You might ask: Why not take 20 skills?
To master the skill wheel in version 3.1 (often associated with the "16" total factions and sub-factions found in massive mods like Heroes 5.5), you need to understand the relationship between basic skills, perks, and the elusive Ultimate Ability. Understanding the Core Mechanics
This version of the wheel was used before the expansions changed the skill requirements. In the base game, getting an Ultimate was extremely difficult, often requiring 4-5 specific skills and very strict prerequisite paths. heroes 5 skill wheel 16
: The wheel highlights the "path" to the ultimate skill. For example, to reach the ultimate ability for a Knight ( Unstoppable Charge ), you must carefully select specific sub-abilities from the Attack, Leadership, and Luck trees.
The version 1.6 is a classic fan-made tool created by Aurelain for the original retail game. It allows players to visualize the complex prerequisites needed to unlock the ultimate racial skills for each of the six original factions. Using the Skill Wheel 1.6 You might ask: Why not take 20 skills
: It often includes descriptions for specific heroes, helping you choose a starting character whose native skills won't block your path to your desired build. How to Access Version 1.6
This creates a circle of 16 nodes. You can only learn a skill if it is (adjacent) from a skill you already possess. You can also learn a skill that is 2 steps away if you have two skills that both border it. In the base game, getting an Ultimate was
If you meant something else — e.g., a you want to add as the "16th" in a mod — let me know and I can describe how to implement a balanced custom skill (e.g., Arcane Archery combining Sorcery + Attack).