Heroes Of Might And Magic 5 Walkthrough
Posted : admin On 5/10/2019
|
Skills & Abilities | |||||
---|---|---|---|---|---|
Basic GatingUnique Demon Lord skill. Imps and Demons (as well as their upgrades) are granted an ability to gate into the infernal plane to bring reinforcements back to the battlefield. Each unit can gate only once per combat spending 50% of it's current initiative. Newly arrived creatures constitute 30% of the gated ones and will disappear after the end of the combat. Advanced GatingUnique Demon Lord skill. Imps, Demons, Hell Hounds and Succubi (as well as their upgrades) are granted an ability to gate into infernal plane to bring reinforcements back to the battlefield. Each unit can gate only once per combat spending 50% of it's current initiative. Newly arrived creatures constitute 35% of the gated ones and will disappear after the end of the combat. Expert GatingUnique Demon Lord skill. All infernal troops except Devils and Arch Devils are granted an ability to gate into infernal plane to bring reinforcements back to the battlefield. Each unit can gate only once per combat spending 50% of it's current initiative. Newly arrived creatures constitute 40% of the gated ones and will disappear after the end of the combat. Ultimate GatingUnique Demon Lord skill. All infernal troops are granted an ability to gate into infernal plane to bring reinforcements back to the battlefield. Each unit can gate only once per combat spending 50% of it's current initiative. Newly arrived creatures constitute 45% of the gated ones and disappear when combat ends. | Consume CorpseDemon Lord receives special combat ability to consume corpses of fallen creatures to restore mana. Consumed corpses disappear from the battlefield. Contributes to:
| HellfireCreatures under Demon Lord's control are granted a 30% chance to deal additional fire damage on attack. Hellfire drains the Demon Lord's mana. Contributes to:
| Mark of the DamnedDemon Lord receives special combat ability to punish the target enemy creature with a powerful Mark of the Damned if that creature is about to attack, retaliate or cast any spell. Once declared, Mark of the Damned is active until the end of combat. Should target creature remain idle or move without attacking, the Mark will not be performed. Contributes to:
| Urgash's CallGating becomes instant. Requires:
| |
Basic AttackIncreases damage dealt by your creatures in melee combat by 5%. Advanced AttackIncreases damage dealt by your creatures in melee combat by 10%. Expert AttackIncreases damage dealt by your creatures in melee combat by 20%. | ArcheryIncreases damage dealt by hero's creatures in ranged combat by 20%. | Battle FrenzyMinimum and maximum damage inflicted by each creature under hero's control is increased by 1. Especially effective for armies of low level creatures. Contributes to:
| TacticsIncreases the area in which the hero can rearrange creatures before combat. | Excruciating StrikeExcruciating Strike improves Mark of the Damned ability. There's a 40% chance that a Mark of the Damned performed by Demon Lord will deal double damage to a target. Requires:
Contributes to:
| Power of SpeedHero acquires Mass Haste spell on advanced level. Requires:
Contributes to:
|
Basic Dark MagicAllows hero to learn Dark Magic spells of the third circle and makes Dark Magic more effective overall. Advanced Dark MagicAllows hero to learn Dark Magic spells of the fourth circle and makes Dark Magic even more effective. Expert Dark MagicAllows hero to learn Dark Magic spells of the fifth circle and gives maximum power to Dark Magic. | Master of CursesGrants mass effects to Weakness and Suffering spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells. | Master of MindGrants mass effects to Slow and Confusion spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells. Contributes to:
| Master of PainGrants area effects to Decay and Vulnerability spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells. Adds +4 to effective spellpower of Unholy Word spell. | Weakening StrikeWeakening Strike improves Retaliation Strike and Mark of the Damned abilities. Now they not only damage the target, but also curses it with a Requires:
Contributes to:
| Dark RenewalShould it happen that any magic spell is resisted by target, the hero gains back all the mana spent to cast that spell. Requires:
Contributes to:
|
Basic DefenseDecreases damage dealt to your creatures in melee combat by 10%. Advanced DefenseDecreases damage dealt to your creatures in melee combat by 20%. Expert DefenseDecreases damage dealt to your creatures in melee combat by 30%. | EvasionDecreases damage dealt to your creatures by ranged attacks by 20%. Contributes to:
| ProtectionDecreases damage dealt to your creatures by magic attacks by 15%. | VitalityIncreases hit points of all your creatures by 2 (Particularly effective for large armies) | HellwrathHellwrath improves Hellfire ability. Additional fire damage to enemy creatures will be dealt on retaliation strikes as well. Requires:
Contributes to:
| Stand Your GroundTroops under hero's control get +60% bonus to their defense carrying out the Defend command. Requires:
|
Basic Destructive MagicAllows hero to learn Destructive Magic spells of the third circle and makes Destructive Magic more effective overall. Advanced Destructive MagicAllows hero to learn Destructive Magic spells of the fourth circle and makes Destructive Magic even more effective. Expert Destructive MagicAllows hero to learn Destructive Magic spells of the fifth circle and gives maximum power to Destructive Magic. | Master of FireGrants armor-damaging effect to Fireball and Armageddon spells. Creatures affected by these spells suffer additional -50% defense penalty. Contributes to:
| Master of IceGrants freezing effect to Ice Bolt and Circle of Winter spells. | Master of StormsGrants stunning effect to Lightning Bolt and Chain Lightning (first target only) spells. | Mana BurstThe hero calls upon the forces of nature to affect enemy casters. Any time an enemy creature casts a spell it will receive damage 10 times the hero's level. Requires:
| Searing FiresSearing Fires improves Hellfire ability. Fire damage dealt to enemy creatures by Hellfire ability is increased by 50%. Requires:
|
Basic EnlightenmentHero receives +1 to one of his primary stats for every four levels including the levels already got and + 5% bonus to the experience gained. Advanced EnlightenmentHero receives +1 to one of his primary stats for every three levels including the levels already got and + 10% bonus to the experience gained. Expert EnlightenmentHero receives +1 to one of his primary stats for every two levels including the levels already got and + 15% bonus to the experience gained. | Arcane IntuitionAllows hero to learn an unknown spell used by an enemy hero or | ScholarAllows the Hero to teach various spells to other heroes, effectively trading spells between spell books. Contributes to:
| Arcane ExaltationDelving deep into the secrets of spellcraft, hero gains +2 Spellpower permanently. Requires:
Contributes to:
| Dark RevelationHero qualifies for additional free level up. Requires:
| |
Basic LeadershipIncreases moral of all creatures in hero's army by 1. Advanced LeadershipIncreases moral of all creatures in hero's army by 2. Expert LeadershipIncreases moral of all creatures in hero's army by 3. | DiplomacyAllows hero to effectively negotiate with hostile creatures. Increases chances and reduces costs of creatures that wish to join your army. | EstatesHero contributes 250 gold pieces per day to your cause. | RecruitmentIncreases weekly growth of 1st, 2nd and 3rd level creatures by +3, +2 and +1 respectively. Hero must be stationed within the friendly town on the last day of the week for effect to take place. Contributes to:
| Gate MasterGating ability becomes more potent, bringing 20% more reinforcements than normal. Requires:
| |
Basic Light MagicAllows hero to learn Light Magic spells of the third circle and makes Light Magic more effective overall. Advanced Light MagicAllows hero to learn Light Magic spells of the fourth circle and makes Light Magic even more effective. Expert Light MagicAllows hero to learn Light Magic spells of the fifth circle and gives maximum power to Light Magic. | Master of AbjurationGrants mass effects to Deflect Missile and Endurance spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells. Contributes to:
| Master of BlessingsGrants mass effects to Divine Strength and area effect to Cleansing spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells. | Master of WrathGrants mass effects to Righteous Might and Haste spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells. Adds +4 to effective spellpower of Holy Word spell. | Fire ResistanceCreatures under Hero's control receive only 50% damage from all fire-based Requires:
| |
Basic LogisticsIncreases hero's movement speed over land by 10%. Advanced LogisticsIncreases hero's movement speed over land by 20%. Expert LogisticsIncreases hero's movement speed over land by 30%. | NavigationIncreases hero's movement speed at sea by 50%. | PathfindingReduces penalty for moving through rough terrain by 50%. Contributes to:
| ScoutingHero receives +4 to his range of view and gets an ability to see precise number of creatures in neutral troops, in enemy armies, towns and garrisons within his range of view. | Swift GatingThe next turn of the unit who performs gating will come twice faster than normal Requires:
Contributes to:
| Teleport AssaultHero acquires Teleportation spell and the ability to cast it with assault effect, increasing the initiative of creature being teleported. Requires:
Contributes to:
|
