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Heroes of might and magic

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I dont really remember what the Fallen Knight ability did but when i played i got to the last undead chapter were i stoped playing for some reason :( ,too bad my save was deleted when my PC was reinstaled ;(
 
Fallen Knight adds 4 Spell Power to the Knight at the cost of -1 Morale to the party. One of those abilities that are designed purely for the Undead or other units which are not effected by morale.

That's a shame about your save :(

Well, I found that the Inferno heroes are very awesome, and am going to find out how to get an ability called "Urgash's Call". This ability causes all gated units to appear instantly, but it is rather difficult to get as it has a lot of requirements. Not knowing what these requirements makes it rather challenging, too :p

However, I'm going to use a Trainer to find out these requirements ASAP so then I can post some stuff on here about Heroes 5 and how to get the most out of your heroes in a competetive match :p
 
Btw, the most powerful asset of the Inferno race is, quite obviously, the Gating. However, it's only really in longer matches that you can exploit this attribute to its maximum potential. More on alternative and shorter ideas later, but in the meantime, I will say that the Swarming Gate and Gate Master abilities are essential. Swarming Gate gives a 15-30% chance of a creature to gate double the normal amount of creatures to the battlefield. This is unreliable, but a great asset nonetheless. Then there's the Gate Master, which increases the amount of creatures you gate by 20%. Add that to Ultimate gating (50%, all units can gate) and the Infernal Loom (10% per town), and that means in a match you get a minimum of 80% of whatever you have summoned to the battlefield, most likely more due to Swarming Gate (unless you're very unfortunate :/). Much love from the Inferno :p
 
I have. This has many errors, unfortunately. While some are correct, it's impossible to tell which ones are and which ones aren't without finding out for yourself. For example, Excruciating Strike does not require Battle Frenzy. Furthermore, the Demon Lords can learn Flaming Arrows with a combination of Battle Frenzy, Hellfire and Excruciating Strike. I found that one out trying to get the Power of Speed ability :/
 
I tried creating a custom map yesterday, but when I saved it, it gave me a directory that had no other maps. Needless to say it didn't appear in the game :/

So I'm thinking a trainer may be the only option in this case :p

That's great about you playing h5 now, do you have Tribes of the East? It is my belief that that expansion actually made Heroes 5 stand out as a true strategy (as opposed to the usual rush of getting every unit as fast as possible -.-)
 
One thing I've noticed about the Stronghold creatures is that when it comes to creeping them, you will have a very easy time. Their stats are deliberately reduced to cater for their Blood Rage ability, so when you battle such creatures without their Blood Rage, they are really easy to beat. Especially the Goblins. I just take advantage of their Cowardice ability by attacking with my Gated units, occasionally attacking with my original units if they come too close for comfort :p
 
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All the units are weaker without a hero.Some more than others.
Did you notice that in ToE the upgraded creatures have a difrent theme,like in the Stronghold-ones are more of a deamon type while the other's are more of a human type.
 
Yea, I noticed that. Like the alternative Dungeon upgrades are less 'dark-themed' and take on a new role of being somewhat more 'chaotic-themed' with their red based colour scheme. In some cases the new themes work, but in others you can tell that they didn't plan on adding these alternative upgrades :p

Recently I tried getting Urgash's Call just because I can, but it turns out I can't lol. It's 100% possible, but I don't reccomend trying to get it in a 1v1 map lol. I think the ultimate skills are more so for massive Free For All matches (well duh lol)
 
lol, I never noticed any gender changes, as I always thought the h3 genies remained male and the h5 scouts, assassins and stalkers were all male as well, but I can understand how such a situation would feel wrong lol. It'd be sorta like saying you have to undergo a 'ritual' to enter the next level of training lol.

Btw, I reckon that if you're going for a Gating strat, go Nymus. Obviously he has the Gate Keeper ability which is handy, but also he starts off with Luck. Go Soldier's Luck and Swarming Gate and get Hell Chargers ASAP. With their chance of forcing the enemy to run away, Soldier's Luck will benefit greatly. Swarming Gate might not happen as often as one would like, but it happens often enough to cause havoc :p
 
Btw, Demon Lords don't get the Leadership skill very often (2% chance of getting it. Yeah. 2%. O_O), but it is VERY worthwhile (despite what others may say) getting as it not only boosts your standard Morale, but it also provides you with the Gate Master ability (Recruitment --> Gate Master, you only need 2 levels to get the full effect so the 2% chance is okay if it turns up early enough, besides, 20% more units is great in any case =D).
 
