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Heroes Community > Heroes 6 - The New Beginning > Thread: Heroes 6 Weekly Quiz! ~Special Round Coming Up!~
Thread: Heroes 6 Weekly Quiz! ~Special Round Coming Up!~ This thread is 15 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 · «PREV / NEXT»
gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted October 19, 2012 08:48 PM

Ack, wait.... For the last question I meant "Petrification", not stone skin.
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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Simpelicity
Simpelicity


Promising
Famous Hero
Video maker
posted October 19, 2012 08:54 PM

- Who do Angels consider their magical equals?
The faceless

- What near-divine creatures encourage thrillseekers?
Black dragons?

- To whom do the dark elf assassins owe their backstabbing skills?
The faceless?

- In what ways can you freeze a unit?
Ice bolt from heroes and water elementals, the sacred kirin ice breath

- Stoneskin, weakness and stand your ground have a similar effect yet each can surpass the other under the right circumstances. What would those be?
Stand your ground is physical, therefore better suited to might heroes because they won't need the mana they don't have and it's going to be more powerful. It also gives a retaliation, always a nice bonus. The difference between the other 2 is who you cast it on. Weakness will weaken an enemy, while stoneskin protects one of your own. What you use depends on whether you want to prevent a certain enemy from obliterating you or if you want to protect one of your units specifically.

- Crucial components for a strategy that focuses on lucky hits.
Luck increasing artifacts. Luck and morale boost perks. The ice breaking power with ice bolt and summon water elemental (if you have access to those). For demons, using 7 stacks. They need luck for the sake of luck, doesn't matter if only a 5 lilim stack got the luck, it's worth the same as 145 lilims. Anyone else, who's actually counting on the damage increase, doesn't really need this as much.

- How many units duplicate existing spells?
Water eles, Earth eles, vestals, seraphs, Mother breeders (reinforcements), that's 5. If you want things that duplicate spells in everything but name, you could also mention coral priestesses (regen), sacred kirins (ice bolt).

- In what ways are champion units different compared to those in earlier heroes installments?
They're always large. They always have (supposedly) powerful abilities (wasn't always the case. Behemoths were just statistical monsters, not special with the abilities). You also get a lot more of them, but comparatively to lower levels, they are not as powerful as they once were so I guess it kinda makes up for it (note, I'm not saying they're less powerful than before, but the rest of the creatures are more powerful... relativity).

- There is something peculiar about the haven armies but what?
That is extremely vague and subjective. Um, vestals were founded for peace, yet make war. The humans are all cores, but little else (the riders maybe are, but sun crusaders so feel like light beings and not flesh beings). If I'm trying to think more tactical like, um there's 2 creatures that heal and about as many that can hurt themselves or others (glories themselves, archers others). It's a little amusing.

- What can grant a unit temporary physical immunity?
The vampire ability, petrification, guardian angel. Intimidation protects from lower ranks. Taunt if your friend's the one taunting (like with ravagers, enemies can still attack other targets, but they take no damage ).
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seddy
seddy


Known Hero
Spinner of delicious cupcakes
posted October 20, 2012 12:59 AM

- Who do Angels consider their magical equals?

The Faceless

- What near-divine creatures encourage thrillseekers?
Oddly worded... Hmm, I'm gonna go ahead and guess it's Celestials. With their blade of epiphany also boosts the speed of their target. Aka, go fourth, charge ahead boldly, if you die you'll come back even faster!

- To whom do the dark elf assassins owe their backstabbing skills?

Well either to the elf who taught them it to begin with, or Malassa for blessing them with stealth (Hide in the shadows boys!).

On a sidenote, more practically, gamewise, it's Vayshan (cause their stats = his speciality)


- In what ways can you freeze a unit?

Well for the "Frozen" effect:
- Ice bolt from hero
- Ice bolt from Water Elementals
- The Sacred Kirins active ability freezes (I think).

But if you mean just stopping it, there are many other ways. Petrification or Time stasis for example, but they don't really freeze. Not even frozen ground freezes, it just removes any remaining movement.  


- Stoneskin, weakness and stand your ground have a similar effect yet each can surpass the other under the right circumstances. What would those be?

Okidoki
- Stoneskin scales with Earth magic, Batus totem (dynasty weapon) and the Magic power stat. It can be useful for example if you're facing very powerful might creatures, where the %-based reduction will be more useful than the flat bonus of Stand your ground, while also having the ability to last for longer.And the % bonus is greater in reducing damage received than the damage dealt by weakness. And the single target spell can be very useful if you know which unit you will use to block/soak up damage.    
- Weakness scales with Dark magic, Soulrever staff, and magic power. I reduces ALL damage, not only might type, so it's theoretically useful against any creatures that don't just attack with abilities (like water elementals often do) because I don't think that damage is reduced.  Like stoneskin, it is useful if the %-based reduction is more effective than the flat one (or if it's simply magical) and also lasts longer than stand your ground. However, this can be more useful if you opponent has any cleansing/dispel powers, like the annoying glories or dark elementals, that won't dispel their own archers for example, while stoneskin and the sort will be dispelled. Plus, and I'm not sure of this, but it may be more useful to have the reduction in the damage dealt instead of recieved, for I do not know in which order reduction skills and abilities (like celestial armor or the membrane ability of upgraded spring spirits).
- Stand your ground scales with MIGHT, adds a flat bonus (which is great when fighting equally strong or weaker enemies) of defense and an additional retaliation, which can be useful in MANY situations (well, whenever a target is melee attacked more than once and don't normally have more retaliations), and is also good against magic-type damage sources as well as might.
It also costs no mana and is accesible and useful without investing too many skills in a specific tree or with a specific dynasty weapon, and handy for MIGHT heroes, unlike the other spells which may scale poorly and drain a might hero's mana quickly.


- Crucial components for a strategy that focuses on lucky hits.

