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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»
Sandro400
Sandro400


Promising
Supreme Hero
Shadow of Death
posted October 26, 2012 07:14 PM
Edited by Sandro400 at 19:15, 26 Oct 2012.

My. Now I think that maybe I understand question about orcs and "who" are those portals! I get it too late... but maybe I was right in the beginning.

____________
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Simpelicity
Simpelicity


Promising
Famous Hero
Video maker
posted October 27, 2012 05:27 AM

Well, looks like we are entering the realms of the I don't know very well anymore...

- Which unit bears elven glyphs?
I'm gonna say seraphs, on their fancy swords. Could be anything though. Anything with writings on it.

- The orcs are said to possess portals to Sheogh, why is that?
Because they're half demons?

-  Other than their love for destruction, why do the Juggernauts enjoy sieges?
They get to use their head (to ram).

- Sources of earth damage.
Poison gas cloud. Otherwise I don't really know, and the question clearly implies there's more.

- How can you minimize an opposing army's potential for luck?
Incapacitate units/kill them, stay out of their range, Have that artifact set that reduces luck by so much.

- 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.
Abilities that increase total health, so the sanctuary special, toughness, whatever it's called that increases health by a little percent (unless that's toughness and the +hp after 3 hits is something else?). The light shield spell that absorbs damage. The vampire out of time as well.

- 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.
The crap does indirectly mean? Accidentaly? Does the light elemental counter qualify?

- In what ways can you boost a pearl maiden's offensive potential
Boosting the hero magic power, which includes the primal spellpower skills and various artifacts I won't list. Boosting morale and luck while you're at it. While on that subject, the fire buff to morale and the heroism buff to luck and morale are also in that category. The cleave in case they kill anything, and the +ATK after 3 consecutive attacks as well. Heroic charge can contribute if they're tied down, though it may improve their damage more to just run away and not be tied up next turn. Inflicting the soaked effect will also help, with the tsunami sanc ability for instace.
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"You r the shakespeare of heroes vi, in every single battle i say: "he is gonna to loss"." - Cumulo88

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Wanizame
Wanizame

Tavern Dweller
posted October 27, 2012 10:04 PM

Just wondering, for Round 6: Would another way to freeze the opponent be using the Sanctuary's Tear of Asha building Shalassa's Frozen Breath? Juts wondering if that was something you were looking for.

Anyway!

ROUND 7!

- Which unit bears elven glyphs?

Imperial Griffins, on their armour.

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

Because of their half-demon blood.

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

The sound reminds them of their home.

- Sources of earth damage.

Dreamwalker/Dreamreaver's attacks, Earth and Sky, Acid Cloud, Putrid Lamasu's Breath of Vermin, Fate Spinner/Walker's Venomous Touch, Siege Master II.

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

(Mass) Despair, Terror, the Trickster set, wielding the Dragon Flame Tongue, being an Ebon Knight (reduces Luck when enemy stacks die), and equipping the Spider Helm (can be used with the Trickster set since full set doesn't -Luck and the headpiece only -Morale).

- 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?

Stronghold Rage IV, Stronghold creatures only.

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

Reinforcements, (Mass) Stone Skin, (Mass) Ice Armor, (Mass) Stand Your Ground, Honor (Sanctuary racial), Mother Earth's Blessing, Out of Time (Vampire), Guardian Angel (Haven racial), Praetorians next to attacked stack, Linked Gating, Seal of Power, Abyss Gate, Intimidation, Taunt, (Mass) Weakness, Petrification, Sacrifice.

- 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?

Having Toughness skills cause Vampires to need to drain more life to restore dead creatures.

- Ways of dealing light damage indirectly.

Light Elementals' retaliation, Retribution Aura.

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

Inflict 'Soaked' status on the target, Shrine of Celestial Waters (Air rites), Storm Arrows, Archery II, having Air Magic and Arcane Exaltation skills, having the Master of Air trait, equipping Amulet of Thunder.

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted October 27, 2012 10:15 PM

Quote:
Just wondering, for Round 6: Would another way to freeze the opponent be using the Sanctuary's Tear of Asha building Shalassa's Frozen Breath? Juts wondering if that was something you were looking for.

Yes it would.
____________
Vote El Presidente! Or Else!

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Avonu
Avonu


Responsible
Supreme Hero
Embracing light and darkness
posted October 28, 2012 01:30 PM

Quote:
- Which unit bears elven glyphs?

Imperial Griffins on their heads.

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

Because their have demon blood in their veins and can use it to summon demons, as Toghrul had done?
But you probably wanted to hear about Cyclops eye which is called Portal to Sheogh.

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

They just love to dance ballet like thier mentor Hulk Hogan in "Mr. Nanny".
Oh, and thier like sound of crashing stones.

