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

by Staff

Tribes of the East: Spells

Arcane Crystal
  • Creates a crystal on the selected place on the field, blocking the way until the end of combat or until the crystal is attacked and destroyed.
  • Blade Barrier
  • Temporarily creates a wall, three squares long, on the selected part of the field. The wall has additional 75% Defense from the Range and Magical Attacks and returns damage equal to the number of lost Hit Points to the melee attackers.
  • Deep Freeze
  • Freezes targets, inflicting ice damage immediately and heavy damage during a certain amount of time.
  • Divine Vengeance
  • Inflicts magical damage to selected creature that depends on the number of enemies selected creature killed from the beginning of combat.
  • Regeneration
  • The target creature gains health regeneration on its turn. Does not work on Undead creatures.
  • Sorrow
  • Unknown
  • Summon Hive
  • Creates a wasp hive on the selected place of the field. A swarm of wasps from this hive will attack enemy creatures until the end of combat or until the hive is attacked and destroyed (The hive will not attack undead, elemental and mechanical units).
  • Vampirism
  • Selected friendly creature gets all Undead attributes and the ability to drain life just like vampires.
  • Comments
    versed at 2011-08-01 00:35 wrote:
    HELP am doing one khan, one clan and my boat cant get through to the teal player's shore. two wrecks bar the way. GRRR
    cristian.david2 at 2010-08-10 17:06 wrote:
    It is a problem of dragging & droping creatures after the battle; I just can't drag the creatures to Ornella's army. I have conquered the first town, have build the Pillar of Bones, and i can't see the problem.Isn;t Ornella able to raise creatures after battles, vecause she is a Castle hero? I also have problems when transferring armies from one hero to another. E.G. if I want to transfer 14 zombies to Ornella who already has 32 zombies, those 14 will not be added to the existing 32, not to mention that It takes 4 or 5 drag and droping to actualy move them them to a free spot in Ornella's team. I appologize if I sound absurd, but I really deal with this problems, and I just got the taste of HOMM5.. Thanks!

    Qurqirish Dragon at 2010-08-10 13:37 wrote:
    HI ! I'm a huge HOMM3 fan, and recently I decided to try out HOMM3- Tribes of the East. Of course, I started playing the campaigns, and came out to a little problem, during the second campaign Last Soul Standing. My problem is that after each battle I can not move the raised creatures to my army(I am using "drag and drop". Can anyone please tell me what I am doing wrong? I am always losing because I can't add the creatures to my army after each battle. Thanks in advance!!

    Do you have enough dark energy to get them? In TotE, you cannot raise unlimited troops through necromancy- only a certain amount per week, based on necromancy skill and number of necropolis towns you have.
    cristian.david2 at 2010-08-09 20:20 wrote:
    HI ! I'm a huge HOMM3 fan, and recently I decided to try out HOMM3- Tribes of the East. Of course, I started playing the campaigns, and came out to a little problem, during the second campaign Last Soul Standing. My problem is that after each battle I can not move the raised creatures to my army(I am using "drag and drop". Can anyone please tell me what I am doing wrong? I am always losing because I can't add the creatures to my army after each battle. Thanks in advance!!

    Thelonious at 2008-02-12 19:21 wrote:
    Perhaps a good idea to change the pic of divine vengance to the in game one (which resembles the sword that comes falling down)
    kevinnn1 at 2007-12-12 22:35 wrote:
    Um, no, you theres more stuff. Look around on the internet.
    gustaveau at 2007-10-29 21:58 wrote:
    can't someone also put the creatures of the barbarian on this page, that would be much easier!

    ThunderTitan at 2007-10-19 23:47 wrote:
    They changed Firewall for Blade Barrier? Finally a change that makes sense (never did get how they summoned a wall on fire, at least the phoenix is alive).

    Grumpy Old Wizard at 2007-10-19 21:29 wrote:
    I haven't played the game much (only arrived yesterday) but it seems that Firewall is now a Destructive spell. Dors this mean that Summoning only has 1 level 4 spell?

    No. Firewall is the only spell that changed schools, but there were some new spells added to each school. Blade Barrier and Summon Elementals are the 2 level4 summoning spells.

    The fan made manual will give you more details. Download the fan made manual from here.

    GOW
    ahsq at 2007-10-19 17:57 wrote:
    I actually figured it out. Its really a bug, if Quroq did not reach the stranded cyclops before the auto flash on the map, then this bug will make the game stall forever ( because the cyclops are replaced by an enemy hero)

    aaelgr at 2007-10-19 17:52 wrote:
    I haven't played the game much (only arrived yesterday) but it seems that Firewall is now a Destructive spell. Dors this mean that Summoning only has 1 level 4 spell?

    Grumpy Old Wizard at 2007-10-19 17:46 wrote:
    Stuck on C1 A Murder of Crows - Quroq game, when it reaches Month 2 Week 4 Day 1, after pressing End Turn, there is a sudden RED enemy flash on the map and then my character stops moving and the hourglass going on and on.
    <br>
    <br>I cant continue the game because the hourglass never ends.
    <br>
    <br>HELP!!

    Have you tried restoring to a previous save? You should have 3 autosaves.