Crucial: Fortune stat skills (And any items one may find, Edge of chaos is the best), the Frozen luck bonus skill + Ice bolt (and perhaps water elemental skill too). I'd also say starting with the +luck specialty and adding in dynasty trait for luck (the extra luck after finding artifacts for example, is quite nice).
And last but nor least, the might warcry Heroism, which boosts many things, luck being one of em.

Optional, but very good:
Go inferno, blood might. The extra crit damage and garanteed crits... so lovely combo.  


- How many units duplicate existing spells?
Vestal (heal), Seraphs (divine intervention), Water Elementals (ice bolt), Vampires (life drain), Earth Elementals (Petrification),

And for the "almost exact:
Glories (Blind), Pit lords (aramageddon), Air elementals (chain lightning) Pearl priestesses (regeneration + cleanse) Ravagers (taunt, but over time, drains actions turn by turn instead of instantly and no dmg reduction, plus bigger aoe)  


- In what ways are champion units different compared to those in earlier heroes installments?

- No more dragons
- All of them are large, but far from all fliers (all were in the original Heroes 5, but dwarves n orcs got walkers)
- The power difference is not as great between it and the lower leveled units anymore.
- All of them have unique abilities/skills/passives, even unupgraded.
- They are now in game called champion units. Not tier 7 units or whatever.
- They all require the same rare resource resource (dragon blood crystals) to buy.
- Their growth scales flatly which each fort upgrade, unlike before when often only castle made more of them before and never fort (differs a bit for different factions in different installations, but as a rule of thumb)


- There is something peculiar about the haven armies but what?
- They seem to think that anyone their hero attacks is a heretic. Damn that's a leader cult if I've ever seen one.
- Many female figurues?
- Positivity brings about temporary invurnability? (morale gives points to guardian angel) so... BE HAPPY OR DIE!


- What can grant a unit temporary physical immunity?

- Guardian Angel
- Petrification
- Using Sacrifice on another unit
- Out of time (vamp lord)
- Inferno ultimate that sends them away for a turn (to return reinforced)
- Celestial armor (when powerful enough)

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted October 21, 2012 08:33 PM
Edited by War-overlord at 10:39, 22 Oct 2012.

I hereby close this round. Seeing as how I've agreed to judge 1 round out of 3, it's my turn again to judge.
However, I've had a few to many today, so I'm gonna grade y'all tomorrow when I'm sober again.

Edit:
Sober again and working on my judgement.
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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted October 22, 2012 11:40 AM
Edited by War-overlord at 11:41, 22 Oct 2012.

@Poly +18

- Faceless I guess. (Though Michael sounds so prissy, I doubt he considers anyone an equal.  
This appeared to be a difficult question, so I’m inclined to give anyone who has given Faceless as an answer a point, even though it is incorrect. +1

- Captured princesses with half a kingdom on the line?  
Do Demon Sovereigns/Overlords/whatevs count?
No.

- Well, of course they owe it to the rouge Irollian(?) swordmaster who taught the first ones.  
Again, this appeared to be difficult and it is an amalgamation of a question proposed by both Elvin and me. So I am inclined to be lenient, but this is still incorrect.

-Freeze the game(Low-end computers have the advantage here  
-Ice Bolt
-Circle of Winter
-Kirin ability(which is still bugged, or at least the tooltip is)
-Water Elemental Ice Bolt
Stasis counts as freeze, right? in that case, Time Stasis
First Acceptable. +3.


- Stoneskin is better when You face overwhelming odds from Might-based creatures(Stronghold, anyone?)
Weakness is more useful when facing primarily Magic-based creatures
Stand Your Ground beats them all if Counterstrike 3 is active,
or one runs out of mana. Especially true with a Might hero.
First Correct. +4

- Golden Horseshoes (as many as one can hoard. Four-leaf Clovers work too, but are less effective)
Might Hero with Destiny's Chosen 3, and luck special(preferably Nebiros) -Choosing Inferno as faction
Going Blood with them, so You get boosted Luck damage as passive bonus -(Mass) Heroism
Base hero luck value should be at least 40+ this way, and Inferno's racial already depends on luck, so I'd say this pretty much covers it.  
First Acceptable. +3.

Do spell effects count? If so:
-Pearl Priestess (waves of renewal=Regen, with added bonus)
-Earth Elemental(Petrification)
-Dreamreaver (Sky and Earth on enemy= slightly altered Agony. On allies:Nerfed Haste)
Vestal(Heal)
Morning Glory(Searing Light= almost Blind)
Celestial/Seraph(Blade of dunnowhat=Heal with a twist)
Pit Lord(Fiery special=nerfed Armageddon)
Vampire /Lord(Life Drain)
Fire Elemental(Fire Bolt, IIRC + tiny fireball thing when they die)
Mermaid(Tsunami)
Awaiting Elvin’s judgment

-They are less epic than before  -All of them are large creatures -Bugged as Sheogh, the lot of them(as of patch 1.7.1, I didn't have time yet to check if they're fixed) -Will amuse themselves when bored  (Kirin FTW) -(Harder to rush-build, at least in my case) -They benefit LOADS more from external dwellings (I had a game when I got 10+ Kirins per week, with 1 town and 1 external building, lol at Architect 1 being so effective   -Not a single Dragon. Not one. Not even a lizard.  
I’d say that Kirin were Lizards. First Acceptable. +3.