Quote:
- Sources of earth damage.

Incoming! - last words from soldier hit by catapult.
Earth = poison, so Orcs Shamans, Poison Cloud spell and Assassin's Blade do earth damage.

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

Ahribban, Azkaal and Edge of Chaos blade can suck opponets luck.
Ring of Misfortune also lower enemy luck.
Terror spell will lower target luck too.
Oh, and you can always give your opponent Fizbin of Misfortune.

Quote:
- 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 hero ability for all units which do air damage (you can always cast Storm Arrows on your archers to givethem that).
Ice Armor spell or buff from dynasty weapon or Santuary building.

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

Guardian Breastplate - a.k.a. Robe of the Guardian from HoMMIV but works on your army not your hero. Shogun has the same ability.
Spells like Ice Shield or Celestial Shields which absorb damage.
Reinforcements of course and same Earth Shappers ability but with different name.
Sacrifice ability for Emblamers and Hellgate (or what it name was) for Demonists.
Also Dragonwraith ability which curse attackers to heal it instad damaging it.

Quote:
- 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?

Well, demons and undead won't be happy when your Inquisitor casts Word of Light.
Living creatures including neutrals won't be happy when your Reaper casts Curse of the Netherword.
And none but deamons will be happy when Pyromancer casts Armageddon.

Quote:
- Ways of dealing light damage indirectly.

Light Elementals can cast Sunburst (with another name) which can hit other enemies then just target. Same for the spell.
Also Word of Light and from some perspectibe also Mass Heal on Demons, Undead and enemy Orcs.

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

By increasing your Magic or Air Damage - by skills, artifacts and spells.
Storm Arrows increase archers damage same for Archery skill.
Using offhand range artifacts - each increase range damage.
Monk has Inner Eye ability which increase magical damage if unit didn't attack.
And of course Flawless Assault which maximize unit damage.
If you lower opponent Magic Defense Medusas do more damage. If you rise their luck stat they also can do crit hits more ofen.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 28, 2012 08:34 PM
Edited by Elvin at 20:35, 28 Oct 2012.

End of the round, time for scores!


@Omega +8 (Overlord Pending)


- The Shark Guard because, uh, why not?
Plenty of tatoos going around eh? That's a Maori-based tatoo I think.

- Because the Cyclops Eye is freaky like that and the demon blood.  Dear God, the demon blood.  
Made me chuckle Pendind.

-  They do extra damage to structures because, well, you know...
I know right?

- Earth magic, Mother Earth ability, Siege Master, anything with poison.  
Also dreamwalkers, namtaru poison, lamasu vermin breath +2.

- Magical items and what have you.
That alone would be too obvious.

- Thunderclap.  Only ranged... I think.  
Ranged air that is but close enough +3pts.

- Be a Cyclops or have reinforcements.
Also proliferation and mother earth. You could also say celestial shield and similar effects from dynasty weapons but those are less important, you grasped the meaning of the question well +3.

- 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.  
That was a hard one. Counterstrike III makes centaurs attack in melee instead of running away and then shooting, hate it when it happens.

- Priestesses.  Maybe.  That's what they want you to think.  They are sneaky like that.
Nope. That's light elemental's sunburst-like retaliation and retribution aura.

- Various spells and abilities...
There is this, oh and that..


@Xerox +10 (Pending)


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

2. Something to do with their demon blood?
Pending.

3. No idea.

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

5. There are a number of -Luck artifacts.
Incomplete.

6. All Stronghold units can do it with their racial skill.
I had in mind the -10 init stun but technically you are correct +3.

7. The Light magic Divine Shield spell (not a 100% sure what's its called). Petrification. Out of Time.
Missed a few but you are correct +2.

8. The bugged Angels and their Ressurection?
It still helps, just not as much as its should.

9. Retribution Aura?
That's one +2.

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.
There's also trail mist with monk special, rampage, warcries +3.


@Seddy +22 (pending)


- Spring spirits/their upgrade.
Tricky tatoos Pending.

- 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.
Pending.

-  They make good battering rams.
Pending.

- 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
Earth elementals do might damage. Missed spinner poison but that's a pretty full answer +4.

-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.
That's as full as it gets +4

- 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.
+2.

- 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.)
My eyes I did not mean damage reduction, more like you are hit and the stack still manages not to have casualties +4.

- 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.
Not what I expected but correct +3.

- 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.
Heal damages them pretty directly, you target them Missed light elemental benediction or whatever it is called +2.

- 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.
Inner fire doesn't boost magic units and enemy curses are more of an indirect response +3.


@Dave Jame +16 (Pending)


- 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.
Pending.

- 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.
Pending.

