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Thread: Heroes 4 artifact combos | |
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Nidhgrin
Honorable
Famous Hero
baking cookies from stardust
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posted August 17, 2002 11:10 AM |
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Heroes 4 artifact combos
Have you discovered that certain artifacts hold special powers when combined with certain spells or skills? Wanna share that knowledge with the rest of the HC? Please post your combo's here.
Here are some of mine:
* When you have expert Melee or the spell Snake Strike/First Strike, and you're so lucky to find the Hideous Mask, do put it on! This holds a cool combo. The first enemy that attacks you each turn is unable to deal any damage to you (unless they have first strike themselves) because you (having first strike) hit them first, they run away a short distance and are thereby unable to deal any damage to you.
* When your army has multiple heroes, be sure to give all the luck enchancing items to one hero. Same with morale (if you have a hero with Leadership, then give the artifacts to this hero). Same with scouting enhancing items (also give those to the hero that has scouting). If two heroes in your army both have items for extra luck, say +2 each, then your army gets +2 luck. If you give the 4 items to one hero, then your army receives +4 luck.
---More to come soon---
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~Vegetables don't spam~
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Wub
Responsible
Famous Hero
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posted August 17, 2002 07:27 PM |
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Edited By: Wub on 16 Oct 2002
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More Heroes 4 combos
Quote:
* When you have expert Melee or the spell Snake Strike/First Strike, and you're so lucky to find the Hideous Mask, do put it on! This holds a cool combo. The first enemy that attacks you each turn is unable to deal any damage to you (unless they have first strike themselves) because you (having first strike) hit them first, they run away a short distance and are thereby unable to deal any damage to you.
In addition, I'd like to say that the Hideous Mask grants the same ability that bone dragons already have, so casting snake strike/first strike on bone dragons works well. It seems that casting snake strike on griffins is also a good idea.
Quote:
* When your army has multiple heroes, be sure to give all the luck enchancing items to one hero. Same with morale (if you have a hero with Leadership, then give the artifacts to this hero). Same with scouting enhancing items (also give those to the hero that has scouting). If two heroes in your army both have items for extra luck, say +2 each, then your army gets +2 luck. If you give the 4 items to one hero, then your army receives +4 luck.
All this is true, but it can become quite complicating with the tactics skill. I tried to explain it as clearly as possible here (somewhere at the end of page 1 of the thread).
Two similar artifacts work cumulatively too. Two rings of health (+50% hitpoints for hero) will give a hero 100% extra hitpoints (not 125% by the way).
An other combo is to use the magic amplifier artifact ('all friendly creatures use 33% less spell points when casting spells') with the mana flare spell (all spells cost two spellpoints less). It's a rare combo but I like it: nightmares can cast 'terror' three times per combat and devils can summon ice demons twice. Sweet!
The last combo I can think of now is the armageddon combo. Of course, everybody knows this one, but it has to be used different from Heroes 3. To begin with, the 'armageddon' spell is a level 5 chaos spell which damages ALL creatures on the battlefield. When cast by a level 11 sorcerer with grandmaster pyromancy, it does 168 damage, which is 33% more than a magic arrow does. But the surprising thing is that fire elementals, efreet and phoenixes are NOT immune to this spell. On the other hand, the caster of the spell IS immune to armageddon. But friendly heroes and opposing heroes are NOT immune to this spell (unless they have magic resistance, duh! ). Not even fireguards are immune. Therefore, when using the 'armageddon tactic', try to avoid taking friendly heroes with you or creatures other than black dragons.
Maybe I can also think of more soon...
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Nidhgrin
Honorable
Famous Hero
baking cookies from stardust
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posted August 17, 2002 08:07 PM |
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Great stuff, thanks! Keep 'em coming, I'll see if I can come up with some more myself.
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~Vegetables don't spam~
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Djive
Honorable
Supreme Hero
Zapper of Toads
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posted August 17, 2002 08:10 PM |
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Another artifact that stacks is...
... Equestrian Gloves. So if you have two on the same hero you get the bonus from both of them.
Wouldn't surprise me if Sextants stacks as well.
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"A brilliant light can either illuminate or blind. How will you know which until you open your eyes?"
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Darkspirit
Famous Hero
aka Zutus
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posted August 17, 2002 08:21 PM |
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I have pointed out the sextants already in 'good tricks to use' or something like that, can't quite remember. I had a hero with grandmaster navigation and four sextants, result is that he could move 86 tiles per day. Was quite wicked
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HappyPike
Known Hero
Pikeman
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posted August 18, 2002 08:41 AM |
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Quote: When your army has multiple heroes, be sure to give all the luck enchancing items to one hero. Same with morale (if you have a hero with Leadership, then give the artifacts to this hero). Same with scouting enhancing items (also give those to the hero that has scouting).