-Having only one shooter -Highest concentration of 'female' units(Sister, Glory, Angel)
-'haven' 'army', what a conundrum   -The Marksmen uniform?  I always think the falcon-statue on top of their head is about to... You know...  
Again, one of Elvin’s more vague questions, so leniency applied. +1


- the Adventure Map   -Petrification -Guardian Angel -Inferno Tears something ultimate, the uber-Gating when creatures stay in army post-battle ( Unit is invulnerable when it pops back to Sheogh, one can only destroy the gate) -Out of Time -Death(As in, they can't be hurt more before they are resurrected) -Celestial Armor (-100% might reduction, or is that impossible?)-Boromirs!!!  (As in, the Boromir-effect is permanently active on them   -Intimidation, albeit only against certain units(Elites attacking Cores, Champs attacking anything but Champs, You know the drill) -Necro magic tears ultimate, Sacrifice or something... -Last enemy creature safely Puppeted,/Taunted by a different ally
Does Reinforcements and Stronghold tears magic ultimate count? After all, the original creatures don't get harmed before additional ones get mowed down)
First correct. +4

@Dave +11

- Tha Faceless, Sar Elam
+1

-Father Sky
How come? Incorrect.

- The voices in their head, The shadow magic that influences them since the dark elves have made the pact with the faceless allowes them to hear the whispers of the shadows. These Whispers are the basis for the clan devission of Dark elves a certain grupe of whispers gives the dark elf assassins some advantage in their work.
+1. Leniency point.

- Ice Bolt, Kirins Hail storm, Water elementals Ice bolt, Ring of frost, Yuki onas ice traps, frozen ground
+2 Acceptable


- Luck perk,, Flawless assoult, Inferno Luck damage boost
+1. For getting a few.

- How many units duplicate existing spells?
I hope you mean only active abilities
8 I can remember right now
Glories, Angels, Youki onas, Water elementals, Earth elementals, Mermaids, Vestals, Peral priestess,
Awaiting Elvin’s judgment

- They do not have such a large HP and Damage jump as the older ones. There are almost no flyiers but many shooters when you compare their number to older games. The do not serve the "Heavy damage" purpuss but rather ability suport (Best example kirin)
Acceptable. +2

- 1: Almost all creatures have humaniod shape,
2: Almost all creatures have a natural ability that allowes them to attack without retaliation.
3: it has only two basi elements of attack (Light physical)
Acceptable. +2

- Petrification, Earth elementals petrification, Heavens racial, vampires out of time.
Correct. +3

@Gnomes +11
- The faceless, one would assume. Their equals and opposites all in one.
Opposites, yes. Equals questionable. +1

- The mortal dragons and powerful demon lords?
No.

- Offensive water spells like Icebolt and Circle of Winter, snowballs from the frozen ladies, enemies hitting a unit enchanted by Ice Armor, the kirin's aura (Questionable, I have not used their upgrades yet...). If by "Freeze" you mean "Stop," then you also have Time Stasis, the lillim's Seduction ability, Terror (after the initial "Running away" effect), Blind and Petrify.

We definitely mean freeze. Acceptable. +2

-Stone Skin can be enchanted by the earth staff (making the effect 10% greater as a base), and it can be improved by focusing points into Earth Magic. It can also become greater than Stand Your Ground if the hero is a magic hero (who would obviously be expected to spend more points on magic power).
Weakness Can be enhanced by the dark staff, dark focusing and a magic hero. Also, doesn't the "Vulnerability to Dark" ability work with this, or is that just damage?
Stand Your Ground can be enhanced by a powerful might hero (Who's might power would be enormous at late levels), I believe there is a week dedicated to making warcries better (by 15% I think) and this would also be true for Stone Skin and Weakness I guess. There is a blade that makes Warcries more effective as well, which would help set Stand Your Ground above the other abilities.
Inclined to judge as acceptable. +2

- An Inferno Blood Might hero with his faction's army, as many minor/ major/ epic/ set artifacts and relics that add to your Destiny as possible, the Inferno focused dynasty weapon that adds to your Destiny, taking all three of the Destiny boosting hero skills, choosing "Destiny's chosen" as your starting hero skill and starting with (if you chose to play with dynasty traits) the trait that boosts destiny by a small amount.
+1

- 5 duplicates (4 elementals and the Spring Spirits) 11 that have similar abilities. List of what I was looking at below;
Light elemental: Casts "Blind" on all attacks.
Earth elemental: Can cast "Petrification" on any unit with a certain health-ratio to them.
Wind elemental: Casts "Chain lightning" with every ranged attack.
Water elemental: Can use the active ability "Ice bolt," which is exactly like the hero spell (nix spell power, reputation and replacing the three turn cool down with a two turn alternative).
Vampire: Passively has the "Life Drain" spell under a different name.
Shamans: "Father Sky, Mother Earth" works as either an Agony or Regeneration clone.
Vestals: Have a blind-like ability (Pacification).
Glories: Also have a blind-like ability on their attacks.
Priestesses: "Waves of Renewal" works like a water clone of Regeneration.
Spring Spirits: Their link ability LITERALLY duplicates whatever blessings they receive on a target unit.
Ravagers: "Taunting Aura" is Taunt without damage reduction.
Awaiting Elvin’s judgment

- They are less offensive than before, instead they generally have far more HP, defense, abilities and their abilities are what makes them powerful. Also, they all cost the same resources (Blood crystals + gold).
Acceptable. +2

- They have two angel-like creatures in their lineup (Glories and Celestals), but no actual "Angels." Also, their ponies are made out of light.  
+1

- The spell Stone Skin (for three turns) and the Warcry Taunt at later levels with a powerful might hero (Damage reduction like a baws). In creature abilities, you have the Vampire's "Out of Time" ability, which negates one attack and among faction abilities, you have Haven's little invulnerability ability, which allows a unit to make one full turn's actions while invincible (note: Getting moral and acting while under this effect will dispell it, as that is technically 1.5 turns.)
Acceptable. +2

@Sandro
- Confessors, maybe because of their ability to ressurect.
Correct

- Well, if it's creatures than I think that it's Dragons. Also it must be said that Arkath is mostly worshipped by those thrillseekers, and one can assume that they're mostly encouraged by Fire Dragons.
No. I’m surprised to see that you did not get this question.

