|H7: Would you prefer 2D or 3D townscreens?|
Heroes of Might and Magic V
→ Academy Strategy (continued)
by Sir Charles
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While certain Heroes restrict your skill set layout, there are still some
prime skills you want to strive for and some you want to avoid. I'll
try to break down the main skills into "the essentials",
"nice additions", and "hero killers".
This one is automatic. Get this to Expert (or Ultimate if you're
lucky) without exception.
of the Wizard: Incredibly useful ability. All Wizards
should acquire this ability.
Mirror: Easy to forget you have it, but you're VERY grateful
when it triggers. Soldier's Luck increases chances.
Artifact: You'll only want this one if it's required by
something else important.
Omniscience: Unbelievably great skill. Ignore it
though, because it restricts your development too much.
You'll most likely end up with all of these abilities (except for Arcane
O.) and they've all got their uses.
Greatly helps your Golems, Djinns and Rakshasas.
Frenzy: Nice skill for most towns. "decent"
Helps with protective placement and allowing melee units to cross
field. "decent" choice.
20% increase to the only town with 3 archers. A no-brainer.
Arrows: Greatly enhances the ballista's
effectiveness. Highly recommended.
Steel: Extra elemental damage for all troops.
Great skill overall. Archery & Flaming Arrows are suggested,
then it's a toss-up between the other 3 solid abilities.
Magic: The perfect compliment to the Academy troops, plus there
are very few spell power-dependant spells here.
of Blessings: Mass Divine Strength, Area Cleansing.
of Wrath: Mass Righteous Might, Mass Haste. Highly
of Abjuration: Mass Deflect Missiles, Mass Endurance.
Light: Limited usefulness. Avoid.
Mana: Nice for the Archmagi, but to get it you lose 2 of
the Mass skills. Avoid.
Perfect magic skill for the Wizard. The secondary abilities are
fairly limiting. Stick to the basics.
30% less melee damage. Never hurts. :O)
20% less ranged damage. This'll help protect your Gremlins, Mages
Somewhat helpful. But stacks for Academy never get overly
large. "decent" choice.
15% magic resistance. In combination with Luck's Magic
+2 defense? I'll pass.
of Endurance: Odds of getting this normally are VERY
This was a toss up between putting this skill here or in the category
below. But the basic abilities are too useful to completely
ignore. If you're forced to take it, go for the basic 3
abilities. Otherwise, some other choice might prove more useful.
Magic: With a mediocre spell power, this is a
of Fire: Spell dependent.
of Ice: Spell dependent.
of Storms: Spell dependent.
Magic: only requires Magic Mirror. 20% reduction in
magic damage. Great ability. Recommended.
Wrath: Extra elemental fire damage on all attacks.
With the automatic usefulness of Sap Magic and Fiery Wrath, I'd suggest
going for those 2. With the 3rd choice, wait and see what spells
you get in your guild before deciding. They're all useful.
Always a useful skill. Speed and movement are usually the biggest
keys to success in Heroes.
Map dependant. If lots of water with islands...not a poor
Useful, but eliminates the possibility of the combination of the
Always useful. But the real key here is that it unlocks the next 2
of the Golems: +2 speed AND initiative. With this
you can avoid these perks with Artificer.
Assault: HUGE asset. Not only grants teleport
spell, but teleported troop jumps to the front of the ATB bar.
Perfect for blocking ranged attackers/spell casters with golems.
Always a good choice, and it makes your defensive-minded golems into an
offensive force as well.
Double damage should never be shunned. Solid choice.
Luck: Helps to trigger Magic Mirror. Otherwise it's
of little use to the wizard.
Resistance: Always a welcome addition. Recommended.
With the demands of Artificer, this is a great choice for the Wizard.
of War: Artificer demands again. And with a main
hero, a solid choice. Recommended.
of Asha Vision: Allows room for error when digging for
grail. On a main hero...avoid.
