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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Heroes 4 Quiz: Test your Knowledge!
Thread: Heroes 4 Quiz: Test your Knowledge! This thread is 8 pages long: 1 2 3 4 5 6 7 8 · «PREV / NEXT»
csarmi
csarmi


Supreme Hero
gets back
posted October 25, 2002 09:13 AM

Well, I have to say that this battle is very risky! They have +1 morale which means 10% chance each turn to get it. At the beginning, Troggies do 70 damage with curse and Medusae do 60 (30 at range). With morale it is 87/75.

If they get morale after your first attack, you might find your vampires dead.

So should I assume they never get happy? That would be unrealistic, in fact, expectation is 5 turn only and you'll spend (Vampires do 80-120 damage to the Troggies, 42-64 to the Medusae) over 30 turns playing this battle.

You should have added a single Squire to the enemy army.


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Wub
Wub


Responsible
Famous Hero
posted October 25, 2002 04:59 PM

Actually, the battle isn't that risky. It isn't trimmed extremely tightly and the chaos army will have its morale reduced after some rounds (because they are losing). Admittedly, morale can theoretically spoil things for you, yet it isn't too bad. You do not automatically lose when the AI gets good morale. But alright, even though it is not entirely realistic, how do you win if your enemy doesn't get a morale bonus?  
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csarmi
csarmi


Supreme Hero
gets back
posted October 27, 2002 07:48 PM
Edited By: csarmi on 31 Oct 2002

Hi!

Question 4:

I can tell, that you have tried your best to make this question complete. However, the answer is very simple.

You can defeat infinitely many ballistas.

Actually, all you need is a hero with the summon sprite spell and at least 42 spell points (so that the hero is able to cast it 21 times).

The solution is really simple.

Turn 1-20:
Hero casts summon sprite. Sprite moves in font of the hero to cover it. Ballista shoots and kills the sprite stack.

Turn 21-
Hero casts summon sprite. From now on, hero avoids the ballistas, sprites use hit and run. Since the ballistas have only 2 movement, 0 speed and no morale (mechanical), it is easy to do, but very boring.

Question 2:
Turn 1: Vampire waits, hero casts curse on the Medusae. Troglodyte moves forward, Medusae shoot Vampires, doing 31 damage. Vampire moves so that
1, Medusae still have range penalty
2, Troglodytes can reach them
3, Hero can hide from the Medusae and Troglodytes cannot reach the hero (even after attacking the Vampires from backward). (It is possible.)

Turn 2: Vampire waits. Hero casts curse on the Troglodytes. Troglodytes attack Vampires, doing about 77 damage, Vampires strike back for 80-120 damage healing 40-60 damage. Medusae shoot, 31 damage. Vampires attack Troglodytes for another 80-120 damage...

HP summary:

Vampires do 200 damage on average each turn, healing 100 damage.
Troglodytes do 77 damage, then 68, ... (rapidly decreasing)
Medusae do 31 damage each turn.

Repeat until about 10 Troglodytes left, then Vampires wait, hero moves closer. Vampires fly on Medusae, hero finishes Troglodytes.

So?

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Wub
Wub


Responsible
Famous Hero
posted November 01, 2002 03:33 AM
Edited By: Wub on 5 Nov 2002

This post gives the answers to all four picture questions.

Answer 1


As I said, Djive mentioned most tactics to kill of as many hydras as possible. The idea is of course to immobilize the hydras while the poison and the halflings do their work.

In the first round, cast slow four times with the genies and precision with your mage. In the second round cast mirth on the halflings and in the third round, start shooting with them. Those 50 halflings do an amazing 90 average damage against the hydras, for a total of 900 before they run out of ammunition. But the magi will do the most damage, since they should start casting poison on every hydra stack from the beginning. The poison will then do 36 damage per stack per round. When all 4 stacks are poisoned, the magi can cast magic fist 4 times, for a total damage of 288. All this damage should be concentrated as much as possible on one stack of hydras of course.

You have some more tricks to pull of to prevent the hydras from attacking. Since your genies will be idle while the hydras are moving slowly towards your army, you should position them in a way that they can cast song of peace from all different directions. That way, their line of sight is never blocked. But there is more. You can also use one genie stack as a bait for a hydra stack. You can distract one hydra stack with it; the other three will move towards your army. When they have almost arrived, you should start to cast displacement on them with your mage, this is much more powerful than magic fist. But once you have killed quite a few hydras, they will all come after your genies. So you should let those genies move around while the poison does its work. When you have cast song of peace and displacement until no spellpoints are left and the halflings have used all their shots, you have roughly reached the maximum number
of hydras that you can kill. And let me remind you, this method isn't really risky at all, as long as you stay attentive.

