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Posts from “Heroes of Might and Magic V: Tribes of the East”

4.8 (4 ratings)
In reply to Magnus
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18 years ago
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Friends sent it by email, saying they found it on the Nival forum. I thought ours wasn't any worse – let's have it here too. Blood Fury is a unique Barbarian ability that allows creatures from the Orcish Castle to enter a rage and gain a certain advantage in battle. Perfected Blood Fury reduces the number of points required to reach the next level of rage by 25%. * Strength (Power) over Magic – reduces the enemy's spellpower proportionally to the Barbarian's spellpower. (Reduced by half of the Barbarian's spellpower). * Powerful Strike – links the hero to a friendly unit. Each time this creature attacks, the Barbarian also attacks the same target. The hero's level at the time of the strike is 3 higher than his actual level. There is also an additional chance to inflict critical damage. (If the selected creature uses a ranged attack, the Barbarian deals normal damage. If the attack is melee, the level is 3 higher. 40% chance to deal double, critical damage.) * Blood Memory – all Barbarian Castle creatures in the Barbarian's army receive 50 to 100 points of rage at the beginning of the battle (randomly). (The number is a multiple of 10, varying from 50 to 100). * Absolute Fury – all Barbarian Castle creatures in the hero's army receive an additional 500 points of rage at the beginning of each battle. (Requires Crippling Strike, Encouragement, Brimstone, Power over Magic, Powerful Strike, Blood Memory) Shout is a unique ability of the Orc hero. It allows you to reduce the waiting time for the hero's next turn after using any Battle Cry. (Analogous to Wizardry) * Powerful Shout – when calculating the effect of the cry, the hero's level increases by 5 compared to his actual level. Destruction of Light (Darkness, Chaos, Summoning) – unique abilities of the Orc hero. Reduces the opponent's knowledge level in the corresponding magic when calculating the effect of the applied spell. (That is, Adept becomes Advanced, Advanced becomes Basic). Spellpower is reduced by 25%. (I didn't translate further here because I started to doubt that the information is correct – all the numbers match, both at the Basic and Adept levels). Next are abilities available to everyone with special Orcish skills. Attack * Stunning Strike – each normal attack by the hero slightly pushes the creature back on the ATB scale. (Position on the ATB scale shifts by 0.1) (Requires Battle Frenzy and Powerful Strike) * Crippling Strike – improves the hero's attack. 30% chance that the hero's attack will deal double damage. (Requires Stunning Strike.) Defense * Protect Us All – the hero's defense increases by 2, and goblins are added to his army, the number of which is twice the number of Warriors, Maulers, and Warmongers in the hero's army. (Requires Steadfastness) Luck * Barbarian Luck – the hero's army receives 5% magic resistance for each point of luck. (Requires Magic Resistance). Leadership * Battle Frenzy – each time a creature in the hero's army loses morale, it receives 50 points of rage. Education * Tenacity – the hero receives +2 to defense, and the hit points of all creatures in the hero's army increase by 10% for the next battle. * Fire in Blood – each time a creature in the hero's army gains rage, it is 50% more than usual. But if the rage decreases, it also decreases 1.5 times more than usual. * Battle-Hardened – the Barbarian gains the ability to learn Battle Cries from other Barbarians, even if he does not have the required skills, and to teach other Barbarians the cries if they have the corresponding skills. He can also learn the cries used in battle by the enemy. Machines * Goblin Support – if the hero's army has a supply cart, one goblin will join him every day. (If the hero's army does not have upgraded goblins, a simple goblin will join. If upgraded goblins are available, the joining goblin will also be upgraded, most likely a Trapper Goblin). Barbarian Heroes Kragh – Crusher. At the beginning of each battle, the hero performs a special attack. In addition, all his attacks are improved by 5% for each level. Urghat – Huntress. The hero's movement range increases by 1% for every 3 levels. The penalty for moving through non-native lands is reduced by 2% for each level. Garuna – Bloodthirsty. Each stack of enemies killed (summoned creatures are also taken into account) increases the attack of creatures in the hero's army by 1 for every 6 levels of the hero. (The bonus is calculated as Level/6, rounded up). Gorshak – Khan's Blade. Assassins, executioners, and Orc Chieftains receive +1 to attack for every 2 levels of the hero, starting from 1. Shak’Karukat – Wyvern Trainer. Wyverns, carrion wyverns (Foul – stinking, nasty), and Paoka in the hero's army receive +1 to attack for each level of the hero, starting from the first. (The bonus is calculated as 2*level -1). Haggash – Centaur Commander. Centaurs, nomad centaurs, and marauder centaurs receive +1 to attack and defense for every two levels of the hero, starting from the first. In addition, they receive +1% starting initiative for each level of the hero. Telsek – Khan's Fist. Warriors, maulers, and warmongers in the hero's army receive +1 to attack and defense for every two levels of the hero, starting from the first. Kilghan – Goblin King. Every week, the hero's army is replenished with goblins, the number of which is equal to the hero's level. The replenishment will not be upgraded, except in cases where the hero's army has upgraded goblins (preferably trapper goblins). Also, the chances of goblins betraying the hero are reduced by 1% for each level of the hero. (The betrayal of enemy goblins is also modified in favor of the hero. For example, at level 20, goblins will only betray when 90% of the unit is killed (betrayal threshold – 30%-20%=10%), while enemy goblins will betray him when 50% of them remain (betrayal threshold – 30%+20%=50%)).
