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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 12, 2012 06:44 PM
Edited by Sandro400 at 18:45, 12 Oct 2012.

1) Widow of emperor Ronan II, who wanted to stop all wars and conflicts, thus created order of Vesta. But Vestals became war units anyway )

2) They tried to explan to them rules of simple logic and failed - demons just died.

3) Lamasu will be created - one of the most unstable Beastmen. This unnatural fusion gave rise to unknown and very dangerous disease, which kills Lamasu shortly after their creation. They was considered a failure until one embalmer found their true purpose...

EDIT
3 people have already answered
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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted October 12, 2012 06:59 PM

ROUND 5!

- Who was Vesta, the woman after whom the order of Vestals was named.

A powerful prophetess of Elrath who fought in the demon wars and brought many fallen humans back to life so taht they could fight again? This is just a guess, btw.

- What did the Order of Blind Brothers do to several captured Maniacs?

Tried to see if their madness could be cured/ tried to see if they could feel pain.

- What happens when Manticore's Blood is mixed with that of Humans?

People die? Manticore venom is incredibly deadly, so I would think that the rest of them would be about as bad for you...

- How can a small stack stand its ground against a mermaid's tidal wave?

If they are on the edge of the map already or if a large creature is behind them they cannot be pushed back. I want to say there is a skill as well, but that would be stretching it since I actually have no idea...

- What is the difference between a hero's icebolt and a water elemental's?

A hero's increases in power as magic power and blood reputation increase, a water elemental's becomes more powerful as their stack size grows. Also, a hero's costs mana. Other than that, they both have a 3 turn cool down and freeze an enemy in place for one turn.

- How can you prevent an attacking harpy from returning to its original position?

There is a toggle to the ability that allows you to turn attack and return off or on for every creature that has the ability.

- How can a hero's direct attack be boosted?

You can increase your base attack by leveling up (Which increases your heroic strike's damage) or nabbing an attack up artifact/ structure. Many of the Might Dynasty weapons add to your attack power, and the poison blade adds some kind of insane bonus damage in earth. Also, Crag Hack's dynasty pet allows you to do a bit of extra air damage to all enemies around your attack's target.

- How can you make a unit more vulnerable to might damage?

Hitting them with terror will decrease their might and magic defense as well as their luck and moral, and the spell disruption removes ALL the might defense, though not all at once. You can cast it multiple times on the same enemy though and reduce that enemy's defense to 0%. Freezing an enemy also increases the might damage that they take without affecting their defense.

- Morale gives an extra action at the cost of reduced damage yet some units are less affected by the damage reduction as others. Which units are they?

I don't notice bugs that much, no answer.

- In what ways does the newly-tweaked out of time affect the vampires? How are they different now?

Now Out of Time is an active ability, so you can avoid damage from one attack but you do not get to carry out the defend command. Also, their life drain has been increased by 5% for each form.

Their movement is unfortunately still abysmally slow for such a traditionally fast and high initiative creature... but that's just me complaining, not part of my answer.

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Simpelicity
Simpelicity


Promising
Famous Hero
Video maker
posted October 12, 2012 07:29 PM

- Who was Vesta, the woman after whom the order of Vestals was named.
The vestals were named after the roman vestals. As for the invention they invented to justify the name, I imagine she was some kind of holy woman (in an Elrath perspective of course).

- What did the Order of Blind Brothers do to several captured Maniacs?
Healed them, I bet. Couldn't see the horror, but could feel the pain. Or am I being too optimistic? I'm completely guessing.

- What happens when Manticore's Blood is mixed with that of Humans?
Lamasus? Erm, live ones. Until they die and get resurrected in what we know.

- How can a small stack stand its ground against a mermaid's tidal wave?
Have something behind him, such as a unit, obstacle, or the end of the map (last row).

- What is the difference betwen a hero's icebolt and a water elemental's?
Mana cost, and the damage calculation. Oh, and it can't be used anytime. Hero skills can be used anytime (as long as it's your something's turn), the eles have to wait for their turn. Not much of a difference (you could argue it's technically the same), but it still gives a tactical edge to the hero's.

