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H7: Would you prefer 2D or 3D townscreens?
2D
3D
I don't care.
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Heroes of Might and Magic V  → Skill Wheel

by Aurelain

If there's an area where Heroes of Might and Magic V is quite different from the previous games of the series, it's the highly dynamic skill system that should allow a lot of customization with your heroes. But with certain abilities having requirements coming from another skill, it's quite easy to get confused and waste your time on unnecessary advancement. A simple table isn't enough to explain how it works. Fortunately, Aurelain is back with the newest version of his Wheel. The Flash-based Skill Wheel not only provides the icons and the descriptions of each skill and ability, but shows what are its specific requirements.

The Wheel is also available in French, German, Italian and Spanish, both online and offline.




Want to download the Wheel? Click here to download an executable.

Comments
EvilLoynis at 2013-10-11 12:44 wrote:
Can we get a note up top saying which version/expansion this wheel is for please? Not to mention a link for the non expansion one would be good to. It just seems to kind of suck that they changed it so much, especially and didn't do a patch to bring all versions of the game in line.

I found it so annoying when having just bought the game with all the expansions and making sure all the versions are upto date that I couldn't get Tripple Ballista with Deleb Iron Maiden now matter how hard I tried and it was starting to peeve me off. Sucks that it also has 3 different executables and not a complete version like H3&4 smartly did.
Edited on Fri, Oct 11 2013, 17:04 by EvilLoynis
Tyber Zann at 2013-09-11 00:18 wrote:
Ok. It looks like orcs and dwarves got much better 4th perks.

Orcs get even MORE blood rage. Can anyone say anger management?? Their 4th perk starts them with 500 additional rage at the start of combat. Booya! What's more, it seems like it requires minimal sacrifice. The only skills lacking I can see would be logistics and defense, but since blood rage provides damage protection, that really just leaves logistics. Logistics is good though, and once upgraded, most barbarians can rage their armys pretty quick anyway. This one seems like a matter of personal preference. Strength or speed?

Dwarves got an awesome one 2, probably one of the best. It's the opposite of the elves super luck, the one that grants them %100 luck. The dwarves 4th perk brings all enemy attacks down a peg luck wise. Lucky attacks become normal. Normal attacks become unlucky, and unlucky, well, still unlucky. Haven't seen super unlucky outside of real life. The description even states that if the enemy hero has elven super luck, the 2 abilitys cancel each other out (as they would naturally anyway). So, basically this cuts all enemy damage in half all the time, and the only obvious sacrifices I see here are no war machines, no logistics, and no light or dark magic. No light is a bummer, but, really, this seems like the ONLY 4th perk that is actually worth going for. It actually pays off. More so than elven super luck, since they can't get archery, and the normal elven luck perk adds +25% to their luck chance, on top of the max 50% for 5 luck, that's a %75 chance under normal circumstances, or %100 if ur willing to pay an arm, a leg, and ur 11th finger for it.

And so the verdict is in. I say dwarves have the only 4th perk worth shooting for. The others are a bunch of pipe dreams. That reminds me....
Edited on Tue, Sep 10 2013, 20:25 by Tyber Zann
Tyber Zann at 2013-09-10 22:27 wrote:
It is. I may sound like a complainer with my 4th perk comments but I do really enjoy the skill system. It's a step up from the Heroes 3 system. Remember when tactics was its own skill, that eventually granted 7 rows before combat, and without tactics u couldn't arrange ur troops at all? Or when the magic schools where divided by element (fire, earth, etc.) How times have changed.

Kalah at 2013-09-10 21:11 wrote:
It's amazing, this wheel thing. :)
Tyber Zann at 2013-09-10 19:29 wrote:
Ill see what dwarves and orcs can do.
Tyber Zann at 2013-09-10 15:34 wrote:
For the ultimate 4th perk that's tied to ur racial skill, the one with a ! Rather than a ?, it is rare and difficult and I find usually not worth trying without the memory mentor in ToE. Some of the unique perks are awesome, but they basically require that you fill ur entire skill chart with other skills, many of which are often useless (like tear of asha vision or one of those +2 attribute perks).

Knights probly have the worst 4th perk. It just triples the damage of the knights retaliation strike ability, something I basically only use at the end of the line of spells/abilities. It can be spammed against neutral stacks of tier 6 or 7s, but so can an awesome set of skills that don't suck. I think the only knight who can truly benefit from this is Klause, who gets a bonus to his retaliation strike with each level, on top of his cavalry boosting. I guess when he gets to high levels he can drop dragons by the dozen. Still, I'd rather have a set of skills I choose rather than a damage increase to my hero. It's just not a reliable strategy. My hero will kill you! That's for wizards and warlocks.

A better 4th perk would be arcane omniscience for wizards, which automatically gives the wizard every single spell in the game regardless of skills or mastery. This is awesome, but still limited. Again, ur sacrificing most of ur skill options (I say most cause some are skills Ud want anyway, like sorcery and enlightenment), but your also sacrificing magic perks. I think the ability allows the wizard to cast any spell at expert level, but it doesn not provide the bonuses granted by the individual magic schools. So, while an omniscient wizard may know every spell, he will not be as effective with spells from schools that other wizards have specialized in. Since 2 schools is often enough anyway, arcane omniscient seems like overkill. You'll never have a chance to use every spell in one battle. U might as well pick the spells u want, and master those schools (dark has all the fancy mind control magic which seems to be all the rage, but I usually use summoning with wizards, and dark or destructive if it comes up.

Some are hard to descide. The elves 4th perk gives them a constant 100% to achieve a good luck bonus on attacks. So, basically, this doubles the damage of your entire army, as opposed to hoping u get double damage hits. This is extremely awesome, but, requires absurd sacrifices. The biggest being no archery perk, which seems like a shot in the foot for a ranger. The bonus provided by archery increases all ranged damage by %20, so when a shooter does get good luck, it doubles that damage (damage + %20) X2), which can't be done with the 4th perk. Not to mention melee damage with the attack skill itself, but rangers rely on shooters, so its more pertinent.


I think Necromancers get a lame 4th perk as well. Stronger banshee howls. Oooooooo. Take that enemy morale and initiative! Well, it is a good ability, but again, not worth the sacrifices. I can't even remember the details (which things u can't have), but I do know that most dark magic spells are much more effective at expert level than banshee howl is, even super banshee howl. By the time iv cast mass slow, weakness, confusion, puppet master, frenzy, blindness, then you might consider using a banshee howl. Or more likely another blindness. See, its just not worth it. Once ur enemy is bogged down in dark magic debuffs, a banshee howl will be the last of their worries.

Let's see, trying to remember more. I think demons get the immediate gating, but I might be wrong. The thing that let's them gate stacks that pop up immediately and are almost at full ATB, like what Biara was doing at the end of the campaign. Probably one of the most useful ones, but Im sure there's at least a couple dumb skills u gotta get to get it. I don't use demons all that much, but I find my demon lords have a fairly demanding skill quota as might heroes. They just don't have much spellpower, which means to survive they need things like attack/defense, logistics, war machines, luck/leadership (luck is usually a better choice if u must choose). Half assing ur might build for a faster gating is a big gamble. U can already get swift gating from logistics, which reduces the wait time %50. Half way there at the cost of 1 perk, rather than ur entire skill chart. Hmmmmm.
(After playing as a demon recently, I saw/remembered that swift gating only reduces the wait time of the unit that triggers the gating, not the unit being gated.)


Warlocks, I thiiiinnnk, heroes luck. The thing that let's a warlock get a good luck bonus when they use a destructive spell, doubling damage. Like what Ylaya had in the last mission. It does kick ass, but compromising ur magic skills is risky. Warlocks are a little less skill dependant than wizards. They basically only NEED 2 slots to be effective, destruction and sorcery. Wizards need closer to 4 to add an extra magic school and enlightenment.

There's more. But I gotta get to work. It seems like its not really worth it to get the 4th perk, especially since its a big gamble and u can seriously screw urself if it doesn't work out. It's worth trying out for fun at least. Zann
Edited on Fri, Sep 13 2013, 10:35 by Tyber Zann
Tyber Zann at 2013-09-10 14:52 wrote:
I think u need the pendant of mastery to bring ur racial skill beyond expert. The pendant adds one mastery level to ur racial skill, so if its at expert, it gets pushed to ultimate while u wear the pendant. It's usually a good, straightforeward bonus. More creatures raised for necros, more gated units for demons, more damage and an extra enemy option in the avengers guild for rangers, half mini-artifact cost for wizards, stronger destruction magic for warlocks, better retaliations and much better discount for troop training for knights; I'm less familiar with the newer factions. I think its cheaper runes for dwarves and faster blood rage increases for orcs (there's no description anywhere for 4th level blood rage so I'm guessing there is none. Blood rage is strong enough as it is.

Anyway, yeah, thats the only way iv seen to get an ultimate level in any skill.
The pendant of mastery, available at ur local artifact merchant

Kalah at 2011-10-07 23:32 wrote:
It is difficult to get and it doesn't always happen. All you can do is choose the right path and hope you get lucky.
Mihnea Reds at 2011-10-07 17:19 wrote:
how do u get an ultimate racial skill? like ultimate blood rage
Karmaz at 2011-03-30 07:21 wrote:
does the skill wheel apply without the expantions?
sigma1932 at 2011-03-21 00:15 wrote:
FYI for those who haven't caught it: The skill wheel here is for the version 3.0 and later only (i.e. Tribes of the East).

If you're playing the Original H5 or Hammers of Fate, the info on heroesofmightandmagic.com will be correct.

Qurqirish Dragon at 2011-03-09 13:18 wrote:
skills are missing and some requirements are wrong? in essence dead man's curse a requirement for nature's luck is not even on the ranger's board. also wtf light magic??????? not stickin around to find out what other campaigns of mine this can fu,ck up
<br>http://www.heroesofmightandmagic.com/heroes5/ranger_skills_abilities.shtml
<br>rather go here, no fancy wheel but at least it's accurate
<br>nature's luck require dead man's curse(luck), stand your ground(defense), and flaming arrows (attack), wheel is WAY off<br>Edited on Tue, Mar 08 2011, 20:06 by everetteli

Which version of H5 are you playing? The wheel changed significantly with each expansion (not just with adding the new factions). Last time I played, the wheel was dead-on correct.
everetteli at 2011-03-09 01:01 wrote:
mah bad, didnt see different skill wheel versions
personally i like the updated skill trees
Edited on Fri, Mar 11 2011, 02:04 by everetteli
Sylvan Luna at 2011-02-02 14:08 wrote:
I think I only got the base game, and nothing else, How can I get it or add to it?

Qurqirish Dragon at 2011-02-02 14:05 wrote:
I have the 1.3 version. so what expension do I have?<br>Edited on Tue, Feb 01 2011, 14:53 by Sylvan Luna

If you bought a physical copy, what does it say on the box?
If you downl;oaded it, what did the download/purchase link say?
In either case, the expansion should be on the title screen when you run it.

Since you say v1.3, this sounds like the base game only.
Note that the skill wheel changed between versions, to accomodate new skills, new races, and a change in dependencies.
Sylvan Luna at 2011-02-01 19:53 wrote:
I have the 1.3 version. so what expension do I have?
Edited on Tue, Feb 01 2011, 14:53 by Sylvan Luna

Qurqirish Dragon at 2011-02-01 14:56 wrote:
Thanks, I said third stage, because when ever i say third form, people correct me by saying third stage, and thanks for answering my question, and could u clarify what u have said, because I didn't get the HoF and the ToE thing.

HoF = Hammer of Fate (1st expansion)
TotE = Tribes of the East (2nd expansion)

Some features were added with the expansions. Since I don't know what version you have, I mentioned the differences.
Sylvan Luna at 2011-02-01 01:58 wrote:
Thanks, I said third stage, because when ever i say third form, people correct me by saying third stage, and thanks for answering my question, and could u clarify what u have said, because I didn't get the HoF and the ToE thing.

Qurqirish Dragon at 2011-01-31 15:20 wrote:
Thanks. I am new to this game, and I gotta say it's really, and I like it a lot. How can I get the third stage for my troops.<br>Edited on Sun, Jan 30 2011, 22:10 by Sylvan Luna

What do you mean by "third stage"?
I can interpret this a few ways:

1) The 3rd form of a unit. I think this is most likely what you mean. This is only available in the appropriate expansion (not the base game. I forget if HoF has them, or if it was a TotE addition), where alternative upgrades are available. Both upgraded forms are unlocked by building the upgraded unit dwelling. It isn't a third stage, merely an alternate 2nd. The only unit in the HoMM series to have a genuine 3rd stage is the black dragon from HoMM2 (it is the upgrade to the red dragon, which in turn is the upgrade to the green dragon)

2) The level 3 troop. This varies based on town type- revealing the build tree for each town wil show what the prerequisites are.