In reply to ZINGER
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18 years ago
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Thanks for writing that, SteN, it was interesting to read! If anyone knows where to download Skill Wheel 3.0, please post a link!
In reply to Alan
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18 years ago
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Thanks, Alan, for the skill wheel! I appreciate it! They've changed it. Some things I like about it, and some things I don't! :)
In reply to Alan
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18 years ago
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A more detailed description of the Barbarian racial ability Blood Rage is now available in Russian (presumably taken from the Nival forum): All inhabitants of the Barbarian Castle, Stronghold, except for the Wyvern and its upgrades, have the racial ability "Blood Rage". Rage points accumulate when performing active actions (attacking an enemy, moving, etc.) and are lost during inactivity (the unit waits, defends, etc.). As rage points accumulate, creatures advance to a new rage level (there are three levels in total). In addition, the troops must be commanded by a Barbarian hero with the corresponding level of the Blood Rage skill: 1st Rage Level: requires 200 rage points + a Barbarian hero with the Blood Rage skill at Basic level or higher. 2nd Rage Level: requires 500 rage points + a Barbarian hero with the Blood Rage skill at Advanced level or higher. 3rd Rage Level: requires 1000 rage points + a Barbarian hero with the Blood Rage skill at Expert level or higher. If the hero has Blood Rage at the Ultimate level, the "rage threshold" is reduced by 25%, so to reach the 1st, 2nd, or 3rd Rage Level, creatures require 150, 375, and 750 rage points, respectively. Bonuses: As creatures advance to a new rage level, they receive additional bonuses: Creature 1st Rage Level 2nd Rage Level 3rd Rage Level 1. Goblin +1 Health +3 Defense, No Treachery, No Enemy Retaliation 1a. Goblin Trapper +2 Health +3 Attack, Crippling Wound, No Enemy Retaliation 1b. Goblin Witch-Doctor +2 Health, Cursing Attack, Purge, Hexing Attack, No Enemy Retaliation 2. Centaur +6 Attack +2 Initiative, Accuracy 2a. Centaur Marauder 2b. Centaur Nomad 3. Warrior +1 Speed, +5 Health +3 Damage, Bash 3a. Mauler +2 Speed, +5 Health +3 Damage, Bash 3b. Warmonger +8 Health, Unlimited Retaliation, +12 Defense 4. Shaman +2 Initiative +7 Health +15 Defense 4a. Sky Daughter +2 Initiative +8 Health, SpellPower doubled, SpellPower increased by 4 times 4b. Earth Daughter +3 Initiative +8 Health +15 Defense 5. Slayer +1 Speed, +2 Attack +10 Health, Double Attack 5a. Executioner +1 Speed, +3 Attack +10 Health 5b. Chieftain +1 Speed, +2 Initiative +12 Health 6. Cyclops +5 Damage, Frightful Aura, Fear 6a. Untamed Cyclops 6b. Bloodeye Cyclops No Treachery = Goblins no longer betray (the Treachery ability is canceled). No Enemy Retaliation = Opponents do not retaliate against melee attacks. Crippling Wound = Wounds the opponent. When this ability triggers, the opponent's unit loses 50% Speed and 30% Initiative. Cursing Attack = The Weakness spell (reducing the damage they deal) is cast on the opponent's unit at the Advanced level. Purge = With some probability, removes positive effects applied to the attacked opponent's unit. Hexing Attack = One of the following spells is cast on the opponent's unit: Weakness, Slow, Suffering, or Vulnerability at the Expert level. Accuracy = The unit always deals maximum damage. Bash = With some probability, stuns