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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Spells you like (so far)
Thread: Spells you like (so far) This thread is 7 pages long: 1 2 3 4 5 6 7 · «PREV / NEXT»
HappyPike
HappyPike


Known Hero
Pikeman
posted April 18, 2002 04:12 AM

Don't let this thread die!  

For people who have used Armageddon in Heroes 4. Is it as powerful as the one in Heroes 3?
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Grythandril
Grythandril


Famous Hero
who is a Chaotic Wizard
posted April 18, 2002 11:59 AM

Town Portal

Town Portal is very useful

If you have been attacked by enemy or monster or like me attack thining you gonna win and them discover you are about to be wiped out.  This spell is great.  

Takes you back to your castle without any real damage to you army.  Very useful in combat
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Columbus
Columbus


Hired Hero
posted April 18, 2002 01:21 PM

Powerful to the point of.....

Some spells or combinations are so strong they make the game less fun, I'm afraid

In sieges the Poison spell (or Plague) can be used on troops that will just sit behind the walls waiting. Hit D about a hundred times and the siege is over with minimal losses. You can add in Forgetfulness to really brutalise the AI.

The Town Portal spell in combat is sick. Attack something as Order. Shoot with your Halflings, Mages, Genies and Titans. Cast Town Portal. Attack again. Rinse and repeat. Can you imagine how you would feel if it was Multi-player and you had a Nomad-Ogre Magi-Behemoth line-up???

I also think that Sanctuary is too strong

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CleansingFire
CleansingFire


Hired Hero
posted April 19, 2002 10:16 PM

My favorite two spells so far are Vampiric Touch and Hand Of Death.  Vampiric Touch makes a tough unit stack practically invincible, and Hand Of Death is great for taking out those pesky enemy Heroes.
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Grythandril
Grythandril


Famous Hero
who is a Chaotic Wizard
posted April 20, 2002 03:10 PM

Displacement is also wicked

You can make enemy troops go further back to temporaliy slow them down or bring them closer for better ranged attacks.
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HappyPike
HappyPike


Known Hero
Pikeman
posted May 03, 2002 07:25 PM

bump this from page 5
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bestanden
bestanden


Adventuring Hero
posted May 03, 2002 11:38 PM
Edited By: bestanden on 3 May 2002

huge genie stacks

Had an interesting battle the other day playing a solitary thief on the xl map.  Had to beat 120 or so genies and 90 gold golems to get to the dragon island in the middle for three nice artys.  Thought thief would handle the genies easily with  GM magic resistance.  Well of course the djinn start creating illusory golems and before you know it there are 350 gold golems in two stacks (90 and 260) "whumping" on my thief...ouch.  It took 30 healing potions and about 10 potions of immortality to win that battle, plus two rings of health (THE RINGS ARE CUMULATIVE YOU CAN WEAR TWO... YES!, haven't tried gloves yet).  Basically just stand there and let them whump your hero and defend/retaliate each turn that the hero is  not quaffing potions.  

A question I have for this thread is what the hell do you do about water elemetals if you don't have GM resistance?  I would rather face anything else, even a bunch of devils, than a big stack of those guys.  

Also wanted to add that creating illusions of berserkers with your genies and growing/regrowing the stacks each turn is really fun.  They just run in the castle and clean house without you having to do anything but continue to grow them...rrrAHrrr! rrrAHrrr! LOL.    

P.S. my favorite sound effect in a spell is from hypnotize/martyr when the opponent has a bunch of big stacks and you have hypno/martyred his biggest stack... sounds like a steam engine... k-clank, k-clank, k-clank...LOL.
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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted May 03, 2002 11:51 PM
Edited By: Djive on 3 May 2002

Quote:
It took 30 healing potions and about 10 potions of immortality to win that battle, plus two rings of health (THE RINGS ARE CUMULATIVE YOU CAN WEAR TWO... YES!, haven't tried gloves yet).


Equestrain gloves are cumulative too. (Just make sure you have them on your GM Pathfinding Hero with Boots of Speed.)

Btw. Immortality Potions should be restricted to max one use per battle. Heroes are strong enough without them.

Quote:
A question I have for this thread is what the hell do you do about water elemetals if you don't have GM resistance?  I would rather face anything else, even a bunch of devils, than a big stack of those guys.


Cast Anti-magic (Expert nature magic) and you slaughter the Water Elementals easily. The trick also works against Faerie Dragons. (You may need to prepare with an Immortality potion before facing them.)

If you have this spell and go first, both Water Elementals and Faerie Dragons are easy experience. The problem you face is that if you bring troops, then they'll dish out major damage to them instead of your hero.