Magic Resistance, Resourcefulness & Spoils of War will greatly help
you out...especially with Artificer.
Machines: With the Master Gremlins you'll never be completely
without these, so bolstering them is a great idea.
With Flaming Arrows from Attack, the ballista becomes a HUGE weapon with
2 shots too.
Aid: Gains the resurrection ability. Huge asset for
reviving lost Master Gremlins who revive lost Steel Golems and war
machines. Fantastic interconnection that works wonders.
Helps in sieges considerably, otherwise the usefulness is sporadic.
Control: Nice surprise when it happens, you always forget
you've got it. Limited usefulness. Avoid.
Catapult handles this quite nicely, and the teleport spell helps
Surprisingly effective with the Wizard. Highly recommended for the
3 basic abilities. Perfect set for Havez.
Magic: Great spell selection but availability is a roll of
of Curse: Mass Weakness & Mass Suffering. Great
combo...if you get the spells.
of Pain: Area Decay & Area Vulnerability. Another
great combo...with the same catch.
of Mind: Mass Slow & Mass Confusion. Fantastic
ability. But without guaranteed dark spells...*shrugs*
of Darkness: Very limited usefulness. Avoid.
Renewal: Requires Destructive Magic as well. Too
If, and this is a very BIG "if", you get the spells this is
actually a nice choice. But the odds aren't great. And even
if you DO get them...avoid the secondary abilities.
Overall this is a surprisingly great skill, but the secondary abilities
don't mesh well with Wizards.
50% more mana is just overkill. You'll have more than you need
Intuition: Most spells that you'd want, you'll most likely
get due to the library.
Reward: +2 spell power and 1000 gold. No thanks.
+2 knowledge and 1000 experience points. Avoid.
The basic bonuses of Enlightenment are tempting, but the basic &
secondary abilities don't help the Wizard at all really. Avoid
this one completely.
Extra morale is a GREAT bonus, but the abilities....on a main hero....I'll
Depending on the map, this could be a great ability, but it's too
The ultimate garrison hero ability. On a main hero, no thanks.
Early on, this seems useful. By mid to late game, it's a totally
Glory: Tempting, but it's not working anyway due to a
I completely hate not taking this skill because of how effective morale
boosts are, but the abilities totally label this skill "secondary
hero skill". Not for a main Wizard.
A magic user who's turn comes around more often. Great, right?
Not the best choice for the Wizard though.
Insight: With the library, this is tempting because you'll
get an additional spell. But most level 3's require the magic
school to be of much use. Tempting though.
Regeneration: Wasted slot for a Wizard. He'll rarely
get below half of his mana usage.
Training: Again, with all that mana, is a spell cost
reduction going to help much? Nope.
Marginally useful. If going against a Warlock...not a bad
choice. Otherwise, avoid.
Mana: More spell cost reduction. VERY little use
to a wizard.
Not an absolutely horrible selection, but there are just so many more
useful selections that this one had to go down here. If you're
forced to take it, go for Magic Insight, Arcane Training, and
Magic: Phantom Forces, Summon Elementals & Phoenix.
of Earthblood: Not horrible, just too random. Avoid.
of Life: For Necro it's great, all others...avoid.
of Conjuration: Opponent dependant. If facing
Inferno, solid choice due to next option.
If not facing Inferno or a Summoning expert...avoid.
of Fog: -10% damage and initiative of enemy ranged
attackers. Great skill, but you're forced to take several
things of limited usefulness.
If you're forced to take it, go for Wall of Fog. Otherwise there
are better choices.
Overall, it's pretty hard to make a really BAD Wizard. They tend to be
fairly troop-dependent and the skills are just perks for the most
part. But with some careful planning you can really make a formidable
force to recon with. Just for fun, here's my most popular set-up when
with all 3 war machines and 3 stacks of Gremlins.
skills: Basic Artificer, Basic War Machines
Mark of the Wizard, Magic Mirror, Consume Artifact
Machines, Ballista, Catapult, First Aid
Archery, Flaming Arrows, Cold Steel
Magic, Master of Abjuration, Master of Blessings, Master of Wrath
Magic Resistance, Resourcefulness, Spoils of War
last skill slot is dependant upon the mage guild selection. If
it's poor, then it's...