3) The 3rd row of the build tree. This requires a level 6 town (and any prerequisite buildings)

If you mean something else, please clarify.
Sylvan Luna at 2011-01-30 21:46 wrote:
Thanks. I am new to this game, and I gotta say it's really, and I like it a lot. How can I get the third stage for my troops.
Edited on Sun, Jan 30 2011, 22:10 by Sylvan Luna

Qurqirish Dragon at 2011-01-30 15:17 wrote:
question: Do I need all three skills to get the ultimate skill?
If you are looking at the wheel, then you need all skills that point to any specific skill to get it (ultimate or not). Thus, your answer is yes- you do need all three skills that point to the ultimate to get it. This assumes you are playing Tribes- in basic HV you needed more.
Sylvan Luna at 2011-01-29 21:36 wrote:
question: Do I need all three skills to get the ultimate skill?

Wraithblood at 2010-12-18 20:11 wrote:
Very nice! However, could you put in the campaign heroes sometime? That would really help me.

Orfinn at 2009-08-01 12:49 wrote:
What happened to the skill whell mod for in-game use?
lumpor at 2009-06-22 19:13 wrote:
1. Will this wheel ever include campaign heroes? That'd be very useful to me indeed.
2. The haven ultimate seems quite sucky. Is it still worth it if you're planning on getting the required skills anyway?
ambs at 2008-12-13 19:00 wrote:
wow... this is so imba!

thanks for the hard work you put into this... cheers! =)
Chugsworth at 2008-12-08 11:23 wrote:
I simply wanted to express my gratitude for such a vital reference. Great job.
Edited on Mon, Dec 08 2008, 06:26 by Chugsworth

Shad0WeN at 2008-12-01 04:45 wrote:
@MattTheShark

Use the Skillwheel v2.1 for the Heroes 5 base game v1.6. I have used it and as far as I can tell there were no changes made that would affect the Skillwheel. This means the Skillwheel for 1.5 is essentially the same as for 1.6 (TotE is completely different and has it's own Skillwheel).

Speaking of TotE, I picked it up at a local Circuit City a few months ago for $3.19! It must have been on clearance or something. You can't beat that lol. I heard they may be going out of business so if you wanna look for it I wouldn't wait too long..... the product # is 008888683865 if that helps =)
Edited on Sun, Nov 30 2008, 23:49 by Shad0WeN
MattTheShark at 2008-11-30 07:30 wrote:
hmmm...that's discouraging. =/ Ah well, more reason to get an expansion. =/

Asheera at 2008-11-29 12:27 wrote:
As far as I know, the 1.6 version has the skill wheel very different - it's like the TotE one (3.0)

Hmm, I'm just speaking from what I heard, I could be wrong, as I don't have 1.6
MattTheShark at 2008-11-29 07:36 wrote:
@Shad0wen--is the 1.01 version the same as 1.6?

Shad0WeN at 2008-09-04 22:03 wrote:
@ CatherineMcClarey,

If you are playing on a Windows machine you can just hit ALT-TAB combination to minimize the game & return to desktop so you can view the skillwheel =)

Also, ALT-F4 closes the currently active window (useful if game freezes & you want to try to end the program - also used to come in handy in older versions of game where you couldn't quit during a battle)
Edited on Thu, Sep 04 2008, 18:04 by Shad0WeN

Shad0WeN at 2008-09-04 21:53 wrote:
@ Mystic Phoenix,

some links to downloadable older versions of the skillwheel:

Skillwheel 2.1 executable version:
http://www.celestialheavens.com/homm5/skillwheel/en/en=2.1.zip

Skillwheel 2.1 flash version:
http://www.aurelain.ro/works/aurelain_skillwheel/skillwheel.swf

Skillwheel 2.03 executable version:
http://www.celestialheavens.com/homm5/skillwheel/en/en=2.03.zip

Skillwheel 1.1 executable version:
http://www.celestialheavens.com/homm5/skillwheel.zip

Skillwheel 1.1 flash version:
http://www.celestialheavens.com/homm5/skillwheel.swf

NOTE: Not 100% sure on all of this, but I think Skillwheel 2.1 applies to H5 original game v1.5+ & HoF v2.1, Skillwheel 2.03 applies to H5 original game v1.4-1.41 & HoF v2.0 (before the changes to necromancy), and Skillwheel 1.1 is for very old versions of H5 original game (probably v1.1)
Edited on Thu, Sep 04 2008, 18:25 by Shad0WeN

Metathron at 2008-09-01 14:46 wrote:
H5 is a piece of schit, and everything with it too. Shoud stick with H2 and H3..<br>Edited on Sun, Aug 31 2008, 14:21 by Artas1984

So young, yet sounds like a bitter old fart. :rofl:
Milla aka. the Slayer at 2008-09-01 12:52 wrote:
@Margie414: As Asheera said, this isn't the best place to ask such a question. I suggest you open a topic in the H1-H4 section ;) You'll definitely get an answer there.

@Artas1984: Please watch your language! Voice your opinion in a more mannered way and perhaps in the H5 section.

Artas1984 at 2008-08-31 18:20 wrote:
H5 is a piece of schit, and everything with it too. Shoud stick with H2 and H3..
Edited on Sun, Aug 31 2008, 14:21 by Artas1984

Asheera at 2008-08-31 14:24 wrote:
Why did you post it here, where it's about the Heroes 5 Skill Wheel? :|
margie414 at 2008-08-31 14:04 wrote:
I apologize that this may not be the place to ask my question, but I hope someone would be willing to answer.
Q: Was there a random map genrator with heroes 3? I have all expansions and the help inside the editor mentions (if you want a random map to click on the map generator button) but I don't see a button. Thanks

Asheera at 2008-08-30 09:51 wrote:
I'm pretty sure you CAN'T get both TA and Swift Mind with a Warlock.

gas_panic at 2008-08-30 07:31 wrote:
But which of the two skill wheels is the correct one?

Lord Lakely at 2008-08-24 21:30 wrote:
I know. I some version it show the correct one, in onther the incorrect one (mine for instance is the incorrect one).

In any case, I wanted to warn those who have the wrong Skill Wheel, since it can turn out to be very annoying indeed.

Asheera at 2008-08-24 20:51 wrote:
Has someone noticed that this Skill Wheel is different from the one in the TotE Fan Documents. The One in the Fan Documents says that Warlocks can get BOTH Swift Mind and Teleport Assault, while this one says it's impossible (since one requires Pathfinding, the other Scouting) It's quite strange actually, because my Skill Wheel in Fan Documents shows correctly that you CAN'T get BOTH Swift Mind and Teleport Assault.

Lord Lakely at 2008-08-24 20:06 wrote:
Has someone noticed that this Skill Wheel is different from the one in the TotE Fan Documents. The One in the Fan Documents says that Warlocks can get BOTH Swift Mind and Teleport Assault, while this one says it's impossible (since one requires Pathfinding, the other Scouting)

Just to notice that THIS one is correct...

@ Ontopic: Great Wheel, a great tool in creating your Strategy :tsup:
sam vimes at 2008-08-24 13:59 wrote:
yap i just saw it now. sry my mistake.
i saw that starting skills (in case with letho basic irresistable magic) take 1 lvl point so when i make letho's skills form exaple i gave, it looks like letho should be lvl 28 but in real he is lvl 27. it shouldnt be so hard to be done because all warlocks start with irresistable magic, all necros start with necromancy ect.
otherwise wheel is prity useful and i can see only one defect. arrows that show connections between skills are too thin and if u use wheel from site in notebook screen it is hardly to see directions arrows between skills
Edited on Sun, Aug 24 2008, 10:23 by sam vimes

aaelgr at 2008-08-23 18:30 wrote:
Poison Master is Lethos' unique skill. You can't get it unless he is your hero.
sam vimes at 2008-08-23 17:35 wrote:
poison master
hi guys
recently i've played with a friends map created with mapgenarator of tote v3.0. one of may friends played with dungen and he got folowing skills (http://www.sofiaphoto.com/main.php?g2_view=core.DownloadItem&g2_itemId=55635).
i didnt met poison master skill in any of hero types in wheel. i will try to find what are necessary skill to get it and will comment here.

Aurelain at 2008-08-21 20:54 wrote:
The Skillwheels that are included in the official fan manual are just for this purpose. See the last pages of the pdf (http://www.heroesofmightandmagic.com/heroes5/game_manuals.shtml).
CatherineMcClarey at 2008-08-20 03:32 wrote:
Would it be possible to print out a text version of the skill "tree" for the character class of one's choice? I never figured out how to access the skill wheel while playing a game of Heroes V (I just copied down by hand the skill progression required for a class' ultimate skill at times when I wasn't playing HOMM 5.). A text-only printout would be a bit easier for me to understand and consult while playing.
ritterdust at 2008-08-20 02:01 wrote:
Added to below, the downloadable stategy guide says what i found on the other site, and it different from the wheel.
ritterdust at 2008-08-20 01:26 wrote:
I was just wondering about something. I'm doing research on how to develope my heroes and from different sites I found discrepencies. For example to get Unstoppable Charge for the Knight I had to go through Luck, Logistics, Light Magic, and Enlightentment, with certain skills, and it said nothing about going through defense which is stated on this wheel. I just want to know which is correct, and kudos on the wheel very helpful hopefully if I can find out which is correct.

Mystic Phoenix at 2008-08-16 15:17 wrote:
Do you have a 2.1 wheel for downloading as well? Just in case your site will disappear from the web for unknown reasons in the future.

Aurelain at 2008-08-16 09:49 wrote:
Zhiva, the thing with not giving away the fla is that I felt it's best to keep things centralized and not have unaccounted versions.
Btw, I still have people sending me emails about the Skillwheel. It seems 2.1 is also popular, and alas, it's not available on CH anymore. Once again, a link to one hosted by me: http://aurelain.ro/works/aurelain_skillwheel/
Zhiva at 2008-06-20 01:06 wrote:
Thanks for the skill wheel. At last got my uber Mage to know all the spells (only skirmish, haven't finished Orcs Campaign yet). I also study and teach Arnis, and your wheel would help a lot to structurate the skils and principles of the art ... and a lot of other uses too. Is there a way to get/buy/borrow your .fla ?

ThunderTitan at 2008-02-12 12:24 wrote:
Does HoF have a different one from vanilla?!

Ya5MieL at 2008-02-07 05:50 wrote:
This is skill wheel for tote expansion. hof and original had different ones.
achernar at 2008-02-07 05:07 wrote:
Is this skill wheel only work for TotE?

I think both original and Hof still don't follow this skill wheel.
Edited on Sat, Feb 09 2008, 00:27 by achernar

ThunderTitan at 2008-02-05 13:08 wrote:
Why is it so hard to grasp the concept of Skills vs Abilities?! It's one of the good things (even if they need to work on the actual abilities a bit) they added to H5.
sigma1932 at 2008-02-05 05:47 wrote:
FTR: You need to not only have, but actually equip the Pendant of Mastery artifact, which gives the Ultimate Gating ability, to be able to gate tier-7 creatures (Devils, Archdevils, or Arch Demons). Short of cheating, there is no other way to get specifically "Ultimate Gating", which shouldn't be confused with Inferno's ultimate ability, Urgash's Call.

Urgash's Call only makes the gated creatures appear instantly when the gating ability is used (as opposed to there being a bit of time before they show up without it). It doesn't add the ability to gate tier-7's.

Akul at 2008-02-04 16:19 wrote:
A Question for Aurelain:
If you have time, could you add Campaign heroes with unique abilities to the wheel?
Also, since LotA became so popular, could be possible to add heroes from there as well?

Ravenheart87 at 2008-01-31 15:38 wrote:
You can already gate them with Expert Gating. And 5 luck is good enough...