- Very vague question. Whom they owe their skills? To themselves =P Skills are mostly gained, not granted. But I think:
1) to Malassa (for usage of shadow magic and its benefits);
2) to Assassin's Blade (description of artifact says everything itself);
3) to hunting trips with Goblins in Irollan.
Goblins is correct, Malassa’s Whispers would get you extra leniency points

@Simple +17
- The faceless
+1

- Black dragons?
No.

- The faceless?
+1

- Ice bolt from heroes and water elementals, the sacred kirin ice breath
Acceptable. +2

- Stand your ground is physical, therefore better suited to might heroes because they won't need the mana they don't have and it's going to be more powerful. It also gives a retaliation, always a nice bonus. The difference between the other 2 is who you cast it on. Weakness will weaken an enemy, while stoneskin protects one of your own. What you use depends on whether you want to prevent a certain enemy from obliterating you or if you want to protect one of your units specifically.
Acceptable. +2

- Luck increasing artifacts. Luck and morale boost perks. The ice breaking power with ice bolt and summon water elemental (if you have access to those). For demons, using 7 stacks. They need luck for the sake of luck, doesn't matter if only a 5 lilim stack got the luck, it's worth the same as 145 lilims. Anyone else, who's actually counting on the damage increase, doesn't really need this as much.
First Correct. +4

- Water eles, Earth eles, vestals, seraphs, Mother breeders (reinforcements), that's 5. If you want things that duplicate spells in everything but name, you could also mention coral priestesses (regen), sacred kirins (ice bolt).
Awaiting Elvin’s judgment

- They're always large. They always have (supposedly) powerful abilities (wasn't always the case. Behemoths were just statistical monsters, not special with the abilities). You also get a lot more of them, but comparatively to lower levels, they are not as powerful as they once were so I guess it kinda makes up for it (note, I'm not saying they're less powerful than before, but the rest of the creatures are more powerful... relativity).
Acceptable. +2

- That is extremely vague and subjective. Um, vestals were founded for peace, yet make war. The humans are all cores, but little else (the riders maybe are, but sun crusaders so feel like light beings and not flesh beings). If I'm trying to think more tactical like, um there's 2 creatures that heal and about as many that can hurt themselves or others (glories themselves, archers others). It's a little amusing.
Acceptable. +2

- The vampire ability, petrification, guardian angel. Intimidation protects from lower ranks. Taunt if your friend's the one taunting (like with ravagers, enemies can still attack other targets, but they take no damage  .
Correct. +3

@Seddy +17
- The Faceless
+1

- Oddly worded... Hmm, I'm gonna go ahead and guess it's Celestials. With their blade of epiphany also boosts the speed of their target. Aka, go fourth, charge ahead boldly, if you die you'll come back even faster!
No.

- Well either to the elf who taught them it to begin with, or Malassa for blessing them with stealth (Hide in the shadows boys!).
On a sidenote, more practically, gamewise, it's Vayshan (cause their stats = his speciality)
No.

- Well for the "Frozen" effect:
- Ice bolt from hero
- Ice bolt from Water Elementals
- The Sacred Kirins active ability freezes (I think).
But if you mean just stopping it, there are many other ways. Petrification or Time stasis for example, but they don't really freeze. Not even frozen ground freezes, it just removes any remaining movement.
Acceptable. +2

- Okidoki
- Stoneskin scales with Earth magic, Batus totem (dynasty weapon) and the Magic power stat. It can be useful for example if you're facing very powerful might creatures, where the %-based reduction will be more useful than the flat bonus of Stand your ground, while also having the ability to last for longer.And the % bonus is greater in reducing damage received than the damage dealt by weakness. And the single target spell can be very useful if you know which unit you will use to block/soak up damage.
- Weakness scales with Dark magic, Soulrever staff, and magic power. I reduces ALL damage, not only might type, so it's theoretically useful against any creatures that don't just attack with abilities (like water elementals often do) because I don't think that damage is reduced. Like stoneskin, it is useful if the %-based reduction is more effective than the flat one (or if it's simply magical) and also lasts longer than stand your ground. However, this can be more useful if you opponent has any cleansing/dispel powers, like the annoying glories or dark elementals, that won't dispel their own archers for example, while stoneskin and the sort will be dispelled. Plus, and I'm not sure of this, but it may be more useful to have the reduction in the damage dealt instead of recieved, for I do not know in which order reduction skills and abilities (like celestial armor or the membrane ability of upgraded spring spirits).
- Stand your ground scales with MIGHT, adds a flat bonus (which is great when fighting equally strong or weaker enemies) of defense and an additional retaliation, which can be useful in MANY situations (well, whenever a target is melee attacked more than once and don't normally have more retaliations), and is also good against magic-type damage sources as well as might.
It also costs no mana and is accesible and useful without investing too many skills in a specific tree or with a specific dynasty weapon, and handy for MIGHT heroes, unlike the other spells which may scale poorly and drain a might hero's mana quickly.
Correct. +3

- Crucial: Fortune stat skills (And any items one may find, Edge of chaos is the best), the Frozen luck bonus skill + Ice bolt (and perhaps water elemental skill too). I'd also say starting with the +luck specialty and adding in dynasty trait for luck (the extra luck after finding artifacts for example, is quite nice).
And last but nor least, the might warcry Heroism, which boosts many things, luck being one of em.
Optional, but very good:
Go inferno, blood might. The extra crit damage and garanteed crits... so lovely combo.
Correct. +4 not first, but only one to mention dynasty weapons.