Pathfinding, March of the Golems, Teleport Assault
we've got a nice matching selection, like both ice spells, then
Magic, Sap Magic, Fiery Wrath, Master of Ice
To be totally honest, I happened upon this combination totally by
accident. My main hero was killed very early on by some rather
ruthless Archdruids, and my current back-up hero was Havez. He's been
BY FAR my most successful Wizard to date. The effectiveness of the War
Machines is phenomenal. Not only do you get them back at the end of
combat if you lose them due to the individual abilities, but with the Master
Gremlins the area effect damage spells/attacks aren't quite as effective
because you can always bring them back at no cost due to the repair
ability. With Fiery Wrath and Cold Steel I was adding nearly 100 extra
points of damage with every attack. Nice combination IMO.
Once I have a full army, I like to have my Archmagi in one corner and my
Master Gremlins in the other. Steel Golems protect the Gremlins while
the Titans protect the Archmagi. Djinns and Rakshasa's I leave in the
middle. Gargoyles tend to get thrown in where ever I see fit.
:O) Rakshasa's get sent over immediately, as do the Steel
Golems. If I have teleport assault, it's used on the Golems to block
ranged attackers or spellcasters. The First Aid Tent is used to
resurrect the Master Gremlins, while the Master Gremlins resurrect the Steel
Golems. Titans and Archmagi fire away at the enemy and cut them to
shreds. Resurrection at expert level will help you maintain a full
compliment of Rakshasas, while Mass Endurance make it very tough for the
enemy to damage your 2 melee attackers. Obviously, these tactics will
change depending upon the situation, but you get the idea.
Certain neutral stacks should be approached in certain ways.
Especially in the early portions of the game.
attackers should be punished with spells and ballistas and Master
Gremlins should be left standing on the sidelines.
casters can be taken on with Obsidian Gargoyles alone, losing a
handful of these is a lot less painful than losing your precious
Gremlins or Golems. Spells and the ballista will do most of the
work with spell casters.
melee attackers & fliers should be taken on with 3 stacks of
Golems and one stack of Master Gremlins. Surround the gremlins
with the golems. Shoot from a distance, cast spells and let the
ballista do its work. If they get into melee range with the
golems, just defend. Use the Gremlins to repair any killed
golems while the spells and ballista take their toll (as do the
unlimited retaliations of the golems).
large creatures (other than dragons) go with one large stack of Master
Gremlins and one stack of Steel Golems. Gremlins go in a corner,
golems go one step away from them and one step ahead of them.
This completely blocks access to the gremlins from a large combatant.
dragons, go with one large stack of Master Gremlins and 2 stacks of
Steel Golems. Place the gremlins in the corner with one stack of
Golems adjacent to them in the back row, then the 2nd stack next to
the 1st golem stack. You should end up with a solid row of 3 in
the back row in a corner. The middle unit (golem should move
forward 2 spaces on his first move, and the golem furthest away from
the Gremlins should move forward 1 space. This protects the
Gremlins from adjacent attacks from the dragons AND it protects them
from the 2-space fire breath attack as well. You will
undoubtedly lose quite a few golems in the first round (or several
rounds) but if you continually repair them you should be able to
survive against overwhelming odds. Spells such as Haste on the
Gremlins is a huge help, as is Mass Endurance, Mass Righteous Might
and Mass Divine Strength. If your ballista is destroyed, repair
it...but only if you've got enough golems to survive one round of
attacks. Otherwise, just blast away with spells and your golems
retaliation strikes. Oh yeah...and pray...a lot! :O)
Obviously there are many
combinations you could play with, but hopefully this is a good starting
point or a point of reference for players who are just getting their feet
wet with the Academy faction. Until next time, good luck and happy
Back to Page 1
|VAMPSVSZOUNDS at 2011-12-13 16:27 wrote:|
|In fact,Academy,other than the Titans,should NOT be army-dependant.Summoning is extremely powerful with Academy.|
|Zailash at 2007-02-20 12:56 wrote:|
|Thanks a lot winter :)
There's also something else I'd like to know. How do you cope with the randomness (can you say that?) of the perk/skill selection. I played a game as deleb (infernal), where I went all the way to lvl 20 without even getting the ballista... :\ it's kinda redundant to think of strats with that kind of randomness (there I said it again ;) )
|winterfate at 2007-02-19 23:21 wrote:|
|Welcome to the forums, Zailash! ;) |
That feature was removed in a later patch (1.3 I think). But, when the game first released, MG's could repair an infinite amount of times each battle.
