Heroes V Skill Wheel
Hello Councillors,Since its introduction on this platform, many concerns and questions arose on the topic of the skillwheel. As previously mentioned, we decided to maintain current mechanism for Heroes VII but also wanted to share a statement regarding this feature to give you more visibility on this decision.We had the opportunity to gather more information from the team and ask them to answer some of your feedback.The concept:The first big idea with this skillwheel is to provide players the possibility to plan the development of his heroes on the long term, while offering ways to specialize in certain areas of the gameplay. This is why the primary system does not involve randomness, since it would force the player to deal with random constraints in the balancing of his hero.The other main idea is to allow the player to grasp the possibilities of a hero by looking at a single screen. Major and Minor skills are visible at a glance to measure the strengths of the hero class.We have a feeling that some people truly believe that more complexity and constraints in a system makes it better, however, we don’t share this belief.Now to answer a few questions from you: 1. On the system being too restrictive to let you build a hero from a pool of possible skills:First of all, our reference games (HIII, HV) never provided such freedom.
This is not a RPG, hero classes are provided with each their selection of skills, which define what a class is. We don’t want freeform heroes and spellcasting barbarians.2. On randomness within the skillwheel system:It’s very simple and similar to Heroes V.
Each time a level is acquired, the player is proposed to choose an upgrade between two skill ranks and two abilities, within the available ones at this moment. Like in HV, once 5 (to be confirmed) skills are used, the remaining choices will always be part of those 5 skills, to ensure that no skill is left with too few points to be useful.
Players have the freedom to make a choice within a range of random choices. For those who doubt that this will make a difference in the game experience, we can assure it definitely does.3. On prerequisites:To acquire a skill rank (except for Novice), you need to have unlocked the previous one and at least one ability of the previous one. This forbids to reach the most powerful ability of a skill without investing anything in lower ranks. It’s a system like any other. We discussed forcing to unlock ALL abilities of a skill rank to reach the next one and discarded it, since you would have needed too many points to reach top rank.
We also discussed linking abilities together like in HV but decided this was a too strong restriction that led to strongly similar ability setups to reach certain abilities, and therefore restricted the player’s freedom too much.4. On so-called ultimates:We call them grandmaster abilities, because they’re not ultimates. Please remember that all numbers are subject to balancing. Grandmaster abilities are supposed to be desirable and great but shouldn’t be game-winners. Of course, it’s logical that players would set themselves as an objective to unlock these, as they are the most powerful abilities, but this should not make all other decision secondary.
So, the only restriction is to reach them using the regular rules, which means 6 to 8 levels investing only on that skill, depending on the starting rank of the hero.5. On hero classes and skills:Yes, a hero class is defined by a fixed skillwheel. It’s a set of possible skills, which is a logical design. A Knight can always have offense, he can never have dark magic, that’s what defines a knight in Ashan.
Each faction has 6 classes, half of them magic heroes, the other half might heroes. In all non-story driven game mode, you can choose your faction and your class, according to the skills you want to play with.6. On Major and Minor skills:It’s very simple. Major means you have access to Master rank. Minor means you are limited to Expert rank.
Among Major skills, only 3 have a Grandmaster ability. For all hero classes, the faction skill (necromancy for Necropolis) is a Major skill with Grandmaster ability. There are no other faction specific perk.7. On starting skills:Yes, each hero has a starting skill rank (no ability), and possibly another if that is his specialization provides.8. On the comparison with Heroes V:First of all let’s remember that in Heroes V, originally (before modding), there was no skillwheel and players had to post-rationalize everything to get a clue of how it was working, otherwise you blindly chose skills and abilities according to the moment’s judgment. Also, you could unlock skills by visiting buildings, which could occasionally ruin your plans. Save/Load strategies to avoid that are not unheard of. We believe that means that the design is flawed.On the same topic, providing the possibility to reset the whole hero by paying gold in a special building is also a dirty fix to a flawed system.
