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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Guide to creeping
Thread: Guide to creeping This thread is 2 pages long: 1 2 · NEXT»
Haldowan
Haldowan


Adventuring Hero
posted July 22, 2006 02:08 PM bonus applied.
Edited by Haldowan at 10:41, 25 Jul 2006.

Guide to creeping

=========
= CONTENTS =
=========


NOTES

INTRODUCTION
..Related topics
..About the numbers

BASICS
..1) General information
..2) The battlefield
..3) Heroes' attributes
..4) Versus melee
..5) Versus ranged
..6) Versus spellcasters
..7) Where do you find creeps ?
..8) Growth of creeps
..9) Power of creatures guarding mines

ADVANCED
..Tier 1
..Tier 2
..Tier 3
..Tier 4
..Tier 5
..Tier 6
..Tier 7
..Neutral creatures

EXPERT
..Overall strategy
..Creatures
....Mage/Archmage
....Scout/Assassin
....Grim Raider/Blood Fury combo
....Training Marksmen
....Imperial Griffin/Griffin with Irina
....Cavalier/Paladin
..Heroes
....Great heroes for early creeping
....Great heroes for later creeping
..Usefull spells

=======
= NOTES =
=======


07/22/06 : First release.
- Swapped zounds and legion, corrected. Thanks to Maurice.
- Size of battlefield corrected. Thanks to juventas and Maurice.
- Size of scatter shot corrected. Thanks to Shauku83.
- Replaced Nymus by Alastor according to Izzachar.
- Added tip from God2 about Inferno and Archery.
- Added Klaus and Vayshan according to Doomforge.

07/23/06 : Continuation.
- Added precision about this topic being for newbies.
- Answered garzahd question about number of stacks.
- Added info about speed of melee creatures requested by garzahd.
- Added info about windstrider boots. Thanks to garzahd.
- Added Tier 7 creatures.

07/24/06 :
- Added info about utopia, elemental stockpile and crypt. Suggested by Betruger.
- Added Neutral creatures.

07/25/06 :
- Added Neutral creatures growth.
- Added Contents.

=============
= INTRODUCTION =
=============


If you already are a master of this game, this guide is not for you, you can just not read this thread.

You can find usefull information in these topics :
[url=http://heroescommunity.com/viewthread.php3?TID=18472&pagenumber=1]Creature Tricks and Tips[/url]

On the map you can see neutral creatures guarding treasures, artifacts, chests, etc... Your hero will also gain experience from these battles. To be very effective at this game you must know how many opponents you are facing, and what are their weaknesses. This is the purpose of this topic. Feel free to comment, correct, add new tips, etc... I need your feedback .

So here we go, what kind of creatures will you find on the battlefield ?

All the creatures of the different factions from tier 1 to 7 and some creatures who are only neutral like the Death knight and elementals. Don't be overconfident before attacking them because there could be upgraded creatures in the group. The group can be a mix of upgraded and unupgraded creatures. What you will see is the creature which number is the highest. I mean that in the group of mages you see there, some can be archmages who will cast fireballs.

They can be :
- Melee creatures.
- Ranged creatures.
- Spellcasters creatures.
Some creatures are melee/ranged, ranged/spellcaster, melee/spellcaster or all at the same time.

All units have melee attack for free. Shooting require ammo. Each unit who have a ranged attack, also have a fixed number of ammo. If you don't want to fall out of ammo bring one ammo car. Some heroes starts with one already. When facing a human player if you are expecting a long battle (necro spamming raise dead) don't forget to destroy their ammo cart (Master Gremlin can repair it though).

About the numbers
-----------------
Few : 1..4
Several : 5..9
Pack : 10..19
Lots : 20..49
Horde : 50..99

Throng : 100..249
Swarm : 250..499
Zounds : 500..999
Legion : 1000+

========
= BASICS =
========


1) General information
°°°°°°°°°°°°°°°°°°°°°°
You should aim for Logistics(Pathfinding) and Attack(Archery, Frenzy). Heroes with War machines skills are great too. One aid tent can be a good addition if they're cheap in your town (500 gold). Defense skills may have some use depending on faction.

Also, I do not think you should go for Archery if you are using Inferno, since they only have 1 ranged unit. At least not in the early game. For creeping, take additional ranks of Gating as fast as you can.

2) The battlefield
°°°°°°°°°°°°°°°°°°
That is a 12*10 rectangle. At the begining of the battle you will be able to place your units in a 2*10 rectangle. If you have tactics that's a 3*10 rectangle. Distance between you and your opponent is 8 tiles (without tactics). During castle sieges the battlefield is larger, 14 tiles.