|Zailash at 2007-02-19 21:42 wrote:|
|I don't see why you guys talk about endless repair. I have never been able to get my MG's to repair my golems more than once|
|MelloRed at 2006-11-17 16:48 wrote:|
|I think you are underestimating Arcane Omniscience. Yes it restricts growth, and you have to take some useless things, but it will let you cast at expert level, basically giving you the 9 casting skills free (you already have expert summon), which more then makes up for the few useless skills you do have. It's an investment, but it will pay off.
I also recommend using Jhora, as she can cast more frequently and has the correct starting skills.
|Gaidal Cain at 2006-08-07 08:17 wrote:|
|Hold down shift and drag-and-drop as you'd normally do.|
|Glitch29 at 2006-08-07 06:47 wrote:|
|It might be just under my nose, but is there a way to split stacks in this game? I knew how to in HoMMIV, but it eludes me in this newest game.|
|SmokeyTheBear at 2006-07-25 21:35 wrote:|
|I considered using Gargoyles before, but being the stingy guy I am, I never recruit them and keep all the gold for other stuff. I feel that other than fighting Druids they would be useless except maybe as retaliation soaker/tank.
However, I have started using Golems against caster neutrals. It is really effective when I used Iron Golems with a creature artifact that gives +Defense. They always shoot my Golems instead of casting and the +Defense helps a lot. Although Golems need 3 turns to reach (maybe 2 with Windstrider boots), they have high Defense and I usually cast Weakness/Suffering on the enemy so I don't lose many of them. Too bad if I bring Gremlins they will ALWAYS target the Gremins.
|Sir Charles at 2006-07-25 15:08 wrote:|
|Ahhhh...the dreaded Druids/Druid Elders. You realize that they're quite EASY to beat, right? When you head into battle with them, leave EVERYONE on the sidelines except your Obsidian Gargoyles. Immune to lightning. So that means that the druids will either go for ranged attacks (which won't hurt very much at long distance when gargs choose defend) or stone spikes (again, nowhere NEAR as devastating as L.B.). Then just defend with the gargs, and wipe them out with spells. If you've got summon elemental, summon one on your first turn...the druids will focus their attacks on them thus lessening your garg-losses even further. But spells combined with the ballista will kill them off rather quickly with VERY minimal losses. Gargoyles DO serve a purpose. :O)|
|SmokeyTheBear at 2006-07-25 03:12 wrote:|
|Ah yes I hate losing Mages too, but with 18 hp it is extremely hard to avoid losing one. Archmages have 30 which I think is a real big boost.
I know that all caster creatures work better when split. That's why I absolutely detest fighting neutral Druids/Druid Elders. They are usually split into stacks of three and the Lightning Bolt HURTS AS HELL. Boom! 10 Mages perish Boom! 10 Mages perish. Now I avoid fighting neutral Druids/Mages/Pit Fiends until later on.