- How can you prevent an attacking harpy from returning to its original position?
By reducing it's movement while or right after it attacks so that it doesn't have enough movement to go back anymore. A harpy getting chilled on attack when it attacked at its maximum movement range will not have enough movement to come back and will stay put. Also a counterattack from sharks will reduce movement by a lot, it's also quite possible the harpy won't make it back.

- How can a hero's direct attack be boosted?
By skills, artifacts, level ups.

- How can you make a unit more vulnerable to might damage?
That dark spell I never looked at more than once that has precisely that effect. Don't ask me its name.
Attacking a out of time vampire (technically next attack he'll be 100% more vulnerable to it, right?)
Lamasu vomit
Dispelling any effects that increase might defense.
Killing mizu-kamis if they're connected to anyone. It kinda goes back to the last one, but it's a little more extreme.
Doesn't the frozen effect kinda do that? In an alternate way kinda.
Getting attacked by cerberus, that'll make you more vulnerable to their might damage.
Killing adjacent sentinels, kinda like mizu-kamis though.

- Morale gives an extra action at the cost of reduced damage yet some units are less affected by the damage reduction as others. Which units are they?
Buggy units. I'm pretty sure some units get full damage because of bugs in the system.
Sanctuary is also less affected if they have some mist lying around nearby. They just walk in there on their second turn, and they get a full movement/attack turn again.

- In what ways does the newly-tweaked out of time affect the vampires? How are they different now?
Can't say I paid much attention to that. Is it an activated ability now?

Man, I just got my best score, now I think I'll get my worst.
____________
"You r the shakespeare of heroes vi, in every single battle i say: "he is gonna to loss"." - Cumulo88

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seddy
seddy


Known Hero
Spinner of delicious cupcakes
posted October 13, 2012 01:28 AM


- Who was Vesta, the woman after whom the order of Vestals was named.

No clue, I'm gonna go ahead and guess it was some virgin maiden that went apesnow holy thanks to... becoming a martyr/harnessing the holy powers of Elrath by her pureness or something like it.


- What did the Order of Blind Brothers do to several captured Maniacs?
Gave them conclusive psychotherapy, after which they went apesnow and died. For you cannot reason with insanity!


- What happens when Manticore's Blood is mixed with that of Humans?

Why we get a horric transformation, like how a human turns into a lich after drinking namtaru poison, the blend (not drinking) of the blood of a manticore and a human, creates the lovely Lamasu.

- How can a small stack stand its ground against a mermaid's tidal wave?

Dunno, as I cannot recall facing mermaids that much. But, if it works like the Tsunami ability/spell... Have an obstacle at their back/being in the back row. With for example  the earth or Ice wall spell, one could summon one. Also, albeit a bit "overkill" one could use petrify on your unit (it can still act, if you know exactly when to cast it).

- What is the difference betwen a hero's icebolt and a water elemental's?

Hero: Costs mana, scales with magic attack and ice magic skills. It also gains reputation and I think it has a longer cooldown.
Elemental: Scales with creature growth, short cooldown (1 round) costs no mana.

- How can you prevent an attacking harpy from returning to its original position?

The classical sharkmen passive ability is known since the beta. But also, there are goblin traps (by the ability or natrually occuring on the battlefield), also not sure how the Sacred Kirin's trail works in reducing movement, but Frozen Ground should also do the trick. Andof course, you can make it happen yourself as to the latest patch (haven't played, buy heard).

Also, some dynasty weapons may affect. Like creating the time stasis trap with soulreaver staff (not tested myself). And the aoe air dmg from the whistle (read only)


- How can a hero's direct attack be boosted?
The racial attacks of Inferno (boots crit dmg with might stat and knows when crit) and Sanctuary (increased dmg against reduced stacks, aka much less than at the start of battle). Also, pressed attack (kindof a half-answer since it doesn't make the attack in itself stronger though).
And I'm not sure, but I guess that anything that adds to the attacking state of the hero (might stats boosted by assailant, and magic heroes are boosted by their corresponding magic stats as well as the prime general +magic stats).
And of course, the dynasty weapons, the assassins blade poison and so on.
Sword of the wolf (+ might per turn)
Sandros (only read) staff makes the attacks heal (kindof a boost?)


- How can you make a unit more vulnerable to might damage?
Patched: Frozen state (Icebolt for example), Terror Spell, disruption...

