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Games PC Heroes Of Might And Magic VHeroes of Might & Magic 5 Collectors Ed
Overview - EXPERIENCE THE ENTIRE HEROES OF MIGHT AND MAGIC V SAGA from the beginning to the end, including the new Tribes Of The East stand-alone expansion, which brilliantly concludes this epic story! Heroes of Might and Magic V - Dive into a "deep fantasy" universe with stunning next-generation 3D visuals, groundbreaking strategic combat, innovative multiplayer features and addictive RPG elements. Hammers of Fate - Take part in a thrilling new adventure with the Hammers of Fate expan... Read more

Details
Brand: Ubi Soft
Part Numbers: 025993, HEROES5COLLED-CG
UPC: 871605102599, 8716051025993
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Manual

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Games PC Heroes Of Might And Magic V

 

 

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Heroes of Might & Magic V [GAMEPLAY by GSTG]

 

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Comments to date: 6. Page 1 of 1. Average Rating:
Mark90210 2:03pm on Wednesday, September 15th, 2010 
So what if it repeats itself? An amazing game - well worth a buy. no cons - its just too perfect a game! Nice game . . . . . . . . . If they make like option last person make turn for all , that would be great!
tannerml 10:45am on Thursday, August 5th, 2010 
Heroes of Might and Magic V is a massive game which keeps the spirit of earlier games in the series and a virtually identical interface. Heroes of Might and Magic series had never attracted me to it until I got to play the fifth of the series. Talking about this game.
steves 7:44am on Monday, August 2nd, 2010 
It is absolutely great i love it, it is like th best game in the world!! EVERY THING NOTHING
bEuwe 10:41am on Monday, July 19th, 2010 
To hear that the new heroes of might and magic game was coming out, I am particularly a big fan of the game. I bought this game at my local GAME shop,...
Rahul 12:15pm on Monday, April 26th, 2010 
Good game This has many quests which I enjoy as opposed to just killing for the sake of treasures.
rimedio 6:16am on Wednesday, March 10th, 2010 
The Heroes of Might and Magic series has always been something of great joy for me. A die hard fan all the way!

Comments posted on www.ps2netdrivers.net are solely the views and opinions of the people posting them and do not necessarily reflect the views or opinions of us.

 

Documents

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Page 6

PLAYING THE GAME

Basic Controls

Camera Controls
Scroll the map by bringing the cursor to the edge of the screen. Rotate and tilt the camera by holding and moving the right mouse button. Zoom in and out with the mouse wheel.

Mission Objectives

Objectives are given at the beginning of the missions, and new ones could be added during the missions according to events and situations. You have to complete all primary objectives to complete a mission. Each objective is described in a dedicated menu you can access by pressing the Objective button on the main interface of the Adventure Map.

Keyboard Shortcuts

Many actions in the game are linked to keyboard shortcuts. You can check out these shortcuts in the Appendix section of this manual.

Adventure Map

Your experience with the world of Heroes will begin on the Adventure Map, which corresponds to the games strategic level. This is where the parties develop territories, gather resources, and interact with various objects, neutral units, and each other. The adventure screen shows where the current missions events are taking place. You can see the terrain within the field of vision of your heroes. All the rest of the territories are covered with a fog of war and are not shown on the map. Most maps also include an underground level, which you can access through specific buildings.

Tooltips

Much information will be provided during the game through tooltips and floating icons. Here is a brief description of the main tooltips:

Tutorial

The first campaign integrates a tutorial to help you learn how to play the game. It is composed of pop-up messages and flashing icons.
Throughout the game, context tips appear as soon as you point at an object with the mouse cursor. Each tooltip is made of one or two windows. You can cycle through the windows by clicking the right mouse button.

Main Interface

Resources panel Mini map: It shows the main map's terrain with its buildings schematically. The building's color corresponds to its affiliation (neutral buildings are white). Hero icons Town icons Controls field

Battle Map

Right-clicking on a creature will display a complete list of its statistics. A second window will describe all the spells and effects that are active on the creature.

Right-Click Mechanic

In addition to the standard tooltips, you can right-click on all interactive elements in the game to see a detailed description of the object.

Floating Tips

Resources

The resource panel shows your current stock of resources. They belong to your kingdom as a whole, meaning that when you lose a town or a hero, you keep all your resources. Gathering Resources There are seven types of resources that you can gather by capturing mines on the Adventure Map. Sawmill: Wood Ore pit: Ore Alchemist lab: Mercury Crystal cavern: Crystals Sulfur dune: Sulfur Gem pond: Gems Gold mine: Gold

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Other Sources of Income There are several other ways to get resources: Town buildings: Some town buildings can produce resources. You can also use the marketplace building in your town to trade resources. The more markets you own, the cheaper the rates are. Weekly resources: Buildings such as the mills or mysterious gardens give resources every week to the first hero who visits them. Unique resources: When exploring the Adventure Map, you will find chests and heaps of resources that you can pick up. Gold, wood, and ore are universal resources. Mercury, crystals, sulfur, and gems are rare resources, required for erecting magical guilds and other magic-pertaining buildings and for hiring the most powerful creatures.
Neutral Dwellings Some buildings can belong to neutral creatures. A neutral dwelling cannot be seized, but a hero can attack it, defeat its guards, and capture its contents or hire its dwellers. Restoring Magical Energy Magical wells restore the heros magical energy. Temporary Bonus Some buildings and locations, like the rally flag for instance, will give the visiting hero a temporary luck or morale bonus. Improving Heroes Skills and Experience Some buildings can be visited to improve your heroes skills, to learn new spells and abilities, or to gain extra experience. Teleportation Portals buildings allow heroes to teleport from one location to another one on the map. They can be two-way and one-way. On the sea, Whirlpools connect different water areas on the map. When you use them, some creatures in your army can drown. Underworld portals and ladders connect the surface and underground levels of the map.

