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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Heroes 5 Hero Skills, Abilities and Specialities
Thread: Heroes 5 Hero Skills, Abilities and Specialities This thread is 12 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 · «PREV / NEXT»
aun
aun

Tavern Dweller
posted April 07, 2006 02:14 PM

Quote:
six


Thanks, but I'm still doubt about this. So, with your answer, you mean all skills that a hero can learn together is 12 skills then (6 primary + 6 secondary skills)? Please verify (note that I haven't played the Beta). THanks..  

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Lich_King
Lich_King


Honorable
Supreme Hero
posted April 07, 2006 03:57 PM

6 Primary and secondary skills depends on primary skills, normally there's 3 secondary skills from the primary ones and the rest are gained with levels and different skills...
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Aun
Aun

Tavern Dweller
posted April 08, 2006 10:10 AM

Quote:
6 Primary and secondary skills depends on primary skills, normally there's 3 secondary skills from the primary ones and the rest are gained with levels and different skills...



So it's 6 primary skills plus at least, or about, 18 secondary skills then. And the rest will depend on factors as you mentioned.. Thanks so much..  

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sfidanza
sfidanza


Promising
Supreme Hero
posted April 08, 2006 12:45 PM

Actually, what you call "secondary skills" are now called abilities.
That's the misunderstanding with lord_crusader.

Each (primary) skill unlocks three common abilities (same for every faction), as Lich_King says. Then, depending on your choices and faction, advanced abilities will be unlocked.
Refer to the skills pages for details:
http://www.heroesofmightandmagic.com/heroes5/demonlord_skills_abilities.shtml
...

Among all these possibilities (leaving a grand total of unlocked abilities of 24-30), it is still unclear how many we will be able to choose. In the beta, the abilities panel has 25 slots. However, there have been reports than only 4 abilities per skill were allowed.
We'll have to wait some more to know better.

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aun
aun

Tavern Dweller
posted April 09, 2006 09:25 AM


It's very clear explaination, thans so much sfidanza and all.

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Fofa
Fofa


Famous Hero
Famous? Me?!
posted April 15, 2006 04:45 AM

I haven't played HoMM 4, but I think I'll get used to this system when I play HoMM 5.

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted April 18, 2006 08:25 PM

It's a shame they had to duplicate some of the hero specials for some of the campaign heroes. I suppose there aren't that many (they seem to be stretching a bit here), but they've gone so far to get unique heroes, it's a bit of a disappointment that some campaign heroes will play like normal ones.
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Khan
Khan


Hired Hero
Order in Chaos
posted April 19, 2006 02:47 PM

Skills and Abilities

If it was not for the work done on this site I would never have understood the way the skills and abilities work. I want to say a big thank you for this.

I do have a question which has been partially answered. If you want to pursue a path of gaining the locked racial abilities does this mean that you will not be able to get all of the regular abilities for that skill?

Are racial abilities automatically gained? - I have been slightly confused by this in the demo which I have had limited time playing.
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sfidanza
sfidanza


Promising
Supreme Hero
posted April 20, 2006 12:02 AM

@Khan: Thanks for your support! That's very kind and motivating!

Regarding your question, things are not completely clear at the moment: we anticipate that a hero will have 4 abilities slots per skill, meaning in some cases, you won't be able to learn all the possible abilities (there are often 5). But the demo UI shows only 3 slots per skills. We guess it is only an intermediate UI, but we have to wait for the release to know...

The racial abilities are also tricky in the demo, because they do not appear in the abilities page, as they should (and will, AFAIK), but on the bottom of the skill page. That's confusing, but again, we guess it is only a temporary interface (there was some complaining about the beta skill & abilities interface, and it is a good thing they're trying to improve it).

Hope that answers your question.

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Khan
Khan


Hired Hero
Order in Chaos
posted April 20, 2006 02:46 PM

Thanks for that, so they have not finished that bit in the demo.

My feeling was that the racial abilities were on the first page because they were not working like the other abilities and were being added automatically when you achieved the prerequisites.


