Heroes Of Might And Magic 5 Walkthrough

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Heroes Of Might And Magic 5 Walkthrough Rating: 4,2/5 3810 votes

Celestial Heavens Walkthroughs for Might & Magic games. Remind Username. An overview of all skills and a complete walkthrough of the game. Heroes of Might.

Campaign 5. Mission 1.

Quests:

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Keep the border.

Do not cross the Empire's borders.

Findan must survive.

Focus your hero's development process on archery, fast travel and destructive magic. Black magic can also come in handy. This will greatly help you in the following missions.

Heroes Of Might And Magic 5 Walkthrough Ranger

Visit a lookout point left of the city. Blue player is attacking the green one's garrisons. If one of them falls, defeat the enemy that attacked it and put some of your troops there. The garrisons should hold without your help, though. Don't let yourself too far South, past the garrisons. After two months and two weeks you'll see a red unit approaching the third garrison, looking from the top. Move more troops to that garrison, so they weaken the enemy before Findan confronts him. When the red unit appears, 'keep the border' quest will be completed.

Quest:

Destroy the Demon army.

The red unit is heading straight for the city. Stay there to make things a bit easier.

Campaign 5. Mission 2.

Quests:

Assemble 20 Dragons.

Walkthrough

Findan must survive.

Don't take too long to power-up, because red units are doing exactly the same and you don't want them to get too powerful. Use the dungeon entrance to the North. The nearest exit to the surface leads to an island with mines. Go North and capture red player's city (1).

Don't waste units on reaching the obelisks if the defenders are too strong.

Quest:

Capture all Demon cities.

Use the shipyard to build a ship in your city. Sail North-East to capture another town (2).

Sail to the North. Go past the rocks and head South to reach the last city (3). When you have all 3 of them, build a dragon recruitment point in Mensyl. Visit the obelisks around the map. They summon dragons, which appear somewhere on the map so you can capture them. You have to assemble a force of 20 Dragons to end the scenario.

Campaign 5. Mission 3.

Quests:

Retake the lost city.

Findan must survive.

The mission kicks off with a battle for the city. Try to take out as many attackers as you can to make things easier later. When the battle ends, use Findan's army to take the city back. Violet player will attack you from the East, and will do so every two weeks.

Quests:

Magic

Hold the city against attackers.

Heroes Of Might And Magic 5 Walkthrough

Free Talanara and Diarel.

Assemble an army in your city: 50 Elder Druids, 30 Silver Unicorns and 10 Green Dragons.

Sail to the cove to the South-East of the city (1). Don't support Findan with Druids, Unicorns and Dragons, use other units instead. Near the landing point there's a Hunter recruitment point (a green square on the map). It's good to summon a separate hero who'll take the Dragons out of the city and keep them somewhere safe so they don't get hurt during the attacks. Leave them in the city when you've got all the units required by the above quest.

Findan must move quickly, as he is being chased by the blue armies. Don't try to fight them, just run. Don't try to capture the cities, either. Only fight the two Garrisons: (2) and (3).

Garrisons and prison guards are the only enemies worth fighting now.

Free the imprisoned heroes from the towers: one to the South-West (4) and one in the dungeons (5).

Order them to stand at the end of the South-Western path, so they don't get in the way. Findan must run all across the map, as he mustn't get caught. Don't go back to the city with him before you have enough units to complete the quest related with them. Use any means necessary to get away from his tail until the quest is complete.

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Skills & Abilities

Basic Gating

Unique Demon Lord skill. Imps and Demons (as well as their upgrades) are granted an ability to gate into the infernal plane to bring reinforcements back to the battlefield. Each unit can gate only once per combat spending 50% of it's current initiative. Newly arrived creatures constitute 30% of the gated ones and will disappear after the end of the combat.

Advanced Gating

Unique Demon Lord skill. Imps, Demons, Hell Hounds and Succubi (as well as their upgrades) are granted an ability to gate into infernal plane to bring reinforcements back to the battlefield. Each unit can gate only once per combat spending 50% of it's current initiative. Newly arrived creatures constitute 35% of the gated ones and will disappear after the end of the combat.