- 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
+3 for full answer and +1 for the venom touch that seddy forgot +4

- Artifact: Pirats flag,Motley Cloak of the Fool, Ring of Misfortune
DW: Edge of Chaos,
Artifacts are one way +2.

- Thunderclap pasiv (only units with air damage)
That's right +3.

- 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.
Guardian angel won't allow for any damage to be sustained in the first place Missed a few but very much correct otherwise +2.

- Sunray, Light elementals retaliation and retribution aura
Sunburst is a rather intentional way of damage Rest are just what I was asking for though +3.

- Artifacts: Amulet of Thunder, Thunderstaff
Spells: Thunderclap pasiv, strom arrow
Abilities: +Magic(Air and general) attack, Archer ability, flawless attack)
Doesn't amulet of thunder work for hero spells only? +2.


@Gnomes +10 (Pending)


- I'm gonna go with the Earth Elemental.
Pending.

- 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.
Pending.

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

- Father Sky, Mother Earth
Poison Cloud
Shaman's attacks
Poisoned Supplies (Siege Master II skill)
Assassin's blade adds earth damage to hero attacks
+3.

- By using Terror on an enemy, having the helmet that lowers luck/ moral by 1, having a complete set of the "Trickster's" artifacts.
Close +2.

- 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.
I didn't mean damage reduction but you got a few good ideas +2.

- 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.
That's.. more like saying fireball is bad because you can target your own units if you wanted Also taunt is awesome.

- 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.
Those are anything but indirect, energy blades being an exception. +1.

- 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.
Normally I'd consider this incomplete but you are the first to mention soak +2.


@Poly +20 (Pending)


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

- Have You looked a (upg) Boromir in the eye lately? That's where this rumour originates from. (I wuw Boromirs so much )
Pending.

-  Does the friction from their organic armour get them off or something? Sadistic snows.
Pending.

- 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))
Earth elemental isn't one +3.

- 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
For extra answers: +3

- 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)
I don't know about stun but it sure isn't pleasant +2.

- 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
+3.

- 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.
An intuitive answer +3.

- Retribution Aura, haven hero special (Blood magic IIRC) Dynasty WMDs,
+2.

- 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
A nicely detailed list though you need air damage instead of water +4


@Simpelicity +10(Pending)


- I'm gonna say seraphs, on their fancy swords. Could be anything though. Anything with writings on it.
Pending.

- Because they're half demons?
Pending.

- They get to use their head (to ram).
Pending.

- Poison gas cloud. Otherwise I don't really know, and the question clearly implies there's more.
Sometime back I look at the earth boosted and I felt dumbstruct. Just what does earth damage these days? There apparently are a few though brythigga amber only boosts acid cloud.

- Incapacitate units/kill them, stay out of their range, Have that artifact set that reduces luck by so much.
This. Simple and to the point +3.

- Abilities that increase total health, so the sanctuary special, toughness, whatever it's called that increases health by a little percent (unless that's toughness and the +hp after 3 hits is something else?). The light shield spell that absorbs damage. The vampire out of time as well.
Needed just a little more.. +2.

- The crap does indirectly mean? Accidentaly? Does the light elemental counter qualify?
It does. I was looking for abilities/spells that are not direcly applied as single or aoe spells +2.

- Boosting the hero magic power, which includes the primal spellpower skills and various artifacts I won't list. Boosting morale and luck while you're at it. While on that subject, the fire buff to morale and the heroism buff to luck and morale are also in that category. The cleave in case they kill anything, and the +ATK after 3 consecutive attacks as well. Heroic charge can contribute if they're tied down, though it may improve their damage more to just run away and not be tied up next turn. Inflicting the soaked effect will also help, with the tsunami sanc ability for instace.
You got all those and forgot storm arrows? +3.


@Wanizame +18 (Pending)


Just wondering, for Round 6: Would another way to freeze the opponent be using the Sanctuary's Tear of Asha building Shalassa's Frozen Breath? Juts wondering if that was something you were looking for.

Yes, good call.

- Imperial Griffins, on their armour.
Pending.

- Because of their half-demon blood.
Pending.

-  The sound reminds them of their home.
Pending.

- Dreamwalker/Dreamreaver's attacks, Earth and Sky, Acid Cloud, Putrid Lamasu's Breath of Vermin, Fate Spinner/Walker's Venomous Touch, Siege Master II.
Full answer +3.

- (Mass) Despair, Terror, the Trickster set, wielding the Dragon Flame Tongue, being an Ebon Knight (reduces Luck when enemy stacks die), and equipping the Spider Helm (can be used with the Trickster set since full set doesn't -Luck and the headpiece only -Morale).
Close enough, has anyone mentioned time stasis and blindness yet? +3.

- Stronghold Rage IV, Stronghold creatures only.
+2.