the opponent, so they do not retaliate and lose all initiative (i.e., their position on the ATB scale is reset to 0). Unlimited Retaliation = Retaliates against opponent attacks an unlimited number of times. Double Attack = Deals two attacks during its attack. Frightful Aura = The morale of all opponent units in adjacent cells drops by 3. Fear = The attacked opponent with some probability loses all initiative (i.e., their position on the ATB scale is reset to 0) and runs back to the edge of the battlefield. Damage Absorption: In addition, Rage points "absorb" part of the damage (Damage_Absorbed) dealt to the unit, decreasing by the following amount: Rage_Points_Lost = 1100 * Damage_Absorbed / Stack_Max_HP where Rage_Points_Lost is the lost rage points, Stack_Max_HP is the health of the entire unit, and the "absorbed damage" Damage_Absorbed is calculated as a percentage of the damage dealt (Damage) and depends on the level of the Barbarian hero's Blood Rage skill: Damage_Absorbed is up to 50% of Damage if the hero has Basic Blood Rage. Damage_Absorbed is up to 60% of Damage if the hero has Advanced Blood Rage. Damage_Absorbed is up to 70% of Damage if the hero has Expert Blood Rage. Damage_Absorbed is up to 80% of Damage if the hero has Ultimate Blood Rage. Rage Increase/Decrease: The accumulation/loss of Rage points for each unit depends on its action/inactivity: Melee attack +100 Rage points Ranged attack +50 Rage points Casting a spell on an enemy +40 Rage points Sacrifice/absorption of goblins +60 Rage points Defense -30 Rage points Waiting -100 Rage points Skipping a turn due to poor morale -80 Rage points Fleeing due to cowardice -100 Rage points Rage also changes if the unit is affected by enemy spells/effects: Debuffing spell like Curse +10 Rage points Blindness spell -100 Rage points for each skipped turn Frenzy spell Doubles the acquired Rage points while the unit is in this state Puppet Master spell -50 Rage points for each action performed Confusion spell -5/10/15/20 Rage points depending on the spell level Effects of Bash, Warding Arrow... -20 Rage points Fear Attack effect -100 Rage points if frightened Life Drain, Weakening Strike effect -90 Rage points In addition, the death of friendly/enemy units affects Rage: Death of an enemy unit +20 Rage points Death of a friendly unit +30 Rage points Death of a friendly unit if it has the Enraged ability +60 Rage points Finally, the Rage of all units increases by 20/30/40 if the Barbarian hero uses Warcry 1/2/3 level, respectively. (And the "specialized" cry Call of Blood brings 10*[Hero_Level] additional rage points to the unit to which it is applied.) Global Modifiers: Some skills are available to the Barbarian hero that increase the initial Rage level and provide additional Rage points: Skill Effect Absolute Rage (from Blood Rage) All units start the battle with 500 Rage points (i.e., at the 2nd Rage Level). Memory of our Blood (from Blood Rage) At the beginning of the battle, each unit receives from 50 to 100 Rage points (a random number, a multiple of 10 in the specified range). Bloodfire (from Enlightenment) All acquired or lost Rage points are multiplied by 1.5. Battle Elation (from Leadership) When the unit's morale triggers, the unit receives an additional 50 Rage points. Shout of Rage (Shout) When using Warcries, all units receive twice as many Rage points. (Except for the Call of Blood cry, when the Rage points are multiplied by only 1.5). In addition, if there is a Pile of Skulls building in the Barbarian castle, all units start the battle with an additional 50 Rage points.
