGuild TownBuilding BuildersHall TownBuilding Marketplace
TownBuilding FightersGuild TownBuilding CityWalls TownBuilding Shrine TownBuilding MinersGuild
TownBuilding Library TownBuilding Granary TownBuilding ArmorersGuild TownBuilding Temple
TownBuilding AnimistsGuild TownBuilding University TownBuilding MechaniciansGuild TownBuilding SagesGuild
TownBuilding FarmersMarket TownBuilding WarCollege TownBuilding WizardsGuild TownBuilding Bank
TownBuilding Parthenon TownBuilding Stables TownBuilding Oracle TownBuilding Cathedral

Available on Shore:

TownBuilding ShipWrightsGuild TownBuilding Shipyard TownBuilding MaritimeGuild TownBuilding MerchantsGuild

Not Available:

TownBuilding FantasticStable      

The High Men race is one of the 14 different humanoid Races found in the world of Master of Magic. High Men originate from the plane of Arcanus.

Dedicated society-builders and authorities on matters of religion and politics, High Men are an advanced race. Without their institutions, High Men have a regrettably weak position. Cloaked in guilds, religion, and military orders, High Men become a force of nature.

High Men start with no glaring disadvantages, save for this: that none of their advantages are in play yet! With baseline production levels, population growth, costs, and starting units, a High Men Fortress usually begins with a hard trek ahead, with their purely ordinary civilization surrounded on all sides by the extraordinary. If they can break out of this malaise, the rewards start piling up.

High Men have one of the very best selections of Normal Units. They have access to the heavy infantry unit Pikemen, the mighty Warship, and can train Priests. Their Icon Figure.png 6 Figure Magicians have great damage and resilience. But their real strength lies with their unique heavy cavalry, the Paladins.

Mounted, knightly warriors supported by holy rites, Paladins can wage battles completely out-of-reach for most other units — particularly those where magical forms of attack and crowd control are present.

Description Edit

Physical Features Edit

High Men are one of the Human races, and are genetically similar to the Barbarians and Nomads. High Men are distinguished from their kin as having a pale to florid complexion and gentler mannerisms. They bear the mark of a more sedentary, closed life. They lack the others' wanderlust, being quite at home in the rigid confines of their walls and laws.

Society Edit

High Men society and government runs the gamut. For every political system under the sun, some group of High Men have at some point, in some place, tried it out. In the art of adapting their ideology to convenience, High Men are acknowledged professionals, surpassed only by Orcs. Generally the existing Town Buildings and ongoing projects give an indication of who is in charge in a particular High Men town.

Smaller towns are the fief of a feudal lord. They struggle to get infrastructure in place and consolidate farmers and fighting men from the surrounding lands. Well-connected river and coastal cities often sport shipbuilding and trade guilds and are run by merchant-oligarchs. There are also freewheeling strongholds of mages and scholarly councils.

Real power is concentrated, though, in Bishoprics (cities which have built a Cathedral) under the command of the High Men's holy Church. The Church is the High Men's ultimate social institution, a labyrinth of intrigue and dogma which has guided the race safely through countless dangers. Its strength and influence can only be guessed; the champions Roland and Elana, and even the wizard-priestess Ariel are all protégés of this organization. By quietly attaching productive and military arms to the Church in select towns, a Wizard can train some of the mightiest mortal warriors, the Paladins, to further his own ambitions.

Power-brokering aside, High Men generally emphasize cooperation and pursue fair policies. They enjoy a solid diplomatic position among the races, with some genuine allies and friends.

Army Edit

Most of the High Men army are basic units without any advantage, and therefore will require more units to defend or attack. This problem is oppressive in the early stages, but rest assured, it will recede. Later on, High Men begin fielding "heavy" versions of the most commonly-seen military units; for instance, they use Pikemen, Warships, and Priests instead of Halberdiers, Galleys, and Shamans. And of course, their end-stage heavy cavalry is in a league of its own.

Army List Edit

Below is a comparative list of all High Men Normal Units. This list shows all units at their first Icon Experience Level.png Experience Level, with no additional modifiers or magical effects.