Basic LuckIncreases luck of all creatures in hero's army by 1. Advanced LuckIncreases luck of all creatures in hero's army by 2. Expert LuckIncreases luck of all creatures in hero's army by 3. | Magic ResistanceIncreases magic resistance of all creatures in hero's army by 15%. Creatures are more likely to avoid enemy magic. | ResourcefulnessIn the course of adventures the hero tends to find more gold and resources and be more lucky overall. | Soldier's LuckGuarantees that useful combat abilities of creatures in hero's army (like Squires' Bash, for example) will trigger more often. Contributes to:
| Swarming GateThere's a Requires:
Contributes to:
| Dead Man's CurseThe hero has gained an ability to affect the Luck of enemy creatures. The Luck of all enemy troops is decreased by 1. Requires:
Contributes to:
|
Basic SorcerySpeeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 10%. Advanced SorcerySpeeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 20%. Expert SorcerySpeeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 30%. | Arcane TrainingReduces casting costs of all spells by 20%. | Magic InsightAllows a hero to learn magic spells of the third circle regardless of actual skills in the respective schools of magic. | SoulfireAs a Demon Lord consumes corpses to restore mana, corpses may suddenly explode in a burst of fire, damaging all adjacent units including those under hero's control. Requires:
Contributes to:
| Arcane BrillanceAdds +2 to hero's Spellpower permanently. Hero also receives a new spell in his or her spell book. Requires:
Contributes to:
| |
Basic Summoning MagicAllows hero to learn Summoning Magic spells of the third circle and makes Summoning Magic more effective overall. Advanced Summoning MagicAllows hero to learn Summoning Magic spells of the fourth circle and makes Summoning Magic even more effective. Expert Summoning MagicAllows hero to learn Summoning Magic spells of the fifth circle and gives maximum power to Summoning Magic. | Master of ConjurationMakes Conjure Phoenix and Summon Elementals spells more powerful (effective Spellpower is increased by 4 for casting those spells). Contributes to:
| Master of EarthbloodMakes Fire Trap and Earthquake spells more powerful (effective Spellpower is increased by 4 for casting those spells). | Master of LifeMakes Fist of Wrath and Raise Dead spells more powerful (effective Spellpower increases by 4 for casting those spells). | Fire WarriorsHero is granted the knowledge of Summon Elementals spell. Regardless of circumstances this spell will summon Fire Elementals from now on. The number of Elementals summoned is 40% greater than normal. Requires:
Contributes to:
| Elemental BalanceSuperb knowledge of summoning magic allows the hero to counterbalance the combat situation when battling against skilled summoners. Each time the enemy uses the Summon Elementals spell, a small group of elementals of opposite aligment is automatically summoned to fight for the hero's cause. Requires:
Contributes to:
|
Basic War MachinesMakes war machines more effective overall. Increases Attack, defense and Damage of Ballista. Increases Catapult's Damage and grants it a 30% chance to hit. The First Aid Tent receives increased Healing Power. Ammo Cart gains an ability to increase Attack of ranged units in hero's army by 1. Advanced War MachinesMakes war machines more effective overall. Increases Attack, defense and Damage of Ballista. Increases Catapult's Damage and grants it a 40% chance to hit. The First Aid Tent receives increased Healing Power. Ammo Cart gains an ability to increase Attack of ranged units in hero's army by 2. Expert War MachinesMakes war machines more effective overall. Increases Attack, Defense and Damage of Ballista. Increases Catapult's Damage and grants it a 50% chance to hit. The First Aid Tent receives increased Healing Power. Ammo Cart gains an ability to increase Attack of ranged units in hero's army by +3. | BallistaAllows manual control of the Ballista. Ballista gains one extra shot. Restores the Ballista after the battle if it was destroyed | CatapultAllows manual control of the Catapult. Catapult gains one extra shot. Restores ammo cart after the battle if it was destroyed Contributes to:
| First AidAllows manual control of the First Aid Tent. Restores the First Aid Tent after the battle if it was destroyed | Brimstone RainCatapult gains another extra shot (up to 3 consecutive shots in turn if hero is proficient with catapults). Requires:
Contributes to:
| TremorsHero acquires Earthquake spell and the ability to cast it with shaking effect, damaging and stunning all creatures behind fortress wall Requires:
Contributes to:
|
About Heroes of Might and Magic V Game Guide & Walkthrough. Author: Malwina 'Mal' Kalinowska for gamepressure.com. Last update: May 5, 2016.
You can discuss Heroes V skills, abilities and hero specialties with the Heroes Community.
Thanks to sfidanza for creating the Heroes V skills and abilities pages!
Thanks to Valeriy for image optimisation!