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18 years ago
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I watched the 3.0 wheel again, thought about it for a long time... here are my thoughts: 1) I was pleased with the easier path to achieving super abilities (now only 3 skills are required instead of 4). 2) I think they significantly strengthened Necropolis. Now, you simply can't ignore the Shriek of Horror. All these skills and abilities must be taken by any necromancer (Summoning, Darkness, Education). 3) Warlocks weren't really weakened either, as it seemed to me at first (they gave Lucky Charm to everyone). Achieving a super ability is also quite natural for them - through Chaos, Sorcery, and Lucky Charm. 4) Due to the impressive strengthening of ballistas (Fire Arrows + rapid-firing ballista), Demonans will have to sacrifice almost all useful mass spells of darkness to achieve the Call of Urgash. 5) Banishment has been significantly weakened. I honestly don't see the point in it now (damage to summoned units of around 200-300 is not very impressive). 6) Preparedness, in combination with Solid Defense, will make Hydras and Ents formidable. 7) The game will more often be built around achieving super abilities due to the reality of obtaining them. Those heroes who choose a different path risk ending up in a losing position. Therefore, I consider the races of Dwarves, Wizards, and Humans to be weakened. Dwarves and Wizards due to the difficulty and disadvantage of the path to achieving a super ability, and Humans due to the outright weakness of their super ability.
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18 years ago
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The demons now have a LOT of really cool abilities in their skill tree – just one "withering flame" combined with "fiery wrath" and "scorched earth" will be devastating... You'll have to think twice about whether it's worth spending slots on the Call of Urgash....

...Or maybe the developers will take pity and add more slots?? :D
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18 years ago
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Regarding the skill wheel and easier achievement of Creature Ability (CA). I read a very insightful statement here that now there will be only three paths of hero development for CA: standard and a custom path. There will be dozens of times more of these custom paths than there were in the previous expansion. And the weakness of Dwarves/Mages/Humans is a myth (the same training hasn't disappeared anywhere). Believe me, many already consider Charisma to be ruined (two or three extra skills is a lot in a rush) and are seriously considering that the Necromancer option for summoning (especially in light of the weakening of "Exile") or Pyromancy/Chaos has become much more attractive than it was before (and summoning was already strong). And in general, the same information creatures will 100% be used by summoners (now Daleb has been strengthened by weakening her. She will stop being banned, I really hope, because the ball is weak, but as an information creature with summoners, she is strong), and sacrificing a large number of Dark creatures for CA, I'm not sure it's a fair trade (and now you can really try Chaos, and of course, Light remains strong, only it's harder to get). Considering that information creatures don't really need to be used in the endgame, or rather, for everyone except Demons, they haven't become any worse (if information creatures, with their defense, stand and block, instead of attacking, they will be dead). In general, for me, CA is still the same fun thing, and not a real way to play in a duel against another player. But in any case, everything will become clear only with the release and this very game against another player 8))
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18 years ago
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I don't understand how one can realistically try Chaos on a Demon now. What's the reason for this? For a lucky Wizard, the Demon still needs a secret revelation from the Wizardry skill tree, and that's already too much...
In reply to Игрок
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18 years ago
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Player;116142
I don't understand how it's possible to realistically try out Chaos on a Demon now. What's the reason for this? For a lucky Wizard, the Demon still needs a Secret Revelation from Wizardry, and that's just extra...

Alastor, Jezebel, Grol... And then there's Pyrokinesis now, and Deadly Cold. In general, there are more options. And there are also more skills that give the Demon magic power.
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18 years ago
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Well, in principle, yes. If you play as Alastor or Jezebel, magic is still available from the start. You can get +4 to magic through the Education skill tree (+2 for Graduate, +2 for Magical Reward), and Secret Revelation itself adds +2 to magic. That's already +6, plus artifacts and special objects on the map... in the end, it can turn out to be quite good (considering a lucky wizard). But then it turns out to be developing a DEMON through chaos, magic, luck, and education... without almost all (except luck) of the skills typical for a demon - logistics, mechanics, attack, darkness... A Demon is a chaos mage!!! That's a real revolution... How interesting.
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18 years ago
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You can get +4 to magic skill through the Education branch (+2 from Graduate, +2 from magical reward).

Actually, this is a bug in the Russian version of Wheel 3.0; Graduate gives +2 to knowledge, not magic. So, you can only get +2 from Education, but through two different paths (either through the reward or the secret keeper).

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