Cross skill restriction and cross ability restrictions are just more constraints to the player’s control over his hero’s development, it’s arguably a design quality per se. Some advocate that they like more constraints and difficulty, less control, that’s a purely subjective opinion and we know there is no consensus here, we prefer to give players control over their hero’s development.9. On the comparison with Heroes VI:It’s definitely not the same. Yes, the magic schools are the same. Yes, it’s a player-controlled system.
Heroes VI had ability tiers, limited by level, which allowed to stack points to unlock multiple high-tier abilities without spending in low tier. Heroes VI have ability “lines” within the same skills, some being constrainted by linear unlock, some not, some tier were not populated, so it was much less systemic than Heroes VII.10. On the number of skills and abilities:This is an endless debate.
Every player can come up with their own perfect number, we don’t believe there is a perfect answer to please anyone. Each game has different number of skills and abilities and we don’t believe that affect quality directly.11. On the naming of some abilities:Some names in the skillwheel still are work in progress and will be modified before the release of the game. For instance, Air Magic abilities such as Master of Air I, II & will be renamed to ensure they will not be confused with linked or pre-requisite.
Heroes of Might and Magic 5Dungeon / Warlock Guideby Robo MikeThe guide is for version 1.01 of the game.(But there were no balance changes from 1.00, those losers!)Future patches may introduce gameplay changes.Latest updates:. v1.3 - June 22, 2006.Castle Siege tips added.Added War Machines - Catapult to useful skills.Haven't read my mail lately. Might do so in weekend.Section 0Table of ContentsS# code title-0 ( ) Table of Contents1 (DISC) Disclaimers2 (INTR) Introduction / How To Use This GUide3 (HERO) Warlocks4 (SKIL) Skills & Spells(UHS) A.
Unique Hero Skills(UAS) B. Unique Warlock Abilities(USK) C.
Useful Skills5 (BUIL) Structures(PLS) A. Price Listing(REQ) B. Prerequisites Table(BLD) C. Suggested Build Order6 (ARMY) Creatures(CST) A. Creatures(HIR) B. Hiring and Upgrading7 (RIDE) Adventuring8 (WAR-) War9 (ELEM) Elemental Chains10 (Q&A-) Question and Answer Portion11 (HIST) Revision History12 (END-) Ending Credits13 (INFO) Contact InfoFinal WordsSection 1 (DISC)DisclaimersThis document is (c) 2006 Robo Mike, All Rights Reserved.The contents may be printed and saved on your hard disk for personalnon-profit use only. Any attempts to profit from this guide isstrictly prohibited.Use of information on this guide with permission is acceptable.
It tookme forever to type all this up you know!The author will not be held responsible for game loss, personal loss,damages or whatever inconvenience resulting from use of this guideand the strategies herein.Also, this guide makes use of 'descriptive fantasy language'. A lot of it.So if your head spins, I also claim no responsibility for it.Section 2 (INTR)Introduction / How To Use This GuideGreetings!Living underground has never been better, thanks to our cool and cozyventilation system (well it's just a bottomless pit, but it sure providesa lot of air). Why don't you ask the sexy girls in the mud pools? Or theguys at the archery range or zoo?
Some people say it's too dark, but wehave enough crystal lamps to light up the prison. Some people thinkwe're poor, but we live in luxury. In fact, we have servants to cater toour every desire. (points at Minotaurs)As a result of all this luxury, our glorious forces have been compared totheir pathetic crowds they call 'armies'.Cons:Expensive unitsAbove average cost of creature dwellings and buildingsNo buildings give extra growth for specific creatures. Without sacrificesLower growth rate for low leveled creatures than other factionsPros:Generally more powerful units than everyone elseBalanced 'fast creature' and 'slow creature' lineupTough level 1 unitMost powerful level 7 creatureWhen we're through enjoying our undeground resort, we can finally sendout invitations to other races to enjoy our 'Dark Elf Paradise' we callhome.
However, if they refuse, there is always Plan B.We strike. The guide you will read below should help you command yourDark Elf armies and associated slaves. (looks at the dragons) er,friends to victory. It's not a step-by-step instruction manual, so doyour own thing and figure out how to beat that warlord next door byyourself!.To view this guide, your web browser will do for the most part.