Buildings

On the Adventure Map, heroes can interact with various buildings. Some of them can be captured. A seized building has the heros colored emblem over it. If the building has not been seized by anyone there is a stream of light over it. Towns A towns appearance is a good indication of its level of development. Mines To guard a mine, you can leave one or more units in it. Creatures Dwellings These buildings can be seized. Unlike town buildings, these dwellings do not accumulate creatures, thus it is advisable to visit them at the beginning of each week. When seized, these buildings also increase the growth of matching creature types in towns under the players control. Garrisons and Forts Garrisons are military buildings guarding key passages on the map. You can leave one or more units to guard a garrison. In forts, you can enlist creatures, paying them with gold, and drill them. The Hill Fort is a special building that allows you to upgrade creatures instead of hiring new ones. Observation Magical towers and cartographers, if seized, allow you to see the terrain within considerable radiuses around them. Weekly Income Sources These are various mills and gardens. They will offer the stock they have accumulated within the week to the first hero to visit them.

Individual Items

On the Adventure Map, you can find resources as well as artifacts and chests. A chest can be used in two ways: to improve the kingdoms financial welfare or to give extra experience to the hero who found it. On water, shipwreck, flotsams, and floating chests can also contain resources and money but they can also be empty. Questing for the Tears of Asha The Tears of Asha is a major artifact that is needed to erect a special building in one of your cities. In most missions this is not a requirement, but it definitely gives you a major advantage in completing your mission. Searching for the Tears of Asha involves revealing the puzzle map, which can be seen on the Mission Objectives screen. A fragment of the map is revealed each time you visit a special magic shrine. The one showing the exact location of the Tears of Asha is the last to be revealed. When you know (exactly or approximately) where the Tears of Asha is hidden you may try to dig it out using the Dig button of the Controls Field.

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Digging requires a whole day, meaning that the hero cannot do anything else during that day. The obtained Tears of Asha is to be brought to a city under the heros control. If the hero carrying the Tears of Asha is intercepted and defeated by the enemy, the Tears of Asha will disappear.
Evaluating the Enemys Strength The composition of the neutral unit cannot be seen from the tip, but usually the unit is depicted by the figure of the creatures forming it. The tip also shows the approximate number of creatures in the unit. Enemy units can guard the forts that block your way or the income sources. The composition and approximate number of creatures in stacks can be seen in the tips for the hostile heroes, forts, and towns. Hero Management To access the hero management screens, double-click on the hero on the Adventure Map or on its portrait anywhere else in the game. There are five categories within the management screen: army and stats, inventory, skill, abilities, and biography. Each category can be reached through the tabs on the left side of the Hero management interface. Controls Field Previous/next hero: Select the previous/next hero you control. Dismiss: Dismiss current hero. A dismissed hero will leave your kingdom with all his artifacts and creatures. Please note that in some scenarios or campaign missions some heroes cannot be dismissed. Creatures: Browse through the creatures you have enlisted in your army. Exit: Get back to the previous screen.

A towns opportunities for heroes are in the buildings it contains. Planning the erection of new building and upgrading existing ones cleverly increases your heroes chances to win the whole mission. Town Hall A town cannot exist without this building. The Town Hall will collect taxes, providing a certain amount of gold every day. By upgrading it, you will develop the whole town, increase the daily income it brings in as well as your possibilities to erect new buildings. Please note that the most advanced Town Hall building, the Capitol, is a privilege of the kingdoms capital, so if you have several towns, you can build a Capitol only in one of them. Fort This is the towns main military fortification. It also enables enlisting troops. When upgraded, the protective potency of the towns walls increases, as does its weekly creature birth rate.

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Marketplace This is the place to exchange various types of resources. Markets cannot be upgraded. The exchange rate depends on the number of markets you have in your towns. The more markets you have, the more the exchange rate will be profitable for you. Attached to the market, you can build a resource storehouse that will provide for daily gain of one of the resource types particular to that town. The market also has a post office that allows you to send some resources to your allies. Tavern Allows you to hire new heroes. Usually a tavern has two hirable heroes; new heroes stop at the taverns in the beginning of every week. Also, heroes who have been defeated in battle, who have fled or been paid off, return to the taverns. In addition, taverns are a source of information: various rumors accumulate here, and the thieves guild is willing to provide you with intelligence concerning your opponents for a reasonable price. The hired hero will join the towns garrison, which is why first make sure that the heros slot in the garrison is free. The units panel of the garrison must have enough free space for the heros units. Blacksmith Manufactures and sells war machines. Depending on the towns race, the price of war machines may vary. Only a visiting hero can purchase their war machines. Shipyard Lets you purchase ships. A shipyard can only be erected if the town is located near a shore.

