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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Heroes 5 Campaigns: Necropolis Walkthrough
Thread: Heroes 5 Campaigns: Necropolis Walkthrough This thread is 21 pages long: 1 2 3 4 5 ... 10 ... 17 18 19 20 21 · «PREV / NEXT»
ruloski
ruloski

Tavern Dweller
posted April 26, 2011 09:26 PM

Quote:
Quote:
hello! I am new in this great community! i have some hard time inthe quest "the invasion". somebody who knows how to use the staff of the netherworlf?? please help! I captured all the cities and the staff does not change the academies to Necro-cities, of course Markal has the staff but it does not work anyway. some tips please? thanks!! =)


just be in the town and then leave and a note will pop up asking if you want to destroy it for 10000 gold


okey. thanks! go you know how long time it will take?? becouse it has gone 5 weeks and i dont see any resultes

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mikkyld
mikkyld

Tavern Dweller
posted April 26, 2011 10:50 PM

Quote:
Quote:
Quote:
hello! I am new in this great community! i have some hard time inthe quest "the invasion". somebody who knows how to use the staff of the netherworlf?? please help! I captured all the cities and the staff does not change the academies to Necro-cities, of course Markal has the staff but it does not work anyway. some tips please? thanks!! =)


just be in the town and then leave and a note will pop up asking if you want to destroy it for 10000 gold


okey. thanks! go you know how long time it will take?? becouse it has gone 5 weeks and i dont see any resultes


it is instantaneous so if it isn't working, you may need to restart the mission. you don't even have to actually leave the town - just go to the map view before moving

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Campaigner
Campaigner


Hired Hero
posted July 19, 2011 02:20 AM
Edited by Campaigner at 03:21, 19 Jul 2011.

How should I build Markal?

Replaying the campaigns since I never finished them back in 2006 (and never played HoF and ToTE so avoid spoilers) and because I love to get highscores (Black Dragons for Isabel & Agrael so far)

Isabel and Agrael was very easy to build. Never any tough decisions about which skills to take. But with Markal, jeez I got no idea.

I've decided to either go for the Ultimate ability or Herald of Death (sweet ability I tell ya!) but I don't know whether to go for Dark or Summoning magic....and depending on that I have to choose from Enlightenment and Sorcery....


My reasoning goes like this:

Summoning magic - Magic beats might, heed my words and win every fight
Summoning is very strong for Necromancers since Summoning benefits greatly from high Spellpower which is Necromancers primary stat.
Summoning doesn't have area & mass spells, so Sorcery will be put to extremely good use.
Since Spellpower becomes so important, Enlightenment will boost Spellpower to extreme lvls making the most of Summoning magic. I will also choose Intelligence to boost my poor knowledge.
With Expert Summoning magic and Enlightenment, Raise Dead will probably raise 1000hp per cast

Negatives: I'll only get Attack as a mightskill but that might be enough....Summoning magic is also unpredictable and got "strange" spells. Not direct like Dark magic.

Dark magic - Crippling the enemy and boosting our legions
Dark magic is the strongest school in the game but the majority of its spells doesn't benefit from high Spellpower. A few do (Decay and Netherworld. Blind & Puppet Master lasts long enough) but how often are they used?
Dark magic got strong area & mass spells so Sorcery will maybe be put to good use. Depends on much mana I'll have. Tempting to take Sorcery --> Magic Insight to get Phantom Forces.
Dark magic takes away the need for Enlightenment since I wont rely on Spellpower. My high Spellpower will still come to good use with Destructive spells and Raise Dead.
Without Enlightenment & perhaps Sorcery, I can take mightskills instead.

Negatives: Unoptimised hybrid hero that will make half- or very poor use out of the magicskills Sorcery & Enlightenment.


Then we got the Dark Energy which wasn't there when I played Markals campaign back in 2006. I choosed Logistics but it doesn't seem useful since I engage in too many fights without being able to raise anything since I ran out of DE points the first day!!   I then only raised Skeleton Archers, Vampires/Vampire Lords, Liches/Arch Liches and Wights & Wraiths but I still ran out of DE points in two days....

I'm only on the 2nd mission but I'm thinking of starting over (AGAIN!  Was the victim for that eastern patrol bug....!) and not picking Logistics this time.


So what do you say..?
____________
Sun goes up, sun goes down, I always win. Logical things in a logical world.

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PeterFarkas
PeterFarkas


Adventuring Hero
LeBronTosaurus
posted July 19, 2011 07:05 AM

I prefer Log, because in some cases, Markal will really need that extra amount of movement points (really good at M3 and comes handy at M5) even if you run out of DE early in the week. When fighting unimaginable masses of creatures (especially high-levels) don't expect to raise much, instead count on troop preservation.
For which Summoning is utterly important when playing Necro.

My experience is that you need both Summoning and Dark in order to fight effectively with Necro, only in the late game might come that Summoning is a bit dead weight and some might skill would be better.