- Reinforcements, (Mass) Stone Skin, (Mass) Ice Armor, (Mass) Stand Your Ground, Honor (Sanctuary racial), Mother Earth's Blessing, Out of Time (Vampire), Guardian Angel (Haven racial), Praetorians next to attacked stack, Linked Gating, Seal of Power, Abyss Gate, Intimidation, Taunt, (Mass) Weakness, Petrification, Sacrifice.
Missed a few like cyclops resilience to death and proliferation but you've picked up enough to get full points +3.

- Having Toughness skills cause Vampires to need to drain more life to restore dead creatures.
That is one way to put it. Of course they die harder too +2.

- Light Elementals' retaliation, Retribution Aura.
That's it +3.

- Inflict 'Soaked' status on the target, Shrine of Celestial Waters (Air rites), Storm Arrows, Archery II, having Air Magic and Arcane Exaltation skills, having the Master of Air trait, equipping Amulet of Thunder.
Not so sure about amulet of thunder, does it work for units after all? Shrine is an interesting addition, one that I have not tested +2.


@Avonu +20 (Pending)


- Imperial Griffins on their heads.
Pending.

- Because their have demon blood in their veins and can use it to summon demons, as Toghrul had done?
But you probably wanted to hear about Cyclops eye which is called Portal to Sheogh.
Pending.

-  They just love to dance ballet like thier mentor Hulk Hogan in "Mr. Nanny".
Oh, and thier like sound of crashing stones.
Pending.

- Incoming! - last words from soldier hit by catapult.
Earth = poison, so Orcs Shamans, Poison Cloud spell and Assassin's Blade do earth damage.
+2.

- Ahribban, Azkaal and Edge of Chaos blade can suck opponets luck.
Ring of Misfortune also lower enemy luck.
Terror spell will lower target luck too.
Oh, and you can always give your opponent Fizbin of Misfortune.
Hah fizbin of misfortune Haven't heard that one in ages! The bosses were a nice addition to the answer +3.

- Thunderclap hero ability for all units which do air damage (you can always cast Storm Arrows on your archers to givethem that).
Ice Armor spell or buff from dynasty weapon or Santuary building.
First to think of storm arrows + thunderclap +4.

- Guardian Breastplate - a.k.a. Robe of the Guardian from HoMMIV but works on your army not your hero. Shogun has the same ability.
Spells like Ice Shield or Celestial Shields which absorb damage.
Reinforcements of course and same Earth Shappers ability but with different name.
Sacrifice ability for Emblamers and Hellgate (or what it name was) for Demonists.
Also Dragonwraith ability which curse attackers to heal it instad damaging it.
I thought that the guardian breastplate would be so obscure that nobody would find it Some nice new additions +3.

- Well, demons and undead won't be happy when your Inquisitor casts Word of Light.
Living creatures including neutrals won't be happy when your Reaper casts Curse of the Netherword.
And none but deamons will be happy when Pyromancer casts Armageddon.
+3.

- Light Elementals can cast Sunburst (with another name) which can hit other enemies then just target. Same for the spell.
Also Word of Light and from some perspectibe also Mass Heal on Demons, Undead and enemy Orcs.
+2.

- By increasing your Magic or Air Damage - by skills, artifacts and spells.
Storm Arrows increase archers damage same for Archery skill.
Using offhand range artifacts - each increase range damage.
Monk has Inner Eye ability which increase magical damage if unit didn't attack.
And of course Flawless Assault which maximize unit damage.
If you lower opponent Magic Defense Medusas do more damage. If you rise their luck stat they also can do crit hits more ofen.
+3



This has been a good run and I am glad to have found people who have taken an interest in answering quirky gameplay or lore questions but to all things comes an end. I regret to inform you that the next round will be the last one for this season so we'll try to give you a beefed up set of questions The top contestants will receive a shiny for their effort and hopefully a next season will come after the addon but only time will tell. Well played guys, now time to see how many will manage to get that shiny!
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Simpelicity
Simpelicity


Promising
Famous Hero
Video maker
posted October 28, 2012 08:52 PM

And by top contestants you obviously mean top 5, right?
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 28, 2012 08:57 PM

Maaybe. Will think about it.
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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted October 28, 2012 09:20 PM

@Omega +2

- The Shark Guard because, uh, why not?
Plenty of tatoos going around eh? That's a Maori-based tatoo I think.
Yeah, those would be Maori tats. Nothing Elf about them. No points

- Because the Cyclops Eye is freaky like that and the demon blood.  Dear God, the demon blood.  
Since I'm fairly certain nobody meant it in that way, there is a magical connection with the blood, but that was not what was being referred to. Those who know that connection, state it in the next round and get bonus points. But I'll be lenient and everyone who says demonblood gets +2.