Expert Gating

Unique Demon Lord skill. All infernal troops except Devils and Arch Devils are granted an ability to gate into infernal plane to bring reinforcements back to the battlefield. Each unit can gate only once per combat spending 50% of it's current initiative. Newly arrived creatures constitute 40% of the gated ones and will disappear after the end of the combat.

Ultimate Gating

Unique Demon Lord skill. All infernal troops are granted an ability to gate into infernal plane to bring reinforcements back to the battlefield. Each unit can gate only once per combat spending 50% of it's current initiative. Newly arrived creatures constitute 45% of the gated ones and disappear when combat ends.

Gating

Consume Corpse

Demon Lord receives special combat ability to consume corpses of fallen creatures to restore mana. Consumed corpses disappear from the battlefield.

Contributes to:

  • Sorcery
    Soulfire

  • Logistics
    Teleport Assault

  • Sorcery
    Arcane Brillance

  • Destructive Magic
    Mana Burst

  • Gating
    Urgash's Call

Hellfire

Creatures under Demon Lord's control are granted a 30% chance to deal additional fire damage on attack. Hellfire drains the Demon Lord's mana.

Contributes to:

  • Defense
    Hellwrath

  • Destructive Magic
    Searing Fires

  • Light Magic
    Fire Resistance

  • Destructive Magic
    Mana Burst

  • Defense
    Stand Your Ground

Mark of the Damned

Demon Lord receives special combat ability to punish the target enemy creature with a powerful Mark of the Damned if that creature is about to attack, retaliate or cast any spell. Once declared, Mark of the Damned is active until the end of combat. Should target creature remain idle or move without attacking, the Mark will not be performed.

Contributes to:

  • Attack
    Excruciating Strike

  • Dark Magic
    Weakening Strike

  • War Machines
    Tremors

  • Attack
    Power of Speed

  • Gating
    Urgash's Call

  • Dark Magic
    Dark Renewal

  • Luck
    Dead Man's Curse

  • Summoning Magic
    Elemental Balance

  • Sorcery
    Arcane Brillance

  • Destructive Magic
    Mana Burst

Urgash's Call

Gating becomes instant.

Requires:

  • Logistics
    Teleport Assault

  • Luck
    Dead Man's Curse

  • Attack
    Power of Speed

  • Gating
    Consume Corpse

  • Logistics
    Swift Gating

  • Logistics
    Pathfinding

  • Dark Magic
    Dark Renewal

  • Luck
    Swarming Gate

  • Dark Magic
    Weakening Strike

  • Dark Magic
    Master of Mind

  • Gating
    Mark of the Damned

  • Luck
    Soldier's Luck

  • Attack
    Excruciating Strike

  • Attack
    Battle Frenzy

Basic Attack

Increases damage dealt by your creatures in melee combat by 5%.

Advanced Attack

Increases damage dealt by your creatures in melee combat by 10%.

Expert Attack

Increases damage dealt by your creatures in melee combat by 20%.

Attack

Archery

Increases damage dealt by hero's creatures in ranged combat by 20%.

Battle Frenzy

Minimum and maximum damage inflicted by each creature under hero's control is increased by 1. Especially effective for armies of low level creatures.

Contributes to:

  • Attack
    Excruciating Strike

  • Attack
    Power of Speed

  • Gating
    Urgash's Call

Tactics

Increases the area in which the hero can rearrange creatures before combat.

Excruciating Strike

Excruciating Strike improves Mark of the Damned ability. There's a 40% chance that a Mark of the Damned performed by Demon Lord will deal double damage to a target.

Requires:

  • Attack
    Battle Frenzy

  • Gating
    Mark of the Damned
Contributes to:

  • Attack
    Power of Speed

  • Gating
    Urgash's Call

Power of Speed

Hero acquires Mass Haste spell on advanced level.

