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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  → Skills

by

Note: For a better view of the various requirements, check out Aurelain's famous Skill Wheel.

Skills
Dark Magic

Basic Dark Magic

  • Allows to learn Dark Magic spells of the third circle and makes Dark Magic more effective overall.

Advanced Dark Magic

  • Allows to learn Dark Magic spells of the fourth circle and makes Dark Magic even more effective.

Expert Dark Magic

  • Allows to learn Dark Magic spells of the fifth circle and makes Dark Magic ultimately powerful.
Destructive Magic

Basic Destructive Magic

  • Allows to learn Destructive Magic spells of the third circle and makes Destructive Magic more effective overall.

Advanced Destructive Magic

  • Allows to learn Destructive Magic spells of the fourth circle and makes Destructive Magic even more effective.

Expert Destructive Magic

  • Allows to learn Destructive Magic spells of the fifth circle and makes Destructive Magic ultimately powerful.
Light Magic

Basic Light Magic

  • Allows to learn Light Magic spells of the third circle and makes Light Magic more effective overall.

Advanced Light Magic

  • Allows to learn Light Magic spells of the fourth circle and makes Light Magic even more effective.

Expert Light Magic

  • Allows to learn Light Magic spells of the fifth circle and makes Light Magic ultimately powerful.
Summoning Magic

Basic Summoning Magic

  • Allows to learn Summoning Magic spells of the third circle and makes Summoning Magic more effective overall.

Advanced Summoning Magic

  • Allows to learn Summoning Magic spells of the fourth circle and makes Summoning Magic even more effective.

Expert Summoning Magic

  • Allows to learn Summoning Magic spells of the fifth circle and makes Summoning Magic ultimately powerful.
Sorcery

Basic Sorcery

  • Speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 10%.

Advanced Sorcery

  • Speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 20%.

Expert Sorcery

  • Speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 30%..
Defense

Basic Defense

  • Decreases damage dealt to your creatures in melee combat by 10%.

Advanced Defense

  • Decreases damage dealt to your creatures in melee combat by 20%.

Expert Defense

  • Decreases damage dealt to your creatures in melee combat by 30%.
Leadership

Basic Leadership

  • Increases moral of all creatures in hero's army by 1.

Advanced Leadership

  • Increases moral of all creatures in hero's army by 2.

Expert Leadership

  • Increases moral of all creatures in hero's army by 3.
Learning

Basic Learning

  • Increases hero's earned experience by 5%.

Advanced Learning

  • Increases hero's earned experience by 10%.

Expert Learning

  • Increases hero's earned experience by 15%.
Logistics

Basic Logistics

  • Increases hero's movement speed over land by 10%.

Advanced Logistics

  • Increases hero's movement speed over land by 20%.

Expert Logistics

  • Increases hero's movement speed over land by 30%.
Luck

Basic Luck

  • Increases luck of all creatures in hero's army by 1.

Advanced Luck

  • Increases luck of all creatures in hero's army by 2.

Expert Luck

  • Increases luck of all creatures in hero's army by 3.
Offence

Basic Offence

  • Increases damage dealt by your creatures in melee combat by 5%.

Advanced Offence

  • Increases damage dealt by your creatures in melee combat by 10%.

Expert Offence

  • Increases damage dealt by your creatures in melee combat by 15%.
War Machines

Basic War Machines

  • Makes war machines more effective overall. Increases Offence, Defense and Damage of Ballistae. Increases Catapult's Damage and grants it a 30% chance to hit. The First Aid Tent receives increased Healing Power. Ammo Cart gains an ability to increase offence of ranged units in hero's army by 1.

Advanced War Machines

  • Makes war machines more effective overall. Increases Offence, Defense and Damage of Ballistae. Increases Catapult's Damage and grants it a 40% chance to hit. The First Aid Tent receives increased Healing Power. Ammo Cart gains an ability to increase offence of ranged units in hero's army by 2.

Expert War Machines

  • Makes war machines more effective overall. Increases Offence, Defense and Damage of Ballistae. Increases Catapult's Damage and grants it a 50% chance to hit. The First Aid Tent receives increased Healing Power. Ammo Cart gains an ability to increase offence of ranged units in hero's army by 3.
Comments

LordHoborgXVII at 2006-02-23 23:23 wrote:
:D First person to recognize it.