This is not true for Viewing Crystals. The effects of Vewing Crystals are cumulative even if you give 1 crystal to each hero in the army. So if you have 4 vewing crystals, you will have +8 scout radius any way you distribute the crystals in an army...
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Wub
Responsible
Famous Hero
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posted August 18, 2002 05:17 PM |
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Edited By: Wub on 18 Aug 2002
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More about artifacts
I guess this is common knowledge, but I found it out only recently: when you obtain a spell scroll you do not need the appropriate magic skill to cast it (in the contrary to the so called parchments). So a level 1 barbarian who finds a hypnotize spell scroll for example, can cast hypnotize...at half the cost! This makes an ivory tower quite an important location.
There are several artifacts that negate spell imunities. One of them is the crown of enchantment that negates the mind spell immunity of some creatures. It allows you to cast berserk on bone dragons for example. But the ring of greater negation is often even nicer. It negates ALL spell immunity on the complete battlefield (including those of your own troops). When equiped, you can cast hand of death on black dragons or disintegrate heroes with 100% magic resistance. Use with caution... By the way, heroes with grandmaster resistance can still be teleported (this is a bug) and you can dispel, cancellate or steal their enchantments (unless they have the ring of permanency).
More than one magic resistance artifacts make not as great a combo as you may have hoped. This is also true when you use them in combination with the magic resistance skill. If you have advanced resistance (50%) and the cowl of resistance (also 50% resistance), your hero is not immune to all spells. Instead, he/she is 75% resistant to spells (this is at least what I suspect strongly). It is quite difficult to test really...
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dale
Known Hero
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posted August 19, 2002 08:08 AM |
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Are there any combinations of artifacts that create a new artifact more powerful than the sum of the parts? I recall such things in other games but don't recall any specific examples. (was it HOMM3, some of the expansion pacs?).
The discussion in this thread has been on how the single effects of each artifact fit well together -- not the same thing as I am remembering.
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Wub
Responsible
Famous Hero
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posted August 19, 2002 03:16 PM |
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Edited By: Wub on 19 Aug 2002
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combination artifacts
Quote: Are there any combinations of artifacts that create a new artifact more powerful than the sum of the parts? I recall such things in other games but don't recall any specific examples. (was it HOMM3, some of the expansion pacs?).
The Shadows of Death expansion for Heroes3 did indeed contain such combination artifacts. Heroes4 does not, although it is said that the first expansion for Heroes4 ('The gathering storm') will feature them again.
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Drizzt12
Hired Hero
The drow of the underdark
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posted August 19, 2002 06:55 PM |
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Quote: Are there any combinations of artifacts that create a new artifact more powerful than the sum of the parts? I recall such things in other games but don't recall any specific examples. (was it HOMM3, some of the expansion pacs?).
The discussion in this thread has been on how the single effects of each artifact fit well together -- not the same thing as I am remembering.
I asked the same question few weeks before and i got a list of all the powerfull combined artifacts - check it in the combined artifect thread.
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dale
Known Hero
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posted August 19, 2002 07:17 PM |
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Quote: I asked the same question few weeks before and i got a list of all the powerfull combined artifacts - check it in the combined artifect thread.
We seem to have a contradiction between your post and the one just before it. I found the thread you mentioned, and observe two things:
one person says that the combinations you mentioned were supposed to exist in the campaigns, but do not.
During play of single seneraio games, I have never seen any of the single artifacts that are used to make the combinations.
I guess the bottom line is "they were supposed to exist, but NWC didn't get around to it".
They do sound neat though.
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Wub
Responsible
Famous Hero
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posted August 27, 2002 05:00 PM |
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Edited By: Wub on 27 Aug 2002
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Six ways to poison an enemy.
Quote:
I guess the bottom line is "they were supposed to exist, but NWC didn't get around to it".
That is also my conclusion concerning combination artifacts. On the H3trio newspage (h3trio.com) it is said that they will be included in the expansion pack. Don't know if those are similar to the one which were described in Drizzt's thread.
About heroes 4 artifact combos; almost everybody knows the sanctuary/poison combo. If you have sanctuary (from a spell scroll, parchment, event or mage guild) it can be useful to know how to obtain poison to take advantage of this combo. Poison can be acquired by means of artifacts. The ring of the cobra's eye poisons a target when attacked in melee by a hero. If you have a vial of poison you can 'cast' it, causing a hero's melee and ranged attack to become poisonous. Death ward will not decrease the damage done by the poison in this case. Other ways to poison an enemy is by casting the death spell (you can also cast plague in some cases), by letting your magi cast it (2.4 damage per mage), by letting your venom spawn attack a target or by letting a ninja (Death magic+Scouting) attack an enemy.
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