-Vestal (heal), Seraphs (divine intervention), Water Elementals (ice bolt), Vampires (life drain), Earth Elementals (Petrification),
And for the "almost exact:
Glories (Blind), Pit lords (aramageddon), Air elementals (chain lightning) Pearl priestesses (regeneration + cleanse) Ravagers (taunt, but over time, drains actions turn by turn instead of instantly and no dmg reduction, plus bigger aoe)
Awaiting Elvin’s judgment

- No more dragons - All of them are large, but far from all fliers (all were in the original Heroes 5, but dwarves n orcs got walkers) - The power difference is not as great between it and the lower leveled units anymore. - All of them have unique abilities/skills/passives, even unupgraded. - They are now in game called champion units. Not tier 7 units or whatever. - They all require the same rare resource resource (dragon blood crystals) to buy. - Their growth scales flatly which each fort upgrade, unlike before when often only castle made more of them before and never fort (differs a bit for different factions in different installations, but as a rule of thumb)
Acceptable. +2

- They seem to think that anyone their hero attacks is a heretic. Damn that's a leader cult if I've ever seen one. - Many female figurues? - Positivity brings about temporary invurnability? (morale gives points to guardian angel) so... BE HAPPY OR DIE!
Acceptable. +2

- Guardian Angel – Petrification - Using Sacrifice on another unit - Out of time (vamp lord) - Inferno ultimate that sends them away for a turn (to return reinforced) - Celestial armor (when powerful enough)
Correct. +3

Clarifications:
The near-divine creatures that encourage thrill seekers are Sacred Kirin. Who demand of their ‘followers’ that they jump from a cliff into a sacred spring when it’s misty. Cliff diving in bad weather is something only thrill seekers, true believers and lunatics would attempt. But there are plenty others who encourage lunatics and true believers. Nobody got that right even though that is simply in the creature description.
As for the Highest Tier Creature question, nobody mentioned that some creatures scale better with magic heroes and some better with might and play differently with each. (Fate Weavers in particular) I found that rather a crucial difference from previous installments, which is the reason I gave nobody a correct since nobody mentioned this.
As for the peculiarity of the Haven Army, that was indeed a very vague and subjective. So I was inclined to be lenient there. On the other hand I’ve not seen anyone mention something truly peculiar. Elvin was “suggesting” to the fact that Haven had no Swordsman unit. And it would be peculiar for a medieval based army not to include swordsmen. (angels don’t count) From a videogame perspective, I would be inclined to agree. However as a historian(in training) I would not, as swords were practically exclusive weapons of the wealthy and/or noble. So armies of peasant-rebellions would not include fighters armed with swords and such armies would not be that peculiar.

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Sandro400
Sandro400


Promising
Supreme Hero
Shadow of Death
posted October 22, 2012 12:48 PM

My bad. How had I forgot about Kirins?..
But still, Confessors and Goblins are correct. 2 of 3.
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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted October 22, 2012 08:30 PM

Could you give us reasons other than "Acceptable" or "Full answer?" It's nice to know how we were wrong or what we got right (on the off chance that we are doing heroes trivia at a later date... totally not cheating at all.)
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted October 22, 2012 09:10 PM

I might. Once Elvin has done his part and has no objections or additions on mine.
Then again, helping you cheat, Gnomes? For shame. For Shame!
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 24, 2012 01:33 PM

@Poly 18+4 = 22


Do spell effects count? If so:
-Pearl Priestess (waves of renewal=Regen, with added bonus)
-Earth Elemental(Petrification)
-Dreamreaver (Sky and Earth on enemy= slightly altered Agony. On allies:Nerfed Haste)
Vestal(Heal)
Morning Glory(Searing Light= almost Blind)
Celestial/Seraph(Blade of dunnowhat=Heal with a twist)
Pit Lord(Fiery special=nerfed Armageddon)
Vampire /Lord(Life Drain)
Fire Elemental(Fire Bolt, IIRC + tiny fireball thing when they die)
Mermaid(Tsunami)

You missed the obvious regeneration from earth elementals, the chain lightning attack from air elementals, the mother breeder reinforcements and mana leech, the sunburst clone from the light elementals There are some more obscure cases like pit lord's 'armageddon', the mizu kami's 'retribution aura', the ghoul's 'stoneskin', the air elemental's 'storm winds' etc but I was more looking for the obvious ones.
First acceptable +3.



-Having only one shooter -Highest concentration of 'female' units(Sister, Glory, Angel)
-'haven' 'army', what a conundrum   -The Marksmen uniform?  I always think the falcon-statue on top of their head is about to... You know...  
Again, one of Elvin’s more vague questions, so leniency applied. +1
The female part was a good observation though so you get another +1



@Dave 11+2 = 13



- How many units duplicate existing spells?
I hope you mean only active abilities
8 I can remember right now
Glories, Angels, Youki onas, Water elementals, Earth elementals, Mermaids, Vestals, Peral priestess,
Technically correct though you missed a few. Would have appreciated a mention though +2


@Gnomes 11+2 = 13


- 5 duplicates (4 elementals and the Spring Spirits) 11 that have similar abilities. List of what I was looking at below;
Light elemental: Casts "Blind" on all attacks.
Earth elemental: Can cast "Petrification" on any unit with a certain health-ratio to them.
Wind elemental: Casts "Chain lightning" with every ranged attack.
Water elemental: Can use the active ability "Ice bolt," which is exactly like the hero spell (nix spell power, reputation and replacing the three turn cool down with a two turn alternative).
Vampire: Passively has the "Life Drain" spell under a different name.
Shamans: "Father Sky, Mother Earth" works as either an Agony or Regeneration clone.
Vestals: Have a blind-like ability (Pacification).
Glories: Also have a blind-like ability on their attacks.
Priestesses: "Waves of Renewal" works like a water clone of Regeneration.
Spring Spirits: Their link ability LITERALLY duplicates whatever blessings they receive on a target unit.
Ravagers: "Taunting Aura" is Taunt without damage reduction.

Actually I consider pacification as more akin to that magic tears spell from sanctuary and taunting aura doesn't have much in common with the hero's taunt +2



@Simple 17+2 = 19


- Water eles, Earth eles, vestals, seraphs, Mother breeders (reinforcements), that's 5. If you want things that duplicate spells in everything but name, you could also mention coral priestesses (regen), sacred kirins (ice bolt).
I never considered the kirin breath as icebolt. You missed some but you also found a couple of things that had yet to be mentioned so that's +2.