ThunderTitan at 2008-01-31 12:12 wrote:
Seeing how more then 5 luck doesn't count those are enough...
mike3337 at 2008-01-30 21:08 wrote:
yes, but how to i get more luck? exept those 3 you get from expert luck and artifact, now i mean permanent , not those thing you get in 1 battle

and with urgash call i can gate even arch devils and pit lords?
Edited on Wed, Jan 30 2008, 16:24 by mike3337

Ravenheart87 at 2008-01-30 20:40 wrote:
Best is having both.:) Especially because Luck and Leadership are both very useful skills. If you have to choose frome these at level up, well... Swarming gate. You already have a luck boost from the skill, perhaps a few artifact, and it's efficiency depends on your luck attribute.
mike3337 at 2008-01-30 20:35 wrote:
thanks you, you have been really helpfull , that memory mentor is a god to me know haha. one last thing, gate master or swarming gate? wich to you think is best?

Ravenheart87 at 2008-01-30 20:01 wrote:
Oh, Ultimate Gating! You were speaking about urgash call before...
Ultimeta Gating is impossible to learn, you'll need the Pendant of Mastery artifact, which boosts your primary skill... Even above Expert level. This is the only way to get Ultimate Gating. But you don't really need it for anything, except becoming a real badass at gating.
Edited on Wed, Jan 30 2008, 15:09 by Ravenheart87
mike3337 at 2008-01-30 19:56 wrote:
thank you, but how do i get, ultimate gate? it never comes up, do i have to do something?

Ravenheart87 at 2008-01-30 18:48 wrote:
Expert logistics, Pathfinding, Swift Gating and Teleport Assault. If you can't get the ability or skill you want, go, visit the Memory Mentor. If there's no Memory Mentor on the map, well, restart the map. OR choose one skill, and wait until the next level up, and pray you'll be luckier next time.
The random generator, which decides about the skills, is really nasty, and it may bring you skills you never wanted to have. All the time I played a scenario, I finished the game without having an Ultimate ability, and I never really cared about it.
mike3337 at 2008-01-30 18:29 wrote:
but the thing is , he has expert logetics and thats what you have to get to get urgash call?

please recommend some hero and how i should follow the skills if it isent to much to ask

Ravenheart87 at 2008-01-30 06:04 wrote:
Yes, the curse of randomness. visit your nearest memory mentor to solve the problem.

Metathron at 2008-01-29 23:54 wrote:
Because the core of the game is possessed by his infernal majesty and wants you to suffer.

Or, umm, cause it's all random...and stuff.
mike3337 at 2008-01-29 23:32 wrote:
I have grok, according to the wheel i should get urgash call at level 23 right? but after a while i cant chose some of those skill, i just can chose like basic defens and basic luck and more, and i get dark skill like master of mind, when i need master of pain, why?

yes i play Tribes of the east

Ravenheart87 at 2008-01-29 23:07 wrote:
No, only the skills you have count.
Few questions:
-Which version are you playing with? Because this skill wheel is for Tribes.
-Which is your hero? Because some are unable to learn it, because their beginning skills. Except, if you bring them to a memory mentor.

It is possible that you are simply unlucky. Sh*t happens.
mike3337 at 2008-01-29 23:03 wrote:
does you need to pick the skill in some order to get urgash call, i mean i just cant get it, i have follow exacly like this, its work to level 20 but then the skills wont show up , it just came a bunch of other skill, please help. Sorra for my english .

Grumpy Old Wizard at 2008-01-11 09:44 wrote:
If memory serves me Mark of the Wizard is not listed as a requirement although it actually is (and you would want it anyways.)

GOW
Cragamon at 2008-01-02 20:29 wrote:
i am playing TOE 3.0 so the wheel should be okay ?

aaelgr at 2008-01-02 19:47 wrote:
What version are you trying to get it on? The requirements shown are for Tribes of the East, and are different from what you needed in Heroes 5 and Hammers of Fate.
The link a few posts before you with 2.1 next to it should be correct (failing that try the 1.1).
Edited on Wed, Jan 02 2008, 14:49 by aaelgr
Cragamon at 2008-01-02 19:42 wrote:
i cant arcane omnisience to work cant seem to get the things right even thought i follow the wheel is there an error in the wheel or can anyone tell me what i could be doing wrong ?
kevinnn1 at 2007-12-12 22:34 wrote:
Snnnnnnnuppples!

Qurqirish Dragon at 2007-12-11 22:39 wrote:
Just wanted to ask if the original and HoF uses the same skill wheel?

No, they are different. Particularly since they have different patch updates. (HoF didn't get an update when TotE came out, but the original did)

In a related note, I found the current version of the skill wheel was installed with TotE (I finally got it - I was hoping I would get it sometime during Chanukah, and I did :-)

aaelgr at 2007-12-11 19:03 wrote:
There are links here to a few mods for TOTE, including an in-game Skill Wheel. There's another for H5 and HOF, but I can't find it again (I know it's there, I use it!).
http://www.celestialheavens.com/forums/viewtopic.php?t=7338
LarrySanders at 2007-12-11 17:35 wrote:
Does anyone know if this can be accessed in game as was the previous version. And if so how?

Ceres at 2007-12-08 01:44 wrote:
Just wanted to ask if the original and HoF uses the same skill wheel?
Joakim Andersen at 2007-12-03 18:47 wrote:
Thx guys!

Searching the thread for 'www' gave these two results:
http://www.aurelain.ro/works/aurelain_skillwheel/ (2.1)
http://www.celestialheavens.com/homm5/skillwheel.swf (1.1)

1.1 being a bit too old, but I guess I'll have to see if it works...: )

ThunderTitan at 2007-12-03 16:33 wrote:
There was a link earlier in the thread... good luck finding it.

Elvin at 2007-12-03 14:51 wrote:
Nope TotE skills are different than HoF and the original. Not sure where they can be found though.
Joakim Andersen at 2007-12-03 12:17 wrote:
Where can I find older versions of the Skillwheel for older versions of H5?

Does skillwhell 3.0 apply to 1.6 and 2.1?

Thank you! : )
Edited on Mon, Dec 03 2007, 08:24 by Joakim Andersen
outsider84 at 2007-12-01 22:15 wrote:
where can i get version 1.0 and 2.0 version of this skill wheel kind of started from ToE campaign and decided on starting from the beginning but i couldnt find the v1.0 of the skill wheel thanks in advance
kyoto at 2007-11-25 07:09 wrote:
it says its provided by Benediction and Divine Guidance skills, as u can see according the wheel this is impossible
kyoto at 2007-11-25 07:05 wrote:
the wheel doesn respond properly when u try to develop your hero under 1.6 patch playing original HOMM5, for example Isabell receives Aura of Swiftness skill which is nowhere to be seen
emi_emi at 2007-11-24 16:49 wrote:
I think that the huge setback of 3 points at leadership for necromancers is easily complemented by herald of death and diplomacy...
emi_emi at 2007-11-24 16:45 wrote:
you made your point there... still if they can attack right there and then it will truely be an ultimate skill...:D
Edited on Sat, Nov 24 2007, 11:45 by emi_emi

aaelgr at 2007-11-24 14:27 wrote:
I know that they don't attack right away, but seeing as you usually use gating to block large creatures and stop ranged attacks having them appear instantly is incredibly useful. Add things such as Swarming Gate and you can dramatically increase the size of your army very quickly!
emi_emi at 2007-11-18 12:29 wrote:
I say it because even if it is instant AALGR it only moves it up the ATB a little it won't be able to attack right there and then....

agni77 at 2007-11-02 07:52 wrote:
anyone else tried getting Cold Steel, Fiery Wrath, Frenzy AND Retribution for knights? they can get all of them while going for their ultimate too (which i find relatively useless).

all of them work for both melee and ranged, and if you can just get basic destruction (not that easy, though a lucky hut is all you need) everything else just falls into place in a relatively short time too.

sure it's still not as powerful as getting luck (which you could take in place of defense if you try going all out on offense and skip the ultimate) but you ALWAYS do extra damage as opposed to luck which you may or may not roll.

anyway, that and getting vittorio/deleb triple flaming arrows for their ballistas are my favorites (until i meet the new academy lvl1s that stop my ballistas).

Muszka at 2007-11-02 01:00 wrote:
Leadership for Necromancers? Just think at what Diplomacy can do with SoN. I think after a couple of weeks diplomacy can turn you invincible.

PS: Urgash's Call is undoubtedly strong.

aaelgr at 2007-11-01 18:06 wrote:
Sadly not. They only added the Skill Wheel and the Fan Manual with TOTE.
@emi_emi: How can you say that Urgash's Call is really weak?

ThunderTitan at 2007-11-01 15:44 wrote:
Au inclus roata in TotE la Fan Content...

Does HoF have the skill wheel included in the Start shortcuts too, or did they start doing that with TotE?!
emi_emi at 2007-11-01 15:36 wrote:
there's a mistake at the runemage... he needs protection for defensive formation not vitality... but I haven't seen ToE yet so maybe I'm wrong

winterfate at 2007-10-29 00:07 wrote:
@emi_emi: Welcome to the forums! ;)
emi_emi at 2007-10-28 12:03 wrote:
Demon lords get the most skills..... probably cause the super-racial skill is weak.....

aaelgr at 2007-10-27 20:03 wrote:
The only reason (I can think of) for a Necromancer to take Leadership would be if they had living units in their army? Herald of Death would sort of negate it though...

Aletheias at 2007-10-27 18:44 wrote:
Why do the Necromancers have the Empathy perk? It's absolutely useless for them, since undead creatures are not subject to morale.
Edited on Sat, Oct 27 2007, 14:44 by Aletheias
B_Doomreaver at 2007-10-23 05:55 wrote:
One more thing to check out on the Skillwheel. In a recent game of Tribes of the East as the Warlock, I gained Teleport Assault. Right clicking on it told me it required Pathfinding (which I had), not Scouting (which I did NOT have).

Aurelain at 2007-10-22 22:41 wrote:
I'll implement a save feature and fix the mentioned bugs in a few days. Thanks for the debugging!
Palla at 2007-10-22 03:13 wrote:
Aurelain, is there any possibility to add a Save feature to save the current hero skills and abilities? Btw, thanx for the great job done making this wheel!!
Haloswift at 2007-10-20 12:07 wrote:
there is an error: you need recruitement for gate master, not diplomacy

MotherEarth at 2007-10-17 06:42 wrote:
There is an error. Wizard's Remote Control skill requires Catapult and Mark of the wizard.

MeTaMoRpHoSiS at 2007-10-14 04:01 wrote:
you really made my life much easier by showing the starting skills for each hero,thx Aurelain
stachman at 2007-10-12 19:08 wrote:
True:) I haven't noticed that... But as i recall, it was missing in the earlier version of the skill wheel...

PhoenixReborn at 2007-10-11 13:59 wrote:
In the patch 1.5 it was provided by master of curses in death magic.

In 1.5 Mark of the necromancer replaces skeleton archers.
stachman at 2007-10-11 09:18 wrote:
One question... There's the MARK OF THE NECROMANCER skill missing in the necromancer wheel. It was missing in the old version and i see that it haven't changed. In the patch 1.5 it was provided by master of curses in death magic. And with necromancers having huge problems with mana this skill is extremly useful...
Crosis at 2007-10-11 01:44 wrote:
Anyone else find it strange that Necromancers can learn Empathy? Not very useful when your troops never get a morale effect ...

agni77 at 2007-10-09 04:14 wrote:
man, the new one allows Deleb to get triple shot and flaming ballista? that sounds way too nasty...
Edited on Tue, Oct 09 2007, 00:18 by agni77

Ethereal at 2007-10-06 06:47 wrote:
Version 3.0 looks really great and adding the heroes saves a lot of time. :)

Foarte tare Aurelain! Desi cred ca ThunderTitan cam are dreptate... ;)

ThunderTitan at 2007-10-02 16:12 wrote:
E ne-romanesc sa fiti mandri ca sunteti romani... daca nu incetati o sa ajungeti ca Vadim.

And we could really use both the old and new skill wheel on the site too...

okrane at 2007-10-02 15:51 wrote:
Aurelain e roman... ce tare! sincer si pe mine

Why don't you stop by to the foreign language thread on the campfire sometimes...
Edited on Wed, Oct 03 2007, 06:47 by okrane

BAD23ro at 2007-09-30 22:18 wrote:
Great work!
msuh at 2007-09-30 14:07 wrote:
Thanks a ton Aurelain!

Aurelain at 2007-09-30 10:02 wrote:
You could use the Skillwheel on my site:
http://www.aurelain.ro/works/aurelain_skillwheel/
msuh at 2007-09-30 06:14 wrote:
Is there any way to get the old skill wheel for patch 1.5? I'm doing the Ranger mission and lo and behold the wonderful handy skill wheel is replaced!

theLuckyDragon at 2007-09-28 17:26 wrote:
As long as there's an easy way to reset them...