    GOW
    ahsq at 2007-10-19 14:48 wrote:
    Stuck on C1 A Murder of Crows - Quroq game, when it reaches Month 2 Week 4 Day 1, after pressing End Turn, there is a sudden RED enemy flash on the map and then my character stops moving and the hourglass going on and on.

    I cant continue the game because the hourglass never ends.

    HELP!!
    orodreth at 2007-10-19 13:45 wrote:
    VAMPIRISM????
    IMBALANCE???
    I want vampirism!!!!!

    MeTaMoRpHoSiS at 2007-09-10 22:08 wrote:
    there's something i read on another site about the spell "sorrow" all it does is that it decreases morale and luck of selected enemy creature please edit the description of this spell

    ThunderTitan at 2007-08-07 17:20 wrote:
    Not my fault you don't know how to use my comments.

    Wolfsburg at 2007-08-07 12:35 wrote:
    ThunderTitan mode on: Ill look around every footnote on the site so I can make lots of unuseful comments and ruin the chances for a mature discussion!

    Wolfsburg mode on: Still no updates for this SESSION? Cmon, at least add the alt. upgrades links here and the known screenshots! We already know much more about TotE than merely the spells.

    ThunderTitan at 2007-08-02 17:25 wrote:
    Unwashed, uneducated and violent? Seems like a natural progression... noble barbarians is more new, but it got to them too.
    Inisto at 2007-08-02 15:06 wrote:
    Yep Tolkien invented the orcs but in his Fantasy they were simply slaves.In volume two they just talk about eating Hobbits and gettin home.Thats they're part.I never understanded how they got Barbarian Blizzard-boars.

    ThunderTitan at 2007-07-30 10:18 wrote:
    Orcs = Tolkien.

    Grumpy Old Wizard at 2007-07-30 09:33 wrote:
    All fantasy games have borrowed from ancient myths and legends as well as newer fantasy stories. Its not like Blizzard invented the orcs. Orcs will be barbarians in HOMM5 as they traditionally are in fantasy tales.

    GOW

    MeTaMoRpHoSiS at 2007-07-30 08:07 wrote:
    i heard that the new expansion will feature a new faction, the orcs, their names are similar to those found in warcraft

    Orfinn at 2007-07-28 12:55 wrote:
    sextion, sektion, secktion...no i dont guess will get it updated yet....

    ThunderTitan at 2007-07-26 10:30 wrote:
    As soon as you spell section right...

    Wolfsburg at 2007-07-26 05:53 wrote:
    Are we updating this session, ever?

    Wraith at 2007-07-20 08:24 wrote:
    yes,master

    Elvin at 2007-07-19 18:38 wrote:
    Fabrice said it may come Octomber at worst so let's wait and see. Patience young padawans :proud:

    Wraith at 2007-07-19 17:16 wrote:
    dark raider at 2007-07-16 16:10 wrote:
    RELEASE DAT IS SET TO BE SEPTEMBER 28'TH...


    where that reads? gamespot have still release day Q4 2007 and it cant pre-ordered for now

    Cleanpea at 2007-07-19 14:51 wrote:
    I think the life drain part of it is just for melee combat. But anyways! vampirism looks like a good choise for dark magic users. Will the dynamic moral of creatures sink in-combat when vampirism is applied?
    gerhardjonesy at 2007-07-19 14:34 wrote:
    i wanna cast vampirism on my titans and watch them get all their life back constantly... level 7 shooters with that skill, heroes 4 anybody.. academy is going to become too powerful... they already were
    Edited on Thu, Jul 19 2007, 10:35 by gerhardjonesy

    winterfate at 2007-07-16 22:57 wrote:
    It's getting closer. :)

    Of course, I have...other reasons why I want TotE to be released (*cough*GotP Mod*cough*). :D

    dark raider at 2007-07-16 20:10 wrote:
    RELEASE DAT IS SET TO BE SEPTEMBER 28'TH...

    Wraith at 2007-07-09 08:56 wrote:
    somewhere end of year. september-december that is my quess
    Edited on Mon, Jul 09 2007, 04:56 by Wraith

    winterfate at 2007-07-09 05:50 wrote:
    :D

    Vampiric peasants FTW! :)

    Btw, does anyone know when TotE is to be released?

    Orfinn at 2007-07-08 14:00 wrote:
    Vampiric peasants, just cant get that out of my mind :p

    soupnazii at 2007-06-27 21:46 wrote:
    well we already know much more about Tribes than these few spells. why is this the only info in the TotE section?
    heaven777 at 2007-06-14 11:38 wrote:
    I want Vampirism

    The_Flying_Dutchmen at 2007-06-13 20:57 wrote:
    how do i get my avi to show

    The_Flying_Dutchmen at 2007-06-13 14:24 wrote:
    like my pic

    The_Flying_Dutchmen at 2007-06-13 14:14 wrote:
    on the age of heroes site on thier ToE pg. there are all the alternate upgrades and tyheir abiltys and wat they do

    Omega_Destroyer at 2007-06-12 20:30 wrote:
    Oh. My apologies. I didn't realize this was part of the front page for the Tribes Section.

    Angelspit at 2007-06-12 20:27 wrote:
    The whole Tribes section will be updated soon for sure.