And then the ultimate answer: how many hydras can be killed? At least 20! And this should not be too hard either! Imagine: your army which is worth 1540 experience points, kills a neutral army which is worth 12340 experience points without losses! So from that point of view you can say that with this tactic you can kill an army which is up to 8 times your size!

Answer 2



The correct answer of this question is actually been given already by csarmi. My solution was hardly different, but I will give a summary anyways.

Round 1:
Vampires defend.
Hero curses medusas.
Medusas do 26 damage to vampires (I can be mistaken one damage point).
Troglodytes move forward.

Round 2:
Vampires wait.
Hero casts curse on troggies.
Medusas attack vampires, doing 31 damage.
Troggies move forward.
Vampires attack troggies and position themselves in a way that medusas don't have a full shot on them and that the hero can hide behind them in the next turn. Vampires do 100 damage and heal themselves for 50 points.

Round 3:
Vampires wait.
Hero hides from the medusas somewhere behind the vamps, but out of range of the troggies..
Medusas attack the vampires, doing 31 damage.
Troggies attack vampires, doing 72 damage (give or take 1). Vampires simultaneously retaliate, healing 50 damage.
Vampires attack troggies from same spot, almost healing themselves whole again.

When the troggies have almost died, the vamps wait and move over to the medusas. The medusas have no melee penalty, but are still not powerful enough to take down the vamps.

I foresee that csarmi in his next post is going to say that I didn't say anything new to him

Answer 3



If casting 'terrain walk' on all army members and letting them avoid the behemothes would really work, then you would be able to defeat an infinite number of behemothes. However, playing hit&run with the sprites while avoiding the behemothes, doesn't work when you try it. That's because with 11 armies on the battlefield, it gets really crowded. The idea would probably have worked with just one hero and the summon sprite and summon water elemental spell, although problems with morale may have arisen when you try it.

Anyway, the basic solution is obvious and simple: casting quicksand while attacking with elves and sprites. It is more difficult to choose the right spells to cast with your hero. Should you go for 'speed' on the sprites or fatigue with the water elementals? Should you summon sprites or elves? Should you cast giant strength and when? In my opinion, this is the best solution:

Round 1:
Sprites wait, elves move forward, hero cast speed on sprites, water elementals cast quicksand four times, behemothes move, sprites attack.

Round 2 (a morale bonus from the wrong behemoth stack would be disastrous):
Sprites move away, elves wait, hero casts giant strength on elves, water elementals cast quicksand, elves attack same stack as sprites did.

Round 3:
Sprites wait, elves shoot, hero casts giant strength on sprites, water elementals keep casting quicksand if necessary, sprites attack.

After that the hero has enough spell points left to summon 4 elf stacks. Even though they will run out of ammo, they are more effective than sprites.

With this tactics, you can kill at least 8 behemothes (it depends on how exactly the behemothes react on the quicksand). This may be less spectacular as question 1, but you still defeat an army which is more than three times as big as yours without losses.

Answer 4



It is true that this hero can defeat an endless number of ballistas by using sprites as sacrificial stacks until the ballistas run out of shots. After that a simple hit&run tactic suffices to beat an endless number of them. So, the answer should be that this level 70 hero can defeat an endless number of ballistas. Stupid of me that I didn't think of it while I asked earlier in this thread how many sprites you need to defeat 50 zombies.

Anyway, I should have rephrased the question. Because if I ask instead:
What is the best way to destroy 12,000 ballistas with this hero?, the above tactic is not so good anymore. That's because it will take a year to execute. In that case the answer would be the following.

The key to victory lies in undoing the ballistas from their shots, while using as few spellpoints as possible. Because as we will see later, for every extra spellpoint that you save, you can kill a few hundred ballistas.