Icon Name Bld Cost U Icon MultiFigureUnit Moves Icon Melee Normal.png Icon Ranged Bow.png Icon Defense.png Icon Resist.png Icon Hits.png Special
Unit Icon HighMenSpearmen Transparent High Men Spearmen Icon Production.png 10 Icon Food.png 1 Icon MultiFigureUnit.png 8 Icon Movement Ground1 Icon Melee Normal.png 1 Icon Defense.png 2 Icon Resist.png 4 Icon Hits.png 1
Unit Icon HighMenSwordsmen Transparent High Men Swordsmen TownBuilding Barracks

TownBuilding Smithy

Icon Production.png 20 Icon Food.png 1

Icon Gold.png 1

Icon MultiFigureUnit.png 6 Icon Movement Ground1 Icon Melee Normal.png 3 Icon Defense.png 2 Icon Resist.png 4 Icon Hits.png 1 Large Shield
Unit Icon HighMenBowmen Transparent High Men Bowmen TownBuilding Sawmill

TownBuilding Barracks

Icon Production.png 30 Icon Food.png 1

Icon Gold.png 1

Icon MultiFigureUnit.png 6 Icon Movement Ground1 Icon Melee Normal.png 1 Icon Ranged Bow.png 1 Icon Defense.png 1 Icon Resist.png 4 Icon Hits.png 1 Ranged Attack x8
Unit Icon HighMenCavalry Transparent High Men Cavalry TownBuilding Barracks

TownBuilding Stables

Icon Production.png 40 Icon Food.png 1

Icon Gold.png 1

Icon MultiFigureUnit.png 4 Icon Movement Ground2 Icon Melee Normal.png 4 Icon Defense.png 2 Icon Resist.png 4 Icon Hits.png 3 First Strike
Unit Icon HighMenPriests Transparent High Men Priests TownBuilding Parthenon Icon Production.png 100 Icon Food.png 1

Icon Gold.png 2

Icon MultiFigureUnit.png 4 Icon Movement Ground1 Icon Melee Normal.png 3 Icon Ranged Magic.png 4 Icon Defense.png 4 Icon Resist.png 7 Icon Hits.png 1 Ranged Attack x4, Healing Spell, Healer, Purify
Unit Icon HighMenMagicians Transparent High Men Magicians TownBuilding WizardsGuild Icon Production.png 120 Icon Food.png 1

Icon Gold.png 3

Icon MultiFigureUnit.png 6 Icon Movement Ground1 Icon Melee Normal.png 1 Icon Ranged Magic.png 5 Icon Defense.png 3 Icon Resist.png 8 Icon Hits.png 1 Ranged Attack x4, Missile Immunity, Fireball Spell
Unit Icon HighMenEngineers Transparent High Men Engineers TownBuilding BuildersHall Icon Production.png 40 Icon Food.png 1

Icon Gold.png 1

Icon MultiFigureUnit.png 6 Icon Movement Ground1 Icon Melee Normal.png 1 Icon Defense.png 1 Icon Resist.png 4 Icon Hits.png 1 Construction 1, Wall Crusher
Unit Icon Settlers Transparent High Men Settlers Icon Production.png 60 Icon Food.png 1

Icon Gold.png 2

Icon SingleFigureUnit.png 1 Icon Movement Ground1 Icon Defense.png 1 Icon Resist.png 4 Icon Hits.png 10 Create Outpost
Unit Icon HighMenPikemen Transparent High Men Pikemen TownBuilding FightersGuild Icon Production.png 80 Icon Food.png 1

Icon Gold.png 2

Icon MultiFigureUnit.png 8 Icon Movement Ground1 Icon Melee Normal.png 5 Icon Defense.png 3 Icon Resist.png 5 Icon Hits.png 1 Negate First Strike, Armor Piercing
Unit Icon Paladins Transparent Paladins TownBuilding Cathedral