Aurelain at 2007-09-28 17:24 wrote:
I sent the executables to Angelspit, so they should soon be posted. I fixed the issue Aku mentioned.

I received a feature request about being able to remember the skill configurations. Nothing fancy, just that on exiting the Skillwheel, the current conformation would be saved. Any thoughts on that?

Elvin at 2007-09-28 15:19 wrote:
Looks even better this time around. Hope to see an executable soon :)

desmod at 2007-09-28 13:28 wrote:
great!!! when we can expect executable?

desmod at 2007-09-28 13:22 wrote:
great!!! when we can expect executable? The one here is 2.1 version.
Edited on Fri, Sep 28 2007, 09:24 by desmod

okrane at 2007-09-28 12:25 wrote:
great new skill wheel

Aku at 2007-09-28 10:41 wrote:
Advanced and Expert Shatter Light have the same decription as Basic one.

ThunderTitan at 2007-09-28 02:40 wrote:
You need to go into the forum to get a new avatar.

Oh, and i liked the previous look better, the skills being on the outside looks a bit off.
Galib at 2007-09-18 01:04 wrote:
Oh and, This appears to be the most visited page, so, um, I can't seem to get avatar picture. A little help please? -Galib
Galib at 2007-09-18 00:27 wrote:
Why is it, that to get the super racial skill, you get soldier's luck when only one creature gets the benifits. While Haven could use soldier's luck and you can't get it and Unstoppable charge????
Edited on Sun, Sep 30 2007, 06:39 by Galib
cywang86 at 2007-09-05 02:46 wrote:
Found a bug on the wheel for Demon Lord
Soulfire under Sorcery is disabled after choosing Urgash's Call. However, it's still obtainable afterwards by picking up Basic Sorcery and Hellfire.

Qurqirish Dragon at 2007-08-03 14:58 wrote:
Hey Aurelain, the Skill Wheel is wrong on one thing:
<br>
<br>It says Advanced and Expert stuff (Example: Luck) are not needed in order to get (still in Luck, and Demon Lord) Swarming Gate, but they do are needed!
<br>
<br>I tested and you can't get it, simply. There is NO way you can get Swarming Gate without at least Advanced or Expert Luck (Don't remember which one required Expert Luck between Dead Man's Curse and Swarming Gate).
<br>
<br>So yea... they are needed, and not only with Luck. Every basic skill.<br>Edited on Fri, Aug 03 2007, 02:31 by Malto

Unless it was updated after your post, the on-line version of the skill wheel does indeed indicate that advanced luck is needed for Swarming gate. Is this a problem on the stand-alone version of the wheel?

Malto at 2007-08-03 06:31 wrote:
Hey Aurelain, the Skill Wheel is wrong on one thing:

It says Advanced and Expert stuff (Example: Luck) are not needed in order to get (still in Luck, and Demon Lord) Swarming Gate, but they do are needed!

I tested and you can't get it, simply. There is NO way you can get Swarming Gate without at least Advanced or Expert Luck (Don't remember which one required Expert Luck between Dead Man's Curse and Swarming Gate).

So yea... they are needed, and not only with Luck. Every basic skill.
Edited on Fri, Aug 03 2007, 02:31 by Malto

Elvin at 2007-07-25 17:03 wrote:
Someone isn't being serious :D
Inisto at 2007-07-25 15:16 wrote:
I think that the Demon Lords super-racial-ability is too weak_(
MenegaBR at 2007-05-18 20:19 wrote:
Sweet
Arthas89 at 2007-05-08 11:26 wrote:
Nevermind, I found the patch for HoF
Edited on Tue, May 08 2007, 04:28 by Arthas89
Arthas89 at 2007-05-08 11:21 wrote:
Okay, I am confused. In the game, I am using HoF v2, it says nothing about dark energy or chosing who to rez and stuff, all it rezzes is skelle archers. Also, on the skill will, the nekro skill goes 20,30,40, 50. In the game, it's going 5,10,15,20. Is there a patch thing I need to download, or what?

Sauron at 2007-05-08 07:55 wrote:
Dark Energy is... well it is something that your nekromancers replenish every week and use to raise undead troops.
Arthas89 at 2007-05-08 06:05 wrote:
I was reading the necromancy thing. What are dark energy points?

ThunderTitan at 2007-05-01 01:37 wrote:
That sounds more like a mistake in the wheel.

Saturas at 2007-05-01 01:08 wrote:
Is it true that it is impossible to obtain soulfire with demon lord when have 3 skills other than sorcery already taken, because when you select 3 other basic skills on the wheel soulfire disappears even though it only requires basic sorcery and consume corpses (example luck,attack,leadership)??
Rumple_Stilskin at 2007-04-09 23:45 wrote:
Looks like I need to get Hammers of Fate as soon as I can.

Thanks

Qurqirish Dragon at 2007-04-09 15:45 wrote:
Hey, I have a decently important update that should be considered on the skill wheel. I am currently playing a Necromancer and I just realized two major advancement issues that are not covered on this wheel.
<br>
<br>Mark of the Necromancer, in the latest version 1.41, is no longer an ability inherited from Necromancy Skill. It is, in fact, inherited from the Master of Curses skill in the dark magic ability set.
<br>
<br>So, Skeleton Archers is still a Necromancy ability, and IS needed if you ever want to raise skeleton archers from conquered enemies. Plus, in order to advance to the Howl of Terror ability, you must take the path through Dark Magic to Master of Curses to Mark of the Necromancer to Corrupted Soil, and then you can continue on towards Howl of Terror if you wish.
<br>
<br>Well, you learn from your mistakes, I guess. Here I am with a full ability set under Dark Magic and I have no room for the Corrupted Soil ability, so therefore my progress is halted to reach the ultimate.
<br>
<br>Oh, and there is a post on this forum that says you don't need Skeleton Archers anymore and that they are automatically raised. That is definitely NOT true.

Wait for 1.5
There is a major change in necromancy in HoF 2.1, but for some reason they aren't putting it in the base game until 1.5 :|

Basically, rather than automatically getting skeletons/archers with necromancy, you need to use "dark energy" to raise undead. Thus, you are limited in the amount you can raise per week (energy renews on day 1), but in exchange, you can raise any type of undead. The kind you can raise depends on what you kill. For example, most spell-casters are raised as liches. Most low-level ranged stacks are skeleton archers.

The skill wheel was updated to reflect the HoF changes, and so is no longer correct for some of the base game.
Rumple_Stilskin at 2007-04-09 13:37 wrote:
Hey, I have a decently important update that should be considered on the skill wheel. I am currently playing a Necromancer and I just realized two major advancement issues that are not covered on this wheel.

Mark of the Necromancer, in the latest version 1.41, is no longer an ability inherited from Necromancy Skill. It is, in fact, inherited from the Master of Curses skill in the dark magic ability set.

So, Skeleton Archers is still a Necromancy ability, and IS needed if you ever want to raise skeleton archers from conquered enemies. Plus, in order to advance to the Howl of Terror ability, you must take the path through Dark Magic to Master of Curses to Mark of the Necromancer to Corrupted Soil, and then you can continue on towards Howl of Terror if you wish.

Well, you learn from your mistakes, I guess. Here I am with a full ability set under Dark Magic and I have no room for the Corrupted Soil ability, so therefore my progress is halted to reach the ultimate.

Oh, and there is a post on this forum that says you don't need Skeleton Archers anymore and that they are automatically raised. That is definitely NOT true.

Saturas at 2007-04-04 00:46 wrote:
Note that knight has only three unique perks while runemage has 16.

Abaddon at 2007-04-03 20:45 wrote:
This is perfect, just what I needed for my work.
SAITAN at 2007-03-19 21:16 wrote:
how come the runemages get more skills than others?

Avalon-Eternal at 2007-02-07 14:12 wrote:
Yeah, getting an non-upgraded stack of 200 zombies when you have plague zombies and a full roster of troops is a pain... :(

This is creature based ya', but in H4 is was creature + Skill level, and you will have Expert Necromancy *long* before you start fighting harder guys, so its the same really.

I love it though =) Dark Energy really adds a good layer of thinking.

"Rose Knights! Harken and follow to victory!" < Some guy in the book I'm writing.

Wildbear at 2007-02-05 15:57 wrote:
So? I did it before, long ago :p
http://www.celestialheavens.com/viewpage.php?id=112

What I'd like to know is if all the ways to turn a creature into an undead creature give the same result in H5. It's a very good change, but I hope it's consistent. I also believe it would be much more interesting without all those creature upgrades.

Elvin at 2007-02-05 13:04 wrote:
Well, H4 depended on the level of necromancy while in H5 it depends on the stacks you fight. I believe it's the most interesting change I've seen in H5 concept and gameplay-wise.

Wildbear at 2007-02-05 05:41 wrote:
Looks like necromancy gets closer to what it should be, that's a very good change. Does "Herald of Death" reflect those changes ?

Avalon-Eternal at 2007-02-05 03:56 wrote:
Its been revamped so that you raise all undead creatures depending on what you are fighting, a kin to H4 Necromancy. Thus Skeleton Archers can be raised from the get go. No need for the skill. So ya, its bye bye.

kingcranium14 at 2007-02-05 03:50 wrote:
So Skeleton Archers isn't even availiable any more?

Avalon-Eternal at 2007-02-05 03:48 wrote:
I found out what took Nival so long with 2.1, they had to recolor Spirit Link as Mark of the Necromancer, big job there :P It used to be purple, though I am glad they did. It would have looked weird if they hadn't.

2.1 Necro changes forever!

Thanks Aurelain, man you are fast too, only a mere week after launch. Good Job :)

HodgePodge at 2007-01-15 22:28 wrote:
These wheels are proving their usefulness - nay: their invaluability - time and time again. Allow me to say on the entire Community's behalf: Aurelain, you rock.
Agree! :applause:

Kalah at 2007-01-15 21:46 wrote:
These wheels are proving their usefulness - nay: their invaluability - time and time again. Allow me to say on the entire Community's behalf: Aurelain, you rock.
otaku-kun at 2006-12-20 00:47 wrote:
Did anyone notice that Scholar can now only be used to teach but not to learn from other heroes?

Orfinn at 2006-12-17 13:29 wrote:
Thanks yet again Aurelain, yo do a great job with those wheels ;)

Lord Zeus at 2006-12-17 11:35 wrote:
Aurelain, I really like what you've done. Great job.
Besides the probabilities for skills could you put the prob. for atributes for each race?
This is an image of what I was thinking. It also includes individual hero selection.
http://img183.imageshack.us/img183/7576/improvedskillwheelhj6.jpg
Edited on Thu, Jan 04 2007, 06:39 by Lord Zeus
menyus at 2006-12-13 12:09 wrote:
Thanks mates, you are really helpful.
What I received was:
either saying that "she thinks you already know too much" (thats the end of a longer message) or sometimes the message saying "skill not available" or something like this, and this latter one appears looking like a "not enough movement points" message for example, ie in no separate message box, but a yellow message on the adventure screen. By the way I have already finished the Dwarven campaign (unfortunately :( ) without the ultimate; in the end I still would've needed 5 skill points... Too bad.

Saturas at 2006-12-12 23:05 wrote:
About retribution here is what it says in H5 official manual:Damage is increased by 5% per morale point above 0 (negative morale does not count).

Qurqirish Dragon at 2006-12-11 18:48 wrote:
And of course those about 3 or 4 witch huts that I met were so late in the game that they never wanted to help me (does anyone know till when they do? Is it a certain level limit or a skill limit or when you have all your slots filled and she would have another skill

A witch hut offers you a particular secondary skill. If you already have 6 skills, and this isn't one of them, then you will not be offered.