@Seddy 17+2 = 19


-Vestal (heal), Seraphs (divine intervention), Water Elementals (ice bolt), Vampires (life drain), Earth Elementals (Petrification),
And for the "almost exact:
Glories (Blind), Pit lords (aramageddon), Air elementals (chain lightning) Pearl priestesses (regeneration + cleanse) Ravagers (taunt, but over time, drains actions turn by turn instead of instantly and no dmg reduction, plus bigger aoe)
+2

Quote:
So I was inclined to be lenient there. On the other hand I’ve not seen anyone mention something truly peculiar. Elvin was “suggesting” to the fact that Haven had no Swordsman unit. And it would be peculiar for a medieval based army not to include swordsmen. (angels don’t count) From a videogame perspective, I would be inclined to agree. However as a historian(in training) I would not, as swords were practically exclusive weapons of the wealthy and/or noble. So armies of peasant-rebellions would not include fighters armed with swords and such armies would not be that peculiar.

We are talking about a faction that can afford to buy golden armour for every crusader not to mention all those praetorian armours
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Simpelicity
Simpelicity


Promising
Famous Hero
Video maker
posted October 25, 2012 05:53 AM

Well, the ice breath does water damage and afflicts frozen status. Not much more you could ask for it to be icebolt. The notion of range doesn't apply to hero spells, even their melee is ranged.
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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted October 25, 2012 07:17 AM

Quote:
pit lord's 'armageddon'

I actually was thinking about adding this one, but thought that it would be stretching it just a bit too much.
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Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 26, 2012 02:01 PM

Ready or not here it comes!

ROUND 7!

- Which unit bears elven glyphs?

- The orcs are said to possess portals to Sheogh, why is that?

-  Other than their love for destruction, why do the Juggernauts enjoy sieges?

- Sources of earth damage.

- How can you minimize an opposing army's potential for luck?

- In what way can a unit's attack get a stun effect although it does not have it by default? Can all units do it?

- Ways to sustain damage that would otherwise give your stack casualties.

- Hero abilities are supposed to benefit all your troops but there is one instance where having a skill can be a unit's liability. How is this possible?

- Ways of dealing light damage indirectly.

- In what ways can you boost a pearl maiden's offensive potential?
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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted October 26, 2012 03:59 PM
Edited by OmegaDestroyer at 16:07, 26 Oct 2012.

Time to prove how little I know about this game in a vague fashion!



- Which unit bears elven glyphs?
The Shark Guard because, uh, why not?

- The orcs are said to possess portals to Sheogh, why is that?
Because the Cyclops Eye is freaky like that and the demon blood.  Dear God, the demon blood.  

-  Other than their love for destruction, why do the Juggernauts enjoy sieges?
They do extra damage to structures because, well, you know...

- Sources of earth damage.
Earth magic, Mother Earth ability, Siege Master, anything with poison.  

- How can you minimize an opposing army's potential for luck?
Magical items and what have you.

- In what way can a unit's attack get a stun effect although it does not have it by default? Can all units do it?
Thunderclap.  Only ranged... I think.  

- Ways to sustain damage that would otherwise give your stack casualties.
Be a Cyclops or have reinforcements.

- Hero abilities are supposed to benefit all your troops but there is one instance where having a skill can be a unit's liability. How is this possible?
Poor design decisions.  Maybe Seige Master III.  I'm not sure on that one.  The ability sucks and I don't really ever use it.  

- Ways of dealing light damage indirectly.
Priestesses.  Maybe.  That's what they want you to think.  They are sneaky like that.

- In what ways can you boost a pearl maiden's offensive potential?
Various spells and abilities...
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xerox
xerox


Promising
Undefeatable Hero
posted October 26, 2012 04:23 PM

Quote:
Ready or not here it comes!

ROUND 7!

- Which unit bears elven glyphs?

- The orcs are said to possess portals to Sheogh, why is that?

-  Other than their love for destruction, why do the Juggernauts enjoy sieges?

- Sources of earth damage.

- How can you minimize an opposing army's potential for luck?

- In what way can a unit's attack get a stun effect although it does not have it by default? Can all units do it?

- Ways to sustain damage that would otherwise give your stack casualties.

- Hero abilities are supposed to benefit all your troops but there is one instance where having a skill can be a unit's liability. How is this possible?

- Ways of dealing light damage indirectly.

- In what ways can you boost a pearl maiden's offensive potential?


I'll try, just for fun.

1. I think it says in their description that Griffin's have elven glyphs on their armour.

2. Something to do with their demon blood?

3. No idea.

4. All forms of Poison damage such as Poison Cloud.

5. There are a number of -Luck artifacts.

6. All Stronghold units can do it with their racial skill.

7. The Light magic Divine Shield spell (not a 100% sure what's its called). Petrification. Out of Time.

8. The bugged Angels and their Ressurection?

9. Retribution Aura?

10. More spellpower, especially Air power, increases her damage. Her damage is also improved by the Archery skills and she'll deal additional Air damage with Storm Arrows.

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seddy
seddy


Known Hero
Spinner of delicious cupcakes
posted October 26, 2012 04:33 PM


- Which unit bears elven glyphs?

Spring spirits/their upgrade.

- The orcs are said to possess portals to Sheogh, why is that?

Because of their demonic lineage, they were created by the wizards from demon blood and human (except the beastmen, like centaurs are from horses, not me and harpies birds) bodies.

-  Other than their love for destruction, why do the Juggernauts enjoy sieges?

They make good battering rams.

- Sources of earth damage.

1. The attack of:
earth elementals
dream walker (and also their active ability)
The hero (When equipped with Assassins blade)
(Any unit in the hero's army making the first attack when the hero got a lvl 5 Assassins blade)

2. The active ability of the upgraded lamasu.

3. Poison cloud spell

4. Siege master 2 passive skill

- How can you minimize an opposing army's potential for luck?