Alsouse plain text editors like Notepad or Pine or something.To quickly proceed to a desired section, search for the (CODE),including the parentheses ( ). So if you wish to proceed to the creaturessection, search for (ARMY). (In Notepad, use Ctrl+F.)Since this guide uses quite a bit of tables, the text must be alinged.A fixed-width font such as Courier New will do the trick.Suspicious? Here's a line of 75 numbers followed by a line of 75hyphens. If they're not aligned, you better change some settings. Now.or else, there will be consequences.12345-Section 3 (HERO)WarlocksOur glorious Campaign Heroes are excluded from this roster.
They're toobusy to participate in your puny skirmishes with petty warlords.All Warlocks start with the following stats:1 Attack0 Defense3 Spell Power1 KnowledgeMost Warlocks start with the following creature stacks:Around 5-12 AssassinsAround 5-12 Blood MaidensAround 0-2 Minotaurs-A. Eruina-Eruina is a true daughter of the legendary Queen Tuidhana. Though Eruinaherself does not flaunt her prestigious bloodline, preferring to be judgedon her impressive abilities, the Shadow Witches and Shadow Matriarchs of herarmy support her attacks with all the fury of true fanatics.Specialty:Coven Mistress - Shadow Witches and Shadow Matriarchs have a chance tomake a free additional shot at the hero's current target. Chance increasesdepending on hero level.Armies:Starts with free Ammo CartSkills:Basic Irresistible MagicBasic Destructive MagicBasic AttackComments:Well, well. Specializing in a unit but with no stat-ups? A most uniqueability. To have a chance of a free attack from Shadow Witches, haveEruina attack an enemy, or have Eruina cast a spell on an enemy.
In thecase of multi-target effects like Fireball or Mass Decay, make sure thatthe center square is on an enemy.This is most certainly a luck-based power, so if you're a fan of the Luckskill and Shadow Witches, maybe Eruina is your type.In this case, Eruina can get the most benefit by combining Shadow Witchesinto one stack, a strategy I don't normally recommend with other Warlocks.-B. Kythra-Kythra is one of the wealthiest leaders of Ygg-Chall. The source of hermoney is no secret, as she gets it from a business in minotaur slaves thathas been in her family for generations. The slaves form the backbone of herformidable army as well, those chosen to become warriors must first passthrough a bloody and often fatal school for gladiators.Specialty:Slave Driver - Specializes in Minotaurs. All Minotaurs and Minotaur Guardsin hero's army gain +1 to their attack and defense for every two levelsof the hero, starting on first level.Skills:Basic Irresistible MagicBasic LeadershipEstatesComments:I personally don't like our Minotaur slaves on the battlefield without aHaste spell.
They're slow, and they're good for nothing except guardingour Assassins or Shadow Mistresses.However, Kythra is one rich b. She already promises tocontribute 250 gold per day if she's on our side, enough to perhapsconsider hiring her. Just for the money.-C.
Lethos-Lethos is considered a very useful ally due to his ability to win a battlebefore it starts. Though he has served many decades, his intimateknowledge of the more exotic poisons and diseases remains undimmed. Enemytroops approaching the field may feel the effects of Lethos's spells andconcoctions even before the fighting begins, wise enemies have been knownto start their attack by retreating.Specialty:Poison Master - Enemy units may enter the combat already poisoned, chancesdepend on hero level.Skills:Basic Irresistible MagicBasic Dark MagicComments:Lethos spent too much time in his lab, with only two skills available tohim from the start. That laboratory time isn't wasted though, as Lethosgets to poison the opponent's armies (equivalent to the Decay spell),sometimes on more than one enemy army.This skill of his certainly helps in every battle up to the big finalbattle with the opponent's hero.