    Omega_Destroyer at 2007-06-12 19:50 wrote:
    Why? This is a Spells thread.

    The_Flying_Dutchmen at 2007-06-12 19:49 wrote:
    you need to get other things on this page besides spells

    dark raider at 2007-06-12 15:18 wrote:
    does anyone know what level the spell vampirism is?

    Orfinn at 2007-05-26 00:12 wrote:
    "The Titan alternative will be wearing an armor"

    May the prophecy be true! Hurray!
    $t. Lunacy at 2007-05-14 12:43 wrote:
    MAn i agree ay bruz i really wan see sum alternative uprageds ay...
    do u rekon it will be like one magic orrientared and 1 might maybe i donno ay....

    Falsted at 2007-05-11 05:55 wrote:
    When are they going to release some towns list of alternate upgrades already?!? Im getting impatient! :P

    ThunderTitan at 2007-05-10 12:47 wrote:
    I'd prefer if the differences stayed, and they added something new to Wizards.

    hein321 at 2007-05-09 22:36 wrote:
    you all have good arguments, i was thinking something similar today why don't they just give all the classes the empowered spells ability the wizard should have that imo
    the warlock will still have the elemental chains ability which would still be a little too overpowering.
    thundertitan said that academy is a magic faction but homm5 spells doesn't justify an huge advantage for magic heroes: the instant travel and town gate spell is destroyed so how do magic based heroes get around might heroes have logistics and for a magic based character to take logistics when it could've been better spent on a magic skill this was what made homm3 so good there was might heroes and magic heroes the creatures never suffered just because of that.ag but it was a good first try for nival considering they never did something like this
    maybe the next homm will be done "right" should just skip the expansions and start all over again

    ThunderTitan at 2007-05-09 20:13 wrote:
    But then he wouldn't be very different from the Warlock, who's the "few but powerful" caster...

    Saturas at 2007-05-09 20:11 wrote:
    The problem is that the wizard can not use well his advantage-high mana. When he has more mana than necro and warlock, his units are weak, and by the time he equip his army with artifacts, necro and warlock will not have problems with mana anymore. Wizard would be much stronger if his main atributes are switched (primary spellpower, secondary knowledge), but that would have influence of artificer skill as his knowledge wouldn't be that high.

    ThunderTitan at 2007-05-09 19:46 wrote:
    They need to make artifacts scale with Hero Knldg without needing a town, maybe indestructible too (and maybe usable by the enemy, but only at 50% of what they had when captured, non-scalable) just because it would be fun, and give the Wizard a way to cast more spells per turn (1 extra spell every X turns) to make them the quantity casters they're supposed to be.

    Grumpy Old Wizard at 2007-05-09 19:28 wrote:
    @Grumpy Old Wizard, What you are saying is that artificer is not proficient when not playing large maps. Agreed, but I was not writting ABOUT artificer. What I meant is that it is just a possibility for pumping up titans who were mentioned.
    <br>
    <br>2) It is said that a wizard's troops are weaker because he can make artifacts to make them better. Why should he have to make artifacts to make his creatures equal to everyone elses?
    <br>
    <br>Academy is not a might race so artificer+magic hero make creatures equal to all others, not only artificer.

    But on most maps it is not possible to make artifacts. The map must be large and resource rich. And he still faces problems because he has fewer creatures and can't build up other towns that he captures.

    His creatures are weaker than other heroe's creatures and remain weaker for most most or all of the game.


    Yes, they{might heroes} can { cast magic spells} but with much less proficiency.

    No, they can cast mass spells just as well as the wizard can. Meaning they can be great at both might and magic.

    As TT pointed out the wizard has low spell power even though he is a pure spell caster (knowledge primary, spell power secondary.) Furthurmore, other spell casters have a higher effective knowledge than their knowledge attribute would indicate because they have a way of recovering mana. I am speaking of the necro ability mark of the necromancer, which gives him an infinite supply of mana. Also the Rune Mage has the Tap Runes ability to recover mana with not to mention his rune spells. The warlock has dark ritual which can give him full mana when he is far from a town or well. So the wizard's high knowledge is not really a big asset when other spell caster with a higher spell power will not have mana trouble.

    I would just as soon have Nival delete the artificer skill as to have an artificer skill that can't normally be used. The wizard is usually forced to waste his level up picks maxing artificer and taking consume artifact to avoid crap skills. Then he winds up with expert artificer early which he will not use at all in the game or not until very late. The artificer racial ability is very poorly done though it is a neat concept.

    GOW

    ThunderTitan at 2007-05-09 19:02 wrote:
    The Wizard only has more mana, his SP isn't that big, and he can only cast as often as any other hero with the same skills. It's not that big of an advantage.

    Saturas at 2007-05-09 18:49 wrote:
    Yes, they can but with much less proficiency.

    ThunderTitan at 2007-05-09 18:43 wrote:
    "Academy is not a might race so artificer+magic hero make creatures equal to all others, not only artificer."


    And it's not like any of the others can cast magic, can they...