TownBuilding ArmorersGuild

Icon Production.png 200 Icon Food.png 1

Icon Gold.png 4

Icon MultiFigureUnit.png 4 Icon Movement Ground2 Icon Melee Normal.png 6 Icon Defense.png 5 Icon Resist.png 8 Icon Hits.png 4 Magic Immunity, Holy Bonus 1, First Strike, Armor Piercing
Unit Icon Trireme Transparent Trireme TownBuilding ShipWrightsGuild Icon Production.png 60 Icon Food.png 1

Icon Gold.png 2

Icon SingleFigureUnit.png 1 Icon Movement Sailing 2 Icon Melee Normal.png 6 Icon Defense.png 4 Icon Resist.png 4 Icon Hits.png 10 Transport 2
Unit Icon Galley Transparent Galley TownBuilding Shipyard Icon Production.png 100 Icon Food.png 1

Icon Gold.png 2

Icon SingleFigureUnit.png 1 Icon Movement Sailing 3 Icon Melee Normal.png 8 Icon Ranged Bow.png 2 Icon Defense.png 4 Icon Resist.png 6 Icon Hits.png 20 Ranged Attack x8, Transport 5
Unit Icon Catapult Transparent Catapult TownBuilding MechaniciansGuild Icon Production.png 100 Icon Food.png 1

Icon Gold.png 2

Icon SingleFigureUnit.png 1 Icon Movement Ground1 Icon Ranged Boulder.png 10 Icon Defense.png 2 Icon Resist.png 4 Icon Hits.png 10 Ranged Attack x10, Wall Crusher, Long Range
Unit Icon Warship Transparent Warship TownBuilding MaritimeGuild

TownBuilding Barracks

Icon Production.png 160 Icon Food.png 1

Icon Gold.png 4

Icon SingleFigureUnit.png 1 Icon Movement Sailing 4 Icon Melee Normal.png 10 Icon Ranged Boulder.png 10 Icon Defense.png 5 Icon Resist.png 7 Icon Hits.png 30 Ranged Attack x99, Transport 3, Long Range

Force Composition Edit

To call High Men Spearmen cannon-fodder may be an insult to the Spearmen of other races, but these units are as cheap as they come and can be built to follow one's army and garrison a captured town, quelling interracial unrest there if applicable. This is a viable build in all stages and should be considered more of a sort of Icon Food.png-consuming economic building than a military unit.

The low-tier units should quickly (if not immediately) give way to Pikemen once a Fighters' Guild is up, and Warships and Paladins will cover all needs later on.

Unit Icon Settlers Transparent High Men Settlers Edit

High Men Settlers are a type of Normal Unit, identical to the baseline template. This unit may be created from a High Men town, for the Construction Cost of Icon Production.png 60. Creation of a Settlers unit reduces the town's population by 1. Lacking virtually any combat capabilities, this unit's only real purpose is to create a new High Men Settlement, by traveling to the desired location and giving it the "Build" command. High Men Settlers require an Upkeep Cost of Icon Gold.png 2 and Icon Food.png 1 to maintain.

Unit Icon HighMenEngineers Transparent High Men Engineers Edit

This unit may be created from a High Men town, for the Construction Cost of Icon Production.png 40. The town must already contain a Builders' Hall for this to be possible. The primary purpose of High Men Engineers is to build Roads across your empire. This is done by sending the Engineers to a tile where you want a road constructed, and giving them the order to "Build". The process takes several turns, and is sped up when several Engineers go to work on the same tile. On the other hand, High Men Engineers make very poor combat units, with only a token Melee Attack and almost no Defense. Like all Engineers they may however assist during siege combat, by using their Wall Crusher ability to bring down enemy City Walls.

Unit Icon HighMenSpearmen Transparent High Men Spearmen Edit

This unit may be created from any High Men town, for the Construction Cost of Icon Production.png 10. Like all Spearmen, High Men Spearmen are a very basic combat unit which doesn't pose much of a threat to any serious opponent, though they can become a little stronger through Experience. As with all units belonging to the High Men race, High Men Spearmen possess no special racial bonuses or abilities to elevate them beyond the basic Spearmen template. As a result however they are cheaper to produce, so large armies of them can be created fairly easily. High Men Spearmen require an Upkeep Cost of only Icon Food.png 1 to maintain.