It helps save troops. Our troops ofcourse, and kill the enemy's armies like the plague.If luck is not your thing, however, Lethos may not be for you.-D. Sinitar-The warlocks of Ygg-Chall are dark and shadowy wizards, and Sinitar isspecial even among this strange group. Not only can he empower spells, buthis skill is such that he can do it while using less of his own mana. Noone is sure how he came to have this ability, but the scars on his facetell of bargains with the dragons of shadow - bargains that can take aheavy toll on both body and mind.Specialty:Catalyst - Empowered spells mana cost is reduced according to hero level.Skills:Basic Irresistible MagicBasic Destructive MagicEmpowered spellsComments:I don't care how much discount Sinitar's membership card gets with those'dragons of shadow', because Sinitar gets a discount on the spell cost ofthose Empowered spells. Empowered spells normally cost twice as much asregular spells for only 150% damage.
A good bargain, if you asked me.At higher levels, Sinitar's Empowered spells are just as cheap as theregular versions. This means 150% damage, for almost the same price as theregular! Now that's a good deal.Don't pass up Sorcery as a skill for Sinitar. It will ensure that he willcast more discounted spells in less time.-E. Sorgal-Sorgal's skill in raising the battle lizards of the Dark Elves comes notfrom gentleness or empathy, but from a merciless culling of the weak and atraining regimen that even the strong can fail.
When they go into battlehis lizards are desperate and half-starving, in this way when Sorgal'stroops attack their mounts bite their enemies ever more ferociously.Specialty:Lizard Breeder - Specializes in Raiders. Raiders's special attack LizardBite deals more damage, depending on hero level.Armies:Instead of the regular starting army, Sorgal starts with 3 Grim Raiders.Skills:Basic Irresistible MagicBasic AttackBattle FrenzyComments:I wish Sorgal wouldn't starve his lizards. They're better trained, yes,but they're only better in biting. They're not any stronger than regularlizards.I could think of several uses for his 'ability': hmm, parking Dark Raidersnext to the enemy then have Blood Furies rush in and trigger the LizardBite attack. Even dual Minotaur hits. Now why won't the lizards bitewhen Assassins are shooting the enemy?At higher levels, Sorgal's lizards bite for a horrendous damage bonus.Difficult to set up, yes. A powerful character for an expert general.-F.
Vayshan-Vayshan is famous for daring sorties to Irollan, where he makes grim sportof hunting his Sylvan relatives. The reasons for his hatred are unknown,but his troops share in his obsession. Joining Vayshan for a hunt in theforest lands is an honor for his dark Scouts and Assassins who surpassthemselves in the hopes of winning their commanders' approval.Specialty:Black Hand - Specializes in Scouts. Scouts and Assassins in hero's armygain +1 to their attack and defense for every two levels of the hero,starting on first level.Skills:Basic Irresistible MagicBasic LuckSoldier's LuckComments:Some people think Assassins deal crap ranged damage and are only mostuseful for poisoning the enemy armies. With Vayshan'sability, Scouts and Assassins do that much more damage in melee attacksand somewhat more damage in ranged attacks.-G. Yrbeth-Yrbeth was a child gifted with powers of focus and concentration beyondher years. Training in the eldritch arts like many of her kin, Yrbeth'sability to focus her powers - famously displayed during an earthquake -permits her to accumulate more magical energies than is normally possible.The night before an important battle Yrbeth often goes sleepless,spending hours in meditation to prepare herself.Specialty:Dark Mystic - Dark Ritual ability is more powerful, enabling the hero toregenerate mana even beyond the normal max mana cap.
Heroes Of Might And Magic 5 Skills
Amount regeneratedover the cap depends on hero level.Skills:Basic Irresistible MagicBasic Dark MagicDark RitualComments:Believe me when I say most Warlocks are dumb. They focus too much on theirSpellpower and forget about going to the library. Fortunately, Yrbeth'sDark Ritual provides her with a huge mana pool, as if she was moreintelligent than her peers.