Requires:

  • Attack
    Excruciating Strike

  • Attack
    Battle Frenzy

  • Gating
    Mark of the Damned
Contributes to:

  • Gating
    Urgash's Call

Basic Dark Magic

Allows hero to learn Dark Magic spells of the third circle and makes Dark Magic more effective overall.

Advanced Dark Magic

Allows hero to learn Dark Magic spells of the fourth circle and makes Dark Magic even more effective.

Expert Dark Magic

Allows hero to learn Dark Magic spells of the fifth circle and gives maximum power to Dark Magic.

Dark Magic

Master of Curses

Grants mass effects to Weakness and Suffering spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells.

Master of Mind

Grants mass effects to Slow and Confusion spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells.

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Contributes to:

  • Dark Magic
    Dark Renewal

  • Luck
    Dead Man's Curse

  • Gating
    Urgash's Call

Master of Pain

Grants area effects to Decay and Vulnerability spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells. Adds +4 to effective spellpower of Unholy Word spell.

Weakening Strike

Weakening Strike improves Retaliation Strike and Mark of the Damned abilities. Now they not only damage the target, but also curses it with a Weakness spell.

Requires:

  • Gating
    Mark of the Damned
Contributes to:

  • Dark Magic
    Dark Renewal

  • Luck
    Dead Man's Curse

  • Gating
    Urgash's Call

Dark Renewal

Should it happen that any magic spell is resisted by target, the hero gains back all the mana spent to cast that spell.

Requires:

  • Dark Magic
    Weakening Strike

  • Dark Magic
    Master of Mind

  • Gating
    Mark of the Damned
Contributes to:

  • Luck
    Dead Man's Curse

  • Gating
    Urgash's Call

Basic Defense

Decreases damage dealt to your creatures in melee combat by 10%.

Advanced Defense

Decreases damage dealt to your creatures in melee combat by 20%.

Expert Defense

Decreases damage dealt to your creatures in melee combat by 30%.

Defense

Evasion

Decreases damage dealt to your creatures by ranged attacks by 20%.

Contributes to:

  • Defense
    Hellwrath

  • Defense
    Stand Your Ground

Protection

Decreases damage dealt to your creatures by magic attacks by 15%.

Vitality

Increases hit points of all your creatures by 2 (Particularly effective for large armies)

Hellwrath

Hellwrath improves Hellfire ability. Additional fire damage to enemy creatures will be dealt on retaliation strikes as well.

Requires:

  • Gating
    Hellfire

  • Defense
    Evasion
Contributes to:

  • Defense
    Stand Your Ground

Stand Your Ground

Troops under hero's control get +60% bonus to their defense carrying out the Defend command.

Requires:

  • Defense
    Hellwrath

  • Gating
    Hellfire

  • Defense
    Evasion

Basic Destructive Magic

Allows hero to learn Destructive Magic spells of the third circle and makes Destructive Magic more effective overall.

Advanced Destructive Magic

Allows hero to learn Destructive Magic spells of the fourth circle and makes Destructive Magic even more effective.

Expert Destructive Magic

Allows hero to learn Destructive Magic spells of the fifth circle and gives maximum power to Destructive Magic.

Destructive Magic

Master of Fire

Grants armor-damaging effect to Fireball and Armageddon spells. Creatures affected by these spells suffer additional -50% defense penalty.

Contributes to:

  • Destructive Magic
    Searing Fires

Master of Ice

Grants freezing effect to Ice Bolt and Circle of Winter spells.

Master of Storms

Grants stunning effect to Lightning Bolt and Chain Lightning (first target only) spells.

Mana Burst

The hero calls upon the forces of nature to affect enemy casters. Any time an enemy creature casts a spell it will receive damage 10 times the hero's level.