Passive: Silksword passive ability. Might necro ability (when a unit nearby dies)  

- Morale gives an extra action at the cost of reduced damage yet some units are less affected by the damage reduction as others. Which units are they?

Maniacs (that steal more dmg from additional attacks) and any other inferno unit that's lucky (both luck extra damage and lucky to be led by a magic hero that can deal extra fire dmg).
Also, units that got guardian shield may soak up another retaliation (this varies a bit, not sure how it works all the time). Also pressed attack. And special mentions to those units that love positioning, like our tanky haven core: Preatorian, the taunting inferno juggernaut, and any unit then in need of blocking/unblocking.
And also, I'd say any unit which can place a debuff on their opponent.
This includes upgraded coral priestess for example (especally with the air passive Dazed debuff) or Liches for example (liches also dig attacking the same unit, bonus damage ftw!).
Vampire lords, pre-patch, also loved this since they could attack and then return to go out of time.  



- In what ways does the newly-tweaked out of time affect the vampires? How are they different now?

Unlike the permanent passive ability (which btw combined with spirit form, made it a darn hard unit to kill), it is now an activated ability with a cooldown (Read only). So you got to pick your Vampire wall placements a little better

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seddy
seddy


Known Hero
Spinner of delicious cupcakes
posted October 13, 2012 01:38 AM

Oh crap, I put the bone whistle in the wrong part of the reply... the air damage is a hero attack boost and doesn't affect harpy movement...

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted October 15, 2012 10:06 PM
Edited by War-overlord at 22:07, 15 Oct 2012.

I have no idea what's keeping Elvin, usualy he's the one telling me to hurry the hell up. But not this time round, so I'm giving scores first.


@Avonu: +9

-Widow of Emperor Ronan III who, after her husband died in battle, devote herself to Elrath.
She wouldn't be happy for what Vestals are doing in her name.
Ronan II actually, but you are correct. +4 for first full answer.

-They wanted to explain Maniac that his violent behavior will cause his death - of course it didn't work.
+4 First full answer

-We will have Lamasu - the perfect spicies of Beastmen - who will die immediately after this kind of fusion.
Not that Necromancers won't be happy to "recruit" them anyway...
+1 for knowing Manticores and Humans make Lamasu. Otherwise incorrect.

@The_Polyglot: + 1

-Some kind of hallowed virgin I guess. A great healer? Definitely a woman named Vesta, though.
+1 for getting bits and pieces right

-Something nasty, or You wouldn't ask.  Making them read Kant alone in a courtyard? Forever and ever?
I don't always ask for gorey and nasty things. Not enough for points.

- Lore stuff happens... Also, You get a vial of Humticore blood, if You literally mix them.   It's rumored to be good for hair loss, not that I'd know.
I was indeed speaking literally, and the result does more than loose your hair. Not enough for points.

@Dave_Jame: + 1

-A lamasu is created, it dies and needs to be ressurected by necromancy to work.
+1 for knowing Manticores and Humans make Lamasu. Otherwise incorrect.

@Sandro400: + 7(if you had competed)

-Widow of emperor Ronan II, who wanted to stop all wars and conflicts, thus created order of Vesta. But Vestals became war units anyway )
+2 Almost there, but she never tried to stop all wars.

-They tried to explan to them rules of simple logic and failed - demons just died.
+3 correct

-Lamasu will be created - one of the most unstable Beastmen. This unnatural fusion gave rise to unknown and very dangerous disease, which kills Lamasu shortly after their creation. They was considered a failure until one embalmer found their true purpose...
+2. One point for knowing that Lamasus grow sick before they die, one point simply for Lamasus.

@gnomes2169: + 3

-A powerful prophetess of Elrath who fought in the demon wars and brought many fallen humans back to life so taht they could fight again? This is just a guess, btw.
+1. And a wrong one, other than the prophetess/priestess bit.

-Tried to see if their madness could be cured/ tried to see if they could feel pain.
+1. Almost there.

-People die? Manticore venom is incredibly deadly, so I would think that the rest of them would be about as bad for you...
+1. Again almost there.

@Simpelicity: + 3

-The vestals were named after the roman vestals. As for the invention they invented to justify the name, I imagine she was some kind of holy woman (in an Elrath perspective of course).
+1 for getting the priest part right. +1 bonus point for pointing out that they originate from the Roman order of Vesta.