Unit Icon HighMenSwordsmen Transparent High Men Swordsmen Edit

This unit may be created at a High Men town, for the Construction Cost of Icon Production.png 20. The town must already contain both a Barracks and a Smithy for this to be possible. Like all Swordsmen, High Men Swordsmen are a fairly basic combat unit, capable of holding its own in a fight with other Normal Units, especially after gaining some Experience. It also enjoys a Large Shield bonus which gives it some protection from Ranged Attacks. As with all units belonging to the High Men race, High Men Swordsmen possess no special racial bonuses or abilities to elevate them beyond the basic Swordsmen template. As a result however they are cheaper to produce, so large armies of them can be created fairly easily. High Men Swordsmen require an Upkeep Cost of Icon Gold.png 1 and Icon Food.png 1 to maintain.

Unit Icon HighMenPikemen Transparent High Men Pikemen Edit

This unit may be created at a High Men town, for the Construction Cost of Icon Production.png 80. The town must already contain an Fighters' Guild for this to be possible. Like all Pikemen, High Men Pikemen represent the epitome of infantry. They possess a very powerful Icon Melee Normal.png Melee Attack, whose strength is greatly increased thanks to this unit containing Icon Figure.png 8 figures. Furthermore, this attack has the Armor Piercing property, which makes it very difficult to defend against. This unit also stands up very well to enemy Cavalry and other First Strike units. As with all units belonging to the High Men race, High Men Pikemen possess no special racial bonuses. High Men Pikemen require an Upkeep Cost of Icon Gold.png 2 and Icon Food.png 1 to maintain.

Unit Icon HighMenCavalry Transparent High Men Cavalry Edit

This unit may be created at a High Men town, for the Construction Cost of Icon Production.png 40. The town must already contain both a Barracks and a Stables for this to be possible. Like all Cavalry, High Men Cavalry are a fast-moving Melee Attack unit, capable of quick strikes through or around the enemy line. Its attack has First Strike properties, which allows it to hit its enemies first during battle, potentially killing some of them before they can retaliate. As with all units belonging to the High Men race, High Men Cavalry possess no special racial bonuses or abilities to elevate them beyond the basic Cavalry template. As a result however they are cheaper to produce, so large armies of them can be created fairly easily. High Men Cavalry requires an Upkeep Cost of Icon Gold.png 1 and Icon Food.png 1 to maintain.

Unit Icon HighMenPriests Transparent High Men Priests Edit

This unit may be created from a High Men town, for the Construction Cost of Icon Production.png 100. The town must already contain a Parthenon for this to be possible. High Men Priests provide a somewhat-powerful Icon Ranged Magic.png Magical Ranged Attack as well as a slightly-weaker Melee Attack - though the unit is normally too fragile to participate in direct combat. More importantly, Priests attached to an army can quickly heal damage units after any battle, and can also cast the Healing spell during battle to heal friendly units. They also have the innate ability to Purify Corrupted tiles. High Men Priests are also somewhat resistant to Curses and other maledictions. High Men Priests require an Upkeep Cost of Icon Gold.png 2 and Icon Food.png 1 to maintain.

Unit Icon HighMenMagicians Transparent High Men Magicians Edit

High Men Magicians are identical to the Magicians baseline template, except for one important difference: the unit contains Icon Figure.png 6 figures instead of 4. This effectively translates to a 50% higher damage output during combat, and also means that a High Men Magicians unit can take more effort to destroy.

Unit Icon Paladins Transparent Paladins Edit

Paladins are a type of Normal Unit. This unit is unique to the High Men Race, and can only be built in High Men towns, for the Construction Cost of Icon Production.png 200. The town must already contain both an Armorers' Guild and a Cathedral for this to be possible.

Paladins are shock cavalry, and are some of the most powerful Normal Units in the game. They possess several powerful abilities which make both themselves and the army they are in significantly more powerful. First and foremost, Paladins are completely Immune to Magic, and will thus shrug off most spells and Icon Ranged Magic.png Magical Ranged Attacks. Their Melee Attack has the ability to Pierce Armor and, if used properly, can also utilize First Strike, to wipe out enemy units before they can even react. In addition, Paladins are very Resistant to Curses and other ill effects, and can potentially become immune to them.

