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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Heroes 5: Magic System and Spells Discussion
Thread: Heroes 5: Magic System and Spells Discussion This thread is 7 pages long: 1 2 3 4 5 6 7 · «PREV / NEXT»
FlawedParadigm
FlawedParadigm

Tavern Dweller
posted June 15, 2006 07:41 AM

It worked for me before the 1.1 patch - I watched it destroy an archer tower and a section of wall. I have yet to test it in 1.1 nor do I recall what castle I was assaulting - it may have been specific to that castle. -shrugs- Hard to tell, this game still has more bugs than an entymologist convention.
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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted June 15, 2006 12:34 PM

Quote:
Quote:
If I summon elementals or a phoenix, and all my combat units except for the summoned creatures are killed during the fight, is it considered to be a loss?



the moment your "real" units are all killed, your summoned/gated/whatever units all disappear, and you lose. don't listen to what the others said, they probably never have experienced the situation, otherwise they wouldn't give you wrong information...

Your killed but animated units will not disappear until the end of the battle, unlike summoned and gated creatures.

If you win a battle just with a stack of animated creatures left, you will get the experience and the opponent's artifacts, but your hero will vanish from the adventure map. He or she will be available in the tavern, though. The animated creatures would be lost, of course.

You would not capture the opponent's town if it was a siege.

P.S. I wonder what happens if you have Last Stand ability... I guess it works like Resurrection spell (but for one creature only) - meaning it is permanent. It wouldn't make sense otherwise.
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Rainywinter
Rainywinter

Tavern Dweller
posted June 16, 2006 02:19 AM

I still insist that the number of spells and spell schools reduced is an extremely bad move. I think it really takes away from the game. Why was it made? 2 spells per level? What the.......??
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juventas
juventas


Adventuring Hero
posted June 16, 2006 03:51 AM

*hopes the expansion has more spells*

*hopes the expansion has more spells*

*hopes the expansion has more spells*
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sfidanza
sfidanza


Promising
Supreme Hero
posted June 16, 2006 10:02 AM

Not really related to the current trends of discussion, but I just updated the spells pages.

I finally did some checks in-game (had to, planned to, forgot...), and it appears I mistakenly understood the base damage to be on Spell Power 1, while it was on Spell Power 0.

Well, in simpler terms, all damage formulas have been shifted, like
Eldritch Arrow with No Mastery was 40+8*Power
It is now correctly 48+8*Power

I also fixed the Conjured Phoenix stats: as it was stated, damage and Hit Points depend on the caster Spell Power, but Attack and Defense depend on the caster LEVEL.

If anybody wants to check and confirm, please do. I apologize for all that.

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Gus
Gus


Known Hero
Not-So-Bright Crusader
posted June 16, 2006 05:56 PM

Quote:
I apologize for all that.



and you should! Providing us with 0,01% of semi-false info!?! how dare you!
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Rainywinter
Rainywinter

Tavern Dweller
posted June 18, 2006 01:16 AM

rofl......................
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Shauku83
Shauku83


Promising
Famous Hero
posted July 13, 2006 03:50 PM

Blind

What I am interested is what actually happes when the Blind is cast, I mean sometimes the unit is set way back in the initiative bar. Sometimes the unit stays frozen at the top position in the initiative bar, only giving room to the next creature having a turn.

I guess this is more a feature of the initiative system than the spell itself, but any information of the mechanics would be grateful.

I figured that if your Blind is set to last for 2 turns for example, and the creature goes way back in the bar (for 2 turns worth) and you attack it, the creature whose Blindness is dispelled now moves up the initiative bar. This is because it will get its turn normally, after 1 turn has passed. This may even result in a high initiative creature getting its turn right after attacking it! A solution I found was that if the target stack is the last one, pressing Wait (to loose only half their initiative) with your other stacks will give your creatures the chance to act before it.

What Blind also does is that it makes an unit unable to retaliate, that information is lacking from the spells description.

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viktor_gabriel
viktor_gabriel

Tavern Dweller
posted November 02, 2006 12:24 PM

lvl 5 spells???

I don't understaind something! how can u cast Arcane armour at advance mastery,armageddon and implosion other than at expert mastery... if u must have expert mastery to learn this spells. for example please tell me someone can use armageddon if it has basic distruction? Offcourse not! so there is one single formula for armageddon damage :30+30*power and so on. If I am rong please corect me!
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Shauku83
Shauku83


Promising
Famous Hero
posted November 02, 2006 01:43 PM
Edited by Shauku83 at 13:43, 02 Nov 2006.

There are these artifacts called Magic Scrolls, that allow the casting of a spell in it without proficiency in it. For example you can find Scroll of Curse of the Netherworld and cast it without dark magic.

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hellwitch
hellwitch


Known Hero
Skeleton Ruler
posted November 03, 2006 11:20 AM

I think the 4 tomes of magic could be added as new artifacts

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted November 03, 2006 12:02 PM

We know from official sources that the tomes will be in the expansion.

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sfidanza
sfidanza


Promising
Supreme Hero
posted November 03, 2006 02:30 PM

That is true.
I don't know if they will actually give the knowledge of all the corresponding magic school spells, or only allow to learn/use them without the skill prerequisite. But both scenarios would fit the question: being able to cast Armageddon (for example), with less than Expert Destructive Magic.

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hellwitch
hellwitch


Known Hero
Skeleton Ruler
posted November 03, 2006 03:16 PM
Edited by hellwitch at 15:16, 03 Nov 2006.

Thats good I hope even more artifacts will came too.At least 10-15.Few spell can be added,maybe. Is there a place where the new things are announced?(Even unofficialy)

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 03, 2006 03:20 PM

Good to know Any word on new spells except runic magic?
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sfidanza
sfidanza


Promising
Supreme Hero
posted November 04, 2006 12:41 AM

I update the addon page on AoH when news are out:
http://www.heroesofmightandmagic.com/heroes5/heroes_v_expansion.shtml
and the specific Fortress pages, like:
http://www.heroesofmightandmagic.com/heroes5/fortress_creatures.shtml

Yesterday, for example, I added the few stats and costs that can be known from the HoF video, as Hydra said in his news:
http://ftp.ubi.com/emea/homm5/videos/HV_HOF_dwarves.zip

About spells: for now, there has been no news about new spells, except runes and I doubt there would be right on addon release. There might be later though, as one can only hope.

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viktor_gabriel
viktor_gabriel

Tavern Dweller
posted November 17, 2006 12:21 PM

ok, scrolls was the key , of my answer...
Long live the Heroes!

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blubberbo
blubberbo

Tavern Dweller
posted November 18, 2006 08:25 PM

Fortress Spells

What are the two circles of magic that the fortress gets at the level 5 mage guild does anyone know? thanks

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emilsn
emilsn


Legendary Hero
posted November 18, 2006 11:47 PM

I'm rather sad, that their was no NEW spells in HoF ! only rune magic, which i think is rather cool... But there has never been enough spells in this game, boring! I need more spells! IM OBSESSED WITH MAGIC! Give me some more Nival

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted November 19, 2006 01:25 PM

I totally agree. As we have discussed in various threads in the Altar Of Wishes forum, there is dire need of a number of spells, and I had really hoped some of them would make an appearance in HoF.
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