If you have the skill, but not at expert with 3 abilities, then you will be given either another level of proficiency, or an ability. I am not certain how it decides, but if you have the maximum abilities for your skill level, then the skill will be advanced; if you are at expert, you will get an ability.
If you are at basic with no abilities or advanced with 0 or 1 abilities, I don't know which it gives.

theGryphon at 2006-12-11 05:30 wrote:
I don't know the Knight ultimate as I never had it, but Necro ultimate is quite devastating!
menyus at 2006-12-10 13:04 wrote:
What I meant is that the Knight and Necro ones do _not_ worth it at all for the first glance, sorry.
menyus at 2006-12-10 13:01 wrote:
These ultimates are driving me mad... I wanted to get Nature's Luck, but it cannot be obtained during the campaign. Then I got myself after Ultimate Protection, which would: 1, make your hero nearly invincible and 2, would be really funny. Then at around the 23th level I was offered 4 such skills from which none fits the ultimate. I had to reload an earlier savegame when my hero was 1 level lower and choose another skill there to solve the problem, ok, I can bear it once. But then I realized that I dont have a chance to reach the ultimate, cause I'd still need 8 skills and I'm on the last mission... Grrr... And of course those about 3 or 4 witch huts that I met were so late in the game that they never wanted to help me (does anyone know till when they do? Is it a certain level limit or a skill limit or when you have all your slots filled and she would have another skill?). :S
By the way most of the ultimates seem to be too hard to get compared to the benefit they offer; Nature's Luck and Ultimate Protection seem to be overpowered to me, Arcane Omniscence and Urgash' Call are "ok" (really strong ones, but not as good as the ones operating with luck though), and then the Knight and Necro ones do seem to worth all the fuss... Am I right?
And does anyone know anything about Retribution in details? I mean some hard numbers, what the bonuses are for the different morale modifiers.

Shad0WeN at 2006-12-06 15:31 wrote:
Aurelain,

Awesome work! Hey, with the new feature of being able to "build a hero" now, maybe consider adding the ability to save/load those settings to/from simple text files? This way you can just load your hero's configuration whenever you want (thus not having to re-select all their skills) as your hero develops and you progress further. Does anyone else think this would be useful as well?
Edited on Wed, Dec 06 2006, 08:32 by Shad0WeN

Caradoc at 2006-12-05 22:26 wrote:
What gets me is that Retribution is trivially easy for a Knight. (And again, thanks for the Wheel.)

Sir_Toejam at 2006-11-28 04:28 wrote:
indeed, getting retribution seems ridiculously hard. what about removing the exorcism requirement?

it would still require two full trees, but at least not 3!

that would put it only in the "probably never bother" category, instead of "completely ridiculous".

I could go one farther, and say that the empathy skill should only require the "fine rune" special in addition to the full leadership tree.

that would make more sense for retribution, as well, as it would require the full development of both the leadership and offense trees, but would still be something worth shooting for at that point.
Edited on Mon, Nov 27 2006, 21:29 by Sir_Toejam

haloswift at 2006-11-24 20:30 wrote:
btw nice work on the runemage section, I was like why the f^ck won't ya get retribution but as I see it like this it's almost as hard as the ultimate

ThunderTitan at 2006-11-23 19:10 wrote:
Ahem: http://www.celestialheavens.com/forums/viewtopic.php?t=4821 :D

Aurelain at 2006-11-23 17:43 wrote:
The whole process lasted quite a few hours, mainly because of having to cope with so many languages (scripting the "extraction" process can only get you so far).

But, if I were to insulate the work for the English wheel, I'd say... in 2 hours a new wheel could be created.

And imaginary faction is an interesting idea, if what you're thinking is a community project.

ThunderTitan at 2006-11-23 16:10 wrote:
@Aurelain
How much time does it take to make a new entry and would you be willing to to it for an imaginary faction? :D

Shad0WeN at 2006-11-23 08:35 wrote:
Don't confuse the instant gating of Urgash's call with the Swift Gating perk, as it may be a bit misleading and they actually affect 2 different things. Swift Gating affects how fast the unit that performs a Gating action receives its next turn, it does not affect how soon the gated forces arrive. Urgash's Call on the other hand makes gates forces arrive instantly, so no it wouldn't make it less useful.

DaemianLucifer at 2006-11-23 08:15 wrote:
Well if it didnt it would be quite stupid,so of course it...well it should....I think it does cut the speed to half :devil:

But doesnt that make urgashs call much less powerfull?Because it would only eliminate 25% of the initiative your creatures acumulated.

Shad0WeN at 2006-11-23 08:05 wrote:
So let me get this straight.....

As far as changes to Gating are concerned, the new descriptions seem to indicate that.....

- each level of Gating now yields 5% more creatures than before (30-45% rather than 25-40%)

- any creature that performs Gating only expends half of its accumulated initiative so its next turn comes 50% faster than normal (same as old Swift Gating perk)??

Is my analysis correct? If so, I guess another question would be, what use is the Swift Gating perk now? Does it combine with the 'new' Gating?

Shad0WeN at 2006-11-23 07:43 wrote:
theGryphon,

I haven't personally taken the Weakening Strike perk with a Knight myself so I haven't tested this, but my guess is that it actually applies to their Retaliation Strike ability (this is required to get the perk) and the Mark of Damned thing is just a text error??

Also, the description for Weakening Strike is misleading. Originally I thought it casts the Weakness (formerly named Curse) spell, but after having first acquired it I of course found out it actually casts Suffering (Weakness in Heroes 3). Definitely more useful.
Edited on Thu, Nov 23 2006, 00:51 by Shad0WeN

camelotcrusade at 2006-11-23 03:35 wrote:
I love this Aurelain. I use it all the time. :)

One thing to note: I actually got corrupted soil for Findan during the Nature campaign and I was delighted to note corrupted soil does THREE times the hero level. 75 damage smacking into everything that moved was worth a good ripe cackle - especially when I was expecting 25. :)

Can anybody confirm this is still the case in HoF?
Edited on Wed, Nov 22 2006, 21:09 by camelotcrusade

Lepastur at 2006-11-22 15:37 wrote:
*Lepastur , I think you misunderstood me.*
Yep, I agree.

*The Gating description is not a mistake. They actually changed it! I verified this inside the game, and I can't see a more definitive answer than "It's in the game" :). Same goes for Attack, I suppose. It's not like I deliberately changed 20% to 15%... *
I know, the only thing I wanted to point it out that things change from the manual to this wonderful Skillwheel. I know it is not your fault, but theirs. I only want to do is to help you in order to make the Skillwheel be up to date ;) For example, the gating quanties are now corrected, but not the percentage of the Attack, so I don't know if you mean that you verified the percentage on game, so it would be wrong on the last manual.
SAITAN at 2006-11-22 14:54 wrote:
are the dwaves the unstopable army

Aurelain at 2006-11-22 08:32 wrote:
Lepastur , I think you misunderstood me. The Gating description is not a mistake. They actually changed it! I verified this inside the game, and I can't see a more definitive answer than "It's in the game" :). Same goes for Attack, I suppose. It's not like I deliberately changed 20% to 15%...

P.S. Clear your cache or refresh the page if you don't see "Skillwheel 2.01"
Edited on Wed, Nov 22 2006, 01:34 by Aurelain

Lepastur at 2006-11-21 23:41 wrote:
***- Gating has different descriptions for different languages. The current English translation is _not_ a mistake ***
Ok, I only wanted to point it out in order to be fixed when you have some time.

>> Another bug, if we read the last manual, Expert attack has a 20% of bonus damage; on the skillwheel we find 15%

Aurelain at 2006-11-21 23:17 wrote:
Some updates should soon be posted (v2.01)

The minor bugs that I fixed:
1. Demon Lord: Arcane Brilliance was duplicated (thanks theGryphon)
2. Demon Lord: Urgash's Call had a wrong description (thanks Lepastur)
3. Ranger Class had Necromancer as title (thanks cypress-spawn)

Other things to know:
- the Knight Ultimate lacks icon (ever since 1.0)
- the Runemage Ultimate lacks icon
- Gating has different descriptions for different languages. The current English translation is _not_ a mistake
- Weakening Strike does not belong with the Knight. I tested it inside the game, and you can obtain it, but seems to do nothing.
- there are A LOT of grammar mistakes (obviously, not my fault)

theGryphon at 2006-11-21 22:44 wrote:
;| Noone cared to answer my question... Is it a bug to have the "Weakening Strike" for a Knight? I mean is it really in the game, and if so what is the point? I don't want to open a new thread for this :D

Gnoll_Mage at 2006-11-21 22:39 wrote:
Nice work, very nice!!

On a slightly different note, why is there no Ultimate RL icon in HoF?

Zilonite at 2006-11-21 21:48 wrote:
Indeed one of the best and usefull fan-made features for the game! My sincere thx to creator!

Elvin at 2006-11-21 17:30 wrote:
Great job as always! Thanks:)
benefactor at 2006-11-21 17:22 wrote:
Thanks for the great job! I have one naive question? How does ignite really work? It says it will inflict 100% of the current fire damage over the next 3 rounds to the affected creature(s). That sounds very overpowered. If you cast armageddon, do the opponents' creatures take armageddon damage for the next 3 rounds???

Corelanis at 2006-11-21 10:15 wrote:
My opinions for the first one reverse mode I dont think I personally would use it much if at all. The second one build up mode I really like the idea I would use that if it was made. I also would like to thank you for all your hard work. So thank you Aurelian.

SageShadowbane at 2006-11-21 10:13 wrote:
Wow! Great job once more Aurelain! Thanks a lot.
Build up mode sounds really good and I think it'd go a long way to preparing your "ultimate hero".

I don't think reverse mode would serve much purpose though. It's pretty clear already what skills lead to by the arrows.

Lepastur at 2006-11-21 09:17 wrote:
There's a little mistake with the Demon SkillWheel. The Urgash's Call is wrong, instead of that it shows the Warlock's ultimate ability. There's also an obsolete info about the quantity of gated creatures.

Aurelain at 2006-11-21 08:42 wrote:
What I would like is hear your opinion on the following two new features:

1. reverse mode: upon clicking a skill, you would see all skills that derive from it. It answers the question: "Where does this skill lead me to?"

2. build-up mode: skills are additive, so you can build your hero just like in the game.

Keep in mind that it might clutter the interface and the usage.

Aurelain at 2006-11-21 08:36 wrote:
It amazes me how bugs keep creeping in :). The Arcane Brilliance bug is new, because I re-imported all the text. Once a handful of bugs is spotted, I'll fix them.

Other than that, all that Shad0WeN mentioned is already implemented (all text are extracted directly from the game files, so, hopefully, all mistakes belong to Nival).

DaemianLucifer at 2006-11-21 07:16 wrote:
The other one is explode corpse.

theGryphon at 2006-11-21 06:04 wrote:
Oh, Aurelain, there's a small bug. There are two "Arcane Brilliance" perks for the Demon Lord, I forgot what one of them should be though.

theGryphon at 2006-11-21 05:27 wrote:
I thought the Weakening Strike for Knights was kind of a bug, and they corrected it in 1.4. But it's there still?!! Really, what's the point? It improves the Mark of the Damned, which is a Demon Lord specialty. Is there a catch that I miss people? 8|

DaemianLucifer at 2006-11-21 03:39 wrote:
It worked for me.

Angelspit at 2006-11-21 03:38 wrote:
Please try again, I just changed the links. :)

Grumpy Old Wizard at 2006-11-21 03:35 wrote:
In trying to download the new version I am getting 404 Not Found


The requested URL /homm5/skillwheel/en/en=2.0.zip.zip does not exist

Shad0WeN at 2006-11-10 18:30 wrote:
Aside from adding a wheel for the Dwarven faction, the skill wheel needs to be updated to account for the following (introduced with patch 1.4):

- perk "Power of speed" was changed and grants "Mass Haste" spell now

- perk "Power of Endurance" was changed and grants "Mass Endurance" spell now

- perk “Imbue Ballista” (Ranger) can't be obtained by the hero without perk “Imbue Arrow” now.

- Warlock can get "Resistance" and "Counterspell" perks now. (appears to be a fix - change in requirements)
Edited on Fri, Nov 10 2006, 11:40 by Shad0WeN

Jinno at 2006-11-09 20:09 wrote:
Cool...
Thanks for the explenation...

Mytical at 2006-11-01 18:24 wrote:
It also works on your friendly troops much the same. If you mark a friendly and bless, phantom force, ect another stack then the one your marked also gets the benifit of that spell. However I am not sure how it 'doubles' bless. If you cast say Phantom Force on the marked stack then two copies instead of 1 are made.

SageShadowbane at 2006-11-01 17:25 wrote:
If I recall correctly it's an active ability (aka you select an enemy creature on your hero's turn, costs no mana). You can only mark one target at a time.

Example: You fight one stack of skeleton archers and one stack of plague zombies. You mark the plague zombies. Next turn you fire an eldritch arrow (spell) at the skeleton archer. You will now cast 2 arrows. One at the plague zombies and one at the skeleton archers. Had you marked the skeleton archers they would be taking 2 eldritch arrow hits.

Errr. hope that made it any clearer

Jinno at 2006-11-01 15:19 wrote:
Can anyone please explaine me the "Mark of the wizard" ability?