Enlightenment is a very good choice, otherwise you'll run out of mana which is instant death for Necro. I wasn't able to pick Learning early on which forced me to use MotN insanely in order to be able to cast.

Magic insight sux hard. Phantoms are one-hit blasters due to their incorporeal ability and that doesn't really fit into the slow, turtle-like fighting style of Necro. Personally, I rarely use Phantoms. Only if you need bigtime fodder.

All in one, I would suggest a classic necro build with Learning, Summoning, Dark and some of the following skills (so sad you have that useless Leadership)
-Sorcery (with AT)
-Def
-Log
____________
"The one who makes most mistakes often loses" - Elvin

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 19, 2011 08:52 AM

Quote:
All in one, I would suggest a classic necro build with Learning, Summoning, Dark and some of the following skills (so sad you have that useless Leadership)
-Sorcery (with AT)
-Def
-Log

+1

Not sure if defense is that useful, you have insane joiners anyway. When you get lovely spells like phoenix, puppet, frenzy etc you might want sorcery more.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Campaigner
Campaigner


Hired Hero
posted July 20, 2011 12:15 AM

Thanks for the input, though now I got even more questions

Is it worth to upgrade the Necromancy skill since it increases the amount of units you may resurrect from a defeated stack when the DE points get depleted so quickly..?   Thinking of 'Lord of the Undead' from Enlightenment.

Just remembered that Phantom Forces is absurdly expensive. 18 mana. Can't afford THAT!

Isn't Markals Spellpower (with or without Enlightenment) enough for Raise Dead considering I have like 12 without Enlightenment on mission 2 and the problem is mana, not spellpower.

That makes me think if I shouldn't go for Destructive magic instead of Dark & Summoning....he got such high Spellpower that Ice Bolt do over 200....and together with Sorcery I can get 'Secrets of Destruction'. But doing Destructive two campaigns in a row....naaah...

It just seems overkill with two magic schools and then two magic skills which means no Attack, Luck or Warmachines


Ok. I'll get Herald of Death and skip Howl of Terror (since I'm not getting Logistics) but need to decide upon Dark or Summoning....

If I get Dark then I'll get either Enlightenment or Sorcery since I feel I need two mightskills (Attack & perhaps Defense) to make up for a weaker Raise Dead.
If Summoning then I can get both Enlightenment & Sorcery since Summoning magic makes extremely good use of both.

How much initiative do abilities (like Banshee Howl & MotN) use?

Massversions of Decay, slow etc use 50% initiative but what about the single spell Decay if I got 'Master of Pain'?
____________
Sun goes up, sun goes down, I always win. Logical things in a logical world.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 20, 2011 12:44 AM

Lord of the undead isn't worth it, try enlightenment instead. Plenty of mana, add mark of the necromancer and you have more than you need. 12 spellpower is pretty poor, you need more! Or will in the future. Destructive isn't very appealing unless you hit 20+ spellpower. And then you'd still want to make sure you have fireball, meteor or a lvl 5 spell, preferably all three. A 200 dmg icebolt is useless in the long run, a 750+ hp phoenix on the other hand.. Machines are pretty useless for necro, attack is only good for power of speed and ofc luck is good for everyone. Don't even consider banshee howl, it sucks. Mass spells are 50% faster but their single version still takes a turn.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Campaigner
Campaigner


Hired Hero
posted July 20, 2011 02:19 AM

Thanks again =)

Do MotN and Banshee Howl take 50% initiative or a whole turn?
So Decay (single target) still takes a full turn even with Master of Pain....well there was a chance I'd be correct

Will try to get Luck but will have to settle for Attack if I can't get it. Though Battle Frenzy greatly helps Skeleton Archers. Then Tactics, Archery and Cold Steel are good....tough choice....

About Warlocks, what is best in Heroes V 1.6, Master of Ice or Master of Storms?
____________
Sun goes up, sun goes down, I always win. Logical things in a logical world.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 20, 2011 07:03 AM

Part of why the howl sucks is taking a whole turn, at least motn resets hero turn to 50%. Tactics, archery, cold steel.. What would you do with them? Against necro it's the others that may want tactics, not you. Cold steel isn't worth it in its own and archery? Liches are easy to block while skelies are much much better with battle frenzy.

If you ask me neither, unless you have deep freeze. That's the only ice spell worth casting, circle of winter is the kind of spell you'd cast only if you don't have a fireball. Then there's ignite..
____________
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Map also hosted on Moddb

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mikkyld
mikkyld

Tavern Dweller
posted July 20, 2011 07:53 AM

I found markal the easiest to play - getting a bunch of archers after winning battles and getting all undead to join combined with raise dead makes it impossible to lose with almost any build.

However, making markal great means you then have to beat him later, so wouldn't just getting by be better?