-  They do extra damage to structures because, well, you know...
I know right? That sounds as love for destruction in my ears. And the question specifically excludes that.

@Xerox +5

1. I think it says in their description that Griffin's have elven glyphs on their armour.
Griffins will earn you an Acceptable. Your first acceptable, so +3.

2. Something to do with their demon blood?
+2

@Seddy +2

- Spring spirits/their upgrade.
Tricky tatoos.
No. And how in the name of Crag Hack's Helmet do you tatoo something made of water?

- 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.
+2.

-  They make good battering rams.
That sounds as love for destruction in my ears. And the question specifically excludes that.

@Dave Jame +2

- 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.
Again, we're not talking tatoos here.

- 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.
+2.

@Gnomes +2

- I'm gonna go with the Earth Elemental.
Could have been slightly possible, but no.

- 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.
+2.

-  The shear challenge of breaking into something so much larger and well defended than most places in Sheogh.
That sounds as love for destruction in my ears. And the question specifically excludes that.

@Poly +2

- Gonna go with Griffins, but it's a guess, nothing more.
Acceptable. +2

- Have You looked a (upg) Boromir in the eye lately? That's where this rumour originates from. (I wuw Boromirs so much )
Last I heard, Boromir fought against Orcs, not with them. No points.

-  Does the friction from their organic armour get them off or something? Sadistic snows.
I believe the Tormentors are the (sado-)masochists of the bunch.

@Simpelicity +2

- I'm gonna say seraphs, on their fancy swords. Could be anything though. Anything with writings on it.
Writing is coming closer than Tatoos, but I highly doubt Seraphs would be caught dead associating with creatures that do not worship Elrath.

- Because they're half demons?
+2.

- They get to use their head (to ram).
That sounds as love for destruction in my ears. And the question specifically excludes that.

@Wanizame +10

- Imperial Griffins, on their armour.
First Actual Correct Answer. +4

- Because of their half-demon blood.
+2

-  The sound reminds them of their home.
First Actual Correct(enough) Answer. +4

@Avonu +

- Imperial Griffins on their heads.
Correct. Its not really specified which part of their armour, but I'll let that slip.+3

- Because their have demon blood in their veins and can use it to summon demons, as Toghrul had done?
But you probably wanted to hear about Cyclops eye which is called Portal to Sheogh.
First Correct Answer.+4 Something reinforced by the fact that they shoot beams of firelaser out of them eyes.

-  They just love to dance ballet like thier mentor Hulk Hogan in "Mr. Nanny".
Oh, and thier like sound of crashing stones.
Correct enough.+3

@Sandro400

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

- 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.
You are mistaken. It's the Cyclops Eye.

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

Clarification.
Imperial Griffins wear Elven Glyphs on their armour, which is made of Starsilver, a metal originally forged by the Elves. The armour made today is still riddled with Glyphs. Though it is very likely that this is because humans do not know their meaning but do not know how to create the Starsilver otherwise. The Answer is found in the description of of the creature.

The eye of a cyclops is said to be a small portal to Sheogh. Again, this is found in the creatures description.

Juggernauts enjoy seiges, because the sound of cracking and crumbling stone, which they love, reminds them of home. Juggernauts tend to make their homes in the mines and quarries of Sheogh. This is found in the description of the Unstoppable Charge description.
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The_Polyglot
The_Polyglot


Promising
Supreme Hero
Nuttier than squirrel poo
posted October 28, 2012 09:43 PM
Edited by The_Polyglot at 21:48, 28 Oct 2012.

Really? You're going to dock points off me for not spelling out the Boromir Cyclops eye thing? tsk-tsk, unfair, since I established last round that for me,  H6 Cyclopes= Boromirs, and I didn't get points subtracted for that
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seddy
seddy


Known Hero
Spinner of delicious cupcakes
posted October 29, 2012 12:51 AM

Just one more round? Aww, I wish I hadn't missed one of em, shiny stuff be nice?

Anyway, really enjoyed this quiz, it has actually partly (both for the lore and tactics) renewed my interest in this game.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 03, 2012 01:03 AM

Finally HC is back up! Next round will begin tomorrow, sometime at noon.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 03, 2012 02:47 PM

My apologies for the delay but War_Overlord has not given me his questions yet. The final round will begin tomorrow.
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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted November 03, 2012 03:42 PM

Perfectly alright my good sir. Take your time. ^_^
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 03, 2012 03:44 PM

I have 13-14 questions myself, should be enough
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 04, 2012 01:04 PM
Edited by Elvin at 13:05, 04 Nov 2012.

And here comes the final round! Ready? Go!

ROUND 8!


War_Overlord

- Bonus question from last round: How do Orcs use their partially demonic blood in magic?