Creatures Screen

Click on the second tab of the Hire Creatures panel to access the Creatures screen. You can also call up this screen by double-clicking on the stacks icon in the main Town screen, Hero screen, or on the Initiative bar on the Combat screen. The creatures description (1), parameters (2), and the current state icons (3) (plus enchantments cast during the combat) are displayed on the left. The button panel in the lower right-hand corner allows you to switch between various heroes units, dismiss the current unit, or upgrade it. Units can be upgraded only in towns, and only if the town has a special building for training this kind of creatures at this level. The price of upgrade equals the difference between prices of the two creature types. Controls Field Previous/next creature: Show the next/previous creature type in your army, garrison, or production facilities. Dismiss: Dismiss the selected creature. Upgrade: Upgrade the selected creature. : Exit: Go back to the previous screen.

Hiring Creatures

From the main town interface, click on the Hire icon to access the Hire Creatures interface. The hire creatures panel shows the creatures that are available for recruitment. On the left you can se the building that produce the units. Then you can choose between the basic (1) and upgraded (2) version of each creature. The two digits (3) indicate the number of creatures that are currently available on the left, and their weekly growth on the right. When you select a creature, the resources needed to enlist it will show up just below the resource bar (4), under the corresponding resources.

Page 24

24 Upgrading Creatures
From the main town interface, click on the Upgrade icon to access the Upgrade Creatures interface. The upgrade panel shows the creatures that are available. The arrow buttons under each creatures portrait show you the status of each stack: Red: Cannot be upgraded (not enough money, building not available, etc.) Green: Can be upgraded. Orange: Already upgraded. No button: The creature belongs to another faction. The price of upgrading troops is equal to the difference between the cost of enlisting the basic-level and the advanced-level creatures and shows in the context tip. Creatures can also be upgraded from the Creature screen.

25 Tactical Phase

Before each battle you will have the opportunity to arrange your stacks on your part of the battlefield. In this phase the army bar will appear, showing your reserves: unused creatures are displayed the normal way, and the creatures that are already on the battlefield are grayed out. To arrange the stacks simply drag and drop them on the battlefield or from the army bar. You can also remove a stack from the battle to save it for future combats by dragging it back to the army bar. Your arrangement will be remembered by the game. In the beginning of the next battle, the stacks (except the new ones) will take the same positions, except if an obstacle occupies the position. Please note that at this stage you cannot actually see the enemy army, even if it is already arranged and present on the battlefield. The opponent army is revealed when the combat starts. Controls Field Auto place: All creatures will automatically be arranged on the battlefield. Auto combat: The combat will be resolved automatically by the AI. Options: Battle mode settings. Flee/surrender: You can choose to either flee the battlefield, abandoning you army, or surrender to the enemy and pay the ransom while keeping your remaining stacks. Start combat: Begin the battle. Hint: When you arrange your stacks, pay special attention to the larger creatures that occupy four squares and are ground-bound. They should not have any obstacles blocking their way, because they are less maneuverable. When positioning shooters, use the advantage of obstacles to make it more difficult for the enemy to approach them closely.

BATTLE

When you fight, your aim is to eliminate the last standing creature in your opponents army, or at least inflict such a shattering injury to their army that they will be compelled to flee.

Starting a Battle

If your hero has entered an enemys area of control (having walked along the route that has been shown in red) or attacked a building guarded by an enemy, the game switches to the tactical phase. Having arranged the stacks, you begin fighting the enemy according to certain rules. The battle must end in one party winning and the other losing. The hero who has lost the battle may die, flee, or pay ransom. The winner gains experience as well as the artifacts of the fallen enemy or the ransom money.

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Initiative Bar All the turns on the battle arena are taken in an order, or queue, which includes stacks, war machines, and heroes themselves. The position of the stacks in the queue is determined by the creatures Initiative value. A creature with a high initiative value may therefore show twice in the Initiative bar. However, the queue will evolve during the battle. The most simple example of this is when a stack is eliminated and leaves all the positions it had in the queue. Certain spells can modify the Initiative value of a stack, thus making it move forward or backward in the queue. The spell-affected stack will then move forward or backward in the bar. Finally, a unit can miss its turn (without assuming the defensive, see below), in which case its position in the queue is moved back to one half of the usual cycle. The pictures background corresponds to the partys color. Enemy turns are handled by the AI. When the turn is passed to one of your stacks, fighting is paused to wait for your action. The creatures are simultaneously highlighted on the bar and on the arena when you move your mouse cursor over them.

