HEROES OF MIGHT AND MAGIC 5: Game Walkthrough and Guide

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July 28, 2022
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By Jonny Gamer

HEROES OF MIGHT AND MAGIC 5: Passage
HEROES OF MIGHT AND MAGIC 5: Game Walkthrough and Guide
Nivalovtsy died for a long time that they returned to the ideals of the third part. They were so convincing that I almost believed in the death of the series – because the third part, by nature, a dead end. Despite all its advantages, it does not allow growth opportunities. Fortunately, everything turned out to be much better…

In general, the rules remained the same that they are familiar to us in the previous “heroes” (especially the third part). Heroes walk on the map and lead with them the army from the fairy creatures;When a collision with the enemy, including a neutral monster, a tactical fight occurs. All this – in step-by-step mode.

The armies are purchased in cities;To do this, you need to capture the city (if it is not your initial) and rebuild the necessary buildings in it. Resources, as happened since 1995, seven: gold, wood, ore, mercury, sulfur, crystals, gems. All of them are mined in mines (which you need to capture), are going on the map, and the Gold and the “main” race resource produces the city itself.

All this was always. But if you look at a little deeper – the changes will seem immediately.

Cover: If you want a classic “Heroian” gameplay without scenic scenarios, it is worth playing network cards. Single cards here – Something like mini campaigns.

City and farm

In the early “heroes” construction in the city was arranged on the principle of “tree”: to create, say, the green tower, you need to possess a labyrinth and a swamp (plus a fair amount of gold, sulfur and ore). Now the requirements in the form of “need such buildings” are found, but not very often.

The main parameter in construction is the so-called Level of the city: It’s just the number of buildings already built in it. Therefore, if there is a level 10 for the dwelling of some monster, it’s completely different, what kind 10 buildings you will be erected. Improvements of existing buildings are also considered.

On a note: In the lower right corner of the right-hand menu during construction there is a button that allows you to see those buildings that cannot be built (due to the level or absence of other necessary objects). Enable this mode immediately and do not turn off. It is completely unclear why this “kind service” needed was – hide from the player most of the construction menu. But after all and you will not understand – the city level is not enough or something specific.

What can be built right now is shown green (available improvements – blue), then that there is not enough resources – red, already completed buildings are drawn, as they say in Heraldry, “in proper colors”.

The buildings of the RAS differ not too much. Therefore, in the chapters dedicated to races, we will tell about the special buildings of each race, and here – that one for all. True, the requirements may differ slightly;For example, at the Academy for the construction of the Town Hall, it is necessary to create a magical guild, which is quite natural, and other cities do without it.

Housing Monsters. They are called differently, but on them it is always clear who lives in them: for example, the “garden of unicorns” or “Master of Gremlin”. All buildings have an improved option, some more attached “an extension”, accelerating their growth.

House of Elders And its improvements determines the speed of money in the city (House – 500 golden per day, Town Hall – 1000, magistrate – 2000, Capitol – 4000). For improvements, the levels of the city are 3, 9 and 15, respectively, and the capitol can be built only in one city for the entire power.

It is important: If you already have Capitol, then capturing enemy, you will automatically destroy it.

Magic Guild Provides heroes in the city the right to learn spells;Assortment of case. The first level of the guild opens the first Circle of Char, the second – the second, and so on. In the first three circles, 3 spells are given, then their number decreases. The construction of the guild is not so expensive as it was once: the first level requires 1 unit of each of the rare resources, the second – 2, the third – 3, fourth – five, fifth – 10. In the second “heroes”, it is remembered, on the second level it was necessary for 4 units.

Market Allows you to exchange some resources to others;The course, as before, depends on the number of markets (at one market, for example, in one rare resource there are 20 units of ore or wood, 10 units of a rare resource or 5000 gold). Market Improvement – warehouse – gives 1 unit into the course of a rare resource. Another building, the following from the warehouse, gives random resources once a week.

On a note: The concept of “key resource” is now not so tightly defined as once. For example, sulfur is considered to be such for the dungeon, but the development of the city is quite strongly needed crystals and gems.

Fort and its improvements strengthen the city;In addition, the next step is citadel – increases the growth of creatures one and a half times, and Castle – in 2.

Forge Allows, as in third “heroes”, buy combat vehicles – a first-aid tent, Bylinist and a cart with ammunition.

It is important: One of the main advantages of possession of such a cart – enemy AI feeds an insurmountable passion for its destruction, and it often saves the lives of much more valuable combat units. The passion, by the way, is unjustified, since the battles in the fifth “heroes” are fairly silty and dynamic, and the charges of most arrows will no longer have time. Loves ai mock and above the first aid tent. But less.

Resources are mined, as before, in deposits or in the form of freely scattered on the “Gifts” card. Lovers of old “heroes” will quickly notice that on many maps of mines and sawmills are protected much more than it has been taken. True, the initial amount of resources at low levels of complexity is such that sometimes you can build a dragon dwelling, without collecting anything at all. If, of course, do not try to erect everything.

In general, we can say that the economy has become easier and at the same time more interesting. Choose the procedure now far away is not so trite as in the previous series. It is not necessary for the hiring of “higher” monsters near the “higher” monsters;but you need to choose the right moment. The main thing is as far as possible to quickly remove the town hall, the magistrate and the capitol, and not to postpone the case in a long box: gold will not be enough.

One of the most important issues instruction is whether it is necessary to improve the housing of monsters. If earlier the answer was almost always the answer “yes! Certainly! As soon as possible!”Now it is not so obvious, because improvements are very expensive and can greatly brake development. But for a fascinating convenience, we introduced an “improvement rating” for each monster, with whom you will read in the chapter “Race”.