- Where did Duke Gerhardt make his last stand? Bonus: Why is this place particularly well named?

- Which Human Clans originally inhabited the lands now united in the Holy Empire? Bonus: Which nationalities do the these clans represent?

- By the time Belketh "discovered" Necromancy, he was already several hundreds of years old. How did he grow to be so old? (Hint: it is not magic)

- Nowadays, magic is divided into 7 different elemental schools. List them and list which kind of magic users favor these schools.

Elvin

- If one pays attention, the phoenix image can be spotted a few times throughout the game. How many instances have you noticed?

- Highest amount of hp percentage a unit can gain without artifacts.

- The unit that benefits the most from hp gains(artifacts included).

- Ashan units that practice a fictional martial art in battle. H5 example(s) give extra points.

- What web effects can be seen in the game?

- A unit whose ability benefits his native faction's damage dealing potential by a fair amount.

- Which faction army led by a native hero class has the best odds of playing before a sacred kirin?

- How can one kill enraged cyclopes before their turn comes?

- Spells of Ashan that deal might damage. H5 example(s) give extra points.

- Unit abilities that can both help and harm you without the unit being controlled or somehow cursed by the opponent.

- Hero abilities that the undead are immune to.

- A hero ability icon that pays homage to a well known film.

- How can you cancel the effects of a taunt that your own hero has cast?
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The_Polyglot
The_Polyglot


Promising
Supreme Hero
Nuttier than squirrel poo
posted November 04, 2012 02:02 PM

Quote:
And here comes the final round! Ready? Go!

ROUND 8!



Elvin

- If one pays attention, the phoenix image can be spotted a few times throughout the game. How many instances have you noticed?

None

- Highest amount of hp percentage a unit can gain without artifacts.

Tears Hitomi's Kensei can gain 16% or so from Toughness, a +25 flat bonus, and +14% or so from Resilience. The bonus percentage is based on the boosted HP, so Kensei end up with around 140 HP, which is an increase of roughly 55 % from an original HP of 90.(There's also the Crusher specialist, but I can't calculate that from memory. Percentage could be a bit higher, as +7 Hp to Crushers is likely to be a relatively bigger bonus than +25 to Kensei)  

- The unit that benefits the most from hp gains(artifacts included).

Upg. BoromirCyclops, on account of his temporary resistance to death. Takes more hits to weaken him=more time to retaliate at a higher than normal damage.

- Ashan units that practice a fictional martial art in battle. H5 example(s) give extra points.
H5: Blade Dancers and upgs, Stiletto Harpies and upgs(Blood Fury or something?)
H6:
No idea, does Four Waves count? If so, Kensei(and maybe Kenshi to a lesser extent).

- What web effects can be seen in the game?

Freezing Web of Fate Weavers and Webbing Spears visual of upg Skeleton Somethings

- A unit whose ability benefits his native faction's damage dealing potential by a fair amount.

Spirit Link of Mizu-Kami, doubles the effectiveness of any single-target buff such as Waves of Renewal, Eye of the Storm, and even Twin Fangs.

- Which faction army led by a native hero class has the best odds of playing before a sacred kirin?

Stronghold with Jaguar Warriors. Hard, but manageable with the smallest pre-battle ini-boost.

- How can one kill enraged cyclopes before their turn comes? And get them to die at once? Easy-peasy, Weavers' Dance of Decay, as it hastens the Boromir-effect.



- Spells of Ashan that deal might damage. H5 example(s) give extra points.
H5:
Fist of Wrath
Power of the Horde
H6:
I suppose Might abilities count as spells now? If so:
Power of the Horde
Pressed Attack


- Unit abilities that can both help and harm you without the unit being controlled or somehow cursed by the opponent.
Cyclops smash, Panther charge, Ravager charge(destroying any of your Gates that are in its way) Searing Light, Strike and Stay(block a dangerous shooter, but in the process be exposed to possible harm by creatures that wouldn't have reached You otherwise) Weaver's DoD if surrounding friendly units(but not itself) is affected by Immolation or Burning Rage, Piercing Bolt, Mind spell immunity on non-Undead(no Frenzy or Heroic Charge on them for example. Units: Pit Lord, Maniac, etc)

- Hero abilities that the undead are immune to.

(Mass)Heroism, Taunt, Heroic Charge, Watery Grave, Mind spells, (Mass) Agony, Sanctuary magic blood ultimate, Resurrection(Haven tears mage ultimate) Life Drain can be cast on them, but they themselves can't be Drained.
(Stronghold blood and tears might first reputation abilities)

- A hero ability icon that pays homage to a well known film.
Taunt has the Frenchman from Monthy Python and the Holy Grail. This film is also referenced by H3 vanilla's cheat codes.

