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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Ultimate Racial Skill Progression (v1.0)
Thread: Ultimate Racial Skill Progression (v1.0) This thread is 2 pages long: 1 2 · NEXT»
Fuzzier
Fuzzier


Adventuring Hero
posted June 04, 2006 02:14 PM
Edited by Fuzzier at 07:41, 09 Jun 2006.

Ultimate Racial Skill Progression (v1.1)

For full information, please go to http://www.heroesofmightandmagic.com/heroes5/
The following pictures show the routes to ultimate racial skills for you who care.

Knight - Haven



Demonlord - Inferno



Necromancer - Necropolis



Worlock - Dundgeon



Ranger - Sylvan



Wizard - Academy


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Lichon
Lichon

Tavern Dweller
posted June 04, 2006 07:23 PM

What exactly are those hex numbers for ?
And shouldn't the town name be above the picture ?

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Feuerader
Feuerader


posted June 05, 2006 07:22 AM

Perhaps the hex numbers are for game modifiers?
____________
*vomit*

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Fuzzier
Fuzzier


Adventuring Hero
posted June 05, 2006 08:09 AM

Quote:
Perhaps the hex numbers are for game modifiers?


Exactly

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Fuzzier
Fuzzier


Adventuring Hero
posted June 05, 2006 08:12 AM

Quote:
What exactly are those hex numbers for ?
And shouldn't the town name be above the picture ?


Thanks for your advise. I've modified the post.
Those hex numbers are for game modifiers, just a quick reference.

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Fuzzier
Fuzzier


Adventuring Hero
posted June 07, 2006 01:20 PM

Demonlord's skill progression is updated according to patch v1.1.

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Greggy
Greggy


Hired Hero
posted June 07, 2006 03:27 PM

What is everyone's opinion of the Ultimate Racial Skills?

Academy - Do you give up too many other skills (e.g., no Logistics and you have to take Summoning Magic) to try and get all spells in the game?

Dungeon - Rage of the Elements looks great, but you have to select War Machines and no Destructive Magic just looks like Blasphemy!  In addition, no Attack/Defense and would you take Enlightenment on a Warlock?

Haven - No real pickings, but seems to waste some skill points in Enlightenment, Logistics, and Luck.  Plus, no Attack/Defense...you have to wonder if that's worth the triple damage of Retaliation Strike.

Inferno - This looks good to me!  What about you?

Necropolis - No complaints, although a lot of people like Summoning Magic (in exchange for Enlightenment I would assume).  Is Howl of Terror that useful?

Sylvan - Two minor pickings.  No Archery (Attack) or Evasion (Defense).  However, you get luck rolled on units as an ultimate...a good exchange?

G  (-:








____________

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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted June 07, 2006 07:45 PM
Edited by Vlaad at 19:50, 07 Jun 2006.

Quote:
What is everyone's opinion of the Ultimate Racial Skills?

[...]

Sylvan - Two minor pickings.  No Archery (Attack) or Evasion (Defense).  However, you get luck rolled on units as an ultimate...a good exchange?

No.

To get Nature's Luck, you have to give up Archery (20% bonus to ranged damage - essential for the Elves in mid-game, as your key troops are Hunters and Druids at the time).

You get Nature's Wrath instead. A morale bonus to all Sylvan troops is fine, but nothing special, considering the fact that there are lots of boosters on the adventure map. In addition, Talanar (Elven Fury specialist) grants all Blade Dancers, Hunters and Druids (and their upgrades) Enranged ability (morale bonus in combat). By the way, he is one of my current favorites - being one of the four who are able to get the ultimate skill in the first place. The next step is Flaming Arrows, which is helpful since Ballista can deal decent damage later in the game.

On the other hand, Logistics is a must, just like in H3. However, Scouting (+4 to scouting radius) is important for your scout only. It might become more interesting once the RMG has come out... Nevertheless, in my opinion Silent Stalker sucks big time. It seems to work like the Disguise spell from H3 - useless against human opponents. Finally, Familiar Ground (+1 to speed on the grass) depends on the adventure map. In the available multiplayer scenarios random towns have nothing to do with the ground though. Again, it will probably matter more in randomly generated maps.