Movespeed 8 is enough to attack the front line on the first turn, or speed 9 for the back line. Windstrider boots add +1 movement speed to all your creatures. Tactics allow your melee creatures to be 1 square nearer the backline. This will allow to reach archers/spellcasters.

When placing your units you want to :
- protect spellcasters and archers-like creatures
- allow your melee attackers to cross the battlefield as soon as possible
- avoid creatures who are fast enough to cross the battlefield in one turn by hiding behing rocks and trees that appear sometimes on the battlefield
- don't place units who will die without doing anything useful, such as small stacks who are unable to fight properly and/or will remain unprotected on the battlefield (unless their are bait).

3) Heroes' Attributes
°°°°°°°°°°°°°°°°°°°
The creatures you want to take in the fight are the ones who hit hard/fast and/or have particulary good defense against that creature. Keep in mind that might heroes have a strong effect on the army. Also, some specialized heroes adds to attack and defense of one creature every two levels. Many artifacts are very usefull for attack, defense and initiative bonuses.

4) Versus melee
°°°°°°°°°°°°°°
Melee creatures have to go in melee range to damage you. The goal is to damage them while they try to reach you. Any ranged unit is good. You need to protect your ranged unit by placing tanks next to them.

Best place is in a corner like this :

__TT
__TR

or like this against large creatures :

__T_
___R

Most dragons can breeth, have high speed and fly. Try to block them with a larger unit like this :

_TT_
_TT_
___R

or this

_TT_TT
_TT_TT
___R__

You must have tactics or a unit with good initiative to be ready. Tactics is better because the tank can be in "defense stance" before the attack.

It is also good to snare melee creatures. Snares are anything that affect initiative (slow, master of ice, warding arrows) and some creatures abilities like the famous entangling roots of the treants.

When you are facing units with no-retaliation and three tiles attack like sprites and cerberi, if you don't have enough ranged firepower you will have to backstab them to avoid additional damage on their retaliation.
_______                
___M___                
___X___                
___M___                
_______

is better than
_______
_______
___X___
___MM__
_______

Mages/Archmages ranged attack is tricky to use because it goes through all stacks that are in the way. So it's better to avoid placing any of your units in front of them.

Learn to kite ! Units with high speed, high initiative and no-retaliation ability like sprites, vampires and blood furies have fun kitting slow units like zombies and golems for example .

5) Versus ranged
°°°°°°°°°°°°°°°
Ranged units can't shoot if they have one enemy unit next to them. Send few melee next to them and it will be good. Teleport spell, gated units are good counters too. When sending melee units across the battlefield, don't fall into their full damage range (2-6 tiles), that hurts a lot.

6) Versus spellcasters
°°°°°°°°°°°°°°°°°°°°
They are hybrid units. Look if they are ranged or melee and counter them. The most important thing to do against spellcasters is to scatter your units if they have an aoe spell (archmages' fireball).

Remember that unlike marksmen, archers have scatter shot. That is a 3x3 aoe shot doing half the normal damage. The best use of it is when you can hit more than 2 stacks (because it does only half damage). Good for dispel summonded units, it is a free aoe meaning your hero can do something else. When attacking archers don't forget they can use scatter shot when you are trying to reach them with melee units.

7) Where do you find creeps ?
°°°°°°°°°°°°°°°°°°°°°°°°°°°
Creeps usually guard artifacts, mines, chests, resources. Some are visible and with scouting you can see how many they are, but special buildings like utopia, elemental stockpile, crypt don't allow you to see the number of creatures inside and what are the hidden treasures.  You should be careful before entering these places.

Dragons usually have the nasty task of blocking strategical ways such as staircases, key master hut, etc...

Utopia : Dragons.

Elemental stockpile : Contain Fire, Water, Earth and Wind Elementals. They are in 4 stacks, one stack for each element. They also appear by mulptiple of 5. After running into elemental stockpiles I had these numbers :
- Easy : 5 each (20 all), 5, 10, 15, 10. Total 180.
- Normal : 15, 5, 5, 10, 15. Total 200.
- Difficult : 10, 5, 15, 10, 5. Total 180.
- Heroic : 10 , 20, 10, 10, 15. Total 260.
Except heroic level, it's random between 20, 40 and 60 elementals. In heroic level expect 5 more elementals per stack or +20 elementals.
Power of Elemental Stockpile
- 5 of each elemental : 16465.
- 10 of each elemental : 32930
- 15 of each elemental : 49395
- 20 of each elemental : 65860

Crypt : Skeleton Archers, Plague Zombies.

