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I got acquainted with Heroes 5 when the raw first version was released. I tried it several times, playing a little, without delving into anything in particular. But quite recently, the game first interested me, and then completely captivated me. Now I want to understand everything that can be analyzed and discuss my thoughts with other people who are also interested in it.
This is a kind of preface: who is creating this topic and for whom.
I started looking at different races (castles, factions, sides - whatever you call them here?) and soon noticed various interesting features, the analysis of which I took up. I will start with the Academy, because it was with it that my greatest hopes and disappointments were connected.
Academy
Thank you to those who left comments. They, as well as some disappointment in the proposed super-ability, prompted me to look for styles based on heroes and the features of the Academy. At the moment, I have become closely acquainted with Nazir.
Nazir is a very strong damage dealer and remains so until the end of the game. By developing his school of chaos (secrets of chaos + pyromancy), we strengthen our focus on fire (wall of fire, fireball, armageddon). To support this focus, it is desirable to take education (magic attraction, then two bonuses to spellcasting) and enchantment (wisdom, secret knowledge, distraction). At level 15, a hero developed in this way will be able to compete with a Warlock in the effectiveness of destroying enemy units.
The hero's army will always be modest. Resources need to be saved and invested in buying artifacts, mini-artifacts, and upgrading the city. It is imperative to have a detachment of elemental gargoyles - they significantly increase the potential of our fire mage. Obsidian golems will be good only at the beginning of the game or in battles with neutrals (you can go out without losses, restoring their numbers and simultaneously hitting the enemy with a fireball). Steel golems can be taken if there is teleportation: they will be able to use their full potential only when surrounded by enemies. Gremlins are generally not needed, except as pests for heroes whose machines can be dangerous. As ranged units, they are very bad, and it is not rational to spend resources on providing them with an artifact. In addition, the building itself costs resources that can be spent on something more important. Warlocks will be good if you find at least two artifacts from the "Sar-Issa's Regalia" set. If this is not possible, then it is worth taking combat mages and accumulating them: they will replace weak, low-level ranged units. By the way, they should be protected, because by the end of the game, a hundred or one and a half combat mages with an artifact for initiative, life, and attack are a serious force. I will talk about genies separately below. Rakshasa need to be as durable as possible, so we take Rajahs and as many as possible. The priority for hiring Rajahs will be even higher than for Thunderbirds. The latter should be taken only because of their toughness: it will not be possible to accumulate many, and therefore their task is to live and protect the mages with their mighty chest.
Artifacts for creatures can be of two types, depending on our preferences: either we cast Armageddon over and over again, or we use fireballs and walls. In the first case, everyone needs magical protection; instead of Sultan Genies, we take Viziers (they will live longer). In the second case, physical protection, speed, life, and initiative will be useful. Elemental gargoyles in both cases need life and both protections, because we will throw them into the thick of the battle, and our spells will often hit them. Instead of simple life or protection, you can take speed, but only if after that the gargoyles will immediately fly where they need to - otherwise, this turns out to be an ineffective bonus.
The entire combat style boils down to skillfully using fire spells, destroying ranged units and mages, reducing the protection of thick and high-level units. Gargoyles help to block, increase magical damage, and tank (they, like mages, should be accumulated). Our mages shoot accurately or (if we managed to find two items from Sar-Issa's Regalia) help to get the maximum benefit from the aura of vulnerability of the gargoyles, that is, they cast fireballs. The task of all other units can change depending on the situation and the necessary tactics, but by default, it boils down to survival and supporting mages/gargoyles.
Now about the artifacts for the hero. Battle spirit, in my opinion, is not needed, because it does not provide constancy, and there is no point in it without leadership. Luck is also not our choice. It is worth taking everything for spellcasting first, then for protection. If the mages shoot, then you can add a little to the attack. If not, then you need to increase knowledge. I don't know, however, whether the bonus from artifacts is taken into account when calculating the effect of the created mini-artifact. If it is taken into account, then knowledge is put in second priority, and if not, then last. The Phoenix Feather Cloak will make us a monster of fire damage, the Ice Shield will increase the survivability of gargoyles under our spells, as well as all units under Armageddon.
As for the global strategy, we need to be greedy and minimalist until the decisive battles, for which we should accumulate strength. This will work quite well, since our hero will quickly become very strong. Of course, we need every unit of rare resource, so we travel a lot, capture, and collect. There is no logistics, so a couple of hero-scouts will come in handy: they are still useless in the castle, and fast reconnaissance will help to calculate the costs of a modest number of movement points; most of the resources are collected by these scouts. By the way, you can take mentorship for the sake of speed and share experience with them. Logistics may well drop out for at least one of two or three couriers. These same couriers should deliver troops to the hero. Our hero does not return to the castle unless it is necessary to create/significantly improve an artifact or learn the wall of fire, armageddon, evasion, or stone skin. If there is an opportunity to teach the second hero the craft of creating artifacts, then we use it and save the levels of the main hero, who will only need the sign of the magician (absorbing the artifact makes sense to take at the end).