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Campaigner
Campaigner


Hired Hero
posted July 20, 2011 05:05 PM
Edited by Campaigner at 00:48, 21 Jul 2011.

I figured Tactics would be great against shooters & casters or if I meet DestructionWizards or Warlocks.

I don't remember how good Cold Steel is (and it might have changed since v.1.3 when I last played the campaigns but I figured that more damage is better.

Ok, with Arcery I see your point.

Power of Speed is great, no doubt about that....may go for that.

Deep Freeze doesn't exist in Heroes V v.1.6
And I thought Master of Ice was great!   The enemy units caught in Ice spells lose 0.3 initiative.

I wasn't sure I got to fight Markal later....(I think I've heard it before) but I could have been without that spoiler
____________
Sun goes up, sun goes down, I always win. Logical things in a logical world.

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mikkyld
mikkyld

Tavern Dweller
posted July 20, 2011 09:30 PM

Quote:
I figured <b>Tactics</b> would be great against shooters & casters or if I meet DestructionWizards or Warlocks.

I don't remember how good <b>Cold Steel</b> is (and it might have changed since v.1.2 when I last played the campaigns but I figured that more damage is better.

Ok, with <b>Arcery</b> I see your point.

<b>Power of Speed</b> is great, no doubt about that....may go for that.


I didn't know I got to fight Markal later....(I think I've heard it before) but I could be without that spoiler


at various times you face 3 heroes you play, the last of which is isabel. I think they place them at the level they want for the mission but use whatever skills you have developed. Let me emphasize the "think" as I am not 100% sure about the skills

Of the 3 you face, isabel is by far the most dangerous to face in a castle with nasty pumps and such while controlling huge stacks of archangels, paladins, and upgraded priests

you can beat markal whatever you give him - I just found him so easy to play that I never worried about getting him a perfect build. All I ever needed was howl, raise dead, the ability to get archers and to bring back creatures that die on your side and once in a while the ability to copy or cast phoenix. Summoning is also probably the easiest magic skill to get him as well


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Campaigner
Campaigner


Hired Hero
posted July 21, 2011 03:44 AM

....I DON'T want spoilers, ok?

Jeez....
____________
Sun goes up, sun goes down, I always win. Logical things in a logical world.

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syn999
syn999

Tavern Dweller
posted August 14, 2011 02:24 AM

Level 1

Can someone help me? I stuck at mission 1. The wizard protol stands on my way and doesnt move. I can get cross or attack him. Waht should I do?( the orange wizard on the right side.)_
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 15, 2011 05:56 PM

If they don't move it's a bug and you should probably restart or patch the game and then restart.. Fighting them will lose you the game automatically.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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syn999
syn999

Tavern Dweller
posted August 18, 2011 03:53 AM

mission 5

At mission 5. I explored all map, but I cant get into the mage city. There are rocks everywhere. How can I get into city?
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PeterFarkas
PeterFarkas


Adventuring Hero
LeBronTosaurus
posted August 18, 2011 08:31 AM

If you get Freyda out of the prison and try to bring her back to Lorekeep, angels will attack you. If you kill them, you will get Angel Wings that allows you to fly right to Godric.
____________
"The one who makes most mistakes often loses" - Elvin

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syn999
syn999

Tavern Dweller
posted August 18, 2011 08:16 PM

Quote:
If you get Freyda out of the prison and try to bring her back to Lorekeep, angels will attack you. If you kill them, you will get Angel Wings that allows you to fly right to Godric.


snow, im almost done with the time limit, still dont have angle wing.
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mikkyld
mikkyld

Tavern Dweller
posted August 18, 2011 11:56 PM

Quote:
Quote:
If you get Freyda out of the prison and try to bring her back to Lorekeep, angels will attack you. If you kill them, you will get Angel Wings that allows you to fly right to Godric.


snow, im almost done with the time limit, still dont have angle wing.


once in a while the angels will not come or when you beat them they dont give the wings.

I had to restart the mission once because of that problem but it worked fine after that

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mikkyld
mikkyld

Tavern Dweller
posted August 19, 2011 12:08 AM

Quote:
....I DON'T want spoilers, ok?

Jeez....


might be in the wrong place if you dont want info on what to expect - just sayin.

that said, markal was by far the easiest hero to play with findan very close and that is because of their inherent ability. after all every sinlge undead group will join him and there are a lot on all the necro maps.

as long as markal raises archers and can bring a few back to life after the battle while using raise dead during the battle, he is simply too hard for the computer players to beat.

since raise dead is the main spell you will cast during battles, howl is an excellent first action for markal.

by all means make his ability to raise dead - both with the spell and from the dead after the battle - better by your choices of skills.

I am sure that dark is useful but it just wasn't necessary - summoning was definitely the best use of mana after raise dead. Oh and P force generally cost me 9 not 18.

since most skills are that useful, I found logistics to be very good for markal

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