During battle, all friendly units in the army (including the Paladins themselves) receive Holy Bonus: Icon Melee Normal.png +1, Icon Defense.png +1 and Icon Resist.png +1.

Unit Icon Catapult Transparent Catapult Edit

Catapults have a Ranged Attack that can be used to damage even highly-armored enemy units, but is primarily used for destroying walls during siege combat at an enemy town.

Unit Icon Trireme Transparent Trireme Edit

The Trireme is a Ship which can transport up to 2 Icon Movement GroundWalking units across bodies of water, and can travel at a fairly good rate. Early in the game, Triremes can help empires expand rapidly across short continental gaps or large inland seas. This is very important for High Men empires, particularly when looking for suitable races to conquer before the mid-game phase occurs.

Triremes are not very effective in combat. If one is lost, and units it was transporting at the time will sink with it, so it is important to avoid combat. Try not to rely on these for long trans-oceanic journeys.

Unit Icon Galley Transparent Galley Edit

The Galley is a strong transport Ship, which can carry up to 5 Icon Movement GroundWalking units across Oceans quite rapidly. This is a good ship to have in the later game, when an empire is expanding into or has gained a foothold on another continent. This will be important for more High Men empires as they run out of races to conquer on their home continent, or for rapid colonization across the water.

Galleys are fairly good in combat, is quite tough, and can be relied upon to transport troops over larger distances. Nonetheless, if a Galley does sink, all units it was transporting will immediately drown.

Unit Icon Warship Transparent Warship Edit

High Men possess sufficient naval technology to construct the Warship, and are one of only a few races that can do so. The Warship is an ocean-going combat vessel with very good combat properties.

Warships possess a Long Range Icon Ranged Boulder.png Ranged Boulder Attack which can be used indefinitely during combat. Their amazing speed allows them to effectively maneuver while doing this, meaning that they can potentially wipe out entire armies on their own. With certain types of magic, it can also form the basis of one of the strongest strategies available for winning the game.

Furthermore, Warships can also transport 2 Icon Movement GroundWalking units, so they can be used as a very safe means of moving entire armies across oceans. They will usually become a very important asset to any High Men empire that has expanded to a remote continent.

Citizens Edit

All High Men Towns contain High Men citizens. These have the same output of most other citizens, at Icon Food.png 2 Food, Icon Production.png 0.5 Production per Farmer, and Icon Production.png 2 per Worker.

High Men citizens look like this:

Citizen HighMen Farmer High Men Farmer.
Citizen HighMen Worker High Men Worker.
Citizen HighMen Rebel High Men Rebel.

Technology Edit

The High Men possess renaissance-level institutions and technology, and perhaps no other race is quite as reliant on city specialization as they are.

As their population growth rate is not penalized, High Men have an edge over many races in building centers of Icon Mana.png Mana, Icon Gold.png Gold, Icon Research.png Research, and raw Icon Production.png Production. As they also lack distinctive racial traits, returns on these investments are good, and there is an onus on the Wizard to drive his Men to catch up with and surpass rival economies.

It goes without saying that the advanced High Men military units are the real prize. They deliver the payback for all those years this race has to spend mucking around with buildings.

Only the Fantastic Stable, a source of flying mounts, is unavailable to High Men. With an otherwise full suite, this race can make excellent use of land and resources as it matures. The following table compares the total potential output of High Men citizens to how they begin initially, taking into account the full extent of the race's Town Building development branches, and assuming a Tax Rate of Icon Gold.png 2 Gold.