Panda Tar at 2006-02-23 19:28 wrote:
I agree with the senbonzakura guy. It's better structured than I thought.

LordHoborgXVII at 2006-02-18 23:09 wrote:
Currently the system looks very well structured. The H4 system was awkward because each skill had to have 5 levels. This new structure looks better because it allows for single skills, (or abilities, should I say) without the need for multiple levels, thus widening the range of different ability effects that can be presented. Currently I am quite content with the H5 system.

PS: But, by all rights 'skills' should end with a 'z.'

Amgor II at 2006-02-18 21:33 wrote:
Looks good to me

Gaidal Cain at 2006-02-15 19:35 wrote:
Archery is an ability associated with offense now, which is fine by me.

Orfinn at 2006-02-15 15:13 wrote:
theres no archery skill because the sylvan ranger seems to be the only heroes using a bow.

Sandro123 at 2006-02-15 15:03 wrote:
there are quite more skills to that! Where is the archery, for example? I do not agree with bonuses that offence and defence give, they do not seem good enough. 15% for offence is too little, there should be a noticable change in the percentage, e.g. 10% for Basic, 25% for Advanced and Expert gives 50%.

Gaidal Cain at 2006-02-13 16:48 wrote:
Actually, since there are so many abilities out there, a decent hero can go on to at least level 40 without being maxed out. Seems fair enough to me. The skill system is IMHO one of the strong points of the game as of now.

Qurqirish Dragon at 2006-02-13 16:44 wrote:
@dragonn

But it is way better not to have maxed out heroes.It adds to the strategy.If you know that youll max out all of your skill,it looses a lot on suspense.If you know that youll be able to max just one,or maybe two skills,than youll need to choose your path wisely.

But this system is nice too,although it might even be better if you had 4,or 5 levels instead of just 3.And yes,it needs a lot of balancing(eagle eye and grail vision are almost useless,for example).

About maxing out skills- most heroes start with 2 levels' worth of secondary skills, and 1 ability. To max out everything (6x3=18 secondary skill levels, 25 abilities) takes 40 levels. If level progression is anything like previous games, a 40th level hero is unlikely to appear without lots of boosting sites (trees of knowledge, witch huts, etc.). I think that maxed out heroes will not be at all common in multiplayer, and infrequent at best in single-player maps (except where the map designer WANTS to get heroes maed out) Compare this to heroes 2/3, where you would max out at level 22, normally. This was a very common occurrance.
Not having played H4, I do not know easy it was to gain the levels to max out there.

DaemianLucifer at 2006-02-13 15:23 wrote:
@dragonn

But it is way better not to have maxed out heroes.It adds to the strategy.If you know that youll max out all of your skill,it looses a lot on suspense.If you know that youll be able to max just one,or maybe two skills,than youll need to choose your path wisely.

But this system is nice too,although it might even be better if you had 4,or 5 levels instead of just 3.And yes,it needs a lot of balancing(eagle eye and grail vision are almost useless,for example).

igoraki at 2006-02-13 15:06 wrote:
dragonn :
yes but in h4 we had families of skills where you couldn't get grandmaster order magic without having having at last master enchantment and wizardry,not 100% sure but something like that.

here in h5 that is not the case,you can have expert dark magic without taking any master of .... ability,that is the main difference,you dont need that much levels to reach grandmaster.
am great fan of h4 but this is something they improved in very good direction,as i said already,interesting mix of h3 and h4,where some not so usefull skills are now abilities,but they are connected to skills to have something like those h4 skills families,i prefer 5 levels to avoid first two levels of magic can be used by any hero,and its more fun to have more levels,imo....

but again,i agree they did good job in this area,and still have alot of potencial to develope it even further.

dragonn at 2006-02-13 13:52 wrote:
@igoraki:

>i would prefer skills with five levels from basic to grandmaster like in h4

No that's a bad idea. In Heroes IV, in order to get all Grandmasteries your hero would have to advance to level 125! Yeah, I know, there were altars, but it was too complicated, because you didn't always recieved the desired ability...

The system in H5 is good, but it needs balancing in order to make every ability worthy of teaching your hero (you know what I mean, don't you!?). In H3 there were abilities which I never even bother to choose...