-Healed them, I bet. Couldn't see the horror, but could feel the pain. Or am I being too optimistic? I'm completely guessing.
Not exactly. They tried to reason with them.

-Lamasus? Erm, live ones. Until they die and get resurrected in what we know.
+1 for knowing Manticores and Humans make Lamasu. Otherwise incorrect.

@Seddy: + 4

-No clue, I'm gonna go ahead and guess it was some virgin maiden that went apesnow holy thanks to... becoming a martyr/harnessing the holy powers of Elrath by her pureness or something like it.
+1 for priestess guess.


-Gave them conclusive psychotherapy, after which they went apesnow and died. For you cannot reason with insanity!
+2. One point for knowing that they tried to give them therapy. +1 for poiting out that they failed.(No, therapy and healing are not the same.)


-Why we get a horric transformation, like how a human turns into a lich after drinking namtaru poison, the blend (not drinking) of the blood of a manticore and a human, creates the lovely Lamasu.
+1 for knowing Manticores and Humans make Lamasu. Otherwise incorrect.



For those interested. No, the mixing of Manticore- and Human-blood does not create Lamasus. The fusion of Manticores and Humans does. (otherwise creating Lamasu would be a matter of pouring out to kinds of blood and the creature is formed from that.) The mixing of their blood creates a pestilent disease. Something which is unfortunate for the being that hosts the blood, the Lamasu. However, this disease can be created outside of the Lamasu, without creating the creature.
I give you the first sentence from the description of Aura of Putrescence:
Quote:
"When the blood of manticore and men are mixed, it gives birth to a sickness that kills its host and everything around it."

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Sandro400
Sandro400


Promising
Supreme Hero
Shadow of Death
posted October 15, 2012 10:36 PM

Of course I don't compete. If I will one day, I will answer to non-lore questions too =P

Btw,
Vesta Falcon retired from public life the day her husband was killed in battle and dedicated herself to Elrath in pursuit
of powers that might put an end to fighting once and for all.

As for me, that means that she tried to stop wars, conflicts and other types of "fighting".
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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted October 15, 2012 11:06 PM

Then again, you claimed she created the order, which is never stated anywhere.
But it is moot, since you do not realy compete.
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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted October 16, 2012 05:44 AM

Quote:
The mixing of their blood creates a pestilent disease

CLOSEST ANSWER AWARD!
____________
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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Sandro400
Sandro400


Promising
Supreme Hero
Shadow of Death
posted October 16, 2012 01:47 PM

Quote:
Then again, you claimed she created the order, which is never stated anywhere.
But it is moot, since you do not realy compete.


Yeah, I failed with "created order" (that's just my pending, and I totally admit it), not the war part. In big post you mentioned war and conflicts =P
Really, you're right.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 17, 2012 11:57 PM

Sorry for the delay guys, it is hard to keep up with increased work, pursuing my kali training, socializing and getting enough sleep


@Avonu 23+9 = 32 (good lord )


- The stack is standing at last tile of battlefield and can't be push futher (or game will crash, as it was in beta ).
There is an obstacle or other unit behind the stack.
Pertification should also count as you can't attack unit turned in stone.
I don't know about Frozen units, but Dragon Eel can repel them, so this skill probably also would work on them.
First full +4.

- Water Elemental's Ice Bolt has 2 turns cooldown, Hero's has 3 turns.
Water Elemental doesn't use mana to cast it and their skill isn't affected by Magic or Blood points but only by units number.
The tricky part was that it is not subject to reputation and can therefore harm a phoenix whereas the hero's icebolt wouldn't. But it did not escape your notice, excellent. +4.

- If unit retaliate and cripple Harpy's Movement (like Sharkguards for example), it cannot return to previous position.
Also patch 1.8 should have option to choose Harpy not to return.
Missed chill First acceptable +3.

- Swordmaster (or what it's name is) specialization which boost hero's damage by +10%.
Thunderbird's Pet also boost damage by 50 air damage.
Some Dynasty weapons also boost hero's attack: Sword of the Wolf, Sword of Whistlebone, Assassin¢s Blade.
If hero attacks unit which is valnurable for his/her kind of attack (like Necromancer who attack Glories), hero will do more damage.
Haven and Sanctuary heroes have special skills, which are put on target, and futher attack on that stack will do more damage.
Missed assailant and pressed attack. +3.