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Too bad i dont play with the deamons much...ever since they failed me in the 3rd mission of the original h5 campaign.Those elfs man....they were just too powerful,nomatter how many we killed those elfs aways came back with an eaven bigger army,until we died.
 
lol, sounds like my friend who got sick of a certain mission which he can not remember some time ago. He said something about the enemy getting a massive army that prevented you from doing anything, and how it just kept coming back. It may have been the same mission as you struggled on. I don't have any idea of how to pass it as I haven't bothered with the h5 campaigns much (nor any, for that matter lol)
 
Oh yea, witch's are awesome, although you can't say yes or no to the skill they give you like in Heroes IV, which is why it's a good idea to use a dummy hero to check it out first (just to make sure you don't waste a precious skill slot with something you don't want... like Sorcery *shudders*)

I do reccomend trying the Inferno again, they are very powerful indeed. With the Swift Gating, Gate Master and Swarming Gate abilities, your gating powers will be through the roof (also add in the different levels of the Gating ability itself). Also, I think that from there you have the option of trying to pursue the Urgash's Call ability (which I don't reccomend if you don't know how to... even if you know the requirements it's fucking hard -.-), or you could pursue other abilities like the ones that enhance your Ballista beyond comperhension, or, as I prefer, the abilities which will all enhance your Hellfire to an awesome level.
 
Well, now that I feel confident with the Inferno race (I thought I might as well check out Deleb in action... it's no wonder she's banned in some multi-players lol), I'm now checking out the Fortress (which is essentially the exact opposite of the Demons lol). They are proving to be quite awesome.

I chose to go Ingvar because his starting skills are very handy, and his bonus to the Shieldguards and such is priceless (every 2 levels increase attack and defense by 1, every 5 levels increase... HEALTH by 1?? Get his levels up, stat!). Essentially, he starts with Basic Defense and Vitality, which proves VERY handy early game (less damage with more health, as well as a bonus on the most defensive level 1 unit... very nice =D). Vitality can also lead to the Defensive Formation and Preparation (more bonus defense when close together, guranteed retaliation which comes first... this is proving to be very awesome indeed).
 
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The fortress is my 2nd favourite castle.I like their big slow units and their small powerful mages.Theyre a true defence race.The themes are fire and ice.I like their shield dudes 2,i think they're the best 1st tie unit (or maybe its the scouts).
 
I think the Dwarf level 1 units are the best defensively for sure, but their offense starts off as crappy as that of the skeleton. However, the obvious boost in defense helps a shit load, and with the new Mountain Guard upgrade, they have more of an emphasis placed on staying in their starting position and just defending.

Scouts aren't bad, but they really need to be looked after. Any casualties taken as Dungeon will play a huge part in the final game due to their small growth amount. They're better in melee than at range, but are used for their poison attack rather than their actual attack. They are the reason why Dungeon is hard to play in the early game.

As for the other level one units, I'll go through them. Gremlins are great, upgrading them ASAP can benefit you in huge ways and they start off with a nice ranged attack. They end up either complimenting your war machines or destroying the enemies. Very nice effect unit IMO.
 
Sylvans have one of the best level 1 units, but once again you want to minimize casualties by not even taking them into battle in most cases until the late game. Starts off with flying, no retaliation and spray attack, ends up being able to cast or benefit Treants. Basically a Cerberus with more mobility, casting, and no necessity to upgrade for their full benefit.

Skeletons are shit. 'Nuff said.

Imps are very powerful attackers, but should be saved in the early game to destroy any chances the enemy has of casting spells in the late game. Use Horned Demons instead for the early game if you can.

Peasants = secondary income. I suppose you'd just leave these at your town and let them grow.

Goblins are great. They upgrade to have 1 of 2 completely different effects, and Blood Rage makes them very powerful tier 1 attackers. Cowardice balances them from great to shit, but when backed up by an entire army, they can not be stopped easily.
 