Profession Initial End-Stage Buildings
Citizen HighMen Farmer High Men Farmer Icon Food.png 2, Icon Production.png ½, Icon Gold.png 2 Icon Food.png 3, Icon Production.png , Icon Gold.png 6 TownBuilding Marketplace TownBuilding MinersGuild TownBuilding Sawmill TownBuilding ForestersGuild TownBuilding AnimistsGuild TownBuilding Bank TownBuilding MechaniciansGuild TownBuilding MerchantsGuild
Citizen HighMen Worker High Men Worker Icon Production.png 2, Icon Gold.png 2 Icon Production.png 5, Icon Gold.png 6 TownBuilding Marketplace TownBuilding MinersGuild TownBuilding Sawmill TownBuilding ForestersGuild TownBuilding Bank TownBuilding MechaniciansGuild TownBuilding MerchantsGuild
­
Citizen HighMen Rebel High Men Rebel TownBuilding Shrine TownBuilding Temple TownBuilding Parthenon TownBuilding Cathedral TownBuilding AnimistsGuild TownBuilding Oracle

The Building Chart Edit

The chart below shows all Town Buildings that can be constructed in High Men towns, as well as the buildings that cannot be constructed. It also shows the requirements to construct each building.

TownBuilding ShipWrightsGuild TownBuilding Sawmill TownBuilding Barracks TownBuilding Smithy
Flowchart UpRight Converge Down Flowchart Up Split DownLeft Flowchart UpRight Converge Down Flowchart Up Split All Flowchart Left To Right Flowchart Left To Right Flowchart Left To Right Flowchart Left To Right Flowchart Left To Right Flowchart Left To Down
TownBuilding Shipyard TownBuilding ForestersGuild TownBuilding Armory TownBuilding Stables TownBuilding BuildersHall TownBuilding Marketplace
Flowchart Up Split DownRight Flowchart LeftRight Converge Down Flowchart Up Split DownLeft Flowchart Up To Down Flowchart Right To Down Flowchart Right Split DownLeft Flowchart Up Split All Flowchart Left Split DownRight Flowchart Left To Down Flowchart Up To Down
Flowchart Up To Down TownBuilding MaritimeGuild TownBuilding FightersGuild Flowchart Up To Down TownBuilding CityWalls TownBuilding Shrine TownBuilding MinersGuild TownBuilding Library TownBuilding Granary Flowchart Up To Down
Flowchart Up To Down Flowchart Up To Down Flowchart Up To Down Flowchart Up To Down Flowchart Up To Down Flowchart Up To Down Flowchart UpRight Converge Down Flowchart Up Split DownLeft
Flowchart Up To Down TownBuilding ArmorersGuild Flowchart Up To Down TownBuilding Temple Flowchart Up To Down TownBuilding SagesGuild TownBuilding FarmersMarket Flowchart Up To Down
Flowchart Up To Down Flowchart Up To Down Flowchart UpRight Converge Down Flowchart Right To Left Flowchart Up Split DownLeft Flowchart Up To Down Flowchart Up Split DownRight Flowchart Left To Down Flowchart Up To Down
Flowchart Up To Down Flowchart Up To Down TownBuilding AnimistsGuild TownBuilding Parthenon Flowchart Up To Down TownBuilding University TownBuilding AlchemistsGuild Flowchart Up To Down
Flowchart Up To Down Flowchart Up Split DownRight Flowchart UpLeft Converge Down Flowchart Up To Down Flowchart UpRight Converge Down Flowchart Up Split All Flowchart UpLeft Converge Down Flowchart Up To Down
Flowchart Up To Down Flowchart Up To Down TownBuilding FantasticStable Flowchart Up To Down TownBuilding MechaniciansGuild Flowchart Up To Down TownBuilding WizardsGuild Flowchart Up To Down
Flowchart Up To Down Flowchart Up To Down Flowchart Up Split DownRight Flowchart LeftRight Converge Down Flowchart Up Split DownLeft Flowchart Up To Down
Flowchart Up To Down Flowchart Up To Down TownBuilding Cathedral TownBuilding Oracle Flowchart Up To Down Flowchart Up To Down
Flowchart Up To Down Flowchart UpRight Converge Down Flowchart Right To Left Flowchart Right To Left Flowchart Right To Left Flowchart Right To Left Flowchart Up Split LeftRight Flowchart Left To Right Flowchart UpLeft Converge Down
Flowchart Up To Down TownBuilding WarCollege TownBuilding Bank
Flowchart UpRight Converge Down Flowchart Right To Left Flowchart Right To Left Flowchart Right To Left Flowchart Right To Left Flowchart Right To Left Flowchart Right To Left Flowchart Right To Left Flowchart Right To Left Flowchart Up To Left
TownBuilding MerchantsGuild


Key:
  = Available
  = Not available
  = Available only if the town is constructed next to a Shore
  = Has no prerequisites.