Having said that, the first move is a big surprise. In round 1, you should cast 'Summon Phoenix'! You put the phoenixes before you hero and see how they get easily killed. Twelve spellpoints lost?
No, this is where the rebirth specialty kicks in.
In round 2, the first move becomes clear. Since your hero can still shelter behind the phoenixes, she has her hands free for one turn to cast a good spell. That spell is 'mana flare'. From now on, first and second level spells are equally expensive.
In round 3, you must quickly cover the line of sight of the ballistas with some summoned creatures. Cast 'summon leprechaun' and cast fortune on your hero (you will need it later).
In round 4, summon satyrs and let them cast mirth on your hero.
From this moment on, start casting summon elf until the ballistas have no shots left. You can now see how desperately hard these pathetic machines need that shooting ability. Anyway, you have 24 shots, so let them do some damage. Cast all damage increasing spells that you have, for example giant strength, dragon strength and misfortune. Keep moving your hero around and let them shoot until you have no shots left. At this time you will have to engage in melee combat. Cast bloodlust and fire aura and summon a stack of white tigers (at the cost of 1 spellpoint) to eat up retaliation. It gives the hero a free attack on the still very large stack of ballistas. When you have no spellpoints left, let the hero directly attack the ballistas (casting stoneskin first doesn’t pay off). If you fight properly, i.e. use the ‘no retaliation trick’ with your hero, you can kill the remaining 1500 (or something) ballistas. Congratulations, you defeated 12,000 of those cursed machines!

Darned sprites


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csarmi
csarmi


Supreme Hero
gets back
posted November 04, 2002 10:24 AM
Edited By: csarmi on 6 Nov 2002

Awaiting...

Anyways, you did not say anything new to me, but I guess this will be really inspiring to some others - oops, I forgot that Vampires take only 26 damage because of the "defend", not that it matters.

As for the Behemoths question - I still say that quicksand and terrain walk combined properly with the sprites hit and run attack and using a distracting stack of sprites should be enough.

1st turn - slow for times, positioning
from 2nd turn - air elementals keep casting quicksand (only when needed) while you summon sprites, cast terrain walk enough times. Yes, you are overcrowded and against human player you won't stand a chance, but you can defeat lots of behemoths. However, morale can be a problem. I don't know what the behemoths' morale penalty is based on. (their morale will decrease.

Another trick - You have used up only 40 spellpints when ballistas ran out of ammo.
Cast Summon Water elementals. Defend with your troops. Cast Mana Flare again(!).
Cast your damage-boosting spells again.

If I calculated correctly, you can summon water elementals 10 times.
Assume you summon x elementals in one casting.

When you have X elementals, you cast Ice Bolts 18 times. Then summon another stack, another 18 Ice Bolts...

That is
X*11.6*18*(1+2+3+...+10) damage ~ 12000*X damage. Assume X=HP of ballistas - that is another 12000 ballistas! Wow! (I am not good at creature stats and hero advancement formulae, I usually play with hero only and he seldom gets to level 70)

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Wub
Wub


Responsible
Famous Hero
posted November 07, 2002 01:06 AM
Edited By: Wub on 6 Nov 2002

Quote:

As for the Behemoths question - I still say that quicksand and terrain walk combined properly with the sprites hit and run attack and using a distracting stack of sprites should be enough.



You may still be right about that, I thought of a variation on this strategy (without terrain walk) which might work. If it wasn't for the fact that my CD is damaged, I would have tested it. Morale keeps a problem though, as it is based on the percentage of enemy troops that you finished in relation to what you lost. In this particular example you should kill 10% of all behemothes before their morale drops to 0. This will cost many turns so the chance for an undesired morale bonus is big. You need 'summon satyr' to compensate for it.

About your other trick: that may indeed be more effective. Again, I can't test how many water elementals a level 70 hero can summon, but I can give an indication (similar to yours) as to how much damage they will do. If it is true that the hero has 40 spell points left when the ballistas run out of shots, then you can cast summon water elemental 12 times (it costs 3 spellpoints, so you have 4 left). You need those 4 remaining spell points to cast misfortune and mana flare. You still have 2 left then, don't know yet for what spells you should use them.

So: summon water elemental, water elementals defend.
Cast mana flare, water elementals cast weakness (for at the end of battle).
Hero casts misfortune on ballistas (I'm fairly sure that the water elementals do +50% spell damage because of that, that is 17,4 per water elemental). Every water elemental has 24 spell points, so it can cast ice bolt 24 times. So each water elemental does 417,6 damage. Water elementals start casting ice bolt until mana is depleted while running away from ballistas (if necessary, speed should be casted on them).
If hero can summon X water elementals, than the first load of water elementals do 417,6*X damage. When the second load is casted on top of that, 2*417,6*X damage can be done. The last load of water elementals do 12*417,6*X damage. Total damage = (1+2+3+4+5+...12)*417,6*X damage = 78*417,6*X damage = 32572,8*X damage. Number of ballistas killed = (37572,8*X)/28= 1342*X ballistas.