Creeps also randomly spawn on the map when it is their birthday . At the week of devils for example, devils will appear everywhere on the map, same thing at the week of paysans, titans, etc... Usually there are not numerous, not a big deal for your main hero but your scout/support hero could have trouble with such high level creatures.

8) Growth of creeps
°°°°°°°°°°°°°°°°°°
The number of neutral creatures increase each new week by a fixed percentage. When doing this calculation you should round down the result, for example : a group of 71 paysans on heroic level will be the next the week a group of 78.81 paysans rounded down to 78.
- Easy : 5% increase.
- Normal : 9% increase.
- Hard : 10% increase.
- Heroic : 11% increase.

The initial number of creatures in the group is the base for calculation. It is not the new number that is taken for the next week. In my example 71 * 1.11 * 1.11 = 78.71 * 1.11 = 87.47. If I take the number of the second week it gives 78 * 1.11 = 86.58. As you can see there is a little variation between the two methods.

Consequently, the time for a group of creeps to double their initial population is :
- Easy : 14 weeks.
- Normal : 7 weeks.
- Hard : 7 weeks.
- Heroic : 6 weeks.

9) Power of creatures guarding mines
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
EASY
- Mines
Wood 1260-1458
Ore 1148-1843
Mercury 3300
Cristals 4879
- Crypt 5520 (1500 gold found).

NORMAL
- Mines
Wood 2484-4588
Ore 2255-4075
Mercury 5565
Cristals 10619

HARD
- Mines
Wood 3894-4977
Ore 2009-3850
Mercury 7700
Crystals 9672

HEROIC
- Mines
Wood 3900-4750
Ore 3198-5900
Mercury 7640
Crystals 11968

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Haldowan
Haldowan


Adventuring Hero
posted July 22, 2006 02:09 PM
Edited by Haldowan at 10:38, 25 Jul 2006.

==========
= ADVANCED =
==========


If you have good knowledge of your enemy, you will be able to avoid casualties. [url=http://www.heroesofmightandmagic.com/heroes5/academy_creatures.shtml]Description of Heroes 5 units for futher information.[/url]

About the number of stacks, it is not random. I had some battles where when I choose 1 stack there were 2 stacks of enemies. When I reload the map, I choose 2 stacks and there were 3, 3 vs 4... The computer is able to choose the proper number of stacks according to your damage output. With more testing, maybe we will understand how it works.

For melee creatures :
Unupgraded creature [Speed], Upgraded creature [Speed] : Info.

For ranged creatures :
Unupgraded creature [Initiative], Upgraded creature [Initiative] : Info.

Tier 1
°°°°°°
- Gremlin 7, Master Gremlin 11 : Master Gremlins are a lot faster than Gremlins. Counter with anti-shooter strategy.
- Scout 10, Assassin 12 : Ranged penalty means they do 1/4 damage at full range. Assassins have a good poison and a lot of HP for a tier 1 unit. Stay at range and kill them, they do full damage in melee.
- Paysan 4, Conscript 4 : They are so slow and so weak...
- Imp 4, Familiar 6 : You will lose mana if you can't one-shot them. High initiative and damage.
- Skeleton 5, Skeleton Archer 10 : No comment, free XP here.
- Pixie 7, Sprite 7 : High initiative, high speed. The sprite can cast Wasp Swarm twice. No retaliation and Spray attack. Be careful.

Tier 2
°°°°°°
- Stone Gargoyle 6, Obsidian Gargoyle 7 : They are immune to some damage spells. They are not immune to earth tough. Low damage but good defense and HP. Can take some time to kill, but this is not a real threat.
- Blood Mainden 7, Blood Fury 8 : Very high initiative, high damage and speed... They have poor defense tough. You have to kill them at range. No retaliation ability for Blood Furies.
- Archer 9, Marksman 8 : Archers have scatter shot. But the real threat is the Marksmen with heavy damage. Do not fall at 2 tiles of them, precise shot is deadly.
- Horned Demon 7, Horned Overseer 8 : If you have some powerful ranged firepower, they are dead before they can reach you. Do not surround Horned Overseer in melee, he will explose.
- Zombie 4, Plague Zombies 4 : Our beloved zombies... No comment.
- Blade Dancer 6, War Dancer 6 : Very good melee units. The War Dancer attack all nearby units, do not surround them. With their high initiative, you will have to take them down fast. They will often be splitted in 3-4 stacks, not an easy fight if you want to go melee against them. Their low HP is their big weakness.