How to fight

As in all nom, excluding the fourth part, without a hero of life freezes. Only the hero has the right to drive into battle (as well as for a walk) troops, only he explores the card and captures prizes. At the same time, with him there should be at least one soldier, otherwise the hero, offended by his inadvertently, goes to long pilgrimage and maybe later, if the chip will fall so, re. And not a fact that you.

Everything returned to the ideals of the third part, you say you? So yes not so. In the battle of the hero is no longer standing aloof, sometimes something pokoldovyvaya.

The initiative and the procedure moves

It changed the entire structure of the battle. Now there is no such thing as “the course of the blue” and “turn red”. Each soldier, including here and the leader, its initiative, that is – its your turn. If the monsters before the initiative to act just 10 each move before the creature with 5 initiative, now in a time when lazy creature will do one action, nimble monsters have time to like twice. As a result, the initiative becomes almost essential characteristic.

Thus evolved a notion of “progress”. That is, for example, most creatures can respond to the attack once per turn – it means a time in the range from one to another of his actions.

To avoid confusion in the system beneath the battlefield appears to strip the order of moves, and you can see the sequence of actions. Just do not treat it as a final: it modifies the effects of fighting spirit. Due to the high spirit of the times being shifted in the order of moves closer to the top. During the battle fighting spirit can grow from the victory over the enemy – in other words, from the destruction of enemy fighters. But you can count on the fact that the enemy’s moves will not move to the top of the list in your stroke; favorable to each side of the changes occur only when walking this side.

If the soldier, whose turn came to go, at the moment there is nothing, he may either skip stroke, increasing its defense (the key D or central menu button), or set aside by sliding its initiative “later on” no other positive effects. This is done by pressing the key W, and the menu does not have the means to do, and because not everyone knows about such a possibility.

The hero in the battle

Accordingly, the hero also has its own initiative, and its move, and only then he can apply his magic (and not at will).

And if he has no reason to cast right now? Then he can hold the usual attack on some of the enemy creatures. The attack strength depends on the level of the hero;However, it apparently does not cause ordinary damage, and instead kills some fixed number of creatures, quite a small. In other words, in the absence of weighty arguments against more profitable to attack the most “thick” from enemy creatures, if the hero will kill at least one creature from the detachment. Attack on weaker opponents, he will remove significantly less hits. In general, this attack is not so strong to translate the effect of the spell;But still it should be considered. In particular, because it reduces the role of high-level beings.

Hero himself is still nothing but the destruction of his army, it is impossible to vulnery. It is impossible to send my attacks.

Actions beings

Conventional creatures can attack in the near battle, some are also able to shoot or condemn (or both). You can also move, but after that only a melee attack is allowed, not shooting and not spell.

“Mesh” battlefields now not hexagonal, but the usual square. And the bulk of creatures occupies one cell on it, but many (the property “Big creature“) Eat four at once, square. Thus, they often block the path, sometimes even (if there are many obstacles on the field) blocking each other.

If any spell or ability beats on the squares and hurts at least one of the four “big creatures” cells, it will be bother. And it doesn’t matter whether the fireball covers, let’s say, one or all four cells with Ginnom – damage will be the same. But it is possible to aim in such a spell into any of the creatures – the effect varies with what Additional Cells will be covered.

Combat vehicles (Ballista, Catapult, first aid tent, truck with ammunition) can not move, but act in their turn and can be destroyed, including spells.

The damage of most shooters depends on the distance: at the far distance it is hampered, the same happens if the shooter fights in the near battle. Magic depends only on the number of creatures in the detachment. Man’s sorcerer of the creatures of his own, not borrowed from the hero, and is restored after each fight. The shooter can not shoot if there is an opponent next to him, but the MAGA does not interfere with it.

Attack in the near battle there is a retaliatory blow;It is considered after draw damage, so if everyone has fallen, there will be no one to answer. Only succubs are able to answer shooting. If the enemy has already answered the opponent since his previous stroke, he usually cannot do it again;he will answer or not – it will be visible when you bring an attack cursor.

There are still creatures of creatures that always work or (as, say, blinding the unicorn) randomly. Other abilities are amenable to your control. But about it – in the chapter “Race”.

That heroes can

Role-playing system is not too different from the fourth part of the game. Namely, the hero has:

  • Classical basic parameters, unchanged since the first “heroes” – attack, protection, witchcraft, knowledge;
  • skills developed to one degree or a different ability dependent on them;
  • set of spells in the book;
  • equipment;
  • The secondary parameters are calculated from all this: good luck, martial spirit, maximum number of mana;
  • Actual number of mana.

Now – more details.

With basic parameters nothing fundamentally changed. Attack and protection plunge into attack and protect your creatures. Thus, the hero is constantly affecting the parameters of the entire army, regardless of its actions. Witchcraft is a magical force, the number on which the damage of combat spells is multiplied, as well as the duration (in the progress) of all prolonged spells. Knowledge is multiplied by 10, and the maximum stock of mana is obtained – magical energy.

Equipment, as it was done from the third part, distributed by positions: the hero can carry one headdress, one weapon, one shield, and so on, all the “excess” add up into a storm and do not work. It is a pity between us speaking, but realism requires victims, and for some reason they do not refuse them in them.

Spells are determined by which magical guilds or individual buildings visited the hero – and what power of magic to hesitate to study his skills. By default, only 1-2 level magic is available, everything else needs to be obtained through the abilities.

But with the skills, the system is so serious that he deserves a separate chapter.
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