But because you explained how you would see the system I must say it's not a bad idea afterall :P
Edited on Mon, Feb 13 2006, 06:54 by dragonn

igoraki at 2006-02-13 13:43 wrote:
thats why i wrote "maybe some levels for "common" abilities"
lets say skills have 5,basic abilities 3 and other abilities dont have levels,or maybe just certain combination of skills and abilities and recial abilities unlock some levels for those basic abilities,not necessary 3 levels,maybe just one or two...

example again

necro hero can have second level for Master of Curses with some special effect,like curse also lower hp or some other stat of creeture,other heroes cant get that

ThunderTitan at 2006-02-13 13:21 wrote:
@igoraki:
Oh, yeah. But if they had lvl they would be skills, not abilities.

Gaidal Cain at 2006-02-13 13:21 wrote:
Every skill (including the ones associtaed with one hero type only) has three basic abilities. Certain combinations of skills and abiloities then unlcoks more. There are no abilities that everyone can learn independant of their other choices.

igoraki at 2006-02-13 13:14 wrote:
ThunderTitan : yes,but every hero can get 3 abilities from one skill for sure and few others,one or two depending on other skills he picked or his racial skill or something else,that is what am talkinga about

example
every hero can get Master of Curses,
Master of Mind and Master of Sickness from Dark Magic
if am not wrong
Edited on Mon, Feb 13 2006, 06:15 by igoraki

ThunderTitan at 2006-02-13 12:36 wrote:
"i would prefer skills with five levels from basic to grandmaster like in h4,and also maybe some levels for "common" abilities,those every hero can get"


There are no comon Abilities, you only get them if you have a certain skill.

igoraki at 2006-02-13 11:52 wrote:
Well, after looking at all the different abilities, I certainly take back my previous opinion of there being too few skills :)
<br>
<br>I'm actually very pleased with the skill system as it appears now. Looks fun!

i would prefer skills with five levels from basic to grandmaster like in h4,and also maybe some levels for "common" abilities,those every hero can get

but this also look good,have to agree,very good system that can develope in some interesting directions

heroes skills and iniciative bar are my favorite inovations in h5 so far...

Symeon Star-Eyes at 2006-02-13 09:54 wrote:
Well, after looking at all the different abilities, I certainly take back my previous opinion of there being too few skills :)

I'm actually very pleased with the skill system as it appears now. Looks fun!

Orfinn at 2006-02-13 09:27 wrote:
yeah.... Its not Heroes of Preserve and Magic =p

Gaidal Cain at 2006-02-13 09:10 wrote:
Probably because offense is better than defense anyway in this game...
King Imp at 2006-02-13 07:00 wrote:
One thing doesn't seem right to me.

Why does Defense increase 10%, 20%, & 30% but Offense only increases 5%, 10%, & 15%? They should be even.

Cleanpea at 2006-02-12 21:30 wrote:
This is cool! One skill improves many attributes. Which finally makes it important to choose. And it seems that, finally, ALL(or most) the skills are good in a way, and add different strategies to the game. Diversity will be the only option...

Orfinn at 2006-02-12 19:40 wrote:
Indeed and I hope the skill/ability tree will stay as it is, with some last improvements.

ThunderTitan at 2006-02-12 19:27 wrote:
Ur hero can learn just 6 skills and 25 abilities. And some of the abilities can only be learned if you have certain other skills and abilities. It's an interesting system.

LordHoborgXVII at 2006-02-12 19:11 wrote:
It's not too few skills, since remember this system is similar to H4, in that the 'Skills' on this page are akin to 'primary skills,' and each one has 'abilities' assoicated with it, akin to 'secondary skills.' A bit surprising they would use an H4-style system, but it looks like it will work out just fine.

dragonn at 2006-02-12 17:37 wrote:
Catapult damage? Does it mean that walls of castles have hitpoints?

Symeon Star-Eyes at 2006-02-12 17:34 wrote:
So War Machines seems like a very good skill indeed!
I'm a bit surprised that Defence and Offence has switched stat-bonuses from HIII. I like the fact that Defence gives more...defence ;) but I'm not sure I like the downgrade of Offence.
Nice icons, though. But perhaps a bit few skills?

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