Tier 3
°°°°°°
- Golem 4, Steel Golem 4 : They are slow, resistant to magic damage. Dungeon heroes can go through their magic protection. Steel golems have unlitited retaliation. If they are numerous you'd better have good ranged fire power to take them down.
- Minotaur 5, Minotaur Guard 5 : Good HP but their defense is so bad, if they were fast enough they would be a real threat.
- Footman 4, Squire 4 : Their shield protect them from non-magical shooting attacks (bullets, arrows). If they are lucky and get shield bash, your units won't retaliate. Try to destroy all the stacks in the same time because they could enrage. Magic attacks and snare abilities are great against them.
- Hellhound 7, Cerberus 8 : Very poor defense, but their attack and speed is very good. Be careful, cerberi are killers with three headed attack and no-retaliation.
- Ghost 5, Spectre 5 : If you're unlucky, nothing but magic works against them. Watch out for the spectres mana drain if you have casters.
- Hunter 10, Master Hunter 10 : They hit fast and hard. You should have some real ranged firepower. If you can bring squires for protect allies it will help greatly.

Tier 4 (great units in this tier)
°°°°°°
- Mage 10, Archmage 10 : Great damage dealers here. Your stacks should never be next to another because of fireball and their magical shoot. Usually, expect them to be in three stacks.
- Dark Raider 6, Grim Raider 8 : Deadly unit here. If they have 5 tiles to run before reaching you, you will be hit like if you were naked. Be very careful, high initiative, speed, damage and good defense. They're large, try to hide behind rocks or trees that appear sometimes. They won't reach you here.
- Griffin 7, Imperial Griffin 7 : They don't use battle dive very often. Merely easy kill. Against a human player, prepare for hard time if they are lucky. Unlimited retaliation help them to deal with melee units but with their poor defense, they can't retaliate for good damage. If retaliation was at the same time, it would be good for them (they have high initiative after all).
- Succubus 10, Succubus Mistress 10 : Demonic, they are just so powerfull. If you don't have enough ranged power to kill the stack in one hit they will retaliate and chain shot hurts. Don't be overconfident.
- Vampire 6, Vampire Lord 7 : Vampire Lords have teleport. They do not allow retaliation and have life drain. Kill them with ranged attacks.
- Druid 10, Druid Elder 10 : 3 lighting bolts for each stack. I have nothing to say but they hurt A LOT.

Tier 5
°°°°°°
- Djinn 7, Djinn Sultan 8 : Don't laugh at these headless genies. They may have low HP and defense but if they begin to buff themselves and cast curses on your units, you won't laugh any longer. High melee attack.
- Hydra 5, Deep Hydra 5 : Huge HP but very slow. Don't surround in melee and curse/debuff them (slow and vulnerability). If you have confusion cast it to avoid retaliation.
- Priest 10, Inquisitor 10 : Priests are easy but Inquisitors are stainless. If they are numerous, hope they cast buffs before attacking to give you some time. Fast melee may be a good option here if you can reach all stacks at the same time to avoid full damage.
- Hell Charger 7, Nightmare 8 : Avoid them, you will have bad dreams tonight. Seriously there are just so great, attack, speed, fright aura and fear attack. If you aren't lucky the fear will not allow retaliation and take away your archers defense...
- Liche 10, Archlich 10 : Hmm I'd say avoid the cloud of their attack (3x3 aoe) unless you're playing undead, and hope that they cast some debuff. They hit hard.
- Unicorn 7, Silver Unicorn 7 : This is more a tanking unit I'd say. Magic resistance aura and good HP. Can't reach you on their first turn, should be killed by shooters.

The defense and attack of the following creatures are high. You will never attack them without bringing heavy damage output and tanking units.

Tier 6
°°°°°°
- Rakshasa Rani 5, Rakshasa Raja 6 : Their defense is awful. Initiative and speed are sub-par. You will be careful about Rakshasa Raja if it uses Rush. At this time it can be deadly but it takes out one turn to do this.
- Shadow Witch 10, Shadow Matriarch 10 : Only weakness of these casters is damage spells. They don't have any.
- Cavalier 7, Paladin 8 : I'd say that if the AI was good, then we should have some trouble with them. Paladins are fast, find some shelter to avoid jousting.
- Pit Fiend 4, Pit Lord 4 : Like all demons, this creature is all about attack. Meteor shower, fireballs and vulnerability. Take advantage of his low initiative.
- Wight 7, Wraith 7 : I'd say it's bad that they don't have some good ability. Anti-melee strategy here.
- Treant 6, Ancient Treant 6 : The best tanking unit of the game. Their attack is low. Just avoid to enrage them, kill them all at the same time.