As for Illusions/Phantoms I believe Cancellation will also destroy them. (Haven't tried it myself but have seen it mentioned.)
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bestanden
bestanden


Adventuring Hero
posted May 04, 2002 12:05 AM

water hellementals

Yes, have enjoyed using anti-magic v. water and fairy, but probably won't be playing nature all too much because I find the summonning skill annoying and game-bogging. Other than anti-magic, can't find a good spell to throw on the water elementals and they seem to get a line of sight to my heroes or protected units too easily.  Anti-magic/GM resistance is most fun, IMO , on magi, which I hate going against early in the game.  Poison should be line of sight.
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HappyPike
HappyPike


Known Hero
Pikeman
posted May 04, 2002 12:52 AM

Besides anti-magic, I also like to summon ultra-fast creatures such as pheonix and mantis. They can usually attack the water elementals in one turn and block them from attacking my hero.
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UnkaHaakon
UnkaHaakon


Responsible
Famous Hero
happily tilting at windmills
posted May 04, 2002 02:52 AM

Water elementals, and more fun spells

Well, if you really must go it alone, try picking up a little Life magic, and learning things like Order Ward (Ice Bolt is an Order spell) and the other various wards. Heavenly Shield could also help. These are all 2nd level Life spells. Plus, if you like doing the uber-thief bit, the Prophet advanced class (Scouting and Life magic) gives you 25% to your melee and ranged defense...

Other nasty little (level 1 & 2)spells, to get back on topic:
Spell Shackle (Chaos): watch Mages and Genies kill themselves quick
Life Drain (Death): useful for facing Life and Nature troops... and not line of sight
Exorcism (Life): A spell of choice when facing Evil Eyes
Pathfinding (Nature): A simple little spell, but can be used to devasting effect ... ignoring terrain penalties means a nice strategic edge
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HappyPike
HappyPike


Known Hero
Pikeman
posted May 04, 2002 03:42 AM

Quote:
Pathfinding (Nature): A simple little spell, but can be used to devasting effect ... ignoring terrain penalties means a nice strategic edge


I have only used this spell on the adventure map...
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brody
brody


Known Hero
Pathetic Loser
posted May 04, 2002 07:03 AM

Quote:

Spell Shackle (Chaos): watch Mages and Genies kill themselves quick



Am I mistaken?  I haven't used the spell, but I thought the manual said it was only 1 point of damage per spell point... so it seems like a totally useless spell in that sense.
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Halfling
Halfling

Tavern Dweller
posted May 04, 2002 02:24 PM

I can remember from some battles that it was far more stronger. It was specially strong againt against spellcasting heroes. They cast a spel and lose like 50 hitpoints. I think quicksand is a really strong spell, because it was very useful if there is just one very strong walking stack.
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Grythandril
Grythandril


Famous Hero
who is a Chaotic Wizard
posted May 04, 2002 02:34 PM

Mireis a very nice spell ion the adventure map.

You can cast it on heroes or creatures if you want to attack them.  I also like the nice web effect that appears after you have cast it.

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jvanhalderen
jvanhalderen


Hired Hero
$200 per hour - Tax Included.
posted May 06, 2002 09:44 AM
Edited by Galaad at 23:06, 14 Jun 2022.

Forgetfullness - Very nice
Creat illusion, Especially when u play order, Use the genies to cast extra units.
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Henl86
Henl86


Known Hero
oLd SkOoL RA2 OwNaH
posted May 07, 2002 05:18 PM

If you've cast dragon strenght already, can you cast the other strenght spell? And if you can, any benifit?
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bestanden
bestanden


Adventuring Hero
posted May 07, 2002 06:00 PM

dragon/giant strength

Yes you can cast giant strength on top of dragon strength.  Was playing with that last night and the best strategy seems to be to quaff buff hp potions pre-combat, cast dragon first, then giant, then... well I usually didn't need anything else except a healing potion or two even against HUGE stacks, i.e. 144 efreet, 280 griffins and 800 archers, etc.  You can also get double effect from wearing two identical artifacts, like rings of life for instance.
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Henl86
Henl86


Known Hero
oLd SkOoL RA2 OwNaH
posted May 07, 2002 09:53 PM

Yeah I noticed, you couldn't use to identical artifacts in homm3, but in homm4 it works.
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undead_wolf_...
undead_wolf_lad


Adventuring Hero
Undead Wolf Wrangler
posted May 08, 2002 08:52 PM

Chaos: Mass First Strike first round and then hit your best unit stack with Cat Reflexes...amazing results.

Death: VAMPIRIC TOUCH...turn any unit stack into Vampires...notihng like taking that stack of 100+ imps or ghosts and making them poor man's Vampires.

Life: Mass Wards and Prayer...

Nature: Mass Speed, Mass Snake Strike, Giant Stength, and oh yeah...summon anything

Order: Mass Precision and Mass Slow...great for ranged armies. Also, Hypnotize and Pain Mirror...

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