SageShadowbane at 2006-11-01 14:49 wrote:
Most excellent!

Angelspit at 2006-11-01 14:13 wrote:
Yes, he will.

SageShadowbane at 2006-11-01 11:05 wrote:
Always did love this. Will Aurelain also be providing the HoF (and 1.3 optimised) wheel?
Sherpa at 2006-10-02 18:56 wrote:
This is great

maltz at 2006-08-28 19:19 wrote:
If you are talking about Agrael, try the 4L (Luck, Leadership, Logistics and Light) formula. It works very well.
tablamaistor at 2006-08-27 08:36 wrote:
for example i want to play so mach with urgash's call(inferno gatings become instant) but i have no choice and i should play with as u said-"well cutomized skill set".In the end i will said that i play 5-6 or morе hours end my lvl was only 23 even with hard creeping(for example one of them was vs 70 trees or 20 dragons ) and battles with big enemy armies but all for nothing.How much I should play to ashieve this intangible ability ???????
tablamaistor at 2006-08-27 08:19 wrote:
thеse ultimate abilities lend variety to the games but no one cant ashievement them, so they stand idle,due its a big mistake for game developers from nival and ubisoft

maltz at 2006-08-26 15:52 wrote:
If you count the skiills required for ultimate, you need about 29-30. Unless there are tons of witch hut and you get lucky all the time, it is impossible to learn it very early. The good news is a well-customized skill set is more powerful than the ultimate activity. So, forget about it.
tablamaistor at 2006-08-26 08:09 wrote:
the best lvl to learn ultimate is 23-25 ,after this lvl's hero need hard exp points,but at this moments the games usually in the end
tablamaistor at 2006-08-26 08:00 wrote:
i think that ultimate ability need + -30lvl end its imposible to get this lvl and play with it

Ya5MieL at 2006-08-16 09:35 wrote:
Then "power of endurance" shouldnt be listed as prequisite for "resistance" (it curently is listed as such)

LordErtz at 2006-08-15 15:51 wrote:
warlock skillwheel: "resistance" has another 3 skills from defense listed as prequisite... which would mean its imposible to get it (since it would be fourth)

Well, you have to choose protection --> resistance

OR

vitality ---> power of endurance

Ya5MieL at 2006-08-15 14:44 wrote:
warlock skillwheel: "resistance" has another 3 skills from defense listed as prequisite... which would mean its imposible to get it (since it would be fourth)

Orfinn at 2006-08-05 19:41 wrote:
Also the description for Fire Resistance for Demon Lord says harmor....

Orfinn at 2006-08-04 13:17 wrote:
In the description for Elemental Balance for the Demon Lord class, it says knight. "...allows the knight to counterbalance..." and "...summoned to fight for the knight's cause.." Instead of knight, there should be demon lord ;)
Edited on Sat, Aug 05 2006, 13:42 by Orfinn
Arthas89 at 2006-07-16 10:37 wrote:
You would probably know. I didn't even know about ultimates until I came here.

ThunderTitan at 2006-07-16 10:29 wrote:
The Ultimates that are actualy worth it have a pretty good skill selection. One of the reasons Ultimates are broken.
Arthas89 at 2006-07-16 10:22 wrote:
Wow, that kind of sucks, since as stated earlier, to get ur Ultimate ability, you have to get skill and abilites you may not like or don't fit your Hero.

ThunderTitan at 2006-07-16 10:18 wrote:
Yup, there are only 3 ability slots for each skill, except the racial one, where you can learn a 4th Ultimate Ability.
Arthas89 at 2006-07-16 09:53 wrote:
But you can't learn more than 3 abilities per skill though right?

DaemianLucifer at 2006-07-16 09:42 wrote:
You can learn one ability if you have basic skill,two if you have advanced and three with expert.
Arthas89 at 2006-07-16 09:15 wrote:
I have a question. I take it you can't learn all the second and third abilites for every skill. You can only learn 3 abilities per skill right?
Romla at 2006-07-10 14:29 wrote:
In addition heroes often need their "secondary" skills to achieve the ultimate. For example Knight needs Luck, Logistics, Light Magic and Enlightenment which he learns with probabilities 8. 8. 8 and even 2 percent in the case of Enlightenment. This is also nonlogical, cause it means that hero must learn skills which are not his "main" or "standard" skills to achieve the ultimate...
Edited on Mon, Jul 10 2006, 08:30 by Romla
Romla at 2006-07-10 13:24 wrote:
What really irritates me is the imbalance of basic skills which are needed to achieve the ultimate skills. Here is a list of basic skills sorted by how many classes of heroes must have the skill to achieve the ultimate:

6 - x
5 - Logistics
4 - Attack, Enlightenment, Luck
3 - x
2 - Dark Magic
1 - Defense, Light Magic, Summoning Magic, Sorcery, War Machines
0 - Destructive Magic, Leadership

From this list is evident that Logistics, Attack, Enlightenment and Luck needs almost every hero who wants his ultimate skill, whereas Destructive Magic and Leadership needs no one...
I think that every skill should be needed at least once and at most three times.
master gremlin at 2006-06-28 09:28 wrote:
okey, tack så mycket!

Gaidal Cain at 2006-06-28 09:22 wrote:
It's was made unavailable to the start of next month in order to save bandwidth...
master gremlin at 2006-06-28 09:05 wrote:
hey, what happend to the skill wheel link? i just logged in it wasn't on general.. i googled and found the link, but the i didn't have the appropiate ppermissions?! can anybody please tell me how to find the wheel again?
Helgin at 2006-06-25 11:07 wrote:
Hello! Thanks so much for the weel - it is very usefull, one point i would like to be added there - probability to get each skill at level up. We know that some are 2% only, so it would be usefull to show this digits on the weel also.
slippy at 2006-06-24 03:30 wrote:
Sorry if this is already discussed elsewhere, but do the individual heroes have tendencies to get certain things? I know they start with certain ones that would lead them in a direction, but I'm loving Faiz because he seems to get a lot of the "master" things that come after basic dark and light magic (and I love those masters), rather than some random starter that I don't want at all. Am I right in thinking this, or am I just having luck in getting them over and over.

Qurqirish Dragon at 2006-06-21 14:04 wrote:
since im noob can anyone tell me what lvl i need to be or what i need to learn 5lvl of spells please help

One addition to previous:
You need expert to learn the level 5 spell in light, dark, destructive, and summonning magic, but you need hero level 20 to learn the level 5 adventure spell (town portal)
KyneTarse at 2006-06-21 00:04 wrote:
@DarkestSamus at 2006-06-11 15:31 wrote:

"Warlock: As far as I can tell through multiple attempts, the Warlock's 'Resistance' ability can NOT be attained. I've tried attaining it with Vitality + Power of Endurance and Vitality + Protection. It refused to come up after MANY levels afterwards. This means that Counterspell is also unattainable by default."

After poking around in the .xml files, this seems like it should be an easy fix. In fact, I'm surprised a mod hasn't addressed it already, unless there's something I'm missing. I'll probably attempt to fix it myself... anyone notice any other major bugs in skill progression for any faction that I should fix while I'm at it?

KT
Edited on Tue, Jun 20 2006, 18:05 by KyneTarse

ThunderTitan at 2006-06-20 22:46 wrote:
You need all 4 of them, with all their requirements.
Gonzi at 2006-06-20 22:41 wrote:
thx and to learn arcane omniscience do i need to learn just 1 arrow that leads to it or all 4
Edited on Tue, Jun 20 2006, 16:42 by Gonzi

Ryder at 2006-06-20 22:33 wrote:
You need the Expert skill level in one of the magics and that will allow you to learn level 5 spells of that school only.
Gonzi at 2006-06-20 22:30 wrote:
since im noob can anyone tell me what lvl i need to be or what i need to learn 5lvl of spells please help
ijsklontje at 2006-06-19 08:31 wrote:
ooo ok thx

Qurqirish Dragon at 2006-06-18 14:28 wrote:
Just a little heads up, in the zip file containing the printable jpgs the image for the Wizard's skill wheel is lower resolution than the others. I noticed this when I printed it and the quality wasn't as good as the others.

Yes, it is of poorer quality. It was the first of the six that I did, and was the unfortunate victim for my experimentation. Since it is still readable, I didn't redo it (My time was very limited to work on these)

DaemianLucifer at 2006-06-18 14:23 wrote:
how do u get ultimate skill of a hero i never had it

If you are refering to the racial skill like ultimate gating,or ultimate necromancy,in that case you can get them only via an artifact called pendant of master,that boosts your racial skill up one level,even beyond the expert.
ijsklontje at 2006-06-18 14:12 wrote:
how do u get ultimate skill of a hero i never had it

Shad0WeN at 2006-06-17 23:55 wrote:
Just a little heads up, in the zip file containing the printable jpgs the image for the Wizard's skill wheel is lower resolution than the others. I noticed this when I printed it and the quality wasn't as good as the others.

Vladimir at 2006-06-13 21:57 wrote:
Why the empowered spells do not stack with Warlock's Luck ?
DarkestSamus at 2006-06-11 21:33 wrote:
Accidental double post. Whoops.

Well, while I have another one, anybody got something they'd like me to look up, skill-wise?
Edited on Sun, Jun 11 2006, 15:35 by DarkestSamus
DarkestSamus at 2006-06-11 21:31 wrote:
Hey guys! I did research on all of your inquiries (at least, all of the ones that I thought were problems w/ the chart). Here's some information.

Wizard: The order of skills are Luck -> Resourcefulness -> Spoils of War -> Tears of Asha Vision. Tears of Asha Vision DOES require Consume Artifact to learn.

Demon Lord: Mark of the Damned IS a requirement for Excrutiating Strike.

Knight/Necromancer: The "!" abilities of these classes (Unstoppable Charge, Howl of Terror) do NOT require the Ultimate abilities in order to learn them. The Expert abilities of their class is just fine.

Knight: Although the Knight's Weakening Strike says it affects Mark of the Damned, in fact, the ability is applied to Retaliation Strike. Perhaps the guide should edit this, even though the game has a typo, the chart probably shouldn't.

Warlock: As far as I can tell through multiple attempts, the Warlock's "Resistance" ability can NOT be attained. I've tried attaining it with Vitality + Power of Endurance and Vitality + Protection. It refused to come up after MANY levels afterwards. This means that Counterspell is also unattainable by default.

There you go guys, I hope that helped.
Edited on Sun, Jun 11 2006, 15:33 by DarkestSamus

Gaidal Cain at 2006-06-10 11:36 wrote:
It's more a fault in the description. Wall of Fog is even a requirement for Arcane Omniscence.

Orfinn at 2006-06-10 10:23 wrote:
Why in the widest does the Wizard have Wall of Fog (summoning magc)? Its in fact an Ranger ability not wizard :p
Ma_trix at 2006-06-10 07:18 wrote:
I found a mistake in this skill wheel - in wizard's skills. There shuold be Luck->Resourcefulness->SPOILS OF WAR->Tear of Asha Vison. And Spoils of war doesn't need Consume Artifact at all.
Mitzah at 2006-06-09 07:49 wrote:
MasterQ, same problem...:( I realized that it's impossible to get Nature's Luck when I got to map 3...

Skullmane at 2006-06-08 11:34 wrote:
People didnt make it, only one great fellow did ;)

LordErtz at 2006-06-07 04:34 wrote:
I think the prereqs are the same, but it wasn't initiating the ability for it to be gotten during level up screens


edit: PS. I think the people who made this wheel and these charts should have been hired by ubi to make the manual that they could only dream of...100% excellent job and better than any manual could show the skills
Edited on Tue, Jun 06 2006, 22:44 by LordErtz

theGryphon at 2006-06-07 01:27 wrote:
Skill wheel needs an update: "Fixed prerequisites for Urgash's Call, it was impossible to take it."

Does anyone know about this? What are the new prerequisites?

Gaidal Cain at 2006-06-05 14:36 wrote:
The skillwheel is correct, exept that it has changed the places of Spoils of War and Tear of Asha vision for wizards.

MasterQ at 2006-06-05 14:16 wrote:
I'm playing through the campaigns on hard and found something strange with the Elf campagin.
I thought i'd try for the ultimate skill with ranger since the skills leading to the ultimate skill is somewhat fitting, which isn't the case for most other.
However oncei get started i see that the hero starts with basic attack and Tactics skill and thus i won't be able to get the ultimate skill ;F
Is the skillwheel wrong or can't u just get the ultimate skill on the campagin ?? ;(
Edited on Mon, Jun 05 2006, 08:35 by MasterQ

5il3nc3r at 2006-06-03 23:57 wrote:
tmicoley:
I must be totally missing something because I have never been able to get the "middle" skill. I know I have all of the skills leading to the Urgash's Call, but all I get is empty boxes for each level now. Did I miss something?