    Saturas at 2007-05-09 16:50 wrote:
    @Grumpy Old Wizard, What you are saying is that artificer is not proficient when not playing large maps. Agreed, but I was not writting ABOUT artificer. What I meant is that it is just a possibility for pumping up titans who were mentioned.

    2) It is said that a wizard's troops are weaker because he can make artifacts to make them better. Why should he have to make artifacts to make his creatures equal to everyone elses?

    Academy is not a might race so artificer+magic hero make creatures equal to all others, not only artificer.

    Qurqirish Dragon at 2007-05-09 16:30 wrote:
    But it is possible to boost titan's artibutes via artifacts. Wizard with knowledge of 45 can make artifact that increase HP by 10, defense by 12 and magic resistance up to 83% which would made titan much harder to take down.

    What TT said.

    Besides,
    1) How often is it that you get a 45 knowledge when playing a wizard?

    2) It is said that a wizard's troops are weaker because he can make artifacts to make them better. Why should he have to make artifacts to make his creatures equal to everyone elses?

    3) The wizard will have to use the MMR strategy to have a prayer of winning. That means he has to skip creature dwellings and will have fewer creatures than eveyone else.

    4) Artifacts are pretty much unobtainable during the course of a normal MP game. They can only be made on resource rich maps and even then it takes a while.

    The artificer skill is a neat idea. But resources are required for creature dwellings, mage guild levels, and building up captured towns so you can keep them besides the resources you need for artifacts. So realistically you won't be building artifacts for a very long time if at all in a multiplayer game.

    If Nival wants artificer to actually be a racial skill that can be used they will have to rework it. Necromancy was redone so I guess there's a remote possibility that they'll eventully work on the artificer skill. As slow as the patches come though I'm not holding my breathe. :)

    GOW

    The easiest way would be to reduce the costs. Right now, it costs 5/10/15 of each of two resources for the 1st/2nd/3rd attribute, respectively. This could be cut proportionately - 3/6/9 for example, or scaled - 2/7/12 for example, or even resacled completely - 1/3/6. There are lots of ways to do this.
    From an interface standpoint, it would also be nice to be able to rearrange the attributes when creating the artifact without removing and resetting them (to optimize resource use)

    Grumpy Old Wizard at 2007-05-09 15:23 wrote:
    But it is possible to boost titan's artibutes via artifacts. Wizard with knowledge of 45 can make artifact that increase HP by 10, defense by 12 and magic resistance up to 83% which would made titan much harder to take down.

    What TT said.

    Besides,
    1) How often is it that you get a 45 knowledge when playing a wizard?

    2) It is said that a wizard's troops are weaker because he can make artifacts to make them better. Why should he have to make artifacts to make his creatures equal to everyone elses?

    3) The wizard will have to use the MMR strategy to have a prayer of winning. That means he has to skip creature dwellings and will have fewer creatures than eveyone else.

    4) Artifacts are pretty much unobtainable during the course of a normal MP game. They can only be made on resource rich maps and even then it takes a while.

    The artificer skill is a neat idea. But resources are required for creature dwellings, mage guild levels, and building up captured towns so you can keep them besides the resources you need for artifacts. So realistically you won't be building artifacts for a very long time if at all in a multiplayer game.

    If Nival wants artificer to actually be a racial skill that can be used they will have to rework it. Necromancy was redone so I guess there's a remote possibility that they'll eventully work on the artificer skill. As slow as the patches come though I'm not holding my breathe. :)

    GOW

    ThunderTitan at 2007-05-09 14:51 wrote:
    But that takes alot of time&money, and the other factions have their own unique skillz to make up for that.

    Saturas at 2007-05-09 14:27 wrote:
    But it is possible to boost titan's artibutes via artifacts. Wizard with knowledge of 45 can make artifact that increase HP by 10, defense by 12 and magic resistance up to 83% which would made titan much harder to take down.

    Grumpy Old Wizard at 2007-05-09 11:35 wrote:
    they really ought to revise the titan's hit points on par with the black dragon

    I think you are right. Even though Titans are shooters they are front line fighters. Being a shooter is not as big of an advantage as it was in previous HOMM games because way too many troops can cross the battlefield in a single turn. Combine that with the low hit points of a titan and no simultaneous retaliation and a big dent can be made in their numbers before they have even had a chance to attack.

    GOW

    hein321 at 2007-05-09 09:02 wrote:
    they really ought to revise the titan's hit points on par with the black dragon it has always been thus with all of the heroes never could decide which was the most powerful of the two in homm2 and homm3 grumpy old wizard it's really a shame that such a heroes favourite creature has been so underpowered the other day i was fighting a ranger and his gold dragons wasted my titans in the first round must have been a really powerful ranger it's very seldom that i lose a battle when my titans perished the battle was lost and i had to restart arcane crystal and blade barrier might have just saved the day

    Cleanpea at 2007-05-06 19:14 wrote:
    I don't think regeneration will be ressurecting the troops, as well as giveing back hitpoints. Blade barrier and Arcane crystal is superb when fighting large creatures (especcially paladins).