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Mantra
Mantra


Adventuring Hero
posted April 21, 2006 02:52 PM

A hero can only learn 3 perks out of the maximum 4/5 possible. It means you have to decide what to keep and what to let go.

Racial abilities are learned the same as other perks.
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Khan
Khan


Hired Hero
Order in Chaos
posted April 24, 2006 10:27 AM

cheers Mantra that clears that up. So racial abilities must be learnt and that means that it is going to take a lot of planning careful planning if you want your hero to get the ultimate ability.

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okiesolidarity
okiesolidarity


Known Hero
right brain/left brain wizard
posted April 27, 2006 07:16 PM

this is a question about the gating skill.

After reading through character profiles and the Inferno skill page, it seems as though the following could be possible:

playing as Biara/Veyer, you receive an additional 1% of gated troops per hero level, so supposing you have either of these characters on level 20, with ultimate gating, you will gate 60% of the initial stack (40% for ultimate gating, 20% for the hero level), correct?  

Supposing this character has the Leadership Ability "Gate Master", they will gate 20% more troops then normal, bringing the percentage of gated troops up to 72% (60% + (.2 x 60%)).  

Supposing this character also has the Luck Ability "Swarming Gate", there is a 15-30% chance (depending on hero level) that the hero will gate twice as many troops as they normally would.  Assuming the success of executing this ability, the gated stack would then be 144% the size of the original, yes?

Is it possible to gate a stack that is more than 100% the size of the original?  If so, that is an incredible skill tree to follow. If not, then it brings the usefulness of the gating specialty into question.  By the same math, a different hero with just ultimate gating, gate master, and swarming gate will normally gate 48%, with a chance of gating 96% (granted, 72% is still better than 48%, but there is a 15-30% chance that it will become almost moot, as 100% aint that much more impressive than 96%).

any answers/discussion are appreciated...I've read that a lot of people think that gating is overpowered as is...  

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Greb
Greb

Tavern Dweller
posted April 30, 2006 03:24 PM
Edited by Greb at 15:42, 30 Apr 2006.

If this has been discussed elsewhere, my apologies but I looked around and didn't see anything posted about it.

Do we know if the skill requirements for the unique abilities are relatively set in stone? While others have stated that there is definitely some chosing which will have to be done in order to be able to get the ultimate skill, it's become apparent that some heroes will never be able to get it.

[url=http://www.heroesofmightandmagic.com/heroes5/demonlord_skills_abilities.shtml]Inferno Skills[/url] - Urgash's Call - Attack, Dark Magic, Light Magic, Logistics and Luck (5)
[url=http://www.heroesofmightandmagic.com/heroes5/wizard_skills_abilities.shtml]Academy Skills[/url] - Artificer - Attack, Enlightenment, Sorcery and Summoning Magic (4)
[url=http://www.heroesofmightandmagic.com/heroes5/warlock_skills_abilities.shtml]Dungeon Skills[/url] - Rage of Elements - Enlightenment, War Machines, Logistics and Luck (4)
[url=http://www.heroesofmightandmagic.com/heroes5/knight_skills_abilities.shtml]Haven Skills[/url] - Unstoppable Charge - Enlightenment, Light Magic, Logistics, Luck (4)
[url=http://www.heroesofmightandmagic.com/heroes5/necromancer_skills_abilities.shtml]Necropolis Skills[/url]" - Howl of Terror - Attack, Dark Magic, Enlightenment and Logistics (4)
[url=http://www.heroesofmightandmagic.com/heroes5/ranger_skills_abilities.shtml]Sylvan Skills[/url] - Nature's Luck - Attack, Defense, Logistics, Luck (4)

Because the inferno heroes currently require five different skill sets, there are a number of inferno heroes which will never be able to get Urgash's Call: Alastor and Jezebeth due to Sorcery, Biara and Veyer because to Magic Resistance, Deleb has War Machines, Grawl starts with Destructive Magic, Marbas begins with Defense and finally Nebiros has Tactics. Agrael and Erasial are the only two (besides the mysterious sovereign) that have a chance to get their ultimate unique skill.