Requires:

  • Sorcery
    Arcane Brillance

  • Gating
    Hellfire

  • Summoning Magic
    Elemental Balance

  • Sorcery
    Soulfire

  • War Machines
    Tremors

  • Summoning Magic
    Fire Warriors

  • War Machines
    Brimstone Rain

  • Gating
    Mark of the Damned

  • War Machines
    Catapult

  • Summoning Magic
    Master of Conjuration

  • Gating
    Consume Corpse

Searing Fires

Searing Fires improves Hellfire ability. Fire damage dealt to enemy creatures by Hellfire ability is increased by 50%.

Requires:

  • Destructive Magic
    Master of Fire

  • Gating
    Hellfire

Basic Enlightenment

Hero receives +1 to one of his primary stats for every four levels including the levels already got and + 5% bonus to the experience gained.

Advanced Enlightenment

Hero receives +1 to one of his primary stats for every three levels including the levels already got and + 10% bonus to the experience gained.

Expert Enlightenment

Hero receives +1 to one of his primary stats for every two levels including the levels already got and + 15% bonus to the experience gained.

Enlightenment

Arcane Intuition

Allows hero to learn an unknown spell used by an enemy hero or by any creature in combat (hero must be able to learn the spell with regards to his level in this school of magic).

Scholar

Allows the Hero to teach various spells to other heroes, effectively trading spells between spell books.

Contributes to:

  • Enlightenment
    Arcane Exaltation

  • Enlightenment
    Dark Revelation

Arcane Exaltation

Delving deep into the secrets of spellcraft, hero gains +2 Spellpower permanently.

Requires:

  • Enlightenment
    Scholar
Contributes to:

  • Enlightenment
    Dark Revelation

Dark Revelation

Hero qualifies for additional free level up.

Requires:

  • Enlightenment
    Arcane Exaltation

  • Enlightenment
    Scholar

Basic Leadership

Increases moral of all creatures in hero's army by 1.

Advanced Leadership

Increases moral of all creatures in hero's army by 2.

Expert Leadership

Increases moral of all creatures in hero's army by 3.

Leadership

Diplomacy

Allows hero to effectively negotiate with hostile creatures. Increases chances and reduces costs of creatures that wish to join your army.

Estates

Hero contributes 250 gold pieces per day to your cause.

Recruitment

Increases weekly growth of 1st, 2nd and 3rd level creatures by +3, +2 and +1 respectively. Hero must be stationed within the friendly town on the last day of the week for effect to take place.

Contributes to:

  • Leadership
    Gate Master

Gate Master

Gating ability becomes more potent, bringing 20% more reinforcements than normal.

Requires:

  • Leadership
    Recruitment

Basic Light Magic

Allows hero to learn Light Magic spells of the third circle and makes Light Magic more effective overall.

Advanced Light Magic

Allows hero to learn Light Magic spells of the fourth circle and makes Light Magic even more effective.

Expert Light Magic

Allows hero to learn Light Magic spells of the fifth circle and gives maximum power to Light Magic.

Light Magic

Master of Abjuration

Grants mass effects to Deflect Missile and Endurance spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells.

Contributes to:

  • Light Magic
    Fire Resistance

Master of Blessings

Grants mass effects to Divine Strength and area effect to Cleansing spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells.

Master of Wrath

Grants mass effects to Righteous Might and Haste spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells. Adds +4 to effective spellpower of Holy Word spell.

Fire Resistance

Creatures under Hero's control receive only 50% damage from all fire-based spells attacks and are immune to armor damaging effects of Master of Fire ability.

Requires:

  • Light Magic
    Master of Abjuration

  • Gating
    Hellfire

Basic Logistics

Increases hero's movement speed over land by 10%.

Advanced Logistics

Increases hero's movement speed over land by 20%.

Expert Logistics

Increases hero's movement speed over land by 30%.

Logistics

Navigation

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Pathfinding

Reduces penalty for moving through rough terrain by 50%.

Contributes to:

  • Logistics
    Swift Gating

  • Logistics
    Teleport Assault

  • Gating
    Urgash's Call

Scouting

Hero receives +4 to his range of view and gets an ability to see precise number of creatures in neutral troops, in enemy armies, towns and garrisons within his range of view.