Combat Screen

When combat starts, the battle screen will appear, showing the arena where the fight will take place. On this screen the attacking army is displayed on the left, along with your hero and any war machine you own and may use during the fight. On the bottom of the screen is the Initiative bar (1), with the creature ready to play displayed in the bigger square on the left. Just below the Initiative bar is the battle log (2), which describes the results of the latest actions, or the expected result when a target is selected. During the battle, you will play your stacks in the order indicated by the Initiative bar, from the left to the right. Controls Field Cast spell/use ability: Show the spellbook of the hero or the current stack (if applicable) with the combat spells section open. If the stack has only one special ability, this button activates it. To cancel casting spell or using the ability, hit the Esc key. Options: Battle mode settings. Flee/surrender: You can either choose fleeing from the battlefield, abandoning your army, or surrendering to the enemy and paying the ransom while keeping your remaining units. In both cases, the battle is lost, and the hero goes to a tavern where he can be hired again. You cannot negotiate ransom with neutral units and building guards. Auto combat: Switch the fight into Automatic mode. Defend: Use to tell the stack to assume the defensive without giving any other orders to it. If defense-activated, the stack gains +30% to its Defense value. For heroes, this command equals skipping a turn, since they are never attacked.

Fighting Management

Moving across the Arena When your stack takes its turn, a field of highlighted squares around it shows where it can move. Clicking on one of these locations will tell the stack to move. A stack that has moved cannot perform any other actions within the current turn. An arena can have unpassable parts. Ground-bound creatures have to walk around these areas. Flying, levitating, or teleporting creatures can have their routes crossing them, but cannot stop on them. Melee Attack This order can be given to all creatures. Stacks perform it automatically. If you bring the cursor over an enemy stack within the units range, the attack cursor will appear. You can move the attack cursor to attack the enemy from various directions, depending on your current range. The square the stack will move to for the attack will also be highlighted. The war machines, located on the edge of the battle arena, can also be targeted with a melee attack. Shooting Attack This command can only be given to stack that use ranged attacks. To shoot, the stack must have ammunitions in stock. Bring the cursor over an enemy stack, the shoot cursor (one arrow) will appear.

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In shooting, the range matters: aimed shooting is impossible at distances greater than half of the arenas length. Unsighted shooting (which is depicted by a broken arrow) inflicts approximately half of normal damage. A stack cannot use ranged weapons when an enemy is standing next to it. You can only perform a melee attack on the nearby enemy, or move aside but lose a turn. You can force a melee attack by pressing the Ctrl key while clicking on the enemy target, provided that it can be reached. Defend/Skip Turn Sometimes you may wish to skip your turn, waiting for a better time to attack. In this case, you can use the Space Bar or the Defend button to tell the stack to stay still. It will then gain a 30% bonus to its Defense value. You can also make a stack wait for a while without defending by hitting the W key. The units turn will be postponed for half of the usual cycle. Spell Casting Heroes and some creatures can cast spells during combat. To cast a spell, click on the Cast Spell/Use Ability button. The spellbook will open, allowing you to select a spell. When a spell is selected, the book will close and the spell becomes active. Depending on the spell you activated, three events may occur: The spell does not require a target and is activated automatically. This includes mass effect spells that will affect all stacks on the battlefield. You need to specify a target creature, hostile or friendly. To specify a target creature, bring the cursor over the target. If the target is valid for this spell, the Magic cursor will appear. You have to specify a target location. In this case, the Strike cursor will appear over all valid locations. The targeted square(s) and creature(s) will highlight. In the case of an area attack, please bear in mind that all stacks within the area will suffer damage, regardless of their belonging. Click to validate your choice. To cancel spell casting, hit the Esc key, and the cursor will be restored to its usual form. Units that bear spell effects are represented by numbers with color backgrounds. You can view the spells cast on the unit in the second window of the context tip or in the Creature screen. A green background means the effect of the spell is beneficial; a red background means the effect is detrimental. A purple background means the creature has both beneficial and detriemental effects. Activate Special Ability This command is only available to heroes and creatures that have special abilities. Click on the Cast Spell/Use Ability button to choose and activate the special ability. A special ability can be triggered automatically after activating it or may require you to specify a target or to choose a spell. To cancel the use of a special ability, right-click or hit the Esc key. Please note that nearly all creatures have one or several special abilities. Most abilities are automatic, meaning that the creature will always use them whenever it is possible. You can check creature abilities by consulting the Creatures screen. Heroes Actions During their turn heroes can perform four types of action: Attack an enemy with their default attack by targeting an enemy unit on the battlefield just like a shooting attack. Use their special abilities by selecting them from the spellbook. Cast one spell from their spellbook. Skip their turn using the Defend or Wait button. Managing War Machines As a rule, active war machines (healing tents and ballistas) operate independently and select their targets automatically. However, a hero with the appropriate skill can give them orders. Counterattacking Most of the creatures have the ability to automatically counterattack on an enemy that just attacked them. As a rule, a counterattack can only be performed once within a stacks turn. Counterattacking is only possible in melee combat. There are several exceptions to this rule, due to creatures special abilities. Damage and Healing Rules The overall damage suffered by the target of an attack is the sum of damages inflicted by each of the creatures in the attacking stack. Usually, the inflicted damage is determined randomly within the Damage range of the creature. The damage inflicted by the stack equals this number multiplied by the number of creatures in the stack. The unit attack value increases damage and the target defense value decreases the damage dealt. The damage is applied to the target according to the following scheme: if the inflicted damage is greater than the first creatures hit points, the creature who takes it dies, and the remainder of the damage is given to the next creature, and so on.