1. Directly lower luck with the following spells/abilities:
- Ananthema (blood might ability)
- Terror
- Face of death (passive ability, necro might)

2. Lower it with the following items:
- Dynasty weapons: Edge of Chaos and Dragon flame tounge.
- Spider helm
- Motley Cloak of the Fool
- Ring of misfortune

3. Indirectly mess with the strategy by:
- Using dispel to make em lose bonus luck from Heroism for example! (or dispel your frozen units so they don't get lucky hits on them with the corresponding perk)
- Lowering morale by any means (from despair to terror ) which means less lucky hits
- Using and normal CC (crowd control) to stop them.


- In what way can a unit's attack get a stun effect although it does not have it by default? Can all units do it?

By using the Stronghold racial at it highest level, units are SUPPOSED to (they didn't when I played, but they might have fixed it by now) gain a stun effect, thus negating a retaliation. But this only works for friendly stronghold creatures.


- Ways to sustain damage that would otherwise give your stack casualties.

1. Using the following spells:
- Sacrifice (make another stack the the damage)
- Reinforcement, mother earths blessing, Sanctuary racial (to a very small degree with the temporarily boosted hp), linked gating (and probably Abyssal gate, but I haven't used it myself) all cause casualties to the "extra" units first.
- Celestial armor

2. The following dynasty weapons:
- Staff of the tide something: (Ice barries acts like celestial armor)
- Angelic alliance (Casts Celestial armor at start of combat, so may be considered a clone)

3. Breeders passive ability to profilate (same effect as reinforcement)

(PS: In case I misunderstood the sustain part, English not first language, bla bla there's also this:
- Damage reduction spells, such as stoneskin (but then the same damage is not sustained, I guess?)
- Invurnability spells such as the haven racial and petrification could be an option too if this is the case
- Adding vampirism to an Enraged cyclops, may cause it to regenerate back it's lost hitpoints before ever suffering causalities, if it can do so on a retaliation.)

- Hero abilities are supposed to benefit all your troops but there is one instance where having a skill can be a unit's liability. How is this possible?

I'd say being undead (orc or demon is bad too, but undead is worst) being led by a blood magic haven hero. That deicdes to use his/hers ultimate ability, which damages the aformentioned groups, and heals all living units. So not only do the undead get damaged, but also not healed back any, like the orcs could for example.

- Ways of dealing light damage indirectly.

Hmm, define indirectly? But I guess I'll try:
1. Blood magic haven hero got 3% passive boosts, adds light magic dmg.
2. Retaliation of units with light damage (most notably, summoning a light elemental among the enemy ranks and watch it retaliate all over the place)
3. Using the heal spell on a demon/enemy orc/undead (indirectly, for it is meant for healing?)
4. I'm not sure, but I guess retribution aura may do light damage? Since it's from the light magic school.

- In what ways can you boost a pearl maiden's offensive potential?

1. Boost magic power/destiny/Morale stat of hero in ANY way.
2. Pick the lovely perk "Thunderclap" for added daze effect.
3. Use any offensive warcry (personally, I dig Flawless assault, but Heroism is also good overall)
4. The archery range of passive boosts skills as well as the general ones (such as cleave)
5. Using spells on them to boost them, most notably
- Fire spells Inner fire (adds might damage, good for those who got high magic def) and burning determination (cannot stop this morale train)
- Air spell storm arrows (no range penalty and AIR damage galore)
- Haste
6. Use any spell on the enemies, that soak them, causing the pearl maidens to do more damage to them.
7. Waiting/defending for a round. Inner eye of magic sanctuary is a good booster.
8. Any generic boost to attack damage, from 3% extra light damage of blood magic haven to the extra fire damage of might inferno, but these are unlikely. But on the other hand, the  lovely blood sanctuary might hero ultimate, Twin fang, deserves a special mention for it's awesomeness of extra attacks.

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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted October 26, 2012 04:34 PM


- Which unit bears elven glyphs?
It was hard to chose with all the body paint and tatoos, but I will go with Glories/Light Ele. and  Mizu Kami/Water Ele.

- The orcs are said to possess portals to Sheogh, why is that?
One could be that they are part demon. But We should remember how Thorgrul summoned a demon prince with his blood as an instrument of his revange on the Grifin duke.

-  Other than their love for destruction, why do the Juggernauts enjoy sieges?
I hope you do not mean the batle ram reference in their description

- Sources of earth damage.
Earth and Sky (+mass) cast on enemies, poison cloud spell, Assasiens blade's Improved Shadowstrike, Dreamwalker's normal attack, Fate Spinner's/Weavers Venomou's Touch, Siege Master II

- How can you minimize an opposing army's potential for luck?
Artifact: Pirats flag,Motley Cloak of the Fool, Ring of Misfortune
DW: Edge of Chaos,

- In what way can a unit's attack get a stun effect although it does not have it by default? Can all units do it? Thunderclap pasiv (only units with air damage)

- Ways to sustain damage that would otherwise give your stack casualties. Human racial, Reinforcements, Celestial armor, Vampire lords out of time, Use Cyclopses as a shield and win the battle before they come their turn comes.

- Ways of dealing light damage indirectly.
Sunray, Light elementals retaliation and retribution aura, Retribution aura

- In what ways can you boost a pearl maiden's offensive potential?
Artifacts: Amulet of Thunder, Thunderstaff
Spells: Thunderclap pasiv, strom arrow
Abilities: +Magic(Air and general) attack, Archer ability, flawless attack)

One question not answerd.. can I add it later?

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I'm just a Mirror of your self.

