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![Skill Wheel Heroes Of Might And Magic V Skill Wheel Heroes Of Might And Magic V](http://www.gamer.ru/system/attached_images/images/000/177/721/original/SkillWheel_in_game2.jpg?1272538760)
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Heroes of Might and Magic V → Skill Wheel by Aurelain If there's an area where Heroes of Might and Magic V is quite different from the previous games of the series, it's the highly dynamic skill system that should allow a lot of customization with your heroes.
DarrkPhoenix: Something else I should add is that the skills available and the skill requirements changed between the original HoMM5 and the two expansions. The included skill wheel is only accurate for Tribes of the East. A skill wheel for the original game can be found.
The skills and skill requirements for the original and Hammers of Fate are nearly identical, but there were some significant changes made in Tribes of the East. Good to know. Have you already reported that to Support? I'd like to think they would want to fix that and provide updated installers (at some point). There's also a mod that implements the Skill Wheel in the game. It's called Doc Skills, and it had versions for HoMM5/HoF and ToTE as well.I'd really like to place a link to it, but I've only found the files on sites with names which make me wonder if they're reliable, and while I myself have a copy of them (from some time ago), I don't have a personal web storage anymore where I could upload them.Anyway, if you can find them at some reliable source, be sure to grab them - they are extremely useful.EDITFor Hammers of Fate, I've found a trustworthy source, 's the link.
It's the first download (SkillWheel in game).Now to find the ToTE version.EDIT2I've found an other but identical mod, you can grab it from (XazardousSkillwheel3.0.2.zip). DarrkPhoenix: Something else I should add is that the skills available and the skill requirements changed between the original HoMM5 and the two expansions. The included skill wheel is only accurate for Tribes of the East. A skill wheel for the original game can be found. The skills and skill requirements for the original and Hammers of Fate are nearly identical, but there were some significant changes made in Tribes of the East. Calvinms: OMG it looks very complex (compared to homm 3 and 4).
Is there any guide for complete newbie? Seriously, this is one factor that alienate me from continue playing Homm V.:( With the skillwheel it becomes pretty straight forward (when you begin playing the single player campaign). There is a little bit of a learning curve but since the skillwheel GOG included explains the effects of each skill in tooltips (upon mouse hover) it's not that bad:)Also there is a great deal of community support online from general hero build tips to complete walkthroughs for each campaign level (often with maps and screenshots to make things as clear as day.Here's a quick link to just one of the many guide pages:) I hope you find it helpful. Calvinms: thanks, let me check it out. When I played homm 3 or 4, the skill system is pretty straightforward, hom V is bit. I dont know (yet) which skills are the best for me and how I should build my character.in most of my gameplay I usually picked archery skill, mastering four elements, wisdom. I want to make similar build in homm V, but well.
I'm not sure which skills corresponds to the homm 3 and 4 skills My homm 3/4 is a bit rusty (it's been a few years since I last played through them;) ) but I believe you'd want to play Ranger (the Sylvan town hero) using Attack (archery specialization is in there), Enlightenment, and Summoning (Master of Conjuration - Fire Warriors). I believe that will get you pretty close to the same experience as the homm 3/4 build you're describing.For better details you can check this out as wellIt's a community supported (and officially approved) manual for homm 5 which provides insight into many of the mechanics as well as various suggested hero builds you could draw from as a starting place.
I found it to be a useful resource, I hope it helps you as well:). RoseLegion: With the skillwheel it becomes pretty straight forward (when you begin playing the single player campaign). There is a little bit of a learning curve but since the skillwheel GOG included explains the effects of each skill in tooltips (upon mouse hover) it's not that bad:)Also there is a great deal of community support online from general hero build tips to complete walkthroughs for each campaign level (often with maps and screenshots to make things as clear as day. While the skillwheel makes it obvious, if the RNG decides to screw you up (huts which teach you a random skill, level up skill offer), you may not be able to get the build you want. Klaymen: While the skillwheel makes it obvious, if the RNG decides to screw you up (huts which teach you a random skill, level up skill offer), you may not be able to get the build you want.
However, if you're playing Tribes of the East there is a map structure that allows you to selectively unlearn skills, and will then given a choice of new skills to learn. So you can just keep unlearning/relearning until the RNG gives you what you want. For the original HoMM5 and HoF though, yeah, you're out of luck if you're forced to choose between skills you don't want.
After 50 hrs played (campaign), I've found it's incredibly valuable to have one of the two main Heroes molded into what I call a 'Butler-Hero':A Butler-Hero mostly focuses on Governor bonuses. ESPECIALLY if he/she can reach Tier3 Economy and/or Tier4 Diplomacy. At worst, make sure to have a hero that can get to Tier2 Economy ASAP for 'Town Planner', +300 gold/day, and then Foreman/Architect. I actually find that Dungeon's faction skillset is pretty good IF you go for a might hero, especially if you pick a hero with T4 offense. I am aware that the dungeon mastery ability is broken right now, but even before it was bugged it was quite good.If you stack destiny as well as might, your medusas should incapacitate rather frequently, leading to free double hits. If not, use your hero attack to confuse and follow it up with a faceless or hydra flanking double hit.
Upgraded minotaurs also have no retaliation and stacks insanely well with the dungeon mastery ability. You can easily take out a stack of troops with proper positioning and from there the fight is more or less yours.
It really depends on what difficulty and faction you are playing. If you are playing on hard or heroic, the faction tree will give you quite a solid early game combat boost especially if your main hero is a might hero.It also depends on what spells you can get. For example, if you have storm arrows available while playing Stronghold, you should spend some points to at least get the storm arrow skill. Then you can split your upgraded gnoll stack into two, put them next to your centaurs and buff them all with storm arrows. The damage output is quite OP especially if you abuse the gnolls passive ability to shoot when you hit a stack in melee with your harpies and other melee troops.Personally, other than haven and academy, I tend to get my t4 ability for my main hero for most factions first before branching out into something else. After getting my faction t4 and another t3/t4 (offense or a magic tree) I'll normally get 4 points into exploration, getting snatch and pathfinding (because I have no patience with slowwwww heroes).
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