    And the game plays pretty well, now. I think, with the new expansion, it will be more complete. Perhaps then I will waste more of my life on my computer

    Saturas at 2007-05-06 03:44 wrote:
    Sorrow sounds like a cool spell but -4 morale and luck for the first level spell is unacceptable for me. Just compare it with weakness or slow. Weakness will lower creature's damage but fair stack can deal considerable amount of damage even with weakness. Slow will lower creature's initiative but when it's turn comes it will deal normal damage and maybe trigger the good morale effect. Sorrow will lower creature's luck and morale by 4 which means that creature has 60% for it's turn to come and when it's turn comes, again it has 60% chance to inflict normal damage. Also, there is no opposite spell for it (spell for increasing luck and morale) like there are slow/haste, weakness/divine str. etc. Not to mention mass sorrow. As for the other spells first of all I don't like the disparity in numbers of spells for each school of magic. Dark magic school is my favorite because wizard, a representative of light magic school is no match for a strong necro in most cases because of necro's higher spellpower. Now, sorrow and vampirism make it even better. So instead of balancing spells, we have weaker and weaker necro every patch. At least that is my opinion.

    Grumpy Old Wizard at 2007-05-05 12:42 wrote:
    blade barrier looks like it could even the scales a little for the academy faction which seemed to be a little underpowered imo titan is good though if memory serves they got a highest max damage of all the lvl7 creatures arg too lazy to get my faction document let's don't and say we did

    Titans and black dragons have the same damage though titans don't do full damag with their shots until creatures get closer. Titans have low hit points for a level 7.

    Blade barrier will need to have its hit points increased in order to last for more than a round as the game progresses. It will be interesting to see how it fares in the game. If they throw in arcane crystal and summon hive without major changes though the summoning school is going to be even weaker.

    GOW

    hein321 at 2007-05-05 12:13 wrote:
    blade barrier looks like it could even the scales a little for the academy faction which seemed to be a little underpowered imo titan is good though if memory serves they got a highest max damage of all the lvl7 creatures arg too lazy to get my faction document let's don't and say we did

    Elvin at 2007-05-01 20:55 wrote:
    They have not been announced as of yet. If fact it's been a while since there were any news on them.

    dark raider at 2007-05-01 20:13 wrote:
    it is cool to know about the spells that will be in the new game.... and i have seen the screenshots from some of the creatures...but does anyone know if there is someplace to see the statistics of the creatures of the new tribes... like hitpoint attack defence etc.

    dark raider at 2007-05-01 20:10 wrote:
    I think it's very cool that vamperic touch is back again... I really missed that spell. then the game will be a lot more fun to play as this spell really makes the small balance problems a little less important...hmm... couldn't they have made some more dwarwen spells too... anyway i can't wait to the game arrives in the shops.....

    Grumpy Old Wizard at 2007-04-30 15:33 wrote:

    The summoning school was very much in need of a boost and instead it gets yet another nerf by getting 2 useless spells to take up guild spell slots. (Not to mention the additional nerf to summon elemental spell that is coming in this next patch.)

    While a couple of the spells are about right, overall I am pretty disappointed in the balance of the new spells. Hopefully they'll fix them before release.
    GOW

    I read through the patch notes for 1.5 but I didn't notice anything about summon elemental...what are you referring to?

    Also, as your second paragraph suggests, maybe these aren't the final versions of the spells (after all they are in the hof files) and hopefully those aren't all the new spells.

    I refer to the below:
    AI now understands players' divertive placing tactics (such as those needed to defend shooting creatures).

    AI now ignores summoned creatures in combat if it is shortly to eliminate the main forces.


    Previous patches nerfed Summon Elementals (a level 4 spell) to such an extent that it is only useful as a diversion. Now it will not even be useful for that.

    With such very long times between patches now, now is the time to voice our concern over what we know of the spells rather than waiting to see if the spells will remain as they are.

    It is amazing how godly some of the low level spells are (as well as the ones they propose for the expansion) and how utterly without power other higher level spells are. Quite perplexing.

    GOW

    Elvin at 2007-04-30 15:08 wrote:
    The combat AI will be improved so neutrals will not attack summoned units when they can kill you with few attacks. And summon elementals is not a good spell against an enemy hero...Now it will become virtually worthless.

    PhoenixReborn at 2007-04-30 14:30 wrote:

    The summoning school was very much in need of a boost and instead it gets yet another nerf by getting 2 useless spells to take up guild spell slots. (Not to mention the additional nerf to summon elemental spell that is coming in this next patch.)

    While a couple of the spells are about right, overall I am pretty disappointed in the balance of the new spells. Hopefully they'll fix them before release.
    GOW

    I read through the patch notes for 1.5 but I didn't notice anything about summon elemental...what are you referring to?

    Also, as your second paragraph suggests, maybe these aren't the final versions of the spells (after all they are in the hof files) and hopefully those aren't all the new spells.

    theGryphon at 2007-04-30 03:41 wrote:
    I agree with GOW. Summoning school was my least fav. and now it's even weaker.