- Reduce target Might Defense - Disruption spell from Prime Magic or Terror from Dark Magic are examples of this.
+3.

- Crushers, Demented and Tormentors - which each attack they get bonus to damage.
Also any unit which triggers Luck - it will do more damage. As Inferno is Luck based faction, it has better chances for that.
Crushers not so much unless you count the bug with the second morale attack not being halved. Otherwise good but kensei are missing +3.

- It is active ability now. It was passive previous and worked always, when Vampire used defend action. Now Out of Time need to be trigger by player and has cooldown.
Plus it can work like no enemy retaliation with a cooldown +3


@Poly 18+1 = 19


- Casting Stand Your Ground on it before the mermaid attacks?
Or standing at the edge of the battlefield maybe(doesn't get pushed away that way)? Dunno, I never met any neutrals.
That's one way +2.

- Hero spell costs mana, water's depends on numbers, not magic power, and I think the elemental spell reduces movement instead of eliminating it.
Acceptable +2.

- Just saw this, chill them after they attack, but before they return, with Sanctuary racial. Or, have them die from Fire Shield, Naga special, Pain Mirror, or Rapture in Agony.
Or shark wound. +2.

- Pressed attack, Power of the Horde, getting luck, and ofc snagging Assailant 1-3, or any other Might Attack increase.
Nice and simple +3.

- Killing it first?  Nah, kidding
Chilled now has this effect in the patch to come, also Terror, Lamasu's Dogbreath(indirectly it does so), whatever Disrupting Ray got renamed to.(I can't rule out the possibility of 'Die, nasty!' WMDs, there is one for every OP effect, it seems)
First full +4.

- Sanctuary units moving into (upg, you nitpicks) Kirin mist,
Shooters who moved out from being blocked in their active turn, if their ranged damage is boosted by arties or abilities, units who are affected by Pressed Attack, units who deal additional damage independent from them(small boost, but boost it is):Inferno creatures led by a magic hero(+Fire damage half the time), units led by a Haven might someone, who adds a bit of extra light damage, units with Heroic Charge, Prepare for Strike, or both active on them in their main turn.
I had in mind units like demented and kensei but that works too +3.

- It got changed to an active ability with 2 turns cooldown, does not consume their action, does not warn the opponent that they are invulnerable.
+2.


@Dave Jame 14+1 = 15


- When there is a large unit or obstical behind it. Now it has nowhere to move. And when it is at the end of the map.
Actually it also works with small units behind them +3.

- Water elemental's one does not need mana, It also has a shorter cooldown if I recal correctly
+2.

- The retaliation must reduce its movment points. Like Sharkmans open wounds.
+2.

- Pressed attack. All skills that add attack state (Attack. Magic power. Elemental power if your magic hero has the appropriet elemental attack. Baby thunderbird.
+3.

- With the last patch.. Chilled effect, Soaked effect, A spell that reduces might defence,
+2.

- Well they cant be used as an imortal shield anymore. It is an active ability, Not shure if it consumes an action.
+2.


@Gnomes 14+3 = 17


- If they are on the edge of the map already or if a large creature is behind them they cannot be pushed back. I want to say there is a skill as well, but that would be stretching it since I actually have no idea...
+3.

- A hero's increases in power as magic power and blood reputation increase, a water elemental's becomes more powerful as their stack size grows. Also, a hero's costs mana. Other than that, they both have a 3 turn cool down and freeze an enemy in place for one turn.
+3.

- There is a toggle to the ability that allows you to turn attack and return off or on for every creature that has the ability.
Sure but that's only if you control them, it would be too obvious an answer

- You can increase your base attack by leveling up (Which increases your heroic strike's damage) or nabbing an attack up artifact/ structure. Many of the Might Dynasty weapons add to your attack power, and the poison blade adds some kind of insane bonus damage in earth. Also, Crag Hack's dynasty pet allows you to do a bit of extra air damage to all enemies around your attack's target.
Missed pressed attack but it is a more than satisfactory answer +3.