Tier 7
°°°°°°
- Colossus 6, Titan 10 : The Colossus can't fly and doesn't have teleport. Titan : No melee penalty, 5 shots (low), immunity to mind control spells.
- Shadow Dragon 9, Black Dragon 9 : Magic Immununity.
- Angel 7, Archangel 8 : Fixed damage, Archangels resurrect allies.
- Devil 7, Arch Devil 7 : Summon Pit Lords from allies corpses.
- Bone Dragon 6, Spectral Dragon 7 : Weakest creature of the tier. It can't breath.
- Green Dragon 8, Emerald Dragon 9 : Very high initiative, Immunity to Earth (Implosion, Meteor Shower, Decay).

[url=http://www.heroesofmightandmagic.com/heroes5/neutral_creatures.shtml]Neutral Creatures[/url]
°°°°°°°°°°°°°°°°
- Fire Elemental 8 : Fire Immunity, Fire Shield, Shooter. It has good ranged damage and will never run out of ammo (50).
- Water Elemental 5 : Ice Immunity, Caster (Ice Bolt, Circle of Winter).
- Wind Elemental 8 : Lightning Immunity, Flyer, No-retaliation. Outstanding initiative (17) and low HP.
- Earth Elemental 5 : Earth Immunity, Magic Resistance, Unlimited Retaliation. Its initiative is very low, but it does have HP.
- Death Knight 7 : Deadly strike has 25% of killing half the creatures in the stack. Any weakness ? None.
- Phoenix 10 : Best unit of the game. All it lacks is HP, but heh, you know what ? It's the phoenix ! I guess you know what I mean.

========
= EXPERT =
========


Overall strategy

Scouting is the only thing who seperate the pupil and the master. From day one you must go out and search for free resources. This will help you to build faster. Look for avaible artifacts and choose another main hero if there are better for him ! This is true for versatile factions like dungeon who can be played might even if their dedicated to magic. Open up your mind.

Focus on the mines you need for your future army, do not creep when you don't have to. It isn't like real time strategy games where you could be ganked , so you can creep in enemy territory to prevent him for gathering ressources and artifacts.

Hire another hero (and take his units with you). When you find a witch hut, your second hero should go in. This will save skill slots for skills you don't want and allow you to take it if it's what you need (sylvan and war machines, you know what I'm talking about huh ?). When your second/third hero isn't a sitting hero (these one with recruitment) order him to follow your main hero. The main hero kills the creep and the second hero collects the spoils. You will save a good amont of movement point by doing that if you don't have logistics yet.

Once again scout and know what are doing the others, avoid being surprised. You don't want to be attacked while creeping because you didn't see the enemy coming and can not go back in time... A lot of people don't take scouting because it isn't a combat skill but you should really think about it if you don't know the map which you are playing on.

When hitting level 10 you should always have a level 3 mage guild to learn Summon Creatures. It can be a life saver before rushing, or when you are attacked and do not want to lose these units, or allow the enemy to hire them (archangels for example).

Creatures
°°°°°°°°°

Mage/Archmage
They are like bishops in chess, best used in the longest diagonal. Split them for additional damage and more angles, you will be able to maximize the effectiveness of fireball/magic shoot. Gremlins or melee units will kill the survivors.

Scout/Assassin
With Vayshan, useful from the second week. Starts with 45 scouts (if you are lucky.. I am counting those recruited and those taken away from another hero too) and with the aid of furies and spells he can clean every slower stack. Poison enemies, then finish them with furies and spells. Keep in mind that melee attack of assassins does a LOT of damage with this hero.

Grim Raider/Blood Fury combo
Place your Grim Raiders next to enemy units. Split your Blood Furies in 3-4 stacks and attack for free additional damage (Lizard Bite).

Training Marksmen
You will be able to train a lot of Marksmen by playing Haven. With Dougal they will be more efficient and he brings archery on day one. Ellaine is your best second hero choice, and with luck she can learn estates too. All you need is gold, wood and ore. Build your way to Castle, Garrison and Hall of Heroes. Always take gold in chests. Squires will protect your marksmen even against ranged attacks (non-magical), don't go around without them.

Imperial Griffin/Griffin with Irina
Use battle dive, creeps don't move if there is nothing to attack. You must be carefull when facing other high initiative units like Blood Furies and War Dancers... No mistake allowed against them.