- How can you cancel the effects of a taunt that your own hero has cast?
Move away with the creature  You casted it on before the surrounding creatures' turn comes. Silly thing to do, BTW.

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The_Polyglot
The_Polyglot


Promising
Supreme Hero
Nuttier than squirrel poo
posted November 04, 2012 02:16 PM bonus applied by Elvin on 10 Nov 2012.

Quote:
And here comes the final round! Ready? Go!

ROUND 8!


War_Overlord

- Bonus question from last round: How do Orcs use their partially demonic blood in magic?

IDK

- Where did Duke Gerhardt make his last stand? Bonus: Why is this place particularly well named?

IDK

- Which Human Clans originally inhabited the lands now united in the Holy Empire? Bonus: Which nationalities do the these clans represent?

IDK.

- By the time Belketh "discovered" Necromancy, he was already several hundreds of years old. How did he grow to be so old? (Hint: it is not magic)

Natural lifespan then? Eating lots of vegetables and drinking a cup of red wine daily?

- Nowadays, magic is divided into 7 different elemental schools. List them and list which kind of magic users favor these schools.
Prime IDK, Wizards maybe?
Dark Necromancers and assorted evil snows
Light Followers of Elrath?
Earth Orcs, on account of Mother Earth?
Air Orcs, on account of Father Sky?
Fire Inferno mages
Water Nagas



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Simpelicity
Simpelicity


Promising
Famous Hero
Video maker
posted November 04, 2012 03:49 PM bonus applied by Elvin on 10 Nov 2012.

- Bonus question from last round: How do Orcs use their partially demonic blood in magic?
In rituals sometimes, like Tohgrul.

- Which Human Clans originally inhabited the lands now united in the Holy Empire? Bonus: Which nationalities do the these clans represent?
Um, Stag, Griffin, Wolf, Falcon....... don't remember the rest.

- By the time Belketh "discovered" Necromancy, he was already several hundreds of years old. How did he grow to be so old? (Hint: it is not magic)
Alchemy?

- Nowadays, magic is divided into 7 different elemental schools. List them and list which kind of magic users favor these schools.
Fire, demons love this. Water, nagas love this. Dark, undead et al. dark types love this. Light, humans love it. Air and Earth, which technically are the orc domains (mother earth/father sky), though they don't do magic much. And then primal, which isn't really anyone's specialty, so I'll go with the mages of the 7 cities for that one, 'cause they're the most into pure magic.

Elvin

- If one pays attention, the phoenix image can be spotted a few times throughout the game. How many instances have you noticed?
Are you doing lore questions now Elvin? I've seen it on the battle map and out of it, the normal map I gess?. I dunno. Feels like you're searching for a lot more though.

- Highest amount of hp percentage a unit can gain without artifacts.
I don't remember the numbers so I'll go for approximately 25% when you're haven tears might hero?

- The unit that benefits the most from hp gains(artifacts included).
Most likely the unit with the highest HP, because a lot of the gains are in percentages. As for which one that IS, I wouldn't know.... tempted to say cyclopses, but it feels wrong somehow.

- Ashan units that practice a fictional martial art in battle. H5 example(s) give extra points.
More lore question? I dunno, ghouls, kappas. Vampires practice the fancy swordplay martial art.

- What web effects can be seen in the game?
The up. skelly's movement reduction, the fate weaver's web of stopping time thing of her ranged form. Can't think of anything else.

- A unit whose ability benefits his native faction's damage dealing potential by a fair amount.
Lich and his dark damage buffing. 3 units deal dark damage, 2 of them being ranged and already very damaging.

- Which faction army led by a native hero class has the best odds of playing before a sacred kirin?
Stronghooooold you have to be attacking though.

- How can one kill enraged cyclopes before their turn comes?
Never tried it, but that berzerk-y spell that makes him instantly attack something nearby? I imagine that could trigger his damage before his turn.

- Spells of Ashan that deal might damage. H5 example(s) give extra points.
the call of the horde ultimate? I don't really know otherwise.

- Unit abilities that can both help and harm you without the unit being controlled or somehow cursed by the opponent.
That was kinda asked round 3. The goblin trap. Cyclops punch. Ravager charge. Specter wail if you happen to have living units with you (like summoned elementals maybe?). Marksman piercing arrow.

- Hero abilities that the undead are immune to.
Heroism, taunt, intimidation, drain life, heroic charge, berzerk, puppet master.

- A hero ability icon that pays homage to a well known film.
armaggeddon?

- How can you cancel the effects of a taunt that your own hero has cast?
Suicide your unit somewhere?
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Avonu
Avonu


Responsible
Supreme Hero
Embracing light and darkness
posted November 04, 2012 04:55 PM bonus applied by Elvin on 10 Nov 2012.