Hmm... as I'm currently doing the Necromancer campaign atm and no one has seemed to have done so before, I think I'll put down a few pointers for playing the Undead in TotE.

Essentially, the biggest change would be that instead of raising skeletons after each battle, you now have to select which units you would like to raise while staying within your Dark Energy budget. Dark Energy can be increased by the skill of Necromancy your heroes have and by the Pillar of Bones building.

The essential idea remains the same - that is, get Vampires ASAP. That way their numbers will increase to a maximum and make them very worthwhile in the late game. As for the early game, the new upgrade for the Skeletons may help in dealing with early game ranged units, which gives Undead players a little more edge in expanding quickly. Anything you lose, just bring back with your Dark Energy.
 
But that's exactly where the Skeleton Warriors should stay. That is to say, the early game. Late game they're too fragile and are only useful if you are absolutely sure you wouldn't rather fill your remaining slots with anything else.

As for Ghosts, they're horrible. However, they can be annoying for any creeps you encounter in the early game, so you may want to bother purchasing these for the first few weeks. After that, you're just glad you got their production building out of the way so you could move on to the Citadel.

Wights, Wraiths and Banshees. Very worthwhile units, so worthwhile that I suggest getting these and ditching the Bone Dragons altogether. However, if you have more resources than you can shake a stick at, why not support the Dragons as well? After all, more troops is more troops, and these undead Dragons do come in semi-decent numbers. It is a shame about their everything else, though.
 
Liches are incredibly versatile. After all, when in great numbers their death cloud attack is to die for and will shred through anyone foolish enough to group their units against this ranged powerhouse (foolish unless they're undead, of course). Then, of course, when you upgrade them, you get some new spells to boot. The new upgrade for them is good for one thing - Raise Dead. Everything else about them is wrong, as they sacrifice their Death Cloud ability for a slightly higher attack rating. Although this is handy if you're dealing with another Undead player (as Decay also wouldn't work on them), that is about the only situation where it can be seen as useful.
 
And finally, the Zombies. Great units in terms of combat durability, but they do not have Initiative or Speed which makes them open to enemy artillery. Hence why you don't charge with them. Just leave them in front of your ranged units to block charging large units and hit Defend every time their turn pops up. This is where have the Preparation ability on your hero can come in handy, too.

As for which upgrade to choose, I would personally go Plague Zombies. They deal more consistent damage (if my memory serves correctly) and deal effects to the enemy with each attack. The Rot Zombies, on the other hand, are aura units with no speed to carry them to the enemy. I'm afraid Rot Zombies are just one of those units that are only handy if you disregard the thought of trying to keep them alive.
 
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Lol wall of text.
Check this out:http://www.heroesofmightandmagic.com/heroes5/ability_necromancy.shtml
Ok first id go with the skeleton mele dudes (the upgraded ones)
Then id take rot zombies cuz they have a biger initiative.
Ghosts i hate cuz its really lame when you miss but id take the bluer ones
with vampires i take the vampire prince no retaliation + life drain = win
Then id go for the arch lich or was it the master?I dont know,the ones that do area damage (unless im against undead)
Then with the wights,i take the one with the harm touch (alays kills 1 unit-very usefull against high level units)
Finaly for the dragons....i dont know i dont remember their skills xD
 
The Vampire Prince doesn't have no retaliation, you're thinking of the Vampire Lord, which is the one I'd take every time. The Prince has the Topor ability instead, which is a chance to put the target unit stack to sleep. I personally don't like it as it's too risky.

The choice between Rot Zombies and Plagues Zombies is a hard one, but I figure if it's got fuck all initiative anyway, keep it as a last stand unit lol. Plague Zombies prove to be very adept at winning when all else fails.

Ghosts I don't bother with after a few weeks after I read about how expensive they are and realized they don't give enough bang for your buck.

The Dragons I found are soooo weak, and they lack any decent abilities.
 
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Vampire Lords right.
Im sill a man of the rot zombies.
Ghosts do suck,alot.
Again the undead dragons are the weakest last level castle monsters :( .
That sword of slaguhter thing is really good against groups of low level monsters.Combine the wraths and the deamon guys that can cast spells and youve got a good army.
 
Sword of Slaughter is awesome, it absolutely shreds through everything. The only problem with the Pit Spawns is their low initiative and low speed (although their initiative seems to be higher than that of the Pit Lord).