MULTIPLAYER

For the latest information about supported modes, game servers, and new maps, please visit the games official websites (links to appropriate Internet sites are provided in the games program group in Windows Start menu).

Multiplayer Menu

Click on Multiplayer from the Main Menu to access the Multiplayer menu. Here you can select the game mode: Hot Seat, LAN, or ubi.com, or choose to load a saved multiplayer game. In Hot Seat mode, players join for a game on a single computer. A LAN game allows you to play a multiplayer game on a local network. A ubi.com game lets you play a multiplayer game via the Internet.

Hot Seat

Up to four players can play in this mode. The game selection screen is similar to the one for selecting single-player custom games. The difference is that only multiplayer maps are displayed. Choose the map and set the options. Click on Create Game button to call up the screen allowing you to choose sides and set initial conditions. Clicking on Load Game allows you to load a previously saved game and continue playing it. All players must choose their number, flag color, and initial parameters (race, starting hero, and resources if the scenario allows). By default, start-up parameters are set randomly (dice icon). Close unused lines (lock icon) or assign AI-controlled players (computer icon) to them. After that you can start playing the game. Information about the current player is displayed in the information window in the upper section of the screen. Any human player can stop playing at any time and surrender. The game is played until only one player remains, or the mission is accomplished.

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LAN Game

Joining a Game

On accessing this screen, available servers in your LAN will be queried, and the list of available game sessions displayed. It includes both active games (the ones already underway) and games open for joining. Select a game and click on Join (you might be prompted to enter a password). Youll be transferred to the game room.

Ubi.com Game Modes

Ubi.com supports three game modes: Training: The results of your game will not be taken into account in the ubi.com ladders. Rating: The results of you game will influence you ranking in the ubi.com ladders. Duel: You will directly access the Duel mode game.

Creating a Game

From the same screen, choose the game type (Standard mode playing on a mission map, or Duel mode a duel game). Click on Create to access the game creation panel.

Channels

Channels allow players to choose the kind of game they prefer; at any time there are at least three channels available on the server. Additional channels can be created for players speaking other languages, to support various communities etc.
Chatting With Other Players
The right-hand window displays the list of players in your LAN. You can move any of the players to your Friends list to chat with them privately. The lower section of the screen allows you to exchange messages with other players. To send a message, type the text in the text box and press the Enter key. To send a private message, choose a recipient in your Friends list.

Lobbies

After you select a channel youll be transferred to the Lobby where you can view the list of players, list of current games (open and closed game sessions) and chat with other players. You can create your own Friends list and switch between chatting with all players connected to the channel and with friends only. You can also join open game sessions (i.e., games which still have room for other players), or create your own game.

Ubi.com Game

Rules for playing via ubi.com are similar to the ones for LAN games. You must be registered to play a ubi.com game. Click on Account in the Multiplayer Game interface to start your Internet browser and connect to the registration page. Enter your login name, password, and email address (in case you forget your password). After registration you can get back to the game interface, enter your login name and password, and move on to the screen allowing you to select a game channel.

Ladders

Ubi.com maintains a general list of all players scores (Ladder). Players who took part in a rating game at least once have their profile stored on the master server. Profiles include data on the players current rating, their number of victories and defeats playing for each race, their preferred race, playing time, etc. Rating is calculated based on the number of victories and defeats, taking into account differences between the opponents ratings. Depending on their rating, players can choose a picture to represent them image of a creature or hero of their favorite race. For example, a novice player can choose a picture of Peasant or Skeleton. Training games and duels do not affect players rating.

Multiplayer Games Selection
This screen is similar to the one for selecting single-player custom games. The difference is that only multiplayer maps are displayed, and that it provides additional options. Name: The name of the new game will be displayed in the game sessions list. Locked Game: Access to the game can be protected by password (the field below). Ghost Mode: Enables Ghost mode (youll be able to use a Ghost to explore the mission map while the opposition takes their turn; see details below). Dynamic Battle: Allows dynamic battle combat (with a time limit for stacks turns).
Special Multiplayer Modes

Duel Mode

To create a duel game session, select Duel Mode from the Games List panel. Click on Create and enter the name (and password if you wish) of the game you wish to create. After that youll be transferred to the Lobby where you can choose your hero (view context tooltips for description of the heroes armies), choose arena type, and set the time limit. The lower section of the screen allows exchanging messages with the other player. The game starts when both players are ready. You cant fight a duel with an AIcontrolled opponent. To join a duel game session, select Duel Mode from the Games List panel, then select the game you wish to join and click Join.