The issue with griffins is that you don't have enough time to bless them before battle dive. To master battle dive if you bring another unit in battle, you should look if your griffins are able to act twice before one unit. If yes, then cast battle dive on that unit, it won't move before the dive. If no, and the enemy is slow you can wait then cast battle dive since you will have to act twice after your wait turn. If the enemy is not so slow but you think that you can predict where the enemy will attack cast battle dive on the tile where you think they will be after moving.

Griffins are very great vs spellcasters and archers who usually don't move at all. You have to choice how many stacks of griffins you will use. If they are not enough in the stack they won't be able to kill anything but if they'are all in the same stack, after the dive they will take some hits... Usually 2-3 stacks are good option.

Cavalier/Paladin
Try to find the best angle when jousting. This adds a lot of damage especially whith Klaus. If you have one free stack, split them and use their Lay Hands ability to heal/decurse each other. When paladins are with angels, heal them, angels never die, they don't have any corpse. You can not resurrect them if the stack die.

Heroes
°°°°°°

Great heroes for early creeping (before end of second week)
- Academy. Havez (Gremlin Master) strats with 60+ Gremlins, Nathir (Flame Wielder) strats with Fireball, Jhora (Windspeaker) starts with Eldrith Arrow.
- Dungeon. Sinitar (Empowered Spells), Eruina (Destruction Magic and Attack), Vayshan (Black Hand) strats with 20+ Scouts.
- Haven. Dougal (Archer Commander) starts with 20+ Archers and Archery, Irina (Griffin Trainer) starts with 1 Griffin and allow Griffins to use battle dive, Rutger (Pathfinder).
- Inferno. Deleb (Iron Maiden) starts with a Ballista and an Ammo Cart, Grok (Rusher) will learn Teleport Assault, Alastor (Mindreaver) starts with Confusion.
- Necropolis. Kaspar (Embalmer) strats with First Aid Tent, Naadir (Soulhunter) summons Phantoms from enemies' corpses, Vladimir (Reanimator) starts with Raise Dead.
- Sylvan. Ossir (Master of the Hunt) starts with 5 Hunters, Talanar (Elven Fury) starts with Recruitement and will learn Battle Commander and Estates/Diplomacy, Ylthin (Unicorn Maiden) starts with First Aid Tent, Master of Blessing and one Unicorn.

Great heroes for later creeping (since third week)
- Haven. Klaus (Cavalry Commander)

Usefull spells
°°°°°°°°°°°°°°
In Heroes V, you can't be sure to have the spell you want to use unless the hero already learnt it. Enlightment may help you if the spell isn't in your guild mage but don't expect much from that. The Treasure of dragons and the treasure of mages buildings can learn you some spells also (even resurrection and adventure spells).

- [url=http://www.heroesofmightandmagic.com/heroes5/light_magic.shtml]Light Magic[/url]. Alls spells may be usefull but some are a must have if you go for Light Magic : Righteous Might, Divine Strength, Deflect Missiles, Magical Immunity. If you are lucky you will have Ressurection on top of that .
- [url=http://www.heroesofmightandmagic.com/heroes5/dark_magic.shtml]Dark Magic[/url]. Mind control spells rules ! Slow, Vulnerability, Confusion, Suffering, Blindness, Puppet Master.
- [url=http://www.heroesofmightandmagic.com/heroes5/destructive_magic.shtml]Destructive Magic[/url]. For nukers. Eldritch Arrow, Ice Bolt, Cercle of Winter, Meteor Shower, Implosion. Master of Ice will allow your units to act more than your opponent. Master of Storm adds stun effect to lighting spells but is less usefull because of the "more-usefull-spell-in-the-same-tier" disease. Master of Fire decrease defenses of targeted units.
- [url=http://www.heroesofmightandmagic.com/heroes5/summoning_magic.shtml]Summoning Magic[/url]. Fist of Wrath, Raise Dead, Phantom Forces (imba vs AI). Don't know anything about the other spells.
- [url=http://www.heroesofmightandmagic.com/heroes5/adventure_magic.shtml]Adventure Magic[/url]. Summon creatures is great, you will not have to return to town each new week. You need to be level 10 to learn it (mage guild level 3). Instant travel will allow you to reach new areas and go through some lvl 6-7 creatures blocking the way. Level 15 required for this one (mage guild level 4).
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Thanks for reading. Hope it helps a bit.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted July 22, 2006 02:25 PM

You have these ...

| Legion  | 500..999 |
| Zounds  | 1000+    |

... swapped around. Zounds is the 500-999 range, Legion is anything 1000 and more.