You probably got an ability you didn't need, filling one of the "3 slots per skill" that you would have needed for it.

If not, I don't know.

§ıĿ

ThunderTitan at 2006-06-03 11:29 wrote:
It's not called Wisdom anymore, it's Magical Insight.

Skullmane at 2006-06-03 11:18 wrote:
* Wisdom incorrectly had Attack as prerequisite

Remind wich skill is wisdom, cant find it...
tmicoley at 2006-06-02 15:14 wrote:
I must be totally missing something because I have never been able to get the "middle" skill. I know I have all of the skills leading to the Urgash's Call, but all I get is empty boxes for each level now. Did I miss something?

Angelspit at 2006-06-01 14:30 wrote:
The Wheel has received a minor update. The following errors were fixed:
* Leadership was labeled Enlightment
* Wisdom incorrectly had Attack as prerequisite
* The Knight's and Necromancer's absolute skills incorrectly required Ultimate Abilities

Qurqirish Dragon at 2006-06-01 14:27 wrote:
Are you certain you had the other prerequisite? I don't have the wheel in front of me, but I think Dark Revelation (from the Enlightenment section) is also needed to get Burning Soil (or is it Corrupted Soil? I don't recall off-hand)
Azith at 2006-05-31 22:38 wrote:
I think there might be an error with the necro one. I followed the path exactly for the necromancer to get the ultimate skill, but after i got master of curses, and spirit link, it refused to give me burning soil, it kept wanting to give me master of pain and master of mind as the option. I've tried reloading, but the offerings dont change. I think i got maybe 2-3 'junk' choices that had none of the required 'next step' and for these i just progressed the base skill like necromancy/enlightenment etc. Even after using the cheat codes, it would not allow me to replace the master of mind/pain with burning soil so i could then get upgraded banshee howl.

Qurqirish Dragon at 2006-05-28 13:41 wrote:
The Leadership skills are currently incorrectly named as Enlightenment.

Note that The section IS called leadership on my printable pages :-)

However, abilities have the names as indicated on the wheel. I have not confirmed all of them.

Thanquol at 2006-05-28 03:15 wrote:
The Leadership skills are currently incorrectly named as Enlightenment.

ThunderTitan at 2006-05-27 13:47 wrote:
@Azith
That is Deleb's special.

Iron Maiden
Ballista's shots under hero's command achieves fireball effect. Spell power of this fireball increases by +1 for every four hero's level.
Azith at 2006-05-27 13:33 wrote:
Witnessed at least one skill i dont see on the wheel, so ill mention it here. I think it was called iron maiden, it seems likely to be an Inferno skill based on ballista and fire skills cause it made his ballista bolts have fireball like radius and damage every shot.

Gaidal Cain at 2006-05-26 17:26 wrote:
Thank you, both. (And Aurelain as well!)

Robenhagen at 2006-05-26 14:46 wrote:
The images are up now - here's the link:

http://celestialheavens.com/homm5/skillwheel_pics.zip

Qurqirish Dragon at 2006-05-26 12:18 wrote:
We can host them at CH - just e-mail me the zip file and I'll upload it.

Great work btw, I was just thinking about making such for myself - now I can spend my time playing instead :)

I just sent you the file. There are 6 jpgs in there- one for each class (which is which should be obvious from the file names)

Robenhagen at 2006-05-26 08:35 wrote:
We can host them at CH - just e-mail me the zip file and I'll upload it.

Great work btw, I was just thinking about making such for myself - now I can spend my time playing instead :)

Gaidal Cain at 2006-05-26 07:41 wrote:
Very nice. Any chance to get a link to a downloadbale version?

Shogun_Razor at 2006-05-26 04:26 wrote:
Divine

Qurqirish Dragon at 2006-05-25 15:47 wrote:
Ive just made some printable copies of the wheel in JPG format, after adding on skill titles to all the abilities. It doesn't look great, but it isn't bad- and now I can use the printable pages while playing. When I get home tonight, I'll upload them to my webspace, and post an image here so you can decide if you'd like them.

Added:
Here is a fragment of one of the images (I wanted a picture small enough to not be cumbersome:
httP://members.aol.com/qurqirishd/wheelfrag.jpg

As you see, I have placed the skill names by each picture. When printed out (even in greyscale) it is quite legible.
I have 6 seperate images- one for each hero type. The Wizard wheel was the first one I made, and so is of slightly lower quality than the others, but is still quite usable. A ZIP containing all of them is about 800k.
Pickle at 2006-05-24 16:34 wrote:
Scorch: The skills seem to pop up differently - At least in different maps. Tried with a leveling trainer to get a "perfect way" to howl but it changed when maps changed.

The only tip I can give you is to try to "lock" trees since you only get 4 skills choices of the ones available to you at any time. Lowering the number of available skills really helps.
Say you start off with logistics. Dont pick advanced logistics until you have gotten pathfinding.(Unless you HAVE to - to avoid picking wrong skill tree)
If something goes wrong and you end up with only navigation/scouting you can always pick one of the other skills. (Basic attack or whatever)
This usually works but sometimes backfires tho and only gives you 2 choices from one tree even tho you have another one open. (If so - usually happens in the late 20s)
GL
Edited on Wed, May 24 2006, 10:35 by Pickle

hein321 at 2006-05-23 18:54 wrote:
looks good wish i had the money to buy a pc strong enough for this game i can only play homm1-4

scorch at 2006-05-23 12:49 wrote:
Is there an order for the skills???
I try severl times with the Necro and I got always stuck in level 29

What I need to do first????
and if the computer don't give me that choice ??
is it random skills???
cause i did everthing according to the skill that give me "Howl of Terror" and I got in level 29 onlt "nevegtion" and "master of mind"
and I don't need both of them
if someone need a screenshot I give I just need to know what i did wrong
Edited on Tue, May 23 2006, 06:51 by scorch

ThunderTitan at 2006-05-23 11:49 wrote:
If you save the page it should show up in .swf format on your computer.
csarmi at 2006-05-23 11:20 wrote:
pls make it available in swf at least... or even in fla, but its not that important

ThunderTitan at 2006-05-23 10:44 wrote:
For Mac Users:
http://www.celestialheavens.com/homm5/skillwheel.swf

Just save the page. Then you can open it with a browser.
val-gaav at 2006-05-23 10:23 wrote:
Hmmm ... why a downloadable version is an exe file ????? and xls ???? You know people use somthing beside windows and exe and xls are WINDOWS formats ...

What are about to do Mac or GNU/Linux users ? Plese think about users of other OS when putting content on a web page

So my suggestion is to put either an pdf or Opendocument format () and especially to do something with this exe .... swf would be nice as downloadable version as I do not think that you are going to exacutable for other Operating systems


thank you !
Edited on Tue, May 23 2006, 04:26 by val-gaav

theLuckyDragon at 2006-05-22 21:12 wrote:
Clarification neede: one skill point = one gained level, right?

Aurelain at 2006-05-22 17:26 wrote:
@Lexa: As mentioned in a previous post, I am aware of the Resistance issue, and I classified it as a H5 bug. See: http://celestialheavens.com/viewpage.php?id=1148307297

Can anyone test it?
Lexa at 2006-05-22 16:46 wrote:
Just curious how the hell can a warlock obtain Resistance ability from Defence tier. The prerequisites seem to occupy all three ability slots. Does it mean that a warlock won't ever learn Counterspell?
Edited on Mon, May 22 2006, 11:21 by Lexa

ThunderTitan at 2006-05-22 14:58 wrote:
@Crosis
I doubt that they would need an extra skill. Especialy as those Ultmates aren't the most usefull ones.

And maybe the Weakening Strike applies to Retal. Strike. The ingame description might not be good. The game does have alot of spelling errors and stuff.

theGryphon at 2006-05-22 14:50 wrote:
By the way Aurelain, this is just wonderful, the best fan created HV feature up to now! Congrats!

theGryphon at 2006-05-22 14:49 wrote:
Can someone tell me what would a Knight do with a "Weakening Strike" skill? It enhances the "Mark of the Damned", which is a Demon ability.
Atrius at 2006-05-22 13:55 wrote:
This is incredibly handy, no more learning useless and unwanted skills for me...

Skullmane at 2006-05-22 12:04 wrote:
Maybe yes or maybe it's a mistake, i don't know, didn't achieve those skills in the game yet
Crosis at 2006-05-22 02:28 wrote:
I don't have the game yet, so correct me if I'm wrong about this. But it appears that the Knight and Necromancer have to have Ultimate Counterstrike/Necromancy to get their super-ability. And that, if I'm not mistaken, can only be done by getting the Pendant of Mastery. That's a rather serious balance issue. I like that you have to have as many levels in the skill as related abilities, but I hope they had enough sense to allow you to get all four abilities for your main skill once you hit Expert.
Mongo51 at 2006-05-18 05:43 wrote:
Very nice! But I found one mistake. Mark of the Damned don't contributes to Excruciating Strike.

Bandobras Took at 2006-05-15 01:21 wrote:
I had no idea some of these skills even existed !

Remote Control sounds particularly hilarious. :)

HodgePodge at 2006-05-12 01:46 wrote:
WoW! This is awesome! :oex: Thanks, Aurelain.

RommeL_666 at 2006-05-11 23:17 wrote:
hmm very nice,but it is more interesting to dicover this things in the game:x)

we already know to much about this game,that when it is goes relesed we won t enjoy in anything new:x)

the enjoy in every new game is to explore it by yourself:x)

ThunderTitan at 2006-05-11 18:44 wrote:
Or you could just fix the mistake in the Wizard section right now. Spoils of War and Tear of Asha Vision are placed/named wrong. :D
willy134 at 2006-05-11 18:16 wrote:
The exe works on linux under wine. Very nice.

JoniJM at 2006-05-11 16:20 wrote:
I think there should be something else in Knight´s "Weakening Strike"-ability (Dark Magic) since "Mark of the Damned"-ability which textbar mentiones belongs to demon lord´s cathegory...
Edit: After 2nd thinking: The ability itself is correct, but in the text instead of "Mark of the Damned" should be "Retaliation Strike" perhaps..?? I guess the game itself will give an answer.. :)
Edited on Thu, May 11 2006, 10:37 by JoniJM

Qurqirish Dragon at 2006-05-11 13:29 wrote:
It looks like I'm in the minority here, but I'm completely lost on how this thing works.

Choose herotype, and the available skills show up. The lines\arrows show what's needed for what, and hovering your cursor over each skill displays it's description.

Also, click on a skill and everything you don't need to get that skill gets dimmed out.
magritte2 at 2006-05-11 13:19 wrote:
Nival really ought to incorporate this as a screen in the game in the first patch. I've been feeling like I was flying totally blind on skills through the demo. Very nice.

Aurelain at 2006-05-11 04:59 wrote:
Pitsu wrote: "To get two abilities for the same skill, at least advanced skill is needed"
I just checked, and, it is correct. This complicates matters a bit, but I will implement it.

Ethric at 2006-05-11 04:06 wrote:
It looks like I'm in the minority here, but I'm completely lost on how this thing works.

Choose herotype, and the available skills show up. The lines\arrows show what's needed for what, and hovering your cursor over each skill displays it's description.

Grumpy Old Wizard at 2006-05-11 00:17 wrote:
Wow! What a wonderful too! Thanks you!
sicsmoo at 2006-05-10 23:39 wrote:
It looks like I'm in the minority here, but I'm completely lost on how this thing works.

ThunderTitan at 2006-05-10 16:16 wrote:
That's funny. I already have it on my PC... now if you would first fix the error tLD mentioned...

Angelspit at 2006-05-10 15:23 wrote:
A downloadable version of the Wheel will be available soon. Stay tuned.

xerobull at 2006-05-10 14:38 wrote:
Wow, that's fantastic. I love all the little side-love that this game is getting.

theLuckyDragon at 2006-05-09 20:29 wrote:
Superd work! But there's a little mistake in the Wizard part: Tears of Asha Vision is switched with Spoils of War.

Jerrie at 2006-05-09 10:32 wrote:
[quote by="Vision"]Click on one of those skills. For example, clicking on Urgash's Call will highlight everything you need to acquire it, using both the normal methods and the "center" optional starting points.