We see, we look, we gather, we store, we teach.
We are many, and you can be one of us.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 26, 2012 05:31 PM

Certainly. And no, the juggernaut question does not refer to their ability. It is a lore thing.
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Sandro400
Sandro400


Promising
Supreme Hero
Shadow of Death
posted October 26, 2012 06:31 PM

Quote:
Ready or not here it comes!

- Which unit bears elven glyphs?

- The orcs are said to possess portals to Sheogh, why is that?

-  Other than their love for destruction, why do the Juggernauts enjoy sieges?


We're ready as always))

- If units, then Imperial Griffins. It's said in their description.

- Em, if I get this question correctly, it's because of their demonic heritage. If I'm mistaken - then I didn't understand this question.

- Question about ability? They love the sound of cracking stones, it's music in their ears that reminds them of Sheogh.
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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted October 26, 2012 06:50 PM

ROUND 7!

- Which unit bears elven glyphs?

I'm gonna go with the Earth Elemental.

- The orcs are said to possess portals to Sheogh, why is that?

Because they have demonic blood in their veins, they have the ability to create a portal if they use enough magic/ sacrifice enough of their kin or enemies.

-  Other than their love for destruction, why do the Juggernauts enjoy sieges?

The shear challenge of breaking into something so much larger and well defended than most places in Sheogh.

- Sources of earth damage.

Father Sky, Mother Earth
Poison Cloud
Shaman's attacks
Poisoned Supplies (Siege Master II skill)
Assassin's blade adds earth damage to hero attacks


- How can you minimize an opposing army's potential for luck?

By using Terror on an enemy, having the helmet that lowers luck/ moral by 1, having a complete set of the "Trickster's" artifacts.

- Ways to sustain damage that would otherwise give your stack casualties.

Taunt (due to damage reduction), weakness (to lower an enemy's ability to inflict casualties), the health/ defense boosting skills (to just not die), Stand your ground (Defense all the way), Haven Tears ability that empowers the most damaged stack w/ extra health/ defense, Petrification makes a target unit invulnerable for a certain amount of time, Ice Armor/ Stone Skin boost defense (might), Celestial Armor increases might/ magic defense and gives creatures a decent amount of damage absorb.

- Hero abilities are supposed to benefit all your troops but there is one instance where having a skill can be a unit's liability. How is this possible?

When a unit has an ability that requires traveling across a certain distance (Adv tactics/ teleport with Sun Crusaders), or when it forces one of your units to be the target of multiple enemies (Taunt), it can do more harm than good.

- Ways of dealing light damage indirectly.

The Haven Blood hero ability that adds light damage as a % to your attacks, creatures that deal light damage as an attack (Sisters, Glories, Light Elementals), the hero attack of a Haven Magic hero and by using the spell "Heal" on an undead, demonic or orcish army.

- In what ways can you boost a pearl maiden's offensive potential?

By "Soaking" a unit or by fighting an enemy that has vulnerability to air. You can also boost your magic attack and (if you have access to it) your air magic.
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Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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The_Polyglot
The_Polyglot


Promising
Supreme Hero
channeling capybara energy
posted October 26, 2012 06:51 PM

Quote:
Ready or not here it comes!

ROUND 7!

- Which unit bears elven glyphs?

Gonna go with Griffins, but it's a guess, nothing more.

- The orcs are said to possess portals to Sheogh, why is that?
Have You looked a (upg) Boromir in the eye lately? That's where this rumour originates from. (I wuw Boromirs so much )

-  Other than their love for destruction, why do the Juggernauts enjoy sieges?
Does the friction from their organic armour get them off or something? Sadistic snows.

- Sources of earth damage.
Dynasty WMD(s?)
Catapult skill 3
Poison gas
Attacks of earth ele, Dreamreaver
Sky and Earth
Source in a literal way could mean Magic Power too - the more You got, the more damage is done))

- How can you minimize an opposing army's potential for luck?
Full Trickster set + that dark spell which prevents buffs(no Heroism that way), block Blind Maiden spots, + (Mass) Despair (No morale=no extra chance of luck) + Taste of Death(That Necro thing which lowers stats - including luck - each time an ally stack dies) Kill filler stacks ASAP, if any
Have a black cat parade themselves in front of them, or shove them under a ladder

- In what way can a unit's attack get a stun effect although it does not have it by default? Can all units do it?
Literal 'Stun': Bloodrage 4, so Stronghold units
Less literal: Ice armor (I dunno about You, but sudden contact with that amount of ice would stun me a bit)

- Ways to sustain damage that would otherwise give your stack casualties.
Reinforcements
Stronghold mass reinforcements thing
Celestial Armor
Sacrifice
Regeneration(if morale triggers right after the damage)
Taunt(If it decreases damage to a point below that, when units would attack You either way)
Odd ones out: Necromancy, Guardian Angel, Death is not the End
Ice Armor
Stoneskin
Fire Shield
maybe Stand Your Ground, but there the bonus to defense is minimal
Nearby Sentinel

- Hero abilities are supposed to benefit all your troops but there is one instance where having a skill can be a unit's liability. How is this possible?

I'm guessing Cleave. Not only does it automatically hasten Agony and such effects, but it's easy to accidentally trigger it(via retal, for example), wrecking a strategy.

- Ways of dealing light damage indirectly.
Retribution Aura, haven hero special (Blood magic IIRC) Dynasty WMDs,

- In what ways can you boost a pearl maiden's offensive potential?


Lots of base Magic Attack
Water Magic 1, 2, 3
Reinforcements
Archery 1, 2
Honor 3, 4(extra damage dealt to attackers)
Inner Fire, via scroll most times
Heroism
moving into upg Kirin mist, when lead by a Might hero
Storm Arrows
Heroic Charge, if You have the Centaur's Bow
Ini artifacts(chance to attack at full strength indirectly increased
Dynasty WMDs
Emerald Yumi Bow(no obstacle penalty, plus base damage)
Prepare for Strike
Split them into a power stack and filler stacks, so more units get their ini reduced by them



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