While in theory that idea sounds good, it would be quite a bad combination in practice unless you had a shit load of morale boosters like Expert Leadership and some items. The Undead being combined with anything that's effected by morale is bad unless you can get at least 3 positive morale on account of the enemy most likely having modifiers. Otherwise, you'd end up with an awesome army that has half of itself not being able to move :/
 
Nah, Death Knights have a different skill. It gives them a chance to kill half of the enemy stack on and curse the enemy. Very nasty attack on large stacks :O

Yea, I noticed there were a few hidden units, like Fire Lord and a couple others (can't remember their names lol), I tried creating a test map to see what these units were, but couldn't figure out where to save the map so I had access to it lol
 
oh yea, I know :O
If I could have an army of wolves, I would lol

Mummies are pretty tough, too. If they start getting shot down, they can always cast Raise Dead on each other. Their effect attacks are pretty good, too. But I would never compare them to the might of the Wolves O_O

I love how the Wolves made a return to the HoMM series, tho. And now, they're fucking pwnage =D
 
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Ok here's a little wolf history:
H1 - I dont know if theres any wolfs
H2 - They became a level 3 monster.A bit overrated and nothing special
H3 - They return this time they brought friends-goblins and hoggoblins
H4 - They're a tier 1 unit with no special skills
H5 - They return as an awsome unit that summons more wolfs
FIN
 
Yes, wolves were in HoMM1, but I don't know if they had any abilities. Pretty much all the races that were in HoMM1 were exactly the same as the races in HoMM2 minus the upgrades. Even the towns were the same :p

In H2 they were actually very nasty because they were an early unit that had the Double Strike ability. As Barbarians ended up with really good combat stats and they could still learn enough magic to get by, I often found it difficult to deal with Stone Skinned Wolves IMO

H3 they were Wolf Riders and were able to upgrade to have Double Strike.

H4 they had Double Strike, which was good, but I'd pick the Berserker over the Wolf any time.

And H5 they actually had some different abilties as opposed to simply having Double Strike (although Double Strike could prove to be very dangerous if used correctly IMO).
 
Hmm... let's go through another monster's history, too =D

I'm thinking of... the Cyclopes :p

In HoMM1 and HoMM2 they had the funky laser eye for a melee attack and weren't anything special.

In HoMM3 they were ranged units that could damage walls with a 'catapult attack'.

HoMM4 they had an incredibly powerful AoE attack which could be considered as op in the correct situations.

HoMM5 they had a combination of older versions of the Cyclopes: That is, the laser eye made a return as a possible upgrade, they could still attack at range (this time throwing Goblins rather than rocks), one possible upgrade could have an AoE attack (in melee, though) and, something new (possibly drawn on from the old Troll's Regeneration ability) they could eat Goblins to restore health.
 
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Ok heres about the mages
H1-There were no mages
H2-They had a cool gray updated version called an archmage
H3-Eaven cooler mages this time in red,no real skills.
H4-They looked lame here but its the first time they had spells and they were really nice
H5-The most uber stats they'll get-3 versions with difrent skills i didnt like the arabian style for the academy in heroes,just not them they were better as a snow castle.Maybe the Orcs should have been a desert town like in all the other games.
 
I personally liked the new Arabian style, it was refreshing for the race :p
I also like the new upgrade for the Battle Mage, it sacrifices some stats and casting capability to be able to shoot from behind your own units. Worthwhile taking at least a few of these in your army in additon to the Archmages :p

Okay, lemme see... Goblins!
H1 and H2 - Weak level 1 unit, decent speed, though.
H3 - Weak level 1 unit again, very nice speed when upgraded, though.
H4 - Goblin Knight was imba. While retaining the Goblin's 'natural speed', it gained resistance to all forms of attacks (including spells) as well as an awesome attack and HP. It was imbalanced IMO, but it was a creep unit, so who cares? :p
H5 - T1 unit, thought to be weak, but Blood Rage tipped the scales there immensely. Upgrades are very good effect creatures to have.
 
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Monster by monster talk will take to long.We should talk about something alse.I got an idea.Remember in H4 how the background in the castle was the type of the tile the game castle was on?Why was that olnly in H4?H5 looks wierd and not so realistic.
 
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