The easiest way to solve this would be to eliminate twilight as a pre-req. Perhaps it was only put into the demo as a pre-req in order to make sure that Jezebeth was unable to have it. Not sure, but it does limit the options of the inferno castle if the demo accurately reflects the game.

Also, Eruina (Dungeon) starts with destructive magic and attack, neither of which are pre-req's for Rage of Elements. Not sure if this is an error or intended.

Edited due to hyperlinks

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Zielony
Zielony

Tavern Dweller
posted April 30, 2006 04:42 PM

Many Questions

I have questions.

At first: Where are the Barbarians, which were in HOMM 1,2,3 and 4! I know it's a lot of work to create another army, but I really miss them in HOMM5. Could it be that they're in the Expansion ?

And the second: They're only 6 neutral creatures and really miss much of the old creatures of HOMM3 and 4...What's about Troglodytes, Beholders, Nomads, Mummys, Gargoyles, Thunderbirds, Dwarfs, Trolls, Ogre's, Goblins, Meduses(don't know the Plural of Medusa ) and some others, i really miss them . But i hope these creatures are going to be in the expansion.


need answers...PS: I didn't know were i can post this^^

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Mantra
Mantra


Adventuring Hero
posted May 10, 2006 02:02 PM

@ okie solidarity:

You can not play with Biara/Veyer, except for campaigns and a single scenario. But your calculations are correct.

Yes, you can summon more units than you originally have.
It is a powerful skill demon lords have. Too bad it sucks in he beginning and mid-game.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted May 10, 2006 03:52 PM

Quote:
@Khan: Thanks for your support! That's very kind and motivating!

Regarding your question, things are not completely clear at the moment: we anticipate that a hero will have 4 abilities slots per skill, meaning in some cases, you won't be able to learn all the possible abilities (there are often 5). But the demo UI shows only 3 slots per skills. We guess it is only an intermediate UI, but we have to wait for the release to know...

The racial abilities are also tricky in the demo, because they do not appear in the abilities page, as they should (and will, AFAIK), but on the bottom of the skill page. That's confusing, but again, we guess it is only a temporary interface (there was some complaining about the beta skill & abilities interface, and it is a good thing they're trying to improve it).

Hope that answers your question.



If one can only learn 3 or 4 of the possibly 5 abilities tied to each skill, that makes even further restrictions ... Especially so, if you can only learn 6 skills! What I meen is, if you want to have your Knight gain the Unstoppable Charge ability, there is VERY little room for you to chose your skills and abilities from, because of the huge number of prerequisits. In the end, it ties down to much less variation in the game - you'll choose the same possibilities each and every game, because there's only these very few combinations that lead to the ultimate skill of your class. All other combos will so to speak be wasted. What a bore!
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What will happen now?

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sfidanza
sfidanza


Promising
Supreme Hero
posted May 10, 2006 05:52 PM

It may be true.
But going to the absolute ability every game makes them very repetitive already. If you want diversity, you won't follow that path anyway.

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CharlesA
CharlesA

Tavern Dweller
Pilgrimage Traveller
posted May 10, 2006 07:46 PM
Edited by CharlesA at 19:48, 10 May 2006.

In the start, when I heard the HIII skills were back, I was actually really dissapionted, because I thought the HIV system was much better (though not the spellsystem), but I was gladly surprised!

I think I's really cleaver done by Nival. They have combined HIII and HIV skills. (Primary) Skills are like HIII, but then the abilities.

They are not quite like HIV, they were more like actual skills like the primary, but these abilities makes your hero more costumised, and makes it all more tactic. I'm quite fond of them.

Have you all seen the tables on Celestial Heavens. Very impressive.
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Pilgrimage for Trust on Earth
Ecumenical dialog!

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Lich_King
Lich_King


Honorable
Supreme Hero
posted May 11, 2006 12:07 AM

What new they can show ? We had ours for months now, almost know them by heart...
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