Quote:
- Bonus question from last round: How do Orcs use their partially demonic blood in magic?

"Once the Orc bleeds, the smell of his own blood invigorates him and he grows stronger."
Of course Orcs can use their blood to summon demons, as Torghul did, but it's the worst crime among Orcs.

Quote:
- Where did Duke Gerhardt make his last stand? Bonus: Why is this place particularly well named?

Isegrim: "The capitol of the Wolf Duchy is known for many things, but a friendly welcome is not one of them."

Quote:
- Which Human Clans originally inhabited the lands now united in the Holy Empire? Bonus: Which nationalities do the these clans represent?

Falcon - Celts
Griffin - Slavic
Wolf - Holy Roman Empire (Germany)
Bull - Italia
Greyhound - French
Unicorn - England
Stag - cousins of Falcons

Quote:
- By the time Belketh "discovered" Necromancy, he was already several hundreds of years old. How did he grow to be so old? (Hint: it is not magic)

See last YT Q&A - Belketh was an Angel.

Quote:
- Nowadays, magic is divided into 7 different elemental schools. List them and list which kind of magic users favor these schools.

Fire - Demons and Dwarves
Air - Mages and Orcs
Water - Nagas
and Earth - Orcs and Elves
Light - Holy Empire, Angels
Darkness - Necromancers, Faceless and Dark Elves
Prime Magic - Mages and, as they are mages too, Necromancers.

Of course by HoMMVI standards it would be a litte more for each school:
Clerics - Prime, Light, Fire, Air, Earth
Demonists (sorry, but Warlocks can be only in the other faction ) - Prime, Dark, Fire, Earth, Air
Necromacers: Prime, Dark, Air, Water, Earth
Monks: Prime, Light, Water, Air, Earth
Shamans: all but Prime

...but overall each faction has magic associated with its dragon patron (some Mages worship Ylath).
There is also mention about Chaos Magic and somehow Void Magic but thet weren't show in games yet.


Quote:
- If one pays attention, the phoenix image can be spotted a few times throughout the game. How many instances have you noticed?

None but only these two (excluding Phoenix's ability icons and/or Thunderbird and its pet):



Quote:
- Highest amount of hp percentage a unit can gain without artifacts.

Mother Earth Shrine +10% HP
Griffin Statue +20% HP
Sanctuary Honour racial ability +14% HP
Paladin's Martyr +12% HP
Toughness +5%/+4%/+5
As Sanctuary doesn't have flying units, that would be wounded Griffin (or Celestial) from Paladin's army: 5+4+5+10+20+12=56%.

Quote:
- The unit that benefits the most from hp gains (artifacts included).

Probably it's core unit which dies at most - I guess it would be Maulers, Maniacs or Goblins. But I would say it is Sister as she has the lowest amount of HPs.

Quote:
- Ashan units that practice a fictional martial art in battle. H5 example(s) give extra points.

Elven Sword/Wind Dancers, Dwarven Brawlers, Kensei, Centaur Marauders

Quote:
- What web effects can be seen in the game?

Skeletor Spearmen Webbing Spears, Namtaru Freezing Web, Mother Namtaru Nightmare Web, Arachne clone of Skeleton Spearman's web.

Quote:
- A unit whose ability benefits his native faction's damage dealing potential by a fair amount.

Lich cursing attack which increase dark damage by 20%.

Quote:
- Which faction army led by a native hero class has the best odds of playing before a sacred kirin?

Sanctuary? As Nagas are vulnerable to air damage and Coral/Pearl Priestess are only unit doing air damage.

Quote:
- How can one kill enraged cyclopes before their turn comes?

- Hit him to death in previous turn.
- Casts Poison/Agony/Burning Fire on him by spells/artifacts/units abilities.

Quote:
- Spells of Ashan that deal might damage. H5 example(s) give extra points.

Earthqueake, Erosion
Fist of Wrath, Blade Barrier

Quote:
- Unit abilities that can both help and harm you without the unit being controlled or somehow cursed by the opponent.

Juggernaut charge.
Cyclops stunning blow.
Fire Elemental AoE effect when it die.
Marksmen Piercing Shot.
Spectre's Healing when you have living unit close to target.
Lamasu Aura in case as above.
Centaur when it moves before it counterattack and can block your other units.

Quote:
- Hero abilities that the undead are immune to.

Any with morale effect on it (so no Heroism even if it increase other parametrs then Morale).
Any mind affected skills (Terror for example).

Quote:
- A hero ability icon that pays homage to a well known film.

Taunt - French castle guard from Monthy Python and Holy Grail.

Quote:
- How can you cancel the effects of a taunt that your own hero has cast?

Move your unit away from place where taunted enemy is?

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