However, early on with only 10 Knowledge, you can create creature artifacts that give 47% spell damage reduction. Extremely good for fighting neutral casters as you can build the item and fight them then dismantle the artifact to get the resources back.
|Sir Charles at 2006-07-24 23:37 wrote:|
|@ Labyrinth (jerrie)
Yes actually. There are still several options available in regards to the War Machines/Gremlins. You could split the grems. You only have to repair one point in order to rebuild a war machine. But regardless, with the individual abilities you'll still get them back after combat if you do lose them. The Ballista (the key to this skill IMO) is still VERY durable and to destroy it you'd need either a VERY high level area effect spell OR direct attacks on it. As long as you focus your troops in either corner, area spells tend to miss the ballista. And if the enemy's focusing his attacks on your ballista...*grin*...that's exactly what you WANT him to do. :O) Great skill for this town regardless of the # of repairs. (but I'd still like more repairs *grumble grumble*)
Thanks, I appreciate it. It's a bit outdated now that the patch is out though. I'm working on some better solutions now that the grem/golem tactic is nerfed and the summon elementals has been weakened. Right now it's looking like leaning more heavily on Sorcery and Magic skills earlier. It's still a work in progress though.
Splitting caster creatures is always recommended early on. Not just the mages. All casters will deal more damage percentage-wise in smaller groups. Individual units pack the most punch. Unfortunately it's rather hard to organize most times due to the constraints of 7 slots. *shrugs* But you're right...it IS effective.
I've also started going the route of mage dwelling in week one too. It's nearly required with the current set-up. I think it's just a personal quirk of mine that I absolutely HATE to lose my mages, even just ONE, to a neutral stack. But it's pretty much unavoidable now. So I'll just accept it now and move on.
After playing a few games post-patch, it's looking more and more like the premium set-up for Wizards would be something along these lines now.
Luck/resourcefulness/spoils of war/magic resistance
Logistics/pathfinding/march of the golems/teleport assault
Sorcery/magic insight/arcane training/counterspell
The last slot is a toss up. You could go the War Machines route, which is surprisingly effective even without the gremlin repair. Or Attack/archery/flaming arrows/cold steel. Pairing these two skills is very effective, but the way things are now, sorcery is almost required. But like I said, I'll continue to play with it.
|SmokeyTheBear at 2006-07-24 22:41 wrote:|
|I'd like to suggest another strategy. By week 2 you can get 10 Mages on Day 1, by building the Mage Tower on Week 1 Day 7. Put all the Gremlins in one stack, Golems if you use them, and split the Mages into as many stacks as possible. The multitude of Fists of Wrath allow you to clear neutrals really easily.
The damage of the Mages' basic Fist of Wrath is 30+(6xSP).
One stack of 10 Mages has 9 SP, so damage is 30+(6x9)=84
Five stacks of 2 Mages each has 2 SP each, so total damage is
The damage output is more than doubled if you split them into five stacks. You also don't get wasted damage i.e. sometimes attacks are overkill. The extra damage can go to other enemy stacks.
You can also do this when they are Archmages and you get even better returns when you cast Fireball and Advanced Fist of Wrath with many stacks of Mages.
Later on in the game this becomes redundant when you want creature artifacts, but it helps in giving a good start.
|Caradoc at 2006-07-23 02:46 wrote:|
|Amazingly good! Maybe the best guide ever.
One other battle tactic worth considering: Since the Gremmies are so fragile, you want to discourage missile fire (especially the Assassin's poison) and spells. A way to do that is to present the AI with what appears to be a better target. This is where your Gargoyles help. Send a couple of sacrificial stacks out on the first round and let them drawfire until your Golems can close. The Gremmies will get off a couple of rounds before the Golems start taking losses.
A second point is that if you start your Mages in a corner, you can leave them exposed and avoid losses due to friendly fire. By concentrating your attack on their side of the battlefield, you can usually hold off attacks. However, it pays to keep one of your tanks within range in case something flies or gates into that corner.
|Jerrie at 2006-07-22 19:48 wrote:|
Are you still recommending war machines without endless MG repair?
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