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juventas
juventas


Adventuring Hero
posted July 22, 2006 04:25 PM

Good stuff.  I hope you develop this further.  I thought the battlefield was 10 squares tall, not 14?
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Shauku83
Shauku83


Promising
Famous Hero
posted July 22, 2006 05:06 PM

Nice work. Archers Scatter Shot has an area of 3x3 though.

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Betruger
Betruger


Known Hero
empowered mind
posted July 22, 2006 05:30 PM

I'm curious about one thing. Does anyone know exact formula of damage done by griffins using battle dive?

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Maurice
Maurice

Hero of Order
Part of the furniture
posted July 22, 2006 06:24 PM

Quote:
Good stuff.  I hope you develop this further.  I thought the battlefield was 10 squares tall, not 14?


On castle sieges, the battlefield is larger, 14 squares in depth, whereas on the normal battles, the battlefield is only 10 squares.

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Izzachar
Izzachar


Adventuring Hero
posted July 22, 2006 06:34 PM

I would replace Nymus with Alastor.

Nymus isnt that good for creeping.

Alastor is MUCH better.

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God2
God2


Adventuring Hero
Your benevolent deity
posted July 22, 2006 08:15 PM

Also, I do not think you should go for Archery if you are using Inferno, since they only have 1 ranged unit. At least not in the early game. For creeping, take additional ranks of Gating as fast as you can.
____________
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted July 22, 2006 08:30 PM
Edited by Doomforge at 20:31, 22 Jul 2006.

well.. gating is more a mid-endgame tool IMO. Better to abuse deleb. May be a bit boring to play with her each time, but if you desire a truly powerful start, she is the best.
Good advices.
I'd add some: you can kill everything with combinations of units&heroes like:

HAVEN: Klaus, 5 cavaliers. obtainable in third week, does around 1500 damage for each full-distance jousting attack. Do i need to say that it is SICK? have fun slaughtering everything in one blow. Zzzzz. very fun with divine guidance, good morale and good luck.

INFERNO: Deleb, 5 nightmares, obtainable in second week. My personal favorite, killing 25 level 5 units is not a problem to me (with no loses) with just the tent and ballista skill. Horses rock. Aim for soldier's luck to abuse the fear thing.

DUNGEON: Scout/Assassin specialist. Useful from the second week. Starts with 45 scouts (if you are lucky.. I am counting those recruited and those taken away from another hero too) and with the aid of furies and spells it can clean every slower stack. Poison enemies, then finish them with furies and spells. Keep in mind that melee attack of assassins does a LOT of damage with this hero.

NECROPOLIS: Kaspar, XXX skeleton archers, vampire lords as meatshields. Good even at week 1, starts to rock in week 2. Go for as much skellies as you can, get battle frenzy and watch them killing everything like Klaus' cavaliers.

ACADEMY: flamewielder, garg or golem - 3 stacks of meatshield, master gremlins. Can do well since first week, works best with the addition of arch mages.

SYLVAN - dunno about them, since I dislike this castle.

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juventas
juventas


Adventuring Hero
posted July 22, 2006 10:53 PM

Apparently Klaus and the Paladin's charge has been nerfed as of 1.2, which is really stupid.  Jousting itself wasn't overpowered.  They just needed to tone down Klaus.  Anyway, after this undocumented decision, Dougal may be a better way to start off Haven.  He gets a lot of archers.


How good is Yrwanna for a Dungeon start?  Or is Vayshan the definitive power starter?  I don't like taking him because his special is not so useful after the early game start.


Sylvan really doesn't have any spectacular heroes.  I would probably say Ossir for his Master Hunter bonus.  Other than him, maybe Dirael.  With Expert Summoning and Wasp Swarm, it is practically guaranteed that a stack of living creatures will be unable to act for most of the battle.
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ZeroXcuses
ZeroXcuses


Known Hero
posted July 23, 2006 01:13 AM

We've heard it all before

Is this really a guide or is it a bunch of stuff that we already knew?

BTW, I don't play any multiplayer game where you can choose your starting hero. That takes the fun out of it!

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Miru
Miru


Supreme Hero
A leaf in the river of time
posted July 23, 2006 01:26 AM

This is for newbs to the series. Being made by Ubi, this is likely to atrract a lot of newbs.
____________
I wish I were employed by a stupendous paragraph, with capitalized English words and expressions.