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Guard: In the Guard mode an Intercept area appears around the ghost; all enemy ghosts who get within it will be automatically attacked. The higher the skill, the bigger the Intercept radius. Devour: The ghost can attack enemy ghosts in Haunt, Curse, or Possess modes. Attack starts combat between ghosts. The higher the skill, the stronger the ghost becomes and the better chance they have to win. Ghost Specializations There are six ghost specializations, depending on the race: Ghost Faction Specialization Revenant Haven Guard Spectre Necropolis Devour Chimera Inferno Haunt Phantasm Academy Possess Banshee Dungeon Curse Shade Elves Vision Its rather easy to scout with ghosts, because they have many more movement points than normal heroes. Ghosts can move across all passable areas and go right through other creatures. You can see all heroes, all buildings on the map, auras of all items and objects and positions of all neutral units within the ghosts field of vision (at a distance youll see shapes indicating the units race e.g., Peasant for Haven or Skeleton for Necropolis; close by youll see the actual creatures). Enemy ghosts always remain invisible. Ghosts can move on water, use portals and teleport, but they cannot get into towns or individual buildings. Defense includes lifting curses, guarding friendly objects/units, and fighting enemy ghosts. Ghosts can lift a curse or take control of neutral units. Ghosts can also switch to guarding mode, to guard a mine or a hero. If an enemy ghost tries to approach a guarded object, the ghosts start fighting regardless of how far they are from each other. The combat goes on automatically; the players just find out how it ended. The defeated ghost loses some of its skills and retreats to the gates of the nearest friendly town. If players are attacked in the normal world, they must leave the ghost world for the duration of the combat. When the opposition ends a turn and it is the players turn, he or she is automatically taken back to the normal world.

Ghost Mode

Ghost mode takes you to a different reality a plane parallel to the normal game world where the current mission takes place. Ghost mode is only available in multiplayer games, and only to human players (AI-controlled players cannot switch to Ghost mode). While in Ghost mode, you still can take certain actions on the mission map while other human players take their turns in the normal world. At the beginning of the mission, each player gets one ghost of his or her race. Ghosts can scout; exert influence on mines, neutral monsters, and enemy heroes; and protect your units from enemy ghosts. At the beginning of the players turn, all ghosts belonging to the opposition get some energy. The amount of energy depends on how long the player took to complete the previous turn. Ghosts can use the energy to move around or develop their skills. Upgrading a Ghost Double-click on the ghosts picture to call up a screen with its parameters. Here you can spend the energy to upgrade your ghost. There are six skills to upgrade: Revenge: Allows your ghost to weaken the skills of an enemy ghost. At an advanced level, this skill allows your ghost to completely dispel the enemy ghosts negative influence. Haunt: The ghost can haunt a nearby enemy mine, to decrease its output. The higher this skill, the more damage the ghost inflicts; advanced skill allows the ghost to redirect the mines output to supply its master. Curse: The ghost can curse the enemy closest to his position, decreasing all its main attributes. The higher this skill, the more damage the ghost inflicts on the hero. Possess: The ghost can take control of neutral creatures. If an enemy hero encounters these creatures, the ghosts master will be able to observe the combat and occasionally control the units. The higher the skill, the more control over the creatures the ghosts master will have.

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APPENDIXES

Gameplay Settings

Adventure
Quick Combat. Movement reminder: Displays a reminder if the player clicks on End of Turn button while some of his or her heroes still have unused movement points. Map scroll speed: Sets camera scroll speed when using keyboard controls or moving the mouse to screen edge. Invert camera rotation. Spellbook animation. Show tutorial: Shows tutorial screens during the first campaign. Tooltip delay: Sets how soon a tooltip is displayed after you place the cursor over a screen object. Player movement speed. AI movement speed. Special Hero trail (collectors edition only).

Camera Management

From keyboard:
Up arrow Down arrow Left arrow Right arrow Page Up Page Down Home Ctrl + left arrow Insert Ctrl + right arrow Delete Ctrl + up arrow Ctrl + down arrow

With mouse:

Wheel Right mouse button + left move Right mouse button + right move Right mouse button + up move Right mouse button + down move Right mouse button + Ctrl + move Change scale (zoom in or out) Rotate camera to the left Rotate camera to the right Tilt camera up Tilt camera down Move camera in that direction

Page 42

B R M Enter, Esc Tab, Shift + Tab Space Bar Erect selected building Switch to hire creatures screen Switch to market screen Leave town interface for mission map Select next/previous town Switch places of garrison and visiting hero

General Commands

Esc Pause Print Screen F4 F6 F5 F7 Attack enemy by melee/shooting/magic (depends on the available weapons/magic) Melee attack regardless of default weapon/magic settings Cast spell/use ability on unit (only with such magic selected) Tell unit pass to the defensive, gaining +30% to Defense Switch unit to waiting mode (for half of usual turns time) Open spellbook on combat spells section (if book icon present at the control panel), or use special ability (if special ability icon shows) Cancel casting spell / using ability Tell hero pass to the defensive or skip turn Switch to automatic fighting mode Flee or surrender (retreat) Display game menu Pause mode on/off Make screenshot (*.bmp file in the screenshots folder) Show game settings screen Quick save Save Load Quick load saved game

Battle Arena

Click on enemy unit
Ctrl + Click on enemy unit Click on own unit Space Bar or D W C
Esc when spell / ability selected Enter A R

Page 44

Heroes of Might and Magic V
2006 Ubisoft Entertainment. All Rights Reserved. Heroes, Might and Magic, Heroes of Might and Magic, Ubisoft, Ubi.com, and the Ubisoft logo are trademarks of Ubisoft Entertainment in the U.S. and/or other countries. Developed by Nival Interactive.
File Path: WORK in PROGRESS:HMM50116_PCS_MNL:PCS_MnlCvr_inner_4print.ai User: Mac 7 Freelancer Computer: Adam Silvermans Computer Date: 04/19/06 - 02:56 PM