Elven Luck and Dead Man's Curse are cool, since Luck in general might be the single most important skill in this game.

Defense (up to 30% damage reduction!) has always been significant in Heroes... Tazar, anyone? Heck, in H4 your heroes couldn't survive the first few battles without unbalanced Combat skill! Nevertheless, Vitality (+2 to health) is crap for Sylvan; the only units that may benefit from it are Sprites and War Dancers, and they will not be that significant by the time you have reached this level. Hunters and Druids are your killers - if the enemy has managed to reach them, reconsider your tactics, noob. Last Stand is a joke, while I couldn't care less for Stand Your Ground.

At the end, you might get Nature's Luck - if you are lucky.

Luck gets rolled every time? Sounds great, although with Expert Luck your creatures already get +3, while you will probably have more (3 artifacts, 3 or 4 power-ups, plus one more when defending the town). The point is you have to survive until then.

So, what's the alternative?

I've already mentioned Archery (You won't need it if you find Unicorn Horn Bow. In fact, you won't need anything else).

If I played against a caster, I'd go for Magic Resistance and Protection.

Furthermore, I'd improve my starting Leadership (the abilities suck big time, though).

Finally, I would choose War Machines (Ballista...!) for a might hero, and Light Magic with Master of Blessings and Master of Wrath for a magic one.

____________

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silentbobus
silentbobus


Adventuring Hero
posted June 07, 2006 10:31 PM

Why was Inferno's Ultimate impossible to get before? In response to the Necro Ultimate, it sounds incredibly useful. Even at just -3 Morale your units start to become exceptionally unreliable, I can't imagine what -6 would be like.

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Fuzzier
Fuzzier


Adventuring Hero
posted June 08, 2006 01:34 PM

Quote:
Why was Inferno's Ultimate impossible to get before? In response to the Necro Ultimate, it sounds incredibly useful. Even at just -3 Morale your units start to become exceptionally unreliable, I can't imagine what -6 would be like.


I know Inferno's ultimate racial skill was definitely POSSIBLE to get.
I just have to get "Mark of the Damned" early on.
I don't know why they change it to current route, which breaks the harmony.

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Krytain
Krytain

Tavern Dweller
posted June 09, 2006 01:21 AM

Quote:
Demonlord's skill progression is updated according to patch v1.1.


What is the change exactly, I can't tell any difference from the note pad i had saved on my computer to get it from vers. 1.0
____________

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Fuzzier
Fuzzier


Adventuring Hero
posted June 09, 2006 07:28 AM
Edited by Fuzzier at 07:34, 09 Jun 2006.

Quote:
What is the change exactly, I can't tell any difference from the note pad i had saved on my computer to get it from vers. 1.0

You don't have to learn both "Master of Mind" and "Mark of the Damned" to get "Weakening Strike".
Not really a big change, and that they say "Urgash's Call was impossible to get" is a lie.
Look at the picture in v1.1, the harmony of the route is brutally broken.



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Vicheron
Vicheron


Known Hero
posted June 09, 2006 07:56 AM

Quote:
Quote:
What is everyone's opinion of the Ultimate Racial Skills?

[...]

Sylvan - Two minor pickings.  No Archery (Attack) or Evasion (Defense).  However, you get luck rolled on units as an ultimate...a good exchange?

No.

To get Nature's Luck, you have to give up Archery (20% bonus to ranged damage - essential for the Elves in mid-game, as your key troops are Hunters and Druids at the time).

You get Nature's Wrath instead. A morale bonus to all Sylvan troops is fine, but nothing special, considering the fact that there are lots of boosters on the adventure map. In addition, Talanar (Elven Fury specialist) grants all Blade Dancers, Hunters and Druids (and their upgrades) Enranged ability (morale bonus in combat). By the way, he is one of my current favorites - being one of the four who are able to get the ultimate skill in the first place. The next step is Flaming Arrows, which is helpful since Ballista can deal decent damage later in the game.


Nature's Wrath is like Battle Frenzy except it only works on Sylvan creatures. +1 damage for Master Hunters is a 15% increase in damage and +1 damage for Druids is a 9% bonus to damage. Enrage does not give a morale bonus, it increases a creature's attack when one of your stacks dies.