    Divine Vengeance is not a great spell but Regeneration has always been very useful. Do we know if it resurrects?

    stefan.urlus at 2007-04-30 01:37 wrote:
    well that's a few spells at least .... but meh

    Grumpy Old Wizard at 2007-04-29 23:26 wrote:
    [quote:1fb4ca4533="vicheron"]Arcane Crystal will be useful for defending shooters and to block off damaged walls in siege. <br> <br>Blade Barrier reduces ranged and magical damage by 75% so its usefulness will not diminish.[/quote:1fb4ca4533] Unless I'm misunderstanding the Blade Barrier spell description it does not reduce damage to creatures behind the barrier. It is 75% resistant to damage from spells and shooters. Arcane Crystal is only 1 square big I'll bet so it is not that great, especially if you wind up with both blocking spells in your guild. If you get AC rather than wasp swarm you will be very disappointed if you are a summoner. And looking at the wasp hive description again it is the worst spell in the game. [b]A mere 100 hit points at expert and the initiative of an earth elemental[b]. Nival managed to create another level 4 summoning spell even worse than summon elementals. The summoning school was very much in need of a boost and instead it gets yet another nerf by getting 2 useless spells to take up guild spell slots. (Not to mention the additional nerf to summon elemental spell that is coming in this next patch.) While a couple of the spells are about right, overall I am pretty disappointed in the balance of the new spells. Hopefully they'll fix them before release. GOW

    vicheron at 2007-04-29 21:42 wrote:
    Arcane Crystal will be useful for defending shooters and to block off damaged walls in siege.

    Blade Barrier reduces ranged and magical damage by 75% so its usefulness will not diminish.

    Elvin at 2007-04-29 20:24 wrote:
    I surely would love to have a fire spell around lvl 2 or 4, sometimes it's too much of a risk to take master of fire...

    Apocalypse at 2007-04-29 18:20 wrote:
    These spells are good (Mass Sorrow no WAY) but I want more destructive spells!... NOW! :D

    aaelgr at 2007-04-29 16:15 wrote:
    It'd be nice if they added another fiery spell and gave it the Master of Fire benefit (instead of Armageddon). Then it would (in my opinion) be a better choice to make out of the Destructive perks.
    Arcane Crystal (Level 2):
    HP: 20 HP. Defence = 0.
    [None]: 40+8*SP
    [Basic]: 60+12*SP
    [Advanced]: 80+16*SP
    [Expert]: 100+20*SP
    If the HP is 20, then what does the 40+8*SP refer to?
    Edited on Sun, Apr 29 2007, 12:30 by aaelgr

    Qurqirish Dragon at 2007-04-29 13:57 wrote:
    Meanwhile, the mightheroes (Knight, Demon Lord and Ranger) get even MORE powerful with their new potent spells! Sorrow as a lvl 1 spell is VERY powerful! The stack that gets hit just became a joke.

    Considering that typically a creature will have +2 morale minimum (creature type matching hero type), you would need to have advanced magic to to drop this to a negative position. Also, the might hero will have low spell power. If your knight is fighting my warlock, then fine, your hero uses his action to MAYBE reduce the effectiveness one stack. My hero will blind your strongest stack - it will not do anything for even more turns than sorrow lasts. Also, since this reduced the power of a creature stack, magic heroes would get more benefit, since as we know creature debuffs get stronger as stack sizes grow.


    And on the lightside of things (oh the irony.....) Regeneration with its WAY to high basevalue will make creeping for Haven and Sylvan ridiculously easy since they wont lose anything anymore!

    Assuming it raises troops, as with hydra. Also, it may be an expensive spell, so you can only protect one or two stacks.

    All this proves to me without a doubt that nival is either completely incompetent when it comes to balancing, don't give a **** or simply want the mightheroes to completely dominate.

    I'll grant you that their track record on balance is not that great, I think you are also being overly pessimistic.

    Orfinn at 2007-04-29 13:48 wrote:
    Oh Im so agree with you there. Would be great with many new spells, but with such unbalanced spells at these, I prefer the old 40 which wont ruin the gameplay.

    Campaigner at 2007-04-29 11:54 wrote:
    Luckily I've given up on Heroes V quite some time ago since they wont fix what I want fixed and it can't be modded either. But for those who were still hoping for some might vs magic balance.....lol! Talk about getting your hopes destroyed!

    This is laughably bad. Arcane Crystal and Blade Barrier will at the very best hold out one single round the first week even with Expert Summoning Magic and 6 in Spellpower on Heroic.

    Meanwhile, the mightheroes (Knight, Demon Lord and Ranger) get even MORE powerful with their new potent spells! Sorrow as a lvl 1 spell is VERY powerful! The stack that gets hit just became a joke. Vampirism is a weaker version of Ressurection as an enhancement. Perfect to put on a stack that have lost units.

    And on the lightside of things (oh the irony.....) Regeneration with its WAY to high basevalue will make creeping for Haven and Sylvan ridiculously easy since they wont lose anything anymore!
    And to add insult to injury, they can take a few hundred of their fat Peasants/Conscripts and charge a poweful enemy stack and then use Divine Vengeance to obliterate that stack!

    Deep Freeze is good though....


    All this proves to me without a doubt that nival is either completely incompetent when it comes to balancing, don't give a shit or simply want the mightheroes to completely dominate.