Print Scale: 100

Handling#: 9
based on Shorewood template

doc1

2 February 2007

By: Alexandra Dogaru, Editor, Gaming Reviews (PC)
Heroes of Might and Magic V: Hammers of Fate List of Cheats (PC)
All time TBS hero is back in action.
Heroes of Might and Magic is one of the most renowned and beloved series for every turn-based strategy gamer there is. The top of the peak was reached with the almost legendary Heroes of Might and Magic III. This was for many years the defining title for this genre. Although HOMM IV was not so enthusiastically greeted, it was the corner stone that allowed the series to take its decisive step to the 3D realms and opened a new path for this series. HOMM V came to follow the path of HOMM III and carry on its legacy while also trying to sweep off the traces of the painful criticism that its predecessor received. Ubisoft proved that they can learn from their mistakes and managed to get themselves quickly over the harsh disappointment that came with the forth title. Heroes of Might and Magic V reverted to the main HOMM III basics and managed to save the day. Now the series is back in the good graces of TBS fans everywhere. To celebrate the success, the first Heroes V expansion pack came out on the market. It bore the name Hammers of Fate and brought a brand new set of 3 campaigns each consisting of 5 missions (in addition to the original 6 campaigns of 5 missions each) and introduced the hammer wielding faction of the Dwarves. The expansion also brought a very happy smile on the fans' faces by introducing new neutral monsters, new map content and artifacts along with the highly expected Random Map Generator. Just to be sure not to fail again, the developers included a brand new type of magic too - runic magic that bases on the use of resources rather than mana points. For all you Heroes players here are some cheats to get you through the campaigns more quickly. Be sure to get the latest patches (and if you haven't seen the expansion yet, take a look at this trailer). First of all, in order to use cheat codes, you must first enable the cheat console. To do that for all game profiles, locate the autoexec_a1.cfg file in your [game folder]-profiles directory. Open this file with Notepad and add the following line as the last line in the file: setvar dev_console_password = schwinge-des-todes All you have to do now to use a cheat code is to press "`" while in game to bring up the console and enter the following: add_all_spells - gives all spells to the currently selected hero. add_gold # - sets current gold to # and zeroes out other resources. add_money # - sets all resources except gold to # and sets gold to # multiplied by 1000. clear_money - sets all your resources to zero (I really don't know why anybody would want to do that). set_hero_luck_morale x y sets luck to the value of x and morale to the value of y for current hero. add_exp # - adds # of experience to currently selected hero. show_player_money # - outputs resource quantities of specified player into console allowing you to do a little spying. show_hero_mp shows detailed movement point stats for currently selected hero add_army town nTownID, bUpgrade - will fill all hero army slots with 10 creatures of town id specified (the second parameter - bUpgrade - is 1 if you want upgraded creatures or 0 if you don't) Town IDs: HEAVEN = 0PRESERVE = 1ACADEMY = 2DUNGEON = 3NECRO = 4INFERNO = 5 @Win() - wins you the mission. @Loose() - loses the mission for you (I am once again confused about the purpose). add_skill NAME or ID - add skills, perks or abilities. You can use either the name (without the prefix) or ID number. SKILLS: LOGISTICS = 1 WAR_MACHINES = 2LEARNING = 3LEADERSHIP = 4LUCK = 5OFFENCE = 6DEFENCE = 7SORCERY = 8DESTRUCTIVE_MAGIC = 9DARK_MAGIC = 10LIGHT_MAGIC = 11 SUMMONING_MAGIC = 12TRAINING = 13GATING = 14NECROMANCY = 15AVENGER = 16ARTIFICIER = 17INVOCATION = 18 PERKS: PATHFINDING = 19SCOUTING = 20 NAVIGATION = 21FIRST_AID = 22BALLISTA = 23CATAPULT = 24INTELLIGENCE = 25 SCHOLAR = 26EAGLE_EYE = 27RECRUITMENT = 28ESTATES = 29DIPLOMACY = 30 RESISTANCE = 31LUCKY_STRIKE = 32FORTUNATE_ADVENTURER = 33TACTICS =