Quote:
Defense (up to 30% damage reduction!) has always been significant in Heroes... Tazar, anyone? Heck, in H4 your heroes couldn't survive the first few battles without unbalanced Combat skill! Nevertheless, Vitality (+2 to health) is crap for Sylvan; the only units that may benefit from it are Sprites and War Dancers, and they will not be that significant by the time you have reached this level. Hunters and Druids are your killers - if the enemy has managed to reach them, reconsider your tactics, noob. Last Stand is a joke, while I couldn't care less for Stand Your Ground.


Master Hunters only have 14 hit points so Vitality will help them. The enemy is not stupid enough to target your Hunters with melee creatures alone, they're going to be shooting and casting spells at them too. Stand Your Ground isn't very useful but it does make Treants nearly invulnerable.

Quote:
At the end, you might get Nature's Luck - if you are lucky.


That's why it's an Ultimate Skill.

Quote:
Luck gets rolled every time? Sounds great, although with Expert Luck your creatures already get +3, while you will probably have more (3 artifacts, 3 or 4 power-ups, plus one more when defending the town). The point is you have to survive until then.


5 is the maximum luck you can get. That's about a 50% chance of getting good luck. With Nature's Luck, every one of your creature's attacks do 225% damage.

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Fuzzier
Fuzzier


Adventuring Hero
posted June 09, 2006 08:05 AM

[quote5 is the maximum luck you can get. That's about a 50% chance of getting good luck. With Nature's Luck, every one of your creature's attacks do 225% damage.

And I guess that's why only half of all Rangers have the potential to learn Nature's Luck --- it is so powerful!

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silentbobus
silentbobus


Adventuring Hero
posted June 10, 2006 07:39 PM

I finally got my first Ultimate Skill, Howl of Terror for Necro. Since my character got an artefact that lowered the enemies moral and luck, putting the howl on top of that made all battles ridiculously easy, with opponents missing their turn entirely abotu half the time.

I did cheat a little bit to get the skill though, every time I saw a witch hut I used the console to add a skill of my choice rather than taking the one provided by the hut. I might have still gotten it though since I was having exceptionally good level ups and got offrered one of the skills leading to Howl at nearly every levelup.

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rpgguy
rpgguy


Adventuring Hero
Scholar
posted June 12, 2006 05:38 PM

where can i get those console cheats? is there a cheat for finishing the map? becuase i finished the map but the game is still going on!! arrg this is irritating!!
____________
Week Of The Rabbit
Triple Growth For All Creatures

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silentbobus
silentbobus


Adventuring Hero
posted June 12, 2006 08:25 PM

Quote:
where can i get those console cheats? is there a cheat for finishing the map? becuase i finished the map but the game is still going on!! arrg this is irritating!!


The GameFaqs site has a reasonably short writeup for the console cheats. You have a edit a config file, then press ~ to bring up the console. The command add_skill can be used to add skills, for example, add_skill 1 gives your hero Logistics. @Win() in the console is apparently an auto-win although I haven't tired it myself.

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Fuzzier
Fuzzier


Adventuring Hero
posted June 16, 2006 11:47 AM

Quote:
Thank you for the hex_codes. However, since the save_game files are so big, where should the hex_codes be written so that they will affect the hero?

I haven't digged into save-game files yet.
My main work now, is to figure out how heroes, towns, player-info are represented in memory.

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RTI
RTI


Adventuring Hero
Now known as Rarensu
posted June 17, 2006 08:00 PM
Edited by RTI at 20:01, 17 Jun 2006.

I made printable checklists for getting heroes with their ultimate abilities.

Demon Lord
Knight
Necromancer
Ranger
Warlock
Wizard

My brother has already used two of these printouts and he likes them. Hope you find them to be useful.
____________
Sincerely,
A Proponent of Spelling, Grammar, Punctuation, and Courtesy.

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ZeroXcuses
ZeroXcuses


Known Hero
posted June 29, 2006 07:49 PM

I think trying to go for the Ranger's Ultimate is always a good idea. Luck on every attack? Are you kidding me?

Necro's ultimate is sick. I think you should go for it when playing against Haven, who will always have leadership. As for me, I prefer to take all the Master of_______ skills and archery, which would ruin the tree.

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