So if we assume that each time the hero casts summon water elemental, she summons 20 of them, you could destroy 20*1342=26840 ballistas. And on top of that comes the amount of damage that the hero and the water elementals do in melee when all spell points have been used. Geez, that is really impressive! So it is indeed probably a better tactic. Nice idea!
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csarmi
csarmi


Supreme Hero
gets back
posted November 07, 2002 09:10 AM
Edited By: csarmi on 7 Nov 2002

The hero has ~50 SP left, but I thought for a while that SWE costs 6 spell points (no, it is 5->3).

(SPH - 12, MF - 3, 22*SSpr - 22 -> 37 spell point used).

So let us assume summoning 15 times, that is even more damage.

As for your Summon Phoenix idea in the furst turn - I must say it is brilliant!

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Wub
Wub


Responsible
Famous Hero
posted November 08, 2002 01:31 AM
Edited By: Wub on 7 Nov 2002

Summon water elemental is a killer spell

I checked the level 70 hero from the picture and she can summon 36 water elementals. I also found out the exact number of shots that a ballista has: that is 20. So you can indeed cast 'summon water elemental' 15 times. The total damage that can be done is now 1.804.032! That is 64.429 ballistas!! And after that you can kill a lot ballistas in melee too! Wow, cool tactic!

Since it is impossible to get that level 70 hero in a normal game, I thought about pulling off a similar tactic with a low level hero. A level 8 druid for example, with expert nature, expert herbalism and expert mediatation can still kill over 50 monks. When you mix in chaos magic and the mana flare and misfortune spells, that may very well become more than 100!

But where this tactic would really shine, is against walkers. That level 8 druid for example, can kill more than 150 nagas!! You just need the summon satyr and summon water elemental spells. Don't forget to cast fatigue on the nagas though. Conclusion must be that the spell 'summon water elemental' is a killer and probably overpowered or at least one of the best spells in the nature magic school!
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csarmi
csarmi


Supreme Hero
gets back
posted November 08, 2002 11:41 AM

Yes, I've always known that.
My most used spells were Summon Water (+quicksand!), Summon Feary +(+confusion), Quicksand, Anti-magic (comes in handy sometimes).

Mana Flare is really good if you are prepared to fight a long battle with spells.

At life school, Defender+Regeneration is a god combo.

As for killing those monks - well, at first, what if they get morale turn one? Secondly, sometimes they will move forward instead shooting, and they are not slow.

By the way, Water Elementals are the reason to skip Griffins and go for Unicorns, because you have to build Creature Portal as soon as possible. The nature's key unit is the WE.

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Klauts
Klauts


Famous Hero
lost in a mourning hall!
posted November 09, 2002 09:23 PM

Gotta revive this!

Here are some questions:

1.Which elemental isn't a lvl 3 creature?(or are all lvl 3)
2.Which creature(s) are immune to inferno?(v1.0)
3.Except the Blackie which creature is the best on 1 vs 1(v 2.0)
4.Which battle(s) do you think will last the longest time
*The battle is 1vs1
*The creatures will not defend or wait they will move/attack/cast each turn.
5.How many alingments have 4 lvl 5 spells?
*Summon vnm is lvl 4
*Summon demon is only a death spell
6.Which alingments were those?
7.What artifact gives you immunity to damage in the 3 first attacks?
8.In how many ways can u get a hero to suck blood?
9.What were those ways?
10.What creatures can hit multiple enemys in one attack?
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Wub
Wub


Responsible
Famous Hero
posted November 10, 2002 09:39 PM

Quote:

My most used spells were Summon Water (+quicksand!), Summon Feary +(+confusion), Quicksand, Anti-magic (comes in handy sometimes).



I assume you're talking about campaigns here, because you usually can't cast 'summon faerie' in a normal game. In those campaigns I did use 'summon water elemental' a lot of course, but I never was aware of how devastating their ice bolt would become when taken into consideration that their spell points replenish after every summoning.

Quote:

As for killing those monks - well, at first, what if they get morale turn one?



For such nasty inconveniences I usually have an immortality potion pre-equipped.