For Urgash's Call, it will highlight the prerequisites in the outer rings as well as Mark of the Damned and Consume Corpse, which can be used to hit the third circle skills. [/quote]

Oh wooooow! Yes, I totally missed that feature! (Maybe a hint needed?)

So finally I regard this thing as pretty easily usable :) EDIT: This is not enough said. With the click-feature, the prerequisites of each ability are so clearly laid out, and additionally so perfectly arranged in terms of 2d-space - it's really striking. How did you get this idea of using circles?

Kind remarks:
- Could the tooltip popup timeout be reduced a bit? Or even set to zero?
- For some Abilities (Elemental Balance, Mark of the Damned), the description does not fit into the popup window. Any plans to make them dynamic-sized?
Edited on Tue, May 09 2006, 04:44 by Jerrie
Milla aka. the Slayer at 2006-05-09 07:54 wrote:
Uhh, goody! This is way too good :D
An hour of reading straight ahead..

Pol at 2006-05-09 07:25 wrote:
Tremendously wonderful (& useful) ;-)

-- Many Thanks for it

socketboy at 2006-05-09 02:39 wrote:
AWESOMENESS

Malicen at 2006-05-08 23:24 wrote:
This is so COOL! Man, GREAT job!

Psychobabble at 2006-05-08 22:41 wrote:
Wow!

Ethric at 2006-05-08 22:01 wrote:
Yeah, nice chart. Looks very useful.

Amgor II at 2006-05-08 21:53 wrote:
The amount of time and work to put that together must of been a labor of love, and sure one great job.

Kalah at 2006-05-08 19:30 wrote:
Man, this thing rocks.

Aspiriins at 2006-05-08 19:04 wrote:
Trully impresive and as I am also a Flash programmer, I can give even a big bonus for little protection for hidding the exact location of the swf file ;)

http://www.celestialheavens.com/homm5/skillwheel.swf

this is the URL, what You need to enter in order to download. You need Firefox or Flash Capture to download (Internet Explorer will not copy it).
In addition, You will need Macromedia Flash Player Installed OR just put this file into any Internet Browser

P.S. I hope this will not ban me from this web-page :((

ThunderTitan at 2006-05-08 19:00 wrote:
"Regarding Guardian Angel: I think it has to be at least one Archangel, since it disappears after combat. If it doesn't resurrect anything, then your hero will vanish even if it wins..."

Nope. And Archangel appears on the BF and ressurects ur last stack, then disapears.

You basicaly just get a free ressurect, and that's it.

Sauron at 2006-05-08 18:41 wrote:
My congratulatios to you :)
This is even better thene the H4 spellbook. I just hope that I'll be able to download it.

umfridus at 2006-05-08 18:36 wrote:
Some skills' prerequisites are just insane. For something as useless as Mana Burst, you need to sink 11 points into three other schools which otherwise contribute NOTHING specific to Demon Lords. Hey, at least make some efforts to make all the skills at least somewhat useful and obtainable.

Orfinn at 2006-05-08 18:24 wrote:
You see theres no arrow pointing to twilight, it requires either dark or light magic to be avaiable. But with the warlock and necromaner, the story is another. So my guess is that stand alone abilities require either of other or no prequires at all.
Edited on Mon, May 08 2006, 12:27 by Orfinn

scorch at 2006-05-08 18:06 wrote:
I got a Q about "Twilight" in demon lord.
how i can get "twilight" that belong to light magic if i don't learn even "vasic light magic" ??????

Zombie_Inc at 2006-05-08 17:24 wrote:
Regarding Guardian Angel: I think it has to be at least one Archangel, since it disappears after combat. If it doesn't resurrect anything, then your hero will vanish even if it wins...

Aurelain at 2006-05-08 17:01 wrote:
Gnoll_Mage wrote: "Wizards and Warlocks can get destructive magic skills of the inner circle without learning destructive magic at all?"

I am aware of this discrepancy. I guess you are right, but the files I used didn't show it. For example, Sap Magic (Wizard) is inside Destructive Magic, but doesn't supposedly require Basic Destructive Magic. Once we know how it is, I will fix it.

Top-down tracing, as mentioned by Jerrie, might be useful if your're wondering: "which skills depend on this one?". But I guess it would complicate the interface.

Vision at 2006-05-08 16:49 wrote:
Click on one of those skills. For example, clicking on Urgash's Call will highlight everything you need to acquire it, using both the normal methods and the "center" optional starting points.

For Urgash's Call, it will highlight the prerequisites in the outer rings as well as Mark of the Damned and Consume Corpse, which can be used to hit the third circle skills.

=)
Edited on Mon, May 08 2006, 10:51 by Vision

Jerrie at 2006-05-08 16:47 wrote:
This is indeed a thing with the BIG WOOOOW effect - congrats for that.
The idea for presenting the skills and abilities is really a new, fresh and foremost *great* idea. Unfortunately, though, this thing is hardly usable.
For short ability-chains, you can easily catch those lines and arrows on one sight, but finding out what you need for stuff like Urgash's Call, Arcane Omniscience or Howl of Terror is practically impossible. You just can't track down all those lines, twisting, turning and crossing each other, going in totally different directions and distracting your clear eye.

I think this could be optimized - so there is still hope ;) :). For example, moving Eternal Servitude to the right, Raise Archers to the left and Banshee Howl to the bottom would shorten those paths to their prerequisites drastically and make things clearer.

Furthermore, I'd increase the size of the arrows and darken their color for better contrast.

I hope, you can make top-down tracing as easy as the way up from the bottom!
arkantos at 2006-05-08 16:09 wrote:
This is wonderful work...Ubisoft should be paying this person!!

Gnoll_Mage at 2006-05-08 16:05 wrote:
Brilliant! But...
Wizards and Warlocks can get destructive magic skills of the inner circle without learning destructive magic at all? That doesn't make sense. How is that represented in the game (i.e. doesn't it say, "attribute comes from skill X", but there would be no skill X...?)?
Edited on Mon, May 08 2006, 10:06 by Gnoll_Mage

addicted at 2006-05-08 15:46 wrote:
Wow. oh Wow!!! This is sooooo unique Aurelain, superb job! I agree with Dragonfire, it would be nice download the the skill-wheel so you can have it on desktop. but I don't think you can download Macromedia Flash Player to use on your desktop as I think it is strickly for the Web.. but it sure would be nice to at least have this wheel on one's desktop or implemented into the game.
Edited on Mon, May 08 2006, 10:17 by addicted
King Imp at 2006-05-08 15:41 wrote:
I have a question about that Guardian Angel ability. It says an Angel is summoned to the battlefield when all of your troops are dead.

Is it just 1 Angel? If so, how is that really going to help? Unless your enemy is down to a few units themselves, one Angel isn't going to do anything. Now, if it were an Archangel, it might be a little different as he could ressurrect one of the fallen units as well.

Crusard at 2006-05-08 15:28 wrote:
Hmmmm, now that was how the Ghost Dragon was summoned in that old Beta video...

Falsted at 2006-05-08 15:17 wrote:
Very well done!

JustTimmY at 2006-05-08 14:45 wrote:
Very nice..good job ;)

Pitsu at 2006-05-08 13:51 wrote:
Hmm, one little thing though: isn't it so that the number of abilities cannot exceed the number of skilllevels? To get two abilities for the same skill, at least advanced skill is needed? My memory may fail me, but if someone bothers to check and confirm it, then for all abilities in the innermost coloured circle advanced/expert skill level could be listed as a prerequiste...

Edited on Mon, May 08 2006, 07:57 by Pitsu

Ururam Tururam at 2006-05-08 13:42 wrote:
I am impressed!

What I'll suggest now id making high definition (let's say 2048x2048) shots of these wheels for each faction to print on A4.

Vision at 2006-05-08 13:35 wrote:
B-E-A-UTIFUL!

This is a must-have/must-use in my book. I will be coming to this page for a long time.

Omega_Destroyer at 2006-05-08 13:27 wrote:
Spiffy!

infael at 2006-05-08 13:10 wrote:
What can I say...very nice and a major labor of love!

ThunderTitan at 2006-05-08 13:05 wrote:
Wow, it's never been so clear how annoying the skill system will be. ;)

It's a great wheel, wish the interface in H5 was this good.

dragonfire at 2006-05-08 12:51 wrote:
This is great, very....
Must be possible to download the the skill-wheel so you can have it on desktop, or better implanted in game by patch.

Infiltrator at 2006-05-08 12:05 wrote:
Most useful :)

Thank you.

Marcus333 at 2006-05-08 11:03 wrote:
Very nice! Very useful!

Thanks.

JoniJM at 2006-05-08 09:50 wrote:
Aurelain: "About the wheel: an interesting thing to notice is that the Demon Lord is the only class that requires 5 skill families to achieve absolute skill."

...that answered to a question I had in mind: "Light Magic"-skill is really needed to get "Twilight"-ability (I didn´t doubt that earlier, but it isn´t "pointed out" when you click that ability). :) Quite strange actually that demon lords requires "Light Magic" instead of much more suitable "Destructive Magic" in my opinion to reach ultimate ability..

Edit: Another interesting point could be that there´s difference in total amount of abilities:
Academy 64/64 (=4+12x5)
Haven 60/64
Sylvan 63/64
Dungeon 60/64
Inferno 62/64
Necropolis 60/64
Edited on Mon, May 08 2006, 03:56 by JoniJM

Metathron at 2006-05-08 09:36 wrote:
Looks fabulous, Aurelain, though I haven't gotten round to testing all those out yet. The amount of skills is a bit overwhelming, really. :)

Biggles Final Flight at 2006-05-08 09:36 wrote:
Wow! Very well designed and very impressive! Nice job Aurelain - I know I'm gonna use this.

Paladin at 2006-05-08 09:32 wrote:
Excellent! This will be a great tool!

Aurelain at 2006-05-08 09:26 wrote:
Thank you for the appreciation :)

Any mishaps, as the one dragonn pointed out, will be fixed in the next revision. At 200+ skills, I'm pretty sure I faulted on some :).

About the wheel: an interesting thing to notice is that the Demon Lord is the only class that requires 5 skill families to achieve absolute skill. So, you get one that is implicit to the Demon Lord, plus the 5 needed... and you have no more empty slots.

RedViking at 2006-05-08 08:59 wrote:
Awesome ! Keep it on Aurelian !

umfridus at 2006-05-08 08:39 wrote:
I think the earlier posters have used up all the imaginable words of praise :)

One problem, though: the really long descriptions can't be displayed in full, such as Mark of the Damned. A scroll bar may be needed.

dragonn at 2006-05-08 08:37 wrote:
Wondeful work! It'll be very helpful...

There is a mistake: Tear of Asha vision and Spoils of War icons in Wizards wheel are inversly placed...
Edited on Mon, May 08 2006, 02:48 by dragonn

Lomedae at 2006-05-08 07:56 wrote:
Excellent, very impressive :)

Romanov77 at 2006-05-08 07:55 wrote:
This skill system looks a bit...irrational...all these pre-requisites...is going to take A LOT of time to memorize that stuff...

Xenofex.XVII at 2006-05-08 07:44 wrote:
That is awsome work :)

Ryder at 2006-05-08 07:41 wrote:
Pure genius.

Loco Blutaxt at 2006-05-08 07:23 wrote:
Thank you very much for this wonderful work!

SirLuq at 2006-05-08 07:16 wrote:
WoW!!!
Thank :D
King Imp at 2006-05-08 06:56 wrote:
This is very cool! I just hope and pray the actual game manual is this thorough.

I really like that Herald of Death ability for Necro. That sounds awesome.

Angrilmor at 2006-05-08 06:56 wrote:
Somebody has earned free drink if ever turns up in Barcelona.

JoniJM at 2006-05-08 06:49 wrote:
Excellent design! :D Just what I needed, thanks a trillion! ;)

Orfinn at 2006-05-08 05:57 wrote:
This was very nice, great work :-D

Psychobabble at 2006-05-08 05:51 wrote:
Wow!

Hipshot at 2006-05-08 05:47 wrote:
Incredible.
anakha at 2006-05-08 04:51 wrote:
Wonderful job, thanks a lot!
JessieLC at 2006-05-08 03:08 wrote:
Very Nice!......Very helpful,detailed yet easy to read! Aurelain you 're a Genius!

DaemianLucifer at 2006-05-08 02:31 wrote:
Wow,this is very nice.And very useful indeed.

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