    I'll stick to a modded Heroes II (if not GotP fixes this).

    theGryphon at 2007-04-29 08:38 wrote:
    Sorrow is overpowered for a level 1 spell. Vampirism is cool but may turn out to be overpowered. Apparently Ubival has decided that Dark and Light schools need some buff, so here we are.
    Deep Freeze is neat but I'd like to see more Destruction spells. Like

    Firestorm: A huge fiery tornado. Does fire and lightning damage to a 4x4 area less its 2x2 center. Level 4. Damage should be somewhat less than Meteor Shower, possibly as much as Cold Ring.

    Grumpy Old Wizard at 2007-04-29 02:17 wrote:
    Vampirism (Level 5):
    <br>Selected friendly creature gets all Undead attributes and the ability to drain life just like vampires.
    <br>
    <br>Does that mean that the unit the spell is cast upon will be affected by Word of Light? Does the Summon Hive affect all enemy creatures, or is it only those within a certain area?
    <br>Mass Sorrow would be WAY too powerful, especially at expert level. Also, it would completely negate the need to go for Howl Of Terror.

    I think the hive will cast one wasp swarm spell a trun until the hive is destroyed, but I could be wrong. Vampirism does look like the creature affected is considered undead for all purposes. So it would be affected by word of light but not by resurrection or mind affecting spells.

    GOW

    aaelgr at 2007-04-29 01:54 wrote:
    Vampirism (Level 5):
    Selected friendly creature gets all Undead attributes and the ability to drain life just like vampires.

    Does that mean that the unit the spell is cast upon will be affected by Word of Light? Does the Summon Hive affect all enemy creatures, or is it only those within a certain area?
    Mass Sorrow would be WAY too powerful, especially at expert level. Also, it would completely negate the need to go for Howl Of Terror.

    Grumpy Old Wizard at 2007-04-28 22:15 wrote:
    Is Sorrow decreasing morale and luck of all creatures or target unit?

    Only one creature, I hope. Otherwise it is anoter overpowered spell.

    GOW

    BlackBeast at 2007-04-28 22:11 wrote:
    Is Sorrow decreasing morale and luck of all creatures or target unit?

    Grumpy Old Wizard at 2007-04-28 21:58 wrote:
    [quote:890ef371a8="Vokial"]The spells stats: <br> <br>Arcane Crystal (Level 2): <br> <br>Creates a crystal on the selected place on the field, blocking the way until the end of combat or until the crystal is attacked and destroyed. <br> <br>HP: 20 HP. Defence = 0. <br> <br>[None]: 40+8*SP <br>[Basic]: 60+12*SP <br>[Advanced]: 80+16*SP <br>[Expert]: 100+20*SP <br> <br>Blade Barrier (Level 4): <br> <br>Temporarily creates a wall, three squares long, on the selected part of the field. The wall has additional 75% Defense from the Range and Magical Attacks and returns damage equal to the number of lost Hit Points to the melee attackers. <br> <br>Duration: 1*SP turns <br> <br>[None]: Unknown <br>[Basic]: Unknown <br>[Advanced]: 60+10*SP <br>[Expert]: 96+12*SP <br>Summon Hive (Level 4): <br> <br>Creates a wasp hive on the selected place of the field. A swarm of wasps from this hive will attack enemy creatures until the end of combat or until the hive is attacked and destroyed (The hive will not attack undead, elemental and mechanical units). <br> <br>HP: <br>[Advanced]: 50 HP <br>[Expert]: 100 HP <br>Initiative: <br>[Advanced]: 5+0,25*SP <br>[Expert]: 5+0,25*SP <br> <[/quote:890ef371a8] These spells are situationaly good. Arcane crystal and blade barrier should be good against walkers before you face stacks that can do a lot of damage especially, as long as you have good shooters, but will not help against ranged troops. Assuming that there is no distance penalty to where they can be cast they can be used to help shape the battlefield, particularly if there are already natural barriers present. I am curious as to whether to how much time wasp hive takes to act and what its initiative is. I also wonder if it is intelligent and not try to attack targets that can't be affected. Can the player direct the attack, or is it random? I wish that there were a few spells that depended on knowledge for effectiveness instead of spell power. [quote:890ef371a8="Vokial"]<br>Deep Freeze (Level 5): <br> <br>Freezes targets, inflicting ice damage immediately and heavy damage during a certain amount of time. <br> <br>Nonmagic loss increases on 103+3*SP %. Duration: 1 turn. Damage = 30+30*SP <br> [/quote:890ef371a8] Looks very good with freezing (for a turn?) and extended damage. [quote:890ef371a8="Vokial"]<br>[b:890ef371a8]Divine Vengeance (Level 4)[/b:890ef371a8] <br> <br>Inflicts magical damage to selected creature that depends on the number of enemies selected creature killed from the beginning of combat. <br> <br>Demage: <br> <br>[Advanced]: 40+4*X <br>[Expert]: 60+6*X <br> <br>Where X is the enemt number in stack <br> "]<br>Regeneration (Level 2): <br> <br>The target creature gains health regeneration on its turn. Does not work on Undead creatures. <br> <br>The creature get 75+5*SP % HP, Duration: <br> <br>[None]: 1 turn <br>[Basic]: 2 turns <br>[Advanced]: 3 turns <br>[Expert]: 4 turns <br> [/quote:890ef371a8] Divine Vengengence: Situationally good. You would prefer that your troops not be killed, but killing your low level troops will prove painful for the enemy troops. Hit a stack with low level creatures and when they perish from retaliation take vengence. Regeneration: Game breaking. Much too powerful, and only a level 2 spell so easily cast by might heroes. [quote:890ef371a8="Vokial"]<br>Sorrow (Level 1): <br> <br>Combat spirit reduces and decreases the success of the selected force of enemy. <br> <br>[None]: -1 morale and luck <br>[Basic]: -2 morale and luck <br>[Advanced]: -3 morale and luck <br>[Expert]: -4 morale and luck <br> "]<br>Vampirism (Level 5): <br> <br>Selected friendly creature gets all Undead attributes and the ability to drain life just like vampires. <br> <br>Effect 50+2*SP % of the demage <[/quote:890ef371a8] Sorrow: A good level 1 spell. Vampirism: Game breaking. GOW
    King Imp at 2007-04-28 20:35 wrote:
    Regeneration as a Level 2 spell seems too low for me. That should clearly be Level 3 or maybe even 4. Once again, just like Raise Dead, they are bascially giving the hero a powerful spell without having to work for it (i.e. get the magic skill required to learn it).