- Hitting them with terror will decrease their might and magic defense as well as their luck and moral, and the spell disruption removes ALL the might defense, though not all at once. You can cast it multiple times on the same enemy though and reduce that enemy's defense to 0%. Freezing an enemy also increases the might damage that they take without affecting their defense.
Well said. There's also face of death and that necro building +3.

- I don't notice bugs that much, no answer.
That wasn't bug related.

- Now Out of Time is an active ability, so you can avoid damage from one attack but you do not get to carry out the defend command. Also, their life drain has been increased by 5% for each form.
+2.


@Simpelicity 14+3 = 17


- Have something behind him, such as a unit, obstacle, or the end of the map (last row).
+3.

- Mana cost, and the damage calculation. Oh, and it can't be used anytime. Hero skills can be used anytime (as long as it's your something's turn), the eles have to wait for their turn. Not much of a difference (you could argue it's technically the same), but it still gives a tactical edge to the hero's.
+2.

- By reducing it's movement while or right after it attacks so that it doesn't have enough movement to go back anymore. A harpy getting chilled on attack when it attacked at its maximum movement range will not have enough movement to come back and will stay put. Also a counterattack from sharks will reduce movement by a lot, it's also quite possible the harpy won't make it back.
First full +4.

- By skills, artifacts, level ups.
Bit vague +2.

- That dark spell I never looked at more than once that has precisely that effect. Don't ask me its name.
Attacking a out of time vampire (technically next attack he'll be 100% more vulnerable to it, right?)
Lamasu vomit
Dispelling any effects that increase might defense.
Killing mizu-kamis if they're connected to anyone. It kinda goes back to the last one, but it's a little more extreme.
Doesn't the frozen effect kinda do that? In an alternate way kinda.
Getting attacked by cerberus, that'll make you more vulnerable to their might damage.
Killing adjacent sentinels, kinda like mizu-kamis though.
Some interesting parts that others didn't think of +3

- Buggy units. I'm pretty sure some units get full damage because of bugs in the system.
Sanctuary is also less affected if they have some mist lying around nearby. They just walk in there on their second turn, and they get a full movement/attack turn again.
Bit incomplete.

- Can't say I paid much attention to that. Is it an activated ability now?
Yep, doesn't consume a turn and it can work on retaliations too


@Seddy 19+4 = 23


- Dunno, as I cannot recall facing mermaids that much. But, if it works like the Tsunami ability/spell... Have an obstacle at their back/being in the back row. With for example  the earth or Ice wall spell, one could summon one. Also, albeit a bit "overkill" one could use petrify on your unit (it can still act, if you know exactly when to cast it).
+3.

- Hero: Costs mana, scales with magic attack and ice magic skills. It also gains reputation and I think it has a longer cooldown.
Elemental: Scales with creature growth, short cooldown (1 round) costs no mana.
+3.

- The classical sharkmen passive ability is known since the beta. But also, there are goblin traps (by the ability or natrually occuring on the battlefield), also not sure how the Sacred Kirin's trail works in reducing movement, but Frozen Ground should also do the trick. Andof course, you can make it happen yourself as to the latest patch (haven't played, buy heard).
I have not tested frozen ground but you have some nice new additions +3.

- The racial attacks of Inferno (boots crit dmg with might stat and knows when crit) and Sanctuary (increased dmg against reduced stacks, aka much less than at the start of battle). Also, pressed attack (kindof a half-answer since it doesn't make the attack in itself stronger though).
And I'm not sure, but I guess that anything that adds to the attacking state of the hero (might stats boosted by assailant, and magic heroes are boosted by their corresponding magic stats as well as the prime general +magic stats).
And of course, the dynasty weapons, the assassins blade poison and so on.
Sword of the wolf (+ might per turn)
Sandros (only read) staff makes the attacks heal (kindof a boost?)
Also, some dynasty weapons may affect. Like creating the time stasis trap with soulreaver staff (not tested myself). And the aoe air dmg from the whistle (read only)
Fullest yet +4

- Patched: Frozen state (Icebolt for example), Terror Spell, disruption...
Passive: Silksword passive ability. Might necro ability (when a unit nearby dies)  
+2