In fact, with training, her Dark Ritual canbecome even better than those double-your-magic fountains out there.In comparison, Sinitar's discount only applies to Empowered Spells. Sothink of Yrbeth as his peer.-H. Yrwanna-Wherever Yrwanna goes she is followed by a retinue of admirers who praiseher beauty. But there is a keen intellect hidden behind the stunningappearance, and Yrwanna knows well how to using her looks to achieve hergoals. Though Yrwanna has been known to sacrifice hundreds of herfollowers to achieve victory, it has not weakened the loyalty of hertroops.Specialty:Blood Mistress - Specializes in Blood Maidens. Blood Maidens and BloodFuries in hero's army gain +1 to their attack and defense for every twolevels of the hero, starting on first level.Skills:Basic Irresistible MagicBasic EnlightenmentIntelligenceComments:Yrwanna is definitely a pick for fans of Blood Furies, one of the bestunits in the game.
She also starts with Intelligence, which gives hermore mana, and I can't say the same for other Warlocks with low manacounts.However, some commanders feel that Enlightenment is a waste of skill slots.Well, we can't all be choosy.Section 4 (SKILL)Skills and SpellsNot all skills are suited for our glorious Warlocks. Some skills are betterthan others, and I shall discuss them.-A. Unique Hero Skills (UHS)-Irresistible Magic - Partially negates magic protection and allows heroto deal a percentage of normal spell damage to otherwise resistantcreatures.Basic - 20%Advanced - 40%Expert - 60%Ultimate - 80%. Yes, this means that Black Dragons in your army aren't safe from yourown Warlock's Armageddon or Curse of the Netherworld.
So leave theold Dragon-geddon strategy to those other heroes.Dark Ritual - Hero spends entire day idling about to regenrate all theirmana. Useful if there isn't a well or town for miles. Have this handy.Don't forget that it only works when you're hero has not moved. Patch 1.00 bug: Dark Ritual can't be found in Adventure Spells sectionof the spellbook. Find it in Hero Skills or even Combat Spellssections.Empowered Spells - Hero can cast Destructive spells at twice the mana costfor 50% more damage. Helps in taking out the opponent faster.
Heroes V Download
Quiteuseful, but be sure to work on your Warlock's Knowledge before eventhinking about this. Patch 1.00 bug? Empowered Spells are not affected by Warlock's Luck.Elemental Vision - Allows Warlocks to see elements associated withcreatures. No actually, this is the skill that ALLOWS your Warlockto cause more damage by exploiting Elemental weaknesses.
More onthe Elemental Chains section. see Section 9, (ELEM)Rage of the Elements - Exploiting elemental weaknesses causes 2x bonusdamage. NOT WORTH IT. Just look at the prerequisites and tell meif a Warlock with those skills will survive the big battle. No?Prerequisites:Expert Irresistible MagicPlague Tent (1)Wizard's Reward (2)Tear of Asha Vision (3)1. Expert War Machines - Catapult - Tremors - Plague Tent2.
Expert Enlightenment - Arcane Intuition - Dark RevelationDark Revelation + Elemental Vision - Wizard's Reward3. Expert Logistics - Scouting - Teleport Assault - Death MarchExpert Luck - Soldier's Luck - Warlock's LuckDeath March + Warlock's Luck - Tear of Asha Vision-B. Unique Warlock Abilities (UAS)-Some of the Warlock's skill paths are broken, so avoid them like a Decayspell on your Blood Furies. Aura of Swiftness.+1 speed for all troops in hero's command.Requires: Advanced Leadership, RecruitmentMy Rating: 7/10Now if there's something Hydras and Minotaurs need to do to be moremenacing, they should go to the gym and run on treadmills. This is thenext best thing, making your armies move further in combat.
So BloodFuries and Dark Lizards and Black Dragons can attack almost anyone theywant. Anytime.This also has the side-effect of speeding up hero movement in theadventure map. All in all, a useful skill for the Warlock withLeadership. Counterspell.(to be confirmed)Requires: (impossible to get as of patch 1.00)No rating.
Dark Revelation.+1 level. Free!Requires: Advanced Enlightenment, Arcane IntuitionMy Rating: 5/10While this is useful, I'd rather have Intelligence for my Warlocks.
Butif you're not a fan of Scholar, you'll go through Arcane Intuition whichleads you to this.Just make sure to pick D.R.