Page 1 Copyright (c) 2001-2011 Softpedia. All rights reserved. Softpedia and Softpedia logo are registered trademarks of SoftNews NET SRL.
34ARCHERY = 35FRENZY = 36PROTECTION = 37EVASION = 38TOUGHNESS = 39 MYSTICISM = 40WISDOM = 41ARCANE_TRAINING = 42MASTER_OF_ICE = 43 MASTER_OF_FIRE = 44MASTER_OF_LIGHTNINGS = 45MASTER_OF_CURSES = 46 MASTER_OF_MIND = 47MASTER_OF_SICKNESS = 48MASTER_OF_BLESSING = 49 MASTER_OF_ABJURATION = 50MASTER_OF_WRATH = 51MASTER_OF_QUAKES = 52MASTER_OF_CREATURES = 53MASTER_OF_ANIMATION = 54HOLY_CHARGE = 55 PRAYER = 56EXPERT_TRAINER = 57CONSUME_CORPSE = 58DEMONIC_FIRE = 59 DEMONIC_STRIKE = 60RAISE_ARCHERS = 61NO_REST_FOR_THE_WICKED = 62 DEATH_SCREAM = 63MULTISHOT = 64SNIPE_DEAD = 65IMBUE_ARROW = 66 MAGIC_BOND = 67MELT_ARTIFACT = 68MAGIC_MIRROR = 69EMPOWERED_SPELLS = 70DARK_RITUAL = 71ELEMENTAL_VISION = 72 FEATS: Knight feat - ROAD_HOME = 73Knight feat - TRIPLE_BALLISTA = 74Knight feat - ENCOURAGE = 75Knight feat RETRIBUTION = 76Knight feat - HOLD_GROUND = 77Knight feat - GUARDIAN_ANGEL = 78Knight feat - STUDENT_AWARD = 79Knight feat - GRAIL_VISION = 80Knight feat CASTER_CERTIFICATE = 81Knight feat - ANCIENT_SMITHY = 82Knight feat - PARIAH = 83Knight feat - ELEMENTAL_BALANCE = 84Knight feat - ABSOLUTE_CHARGE = 85 Demon feat - QUICK_GATING = 86Demon feat - MASTER_OF_SECRETS = 87Demon feat - TRIPLE_CATAPULT = 88Demon feat - GATING_MASTERY = 89Demon feat CRITICAL_GATING = 90Demon feat - CRITICAL_STRIKE = 91Demon feat DEMONIC_RETALIATION = 92Demon feat - EXPLODING_CORPSES = 93Demon feat DEMONIC_FLAME = 94Demon feat - WEAKENING_STRIKE = 95Demon feat FIRE_PROTECTION = 96Demon feat - FIRE_AFFINITY = 97Demon feat ABSOLUTE_GATING = 98Necromancer feat - DEATH_TREAD = 99Necromancer feat LAST_AID = 100Necromancer feat - LORD_OF_UNDEAD = 101Necromancer feat HERALD_OF_DEATH = 102Necromancer feat - DEAD_LUCK = 103Necromancer feat CHILLING_STEEL = 104Necromancer feat - CHILLING_BONES = 105Necromancer feat SPELLPROOF_BONES = 106Necromancer feat - DEADLY_COLD = 107Necromancer feat - SPIRIT_LINK = 108Necromancer feat - TWILIGHT = 109Necromancer feat HAUNT_MINE = 110Necromancer feat - ABSOLUTE_FEAR = 111Ranger feat DISGUISE_AND_RECKON = 112Ranger feat - IMBUE_BALLISTA = 113Ranger feat CUNNING_OF_THE_WOODS = 114Ranger feat - FOREST_GUARD_EMBLEM = 115 Ranger feat - ELVEN_LUCK = 116Ranger feat - FOREST_RAGE = 117Ranger feat LAST_STAND = 118Ranger feat - INSIGHTS = 119Ranger feat - SUN_FIRE = 120Ranger feat - SOIL_BURN = 121Ranger feat - STORM_WIND = 122Ranger feat - FOG_VEIL = 123 Ranger feat - ABSOLUTE_LUCK = 124Wizard feat - MARCH_OF_THE_MACHINES = 125 Wizard feat - REMOTE_CONTROL = 126Wizard feat - ACADEMY_AWARD = 127Wizard feat - ARTIFICIAL_GLORY = 128Wizard feat - SPOILS_OF_WAR = 129Wizard feat WILDFIRE = 130Wizard feat - SEAL_OF_PROTECTION = 131Wizard feat COUNTERSPELL = 132Wizard feat - MAGIC_CUSHION = 133Wizard feat SUPRESS_DARK = 134Wizard feat - SUPRESS_LIGHT = 135Wizard feat - UNSUMMON = 136Wizard feat - ABSOLUTE_WIZARDY = 137Warlock feat - TELEPORT_ASSAULT = 138Warlock feat - SHAKE_GROUND = 139Warlock feat - DARK_REVELATION = 140 Warlock feat - FAST_AND_FURIOUS = 141Warlock feat - LUCKY_SPELLS = 142Warlock feat - POWER_OF_HASTE = 143Warlock feat - POWER_OF_STONE = 144Warlock feat CHAOTIC_SPELLS = 145Warlock feat - SECRETS_OF_DESTRUCTION = 146Warlock feat - PAYBACK = 147Warlock feat - ELITE_CASTERS = 148Warlock feat ELEMENTAL_OVERKILL= 149Warlock feat - ABSOLUTE_CHAINS = 150

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Technical specifications

Full description

Overview - EXPERIENCE THE ENTIRE HEROES OF MIGHT AND MAGIC V SAGA from the beginning to the end, including the new Tribes Of The East stand-alone expansion, which brilliantly concludes this epic story! Heroes of Might and Magic V - Dive into a "deep fantasy" universe with stunning next-generation 3D visuals, groundbreaking strategic combat, innovative multiplayer features and addictive RPG elements. Hammers of Fate - Take part in a thrilling new adventure with the Hammers of Fate expansion.

 

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