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Klaital
Klaital


Known Hero
posted July 23, 2006 05:55 AM

Quote:
Apparently Klaus and the Paladin's charge has been nerfed as of 1.2, which is really stupid.  Jousting itself wasn't overpowered.  They just needed to tone down Klaus.  Anyway, after this undocumented decision, Dougal may be a better way to start off Haven.  He gets a lot of archers.


How good is Yrwanna for a Dungeon start?  Or is Vayshan the definitive power starter?  I don't like taking him because his special is not so useful after the early game start.


Sylvan really doesn't have any spectacular heroes.  I would probably say Ossir for his Master Hunter bonus.  Other than him, maybe Dirael.  With Expert Summoning and Wasp Swarm, it is practically guaranteed that a stack of living creatures will be unable to act for most of the battle.


Eh? I have heard everyone complaining about how overpowered Klaus is, and now when they fixed it you are complaining that they shouldn't have done it?

Oh and for sylvan I prefer the xp hero, Vinrael I think... the initiative boost hero is also nice, Wyngaal.
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garzahd
garzahd

Tavern Dweller
posted July 23, 2006 05:57 AM

What makes you think that certain units are more likely to have multiple stacks? It's just random, though I admit some units are more annoying when in multiple stacks.

I would recommend listing the move speeds for each monster type with a movespeed of 7+. It's good to know who can cross the battlefield in one turn. Movespeed 8 is enough to attack the front line on the first turn, or speed 9 for the back line. Tactics and windstrider boots effectively add +1 each.

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juventas
juventas


Adventuring Hero
posted July 23, 2006 07:34 AM

Quote:
Eh? I have heard everyone complaining about how overpowered Klaus is, and now when they fixed it you are complaining that they shouldn't have done it?


Quote:
Apparently Klaus and the Paladin's charge has been nerfed as of 1.2, which is really stupid.  Jousting itself wasn't overpowered.  They just needed to tone down Klaus.  Anyway, after this undocumented decision, Dougal may be a better way to start off Haven.  He gets a lot of archers.

____________

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted July 23, 2006 08:55 AM

lol. Didn't know that. Well, if they nerfed BOTH klaus and jousting itself, the 1,5k damage abuse will be there no longer. Gotta check how much damage they do now.

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Haldowan
Haldowan


Adventuring Hero
posted July 23, 2006 10:50 AM
Edited by Haldowan at 11:42, 23 Jul 2006.

Quote:
What makes you think that certain units are more likely to have multiple stacks? It's just random, though I admit some units are more annoying when in multiple stacks.

About the number of stacks, it is not random. I had some battles where when I choose 1 stack there were 2 stacks of enemies. When I reload the map, I choose 2 stacks and there were 3, 3 vs 4... The computer is able to choose the proper number of stacks according to your damage output. With more testing, maybe we will understand how it works.

Quote:
We've heard it all before

Is this really a guide or is it a bunch of stuff that we already knew?

BTW, I don't play any multiplayer game where you can choose your starting hero. That takes the fun out of it!

This is not only for multiplayer and this guide may not be for you.

Quote:
This is for newbs to the series. Being made by Ubi, this is likely to atrract a lot of newbs.

Lol, if Ubi was paying me for that, I'd be happy. Seriously...

Quote:
How good is Yrwanna for a Dungeon start?  Or is Vayshan the definitive power starter?  I don't like taking him because his special is not so useful after the early game start.

Any answer ?

I'd like some help about summoning magic and build order for each faction.

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted July 23, 2006 01:35 PM

Vayshan is the ultimate power starter in dungeon.

There are many better heroes than him later on, tho.

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marlboroo
marlboroo

Tavern Dweller
posted July 23, 2006 07:52 PM

about the neutrals stacks thing, it is not random

every creature have power rating in its file info, so computer will sort the neutral monster stacks according to your army power

more neutral stacks if the computer think your army is weak
and fewer neutral stacks if the computer think ur army is strong

also the upgrade version will make presence if the computer stack consist 3 stacks (1 stack of upgrade version) and 4 stacks (2 stacks upgrade)

ex: you meet lots of magi

if your army is 1 peasant (weak) then the magi will consist 2 stacks of magi and 2 stacks of archmagi

if ur army are some marksmen and griffin (madium) then theres 2 stacks of magi OR 2 stack magi and 1 stack archmagi

if ur army sre some angels, paladin and priest then there is only 1 stack of magi

judging by the system, its always good to bring powerfull army so the computer will consist of 1 stack only

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