Swift Gating

The next turn of the unit who performs gating will come twice faster than normal

Requires:

  • Logistics
    Pathfinding
Contributes to:

  • Logistics
    Teleport Assault

  • Gating
    Urgash's Call

Teleport Assault

Hero acquires Teleportation spell and the ability to cast it with assault effect, increasing the initiative of creature being teleported.

Requires:

  • Gating
    Consume Corpse

  • Logistics
    Swift Gating

  • Logistics
    Pathfinding
Contributes to:

  • Gating
    Urgash's Call

Basic Luck

Increases luck of all creatures in hero's army by 1.

Advanced Luck

Increases luck of all creatures in hero's army by 2.

Expert Luck

Increases luck of all creatures in hero's army by 3.

Luck

Magic Resistance

Increases magic resistance of all creatures in hero's army by 15%. Creatures are more likely to avoid enemy magic.

Resourcefulness

In the course of adventures the hero tends to find more gold and resources and be more lucky overall.

Soldier's Luck

Guarantees that useful combat abilities of creatures in hero's army (like Squires' Bash, for example) will trigger more often.

Contributes to:

  • Luck
    Swarming Gate

  • Luck
    Dead Man's Curse

  • Gating
    Urgash's Call

Swarming Gate

There's a 15-30% (depending on hero luck) chance that the gated stack will summon twice as many reinforcements as normal.

Requires:

  • Luck
    Soldier's Luck
Contributes to:

  • Luck
    Dead Man's Curse

  • Gating
    Urgash's Call

Dead Man's Curse

The hero has gained an ability to affect the Luck of enemy creatures. The Luck of all enemy troops is decreased by 1.

Requires:

  • Dark Magic
    Dark Renewal

  • Luck
    Swarming Gate

  • Dark Magic
    Weakening Strike

  • Dark Magic
    Master of Mind

  • Gating
    Mark of the Damned

  • Luck
    Soldier's Luck
Contributes to:

  • Gating
    Urgash's Call

Basic Sorcery

Speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 10%.

Advanced Sorcery

Speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 20%.

Expert Sorcery

Speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 30%.

Sorcery

Arcane Training

Reduces casting costs of all spells by 20%.

Magic Insight

Allows a hero to learn magic spells of the third circle regardless of actual skills in the respective schools of magic.

Soulfire

As a Demon Lord consumes corpses to restore mana, corpses may suddenly explode in a burst of fire, damaging all adjacent units including those under hero's control.

Requires:

  • Gating
    Consume Corpse
Contributes to:

  • Sorcery
    Arcane Brillance

  • Destructive Magic
    Mana Burst

Arcane Brillance

Adds +2 to hero's Spellpower permanently. Hero also receives a new spell in his or her spell book.

Requires:

  • Summoning Magic
    Elemental Balance

  • Sorcery
    Soulfire

  • War Machines
    Tremors

  • Summoning Magic
    Fire Warriors

  • War Machines
    Brimstone Rain

  • Gating
    Mark of the Damned

  • War Machines
    Catapult

  • Summoning Magic
    Master of Conjuration

  • Gating
    Consume Corpse
Contributes to:

  • Destructive Magic
    Mana Burst

Basic Summoning Magic

Allows hero to learn Summoning Magic spells of the third circle and makes Summoning Magic more effective overall.

Advanced Summoning Magic

Allows hero to learn Summoning Magic spells of the fourth circle and makes Summoning Magic even more effective.

Expert Summoning Magic

Allows hero to learn Summoning Magic spells of the fifth circle and gives maximum power to Summoning Magic.

Summoning Magic

Master of Conjuration

Makes Conjure Phoenix and Summon Elementals spells more powerful (effective Spellpower is increased by 4 for casting those spells).