    All the others look good to me and I can't wait to try them out.

    Vokial at 2007-04-28 19:22 wrote:
    The spells stats:

    Arcane Crystal (Level 2):

    Creates a crystal on the selected place on the field, blocking the way until the end of combat or until the crystal is attacked and destroyed.

    HP: 20 HP. Defence = 0.

    [None]: 40+8*SP
    [Basic]: 60+12*SP
    [Advanced]: 80+16*SP
    [Expert]: 100+20*SP

    Blade Barrier (Level 4):

    Temporarily creates a wall, three squares long, on the selected part of the field. The wall has additional 75% Defense from the Range and Magical Attacks and returns damage equal to the number of lost Hit Points to the melee attackers.

    Duration: 1*SP turns

    [None]: Unknown
    [Basic]: Unknown
    [Advanced]: 60+10*SP
    [Expert]: 96+12*SP

    Deep Freeze (Level 5):

    Freezes targets, inflicting ice damage immediately and heavy damage during a certain amount of time.

    Nonmagic loss increases on 103+3*SP %. Duration: 1 turn. Damage = 30+30*SP

    [b:7bd585893d]Divine Vengeance (Level 4)[/b:7bd585893d]

    Inflicts magical damage to selected creature that depends on the number of enemies selected creature killed from the beginning of combat.

    Demage:

    [Advanced]: 40+4*X
    [Expert]: 60+6*X

    Where X is the enemt number in stack

    Regeneration (Level 2):

    The target creature gains health regeneration on its turn. Does not work on Undead creatures.

    The creature get 75+5*SP % HP, Duration:

    [None]: 1 turn
    [Basic]: 2 turns
    [Advanced]: 3 turns
    [Expert]: 4 turns

    Sorrow (Level 1):

    Combat spirit reduces and decreases the success of the selected force of enemy.

    [None]: -1 morale and luck
    [Basic]: -2 morale and luck
    [Advanced]: -3 morale and luck
    [Expert]: -4 morale and luck

    Summon Hive (Level 4):

    Creates a wasp hive on the selected place of the field. A swarm of wasps from this hive will attack enemy creatures until the end of combat or until the hive is attacked and destroyed (The hive will not attack undead, elemental and mechanical units).

    HP:
    [Advanced]: 50 HP
    [Expert]: 100 HP
    Initiative:
    [Advanced]: 5+0,25*SP
    [Expert]: 5+0,25*SP

    Vampirism (Level 5):

    Selected friendly creature gets all Undead attributes and the ability to drain life just like vampires.

    Effect 50+2*SP % of the demage
    Duration = 1*SP.
    Edited on Sat, Apr 28 2007, 12:24 by Vokial

    Elvin at 2007-04-28 18:13 wrote:
    So it has been confirmed that they are in? Also can someone check heroic corner for more info?

    Blackdemon13 at 2007-04-28 17:48 wrote:
    What about new Fortress, and Creatures?
    when we will get ithis expansion?

    Orfinn at 2007-04-28 16:42 wrote:
    They should have added 2 more destruction spells, lightning shield and inferno for example.

    okrane at 2007-04-28 16:34 wrote:
    why the hell don't they release info in english so that everyone can read...

    Cleanpea at 2007-04-28 16:17 wrote:
    The summon spells look really good! I am looking forward to this expansion

    sir Aayren ili Essen at 2007-04-28 15:40 wrote:
    3 spells of summon magic. 2 of dark and light magic and 1 of destoryed magic? And where is ballance?

    Jata at 2007-04-28 15:30 wrote:
    Translation of Russian description of Sorrow spell:
    Decreases morale and luck of selected enemy creature

    And the description of Arcane Crystal is same as Blade Barrier (the correct is: Creates a crystal on the selected place on the field, blocking the way until the end of combat or until the crystal is attacked and destroyed.)

    kingcranium14 at 2007-04-28 15:24 wrote:
    Hmm, they look okay, and it's about time they started adding some spells, but is this really all we get? This is all they are going to add to the game for the last expansion?

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