Interracial Relations Edit

High Men are diplomatic. They serve and govern other races better than most. Unfortunately, when playing as this race it is rather difficult to make use of the advantage early through conquest. Whereas, neutral High Men towns make great targets for conquest by various empires.

High Men suffer no tensions with Dwarves, Halflings, High Elves, Nomads, Orcs, and their fellow High Men. While a Wizard's Fortress is inside a town belonging to any one of these races, High Men towns belonging to this Wizard feel no racial antagonism toward his government, and accordingly suffer no adverse effect to their Unrest levels. Similarly, these races will suffer no additional unrest under a High Men government. The level of Unrest in any such towns is based only on the current Tax Rate and other external factors.

High Men are no exception to the universal inability to communicate with the Klackon hivemind, and the dread of Dark Elves, but they are nonetheless able to comport with many races considered difficult to deal with.

The table below breaks down all race relations regarding High Men empires. The same values are used for High Men towns controlled by empires of different races.

Race Unrest
Barbarians +10%
Beastmen +10%
Dark Elves +20%
Draconians +10%
Dwarves --
Gnolls +10%
Halflings --
High Elves --
High Men --
Klackons +20%
Lizardmen +10%
Nomads --
Orcs --
Trolls +10%

If you possess the Move Fortress spell, or come into a situation where you are allowed to relocate your Fortress at will, this can be useful if High Men figure into the issue. Unless the planes are lopsidedly populated by Klackons or Dark Elves, a High Men town makes a good target for a diverse empire's new Fortress, to minimize the Unrest in each of its other towns.

Complementary Magic Edit

Advisor Life Life Edit

The Icon Life.pngLife Realm offers impressive advantages to empires based around multi-figure Normal Units. As an Icon Figure.png 8 figure Armor Piercing unit, High Men Pikemen are a very good target for the Lionheart spell; they also benefit greatly from Heroism, Altar of Battle, and Crusade. High Men Engineers become a lot more efficient when enchanted with the Endurance spell.

Advisor Nature Nature Edit

Water Walking and Path Finding are excellent additions to a Hero + Paladins stack seeking to dominate the planes. Regeneration certainly doesn't hurt, either.

Stone Skin and Iron Skin work quite well with the strong but somewhat fragile Icon Figure.png 8-figure High Men Pikemen and Icon Figure.png 6-figure High Men Magicians.

Due to the poor combat AI, Web isn't actually necessary to let you engage flying units with your melee troops, but it does help your Cavalry and Paladins take advantage of First Strike.

Combined with the deep High Men technology tree, Change Terrain, Transmute, and Gaia's Blessing allow the development of surpassingly awesome cities.

Advisor Sorcery Sorcery Edit

Icon Sorcery.pngSorcery magic offers the abusive Warship + Invisibility (Spell) + Flight combination. If that's inexplicably not enough, Haste lets you get off about twice as many shots.

Paladins with Invisibility (Spell) and/or Flight can also cut a wide swath through an opponent's army, and even the humble Guardian Wind mostly shores up their main weakness.

Advisor Chaos Chaos Edit

Icon Chaos.pngChaos Magic can gradually replace reliance on High Men Normal Units with some of the strongest Fantastic Units in the game. Until those units become available, High Men Normal Units with extra Icon Figure.png figures can benefit from Chaos Channels for some very destructive units.

Advisor Death Death Edit

Icon Death.pngDeath Magic is a solid choice for High Men empires. Since they can build the full suite of power-producing and unrest-suppressing buildings, Dark Rituals is maximally effective and minimally painful. And thanks to their powerful First Strike attack, Paladins are an excellent target for the Berserk spell once they have arrived at the enemy lines. Finally, the opportunity cost of missing out on Icon Life.pngLife Magic is smaller than usual — you already get Healing from Priests and even Holy Bonus from Paladins.

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