Quote:

Secondly, sometimes they will move forward instead shooting, and they are not slow.



I suspect they only do that if they think they cannot damage the stack that they can hit real much. The AI always seems to be eager to attack those small sacrificial stacks therefore. And yes, they are not real slow and that's what you need the fatigue spell of the water elementals for. That spell may be resisted a few times but ultimately the monks will move with a speed of 3.

Quote:

By the way, Water Elementals are the reason to skip Griffins and go for Unicorns, because you have to build Creature Portal as soon as possible. The nature's key unit is the WE.



Agreed, not only are unicorns not so much worse (or maybe even better) than griffins, it is indeed no good to build expensive building prerequisites for a not so critical unit.


Ah great Klauts, some new questions . Here's a try:

1.Which elemental isn't a lvl 3 creature?(or are all lvl 3)

The gargoyle is a level 2 unit with the elemental specialty.

2.Which creature(s) are immune to inferno?(v1.0)

Even though the spell description says otherwise, inferno is not a fire spell. Therefore, only black dragons are completely immune for it.

3 N/A
4 N/A

5+6.How many and which alingments have 4 lvl 5 spells?

There are two of those alignments:

Life has 5 spells that probably qualify as 5th level spells: Divine intervention, guardian angel, sanctuary, resurrection (angel) and rebirth (phoenix).
Order has 3: pain mirror, hypnotize and steal all enchantments.
Death has 4 (with your definition): sacrifice, hand of death, raise vampires and summon devil.
Chaos has 3: armageddon, chain lightning and desintegration.
Nature has 4: Summon faerie, summon phoenix, summon mantis and dragon strength.


.What artifact gives you immunity to damage in the 3 first attacks?

Robe of the guardian, but only to your hero.

8.In how many ways can u get a hero to suck blood?

Three ways: finding the soulstealer artifact, making him a dark priest (death+life) or casting vampiric touch on him.

10.What creatures can hit multiple enemys in one attack?

Phoenix, faerie, gargantuan, black dragon, hydra, cerberus and cyclope.


 



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Klauts
Klauts


Famous Hero
lost in a mourning hall!
posted November 21, 2002 09:16 PM

OK Wub answered all my qs correctly so i don't need to post results except for 3 and 4 which we discused about!
3ark champion ofcourse!(regeneartion)
4:troll vs troll
 d.champ vs d.champ
They'll last forever!
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csarmi
csarmi


Supreme Hero
gets back
posted November 22, 2002 10:35 AM
Edited By: csarmi on 23 Nov 2002

3.Dark Champion beats the Black Dragon easily.

4. Dark Champion against Dark Champion. This battle will last forever.

4b. Which 1vs1 battle will have the longest finite time?

4c. Which creatures beat Troll 1vs1?

Each player plays to the best of his ability.

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Wub
Wub


Responsible
Famous Hero
posted November 23, 2002 09:34 PM

Quote:

3.Dark Champion beats the Black Dragon easily.



I admit that I don't have the Gathering Storm, but I don't see how a dark champion can accomplish that. If I understood well, a dark champion doesn't heal more than 50 Hp each turn. And even if it fully regenerates, it can never beat a black dragon. If it attacks the blackie, it must take 3 attacks in a row, which will be fatal.

As for your questions, I will give them a try.

4b. Which 1vs1 battle will have the longest finite time?

In theory, that would be 1 sprite vs 1 sea monster (on 'ideal' terrain and with no morale bonuses on the 'wrong moment). A less theoretically long lasting battle will be 1 sprite vs 1 gold golem.

4c. Which creatures beat Troll 1vs1?

If the troll plays to the best of its ability, it should be on defend whole the time (unless it doesn't need regeneration very hard to win). The opposing creature should wait until it gets a morale bonus and then attack 2 times in a row. So: (calculate....calculate...calculate) all creatures for which attack skill value multiplied by average damage is bigger than 375 can beat a troll one on one (other calculation for creatures with a speed smaller than 4 and for creatures that have no morale).

For short, all creatures that can beat a troll are:

Naga, efreet, nightmare, crusader, ice demon, vampire, venom spawn, cyclope, goblin knight and all 4th level creatures. Medusa not I guess, since death stare will not occur.  
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Klauts
Klauts


Famous Hero
lost in a mourning hall!
posted November 23, 2002 10:37 PM

Great qs
4b:maybe 1 troll vs 1 genie
  or