Heroes of Might & Magic V – Unique Racial Abilities

Heroes of Might
& Magic V – Unique Racial Abilities


by Fabrice
Cambounet, producer.


In Heroes of Might and Magic V, each race has a unique ability:
heroes of each race have a specific "prevailing" class-related skill which
defines the orientation of their RPG development. Also, in each race’s town
there are special structures supporting this racial ability and corresponding
the heroes’ skills. These structures can only be used by heroes of the same

Sometimes racial ability may coincide with class skill (Sylvan,
Academy, Inferno, Necropolis), in other cases both of them will be used at the
same time (Haven, Dungeon).

We created these abilities to reflect the specificities of each
faction in the way it’s being played.



This skill can be upgraded.
Depending on its level, the creatures under the hero’s control will deal more
damage on retaliation strikes. This reflects the fact that Haven troops and
heroes belong to a faction that is well organized and structured in combat, and
also might-oriented.



Humans can train low-tier
creatures to become high-tier ones (peasants to archers, archers to squires,
squires to clerics, clerics to cavaliers). Training can be performed only in
Haven towns where a training ground facility exists, and only by Haven heroes.
Heroes of other races would not be able to use training grounds as they do not
have the ability to do so. Creatures of other races can not be trained either.

The cost of this training
ability is rather high at first, but can be reduced by upgrading the training
ground building or by learning a special skill called Expert trainer.


Favored Enemy

Elf rangers have the unique
ability to train their creatures to fight a specific enemy.

Every ranger begins with at
least one creature designated as favorite enemy, later in the game this can be
changed with the help of Avenger’s Guild (special building in Sylvan towns) up
to the maximum of four enemies per hero (according to the skill level).

Creatures in the hero’s army
deal more damage against enemy creatures that are currently in the ranger’s
Favorite Enemy list. Several other special abilities of the ranger take the
Favorite Enemies list into account, too.



Every wizard is highly trained
in artifacts crafting and arcane arts. They are able to create “micro-artifacts”
that can be used to equip the creatures in their army, thus improving their

Depending on the skill level,
more complex and powerful equipment can be created.



Infernal creatures in the hero’s
army are granted the ability to “gate”, i.e. call for the infernal plane to
summon reinforcements to the battlefield.

Level 1 heroes are allowed to
gate only low-tier creatures like imps and horned demons, and only a low
percentage of the initial stack will join the battle. However, as skill level
goes higher, more powerful creatures can be gated up to Pit Lords and Devils,
and in greater numbers. It costs an action–and a turn–for a creature to gate
their “brethren from hell”, and the reinforcements would not come immediately
either, but you are free to choose where they shall appear (even behind the
enemy’s castle walls if you like). Gating can be improved by upgrading the skill
and erecting special buildings in Inferno towns.




This ability already existed in
previous Heroes installments for the Necropolis faction. It gave us the idea of
creating a special ability that would unique to each race. Thank the undeads .

So, necromancers have the unique
ability to resurrect enemy bodies as skeletons to enlist in their ranks after a
battle. You will only be able to resurrect a low percentage of deceased enemies
at first, and you will only be able to generate skeletons. However, as your hero
evolves you may wake greater armies and better troops with this method…



Dark Elves have an innate
binding to the magical elements of nature, associated with damage and
destruction. At the opposite of Academy wizards who rely on knowledge and
wisdom, they have an instinctive and visceral sense of magic that allows them to
improvise creative effects on basic spells.

As a result warlocks have the
unique ability to deal increased magical damage to creatures with Magic Proof
abilities and even against immune to magic creatures. The amount of damage dealt
depends on the skill level.


Elemental Vision

Dark Elves have an innate
binding to the magical elements of nature, associated with damage and
destruction. With proper training–and with special buildings erected in Dungeon
towns–the Warlock can “feel” what element (fire, air, water, or earth) is bound
to the given creature and to the terrain segment the creature is battling upon,
and use this knowledge to his or her advantage. Attacking enemy creatures with
opposing elements will result in additional damage, while positioning your
creatures to match the elemental characteristics of the terrain will raise their

This ability works even without
conscious application, but if managed correctly it’ll be of significant power
surplus for any Warlock hero.