Hm, I get your point. It was a bit too much for me. I was able to kill them all since had strong army but after grinding 10 of them I felt bored. This is my personal feeling and it might be challenging for other player. Thanks for the map though. It was challenging. more...
Oh and some heroes being easy or not is also always about luck. You know how AI can sometimes be stupid and break down their armies and sometimes unite them under one main-hero. Sometimes they come at you with twice the army, sometimes with half of it and then lost both halves due to not being prepa more...
You get TP when you really need it, which is during the mid/end-game invasion.
Pink hero with 1000 of each dragons is guarding it. You can either defeat it yourself taking some heavy penalties or alternatively you can take over all their castles in which case the hero is banished in 7 days and th more...
In the original version there was the problem of enemy no longer recruiting more heroes - which apparently you didn't have. I fixed it in this version so that they can hire more... but weird enough, they don't...?
Hi valery!!! I've just finished TEW IV the second times with MOS, 3 month earlier than MoD (M5W3D1 vs M8W3D6). At first it's harder but later it's more powerful with a lot of super demons. Really enjoyed your art...:D. I'm going Alexander the Great and when i finish i'll inf more...
Heroes of Might and Magic 5 - Unique racial abilities Q&A
HEROES OF MIGHT & MAGIC V Unique racial abilities
by Fabrice Cambounet, producer.
In Heroes of Might and Magic V, each race has a unique ability: heroes of each race have a specific "prevailing" class-related skill which defines the orientation of their RPG development. Also, in each race's town there are special structures supporting this racial ability and corresponding the heroes' skills. These structures can only be used by heroes of the same race.
Sometimes racial ability may coincide with class skill (Sylvan, Academy, Inferno, Necropolis), in other cases both of them will be used at the same time (Haven, Dungeon).
We created these abilities to reflect the specificities of each faction in the way it’s being played.
This skill can be upgraded. Depending on its level, the creatures under the hero’s control will deal more damages on retaliation strikes. This reflects the fact that Haven troops and heroes belong to a faction that is well organized and structured in combat, and also might-oriented.
Humans can train low-tier creatures to become high-tier ones (Peasants to Archers, Archers to Squires, Squires to Clerics, Clerics to Cavaliers). Training can be performed only in Haven towns where Training Grounds facility exists, and only by Haven heroes. Heroes of other races would not be able to use Training Grounds as they do not have the ability to do so. Creatures of other races can not be trained either.
The cost of this training ability is rather high at first, but can be reduced by upgrading the Training Grounds building or by learning a special skill called Expert trainer.
SYLVAN Favoured Enemy
Elf rangers have the unique ability to train their creatures to fight a specific enemy.
Every ranger begins with at least 1 creature designated as favorite enemy, later in the game this can be changed with the help of Avenger’s Guild (special building in Sylvan towns) up to the maximum of four enemies per hero (according to the skill level).
Creatures in hero’s army deal more damage against enemy creatures that are currently in ranger’s Favorite Enemy list. Several other special abilities of the ranger take the Favorite Enemies list into account too.
Every wizard is highly trained in artifacts crafting and arcane arts. They are able to create “micro-artifacts” that can be used to equip the creatures in their army thus improving their stats.
Depending on the skill level, more complex and powerful equipment can be created.
Infernal creatures in hero’s army are granted the ability to “gate”, i.e. call for the infernal plane to summon reinforcements to the battlefield.
Level 1 heroes are allowed to gate only low-tier creatures like imps and horned demons, and only a low percentage of the initial stack will join the battle. However, as skill level goes higher more powerful creature can be gated up to Pit Lords and Devils, and in greater numbers. It costs an action – and a turn – for a creature to gate their “brethren from hell”, and the reinforcements would not come immediately either, but you are free to choose where they shall appear (even behind the enemy’s castle walls if you like!). Gating can be improved by upgrading the skill and erecting special buildings in Inferno towns.
This ability already existed in previous Heroes installments for the Necropolis faction. It gave us the idea of creating a special ability that would unique to each race. Thank the undeads.
So, necromancers have the unique ability to resurrect enemy bodies as skeletons to enlist in their ranks after a battle. You will only be able to resurrect a low percentage of deceased enemies at first, and you will only be able to generate skeletons. However, as your hero evolves you may wake greater armies and better troops with this method…
Dark Elves have an innate binding to the magical elements of nature, associated with damage and destruction. At the opposite of Academy wizards who rely on knowledge and wisdom, they have an instinctive and visceral sense of magic that allows them to improvise creative effects on basic spells.
As a result warlocks have the unique ability to deal increased magical damage to creatures with Magic Proof abilities and even against immune to magic creatures. The amount of damages dealt depends on the skill level.
AND Elemental Vision
Dark Elves have an innate binding to the magical elements of nature, associated with damage and destruction. With proper training – and with special buildings erected in Dungeon towns – the Warlock can “feel” what element (fire, air, water or earth) is bound to the given creature and to the terrain segment the creature is battling upon, and use this knowledge to his or her advantage. Attacking enemy creatures with opposing elements will result in additional damage, while positioning your creatures to match the elemental characteristics of the terrain will raise their stats.
This ability works even without conscious application, but if managed correctly it’ll be of significant power surplus for any Warlock hero.