Ideally, by level 22, you can achieve: developed magic of light (granting protection > protection from fire), skillful magic of chaos (we reach pyromancy), higher education (magic attraction, spellcasting reward, graduate), skillful enchantment (we reach distraction).
This is a kind of preface: who is creating this topic and for whom.
I started looking at different races (castles, factions, sides - whatever you call them here?) and soon noticed various interesting features, the analysis of which I took up. I will start with the Academy, because it was with it that my greatest hopes and disappointments were connected.
Academy
Thank you to those who left comments. They, as well as some disappointment in the proposed super-ability, prompted me to look for styles based on heroes and the features of the Academy. At the moment, I have become closely acquainted with Nazir.
Nazir is a very strong damage dealer and remains so until the end of the game. By developing his school of chaos (secrets of chaos + pyromancy), we strengthen our focus on fire (wall of fire, fireball, armageddon). To support this focus, it is desirable to take education (magic attraction, then two bonuses to spellcasting) and enchantment (wisdom, secret knowledge, distraction). At level 15, a hero developed in this way will be able to compete with a Warlock in the effectiveness of destroying enemy units.
The hero's army will always be modest. Resources need to be saved and invested in buying artifacts, mini-artifacts, and upgrading the city. It is imperative to have a detachment of elemental gargoyles - they significantly increase the potential of our fire mage. Obsidian golems will be good only at the beginning of the game or in battles with neutrals (you can go out without losses, restoring their numbers and simultaneously hitting the enemy with a fireball). Steel golems can be taken if there is teleportation: they will be able to use their full potential only when surrounded by enemies. Gremlins are generally not needed, except as pests for heroes whose machines can be dangerous. As ranged units, they are very bad, and it is not rational to spend resources on providing them with an artifact. In addition, the building itself costs resources that can be spent on something more important. Warlocks will be good if you find at least two artifacts from the "Sar-Issa's Regalia" set. If this is not possible, then it is worth taking combat mages and accumulating them: they will replace weak, low-level ranged units. By the way, they should be protected, because by the end of the game, a hundred or one and a half combat mages with an artifact for initiative, life, and attack are a serious force. I will talk about genies separately below. Rakshasa need to be as durable as possible, so we take Rajahs and as many as possible. The priority for hiring Rajahs will be even higher than for Thunderbirds. The latter should be taken only because of their toughness: it will not be possible to accumulate many, and therefore their task is to live and protect the mages with their mighty chest.
Artifacts for creatures can be of two types, depending on our preferences: either we cast Armageddon over and over again, or we use fireballs and walls. In the first case, everyone needs magical protection; instead of Sultan Genies, we take Viziers (they will live longer). In the second case, physical protection, speed, life, and initiative will be useful. Elemental gargoyles in both cases need life and both protections, because we will throw them into the thick of the battle, and our spells will often hit them. Instead of simple life or protection, you can take speed, but only if after that the gargoyles will immediately fly where they need to - otherwise, this turns out to be an ineffective bonus.
The entire combat style boils down to skillfully using fire spells, destroying ranged units and mages, reducing the protection of thick and high-level units. Gargoyles help to block, increase magical damage, and tank (they, like mages, should be accumulated). Our mages shoot accurately or (if we managed to find two items from Sar-Issa's Regalia) help to get the maximum benefit from the aura of vulnerability of the gargoyles, that is, they cast fireballs. The task of all other units can change depending on the situation and the necessary tactics, but by default, it boils down to survival and supporting mages/gargoyles.
Now about the artifacts for the hero. Battle spirit, in my opinion, is not needed, because it does not provide constancy, and there is no point in it without leadership. Luck is also not our choice. It is worth taking everything for spellcasting first, then for protection. If the mages shoot, then you can add a little to the attack. If not, then you need to increase knowledge. I don't know, however, whether the bonus from artifacts is taken into account when calculating the effect of the created mini-artifact. If it is taken into account, then knowledge is put in second priority, and if not, then last. The Phoenix Feather Cloak will make us a monster of fire damage, the Ice Shield will increase the survivability of gargoyles under our spells, as well as all units under Armageddon.
As for the global strategy, we need to be greedy and minimalist until the decisive battles, for which we should accumulate strength. This will work quite well, since our hero will quickly become very strong. Of course, we need every unit of rare resource, so we travel a lot, capture, and collect. There is no logistics, so a couple of hero-scouts will come in handy: they are still useless in the castle, and fast reconnaissance will help to calculate the costs of a modest number of movement points; most of the resources are collected by these scouts. By the way, you can take mentorship for the sake of speed and share experience with them. Logistics may well drop out for at least one of two or three couriers. These same couriers should deliver troops to the hero. Our hero does not return to the castle unless it is necessary to create/significantly improve an artifact or learn the wall of fire, armageddon, evasion, or stone skin. If there is an opportunity to teach the second hero the craft of creating artifacts, then we use it and save the levels of the main hero, who will only need the sign of the magician (absorbing the artifact makes sense to take at the end).
Ideally, by level 22, you can achieve: developed magic of light (granting protection > protection from fire), skillful magic of chaos (we reach pyromancy), higher education (magic attraction, spellcasting reward, graduate), skillful enchantment (we reach distraction).