Contributes to:

  • Summoning Magic
    Fire Warriors

  • Summoning Magic
    Elemental Balance

  • Sorcery
    Arcane Brillance

  • Destructive Magic
    Mana Burst

Master of Earthblood

Makes Fire Trap and Earthquake spells more powerful (effective Spellpower is increased by 4 for casting those spells).

Master of Life

Makes Fist of Wrath and Raise Dead spells more powerful (effective Spellpower increases by 4 for casting those spells).

Fire Warriors

Hero is granted the knowledge of Summon Elementals spell. Regardless of circumstances this spell will summon Fire Elementals from now on. The number of Elementals summoned is 40% greater than normal.

Requires:

  • Summoning Magic
    Master of Conjuration
Contributes to:

  • Summoning Magic
    Elemental Balance

  • Sorcery
    Arcane Brillance

  • Destructive Magic
    Mana Burst

Elemental Balance

Superb knowledge of summoning magic allows the hero to counterbalance the combat situation when battling against skilled summoners. Each time the enemy uses the Summon Elementals spell, a small group of elementals of opposite aligment is automatically summoned to fight for the hero's cause.

Requires:

  • War Machines
    Tremors

  • Summoning Magic
    Fire Warriors

  • War Machines
    Brimstone Rain

  • Gating
    Mark of the Damned

  • War Machines
    Catapult

  • Summoning Magic
    Master of Conjuration
Contributes to:

  • Sorcery
    Arcane Brillance

  • Destructive Magic
    Mana Burst

Basic War Machines

Makes war machines more effective overall. Increases Attack, defense and Damage of Ballista. Increases Catapult's Damage and grants it a 30% chance to hit. The First Aid Tent receives increased Healing Power. Ammo Cart gains an ability to increase Attack of ranged units in hero's army by 1.

Advanced War Machines

Makes war machines more effective overall. Increases Attack, defense and Damage of Ballista. Increases Catapult's Damage and grants it a 40% chance to hit. The First Aid Tent receives increased Healing Power. Ammo Cart gains an ability to increase Attack of ranged units in hero's army by 2.

Expert War Machines

Makes war machines more effective overall. Increases Attack, Defense and Damage of Ballista. Increases Catapult's Damage and grants it a 50% chance to hit. The First Aid Tent receives increased Healing Power. Ammo Cart gains an ability to increase Attack of ranged units in hero's army by +3.

War Machines

Ballista

Allows manual control of the Ballista. Ballista gains one extra shot. Restores the Ballista after the battle if it was destroyed

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Catapult

Allows manual control of the Catapult. Catapult gains one extra shot. Restores ammo cart after the battle if it was destroyed

Contributes to:

  • War Machines
    Brimstone Rain

  • War Machines
    Tremors

  • Summoning Magic
    Elemental Balance

  • Sorcery
    Arcane Brillance

  • Destructive Magic
    Mana Burst

First Aid

Allows manual control of the First Aid Tent. Restores the First Aid Tent after the battle if it was destroyed

Brimstone Rain

Catapult gains another extra shot (up to 3 consecutive shots in turn if hero is proficient with catapults).

Requires:

  • War Machines
    Catapult
Contributes to:

  • War Machines
    Tremors

  • Summoning Magic
    Elemental Balance

  • Sorcery
    Arcane Brillance

  • Destructive Magic
    Mana Burst

Tremors

Hero acquires Earthquake spell and the ability to cast it with shaking effect, damaging and stunning all creatures behind fortress wall

Requires:

  • War Machines
    Brimstone Rain

  • Gating
    Mark of the Damned

  • War Machines
    Catapult
Contributes to:

  • Summoning Magic
    Elemental Balance

  • Sorcery
    Arcane Brillance

  • Destructive Magic
    Mana Burst
This information comes from the Heroes V release version (v2.1).

You can discuss Heroes V skills, abilities and hero specialties with the Heroes Community.

Thanks to sfidanza for creating the Heroes V skills and abilities pages!
Thanks to Valeriy for image optimisation!