- Maniacs (that steal more dmg from additional attacks) and any other inferno unit that's lucky (both luck extra damage and lucky to be led by a magic hero that can deal extra fire dmg).
Also, units that got guardian shield may soak up another retaliation (this varies a bit, not sure how it works all the time). Also pressed attack. And special mentions to those units that love positioning, like our tanky haven core: Preatorian, the taunting inferno juggernaut, and any unit then in need of blocking/unblocking.
And also, I'd say any unit which can place a debuff on their opponent.
This includes upgraded coral priestess for example (especally with the air passive Dazed debuff) or Liches for example (liches also dig attacking the same unit, bonus damage ftw!).
Vampire lords, pre-patch, also loved this since they could attack and then return to go out of time.  
Actually I was more referring to the damage part +2.

- Unlike the permanent passive ability (which btw combined with spirit form, made it a darn hard unit to kill), it is now an activated ability with a cooldown (Read only). So you got to pick your Vampire wall placements a little better
+2.
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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted October 18, 2012 02:02 AM

He's alive! And giving me points for all the things! Yay!
____________
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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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted October 19, 2012 10:09 AM

Before the next round starts...¨¨

AVONU LOOK AT YOUR MESSENGER, you have message from me for more then a weak now
____________
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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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted October 19, 2012 10:10 AM
Edited by War-overlord at 10:10, 19 Oct 2012.

Don't be a weekling, look it up.
____________
Vote El Presidente! Or Else!

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 19, 2012 02:06 PM

Next round starts in roughly 25 minutes!
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 19, 2012 02:33 PM

ROUND 6!

- Who do Angels consider their magical equals?

- What near-divine creatures encourage thrillseekers?

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

- In what ways can you freeze a unit?

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

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

- How many units duplicate existing spells?

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

- There is something peculiar about the haven armies but what?

- What can grant a unit temporary physical immunity?
____________
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The_Polyglot
The_Polyglot


Promising
Supreme Hero
Nuttier than squirrel poo
posted October 19, 2012 03:38 PM

Quote:
ROUND 6!

- Who do Angels consider their magical equals?

Faceless I guess. (Though Michael sounds so prissy, I doubt he considers anyone an equal. )

- What near-divine creatures encourage thrillseekers?

Captured princesses with half a kingdom on the line?
Do Demon Sovereigns/Overlords/whatevs count?

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

Well, of course they owe it to the rouge Irollian(?) swordmaster who taught the first ones.

- In what ways can you freeze a unit?

-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


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

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.

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


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.

- How many units duplicate existing spells?

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)


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

-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.

- There is something peculiar about the haven armies but what?

-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...



- What can grant a unit temporary physical immunity?


- 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)


____________
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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted October 19, 2012 04:45 PM


- Who do Angels consider their magical equals?
Tha Faceless, Sar Elam

- What near-divine creatures encourage thrillseekers?
Father Sky

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

- In what ways can you freeze a unit?
Ice Bolt, Kirins Hail storm, Water elementals Ice bolt, Ring of frost, Yuki onas ice traps, frozen ground

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

- Crucial components for a strategy that focuses on lucky hits.
Luck perk,, Flawless assoult, Inferno Luck damage boost

- 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,

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

- There is something peculiar about the haven armies but what?
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)

- What can grant a unit temporary physical immunity?
Petrification, Earth elementals petrification, Heavens racial, vampires out of time.
____________
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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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted October 19, 2012 06:43 PM

ROUND 6!

- Who do Angels consider their magical equals?

The faceless, one would assume. Their equals and opposites all in one.

- What near-divine creatures encourage thrillseekers?

The mortal dragons and powerful demon lords?

- In what ways can you freeze a unit?

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.

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

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.


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

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.

- How many units duplicate existing spells?

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.


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

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).

- There is something peculiar about the haven armies but what?

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

- What can grant a unit temporary physical immunity?

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.)
____________
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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Sandro400
Sandro400


Promising
Supreme Hero
Shadow of Death
posted October 19, 2012 08:40 PM

Quote:
ROUND 6!

- Who do Angels consider their magical equals?

- What near-divine creatures encourage thrillseekers?

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



- Confessors, maybe because of their ability to ressurect.

- 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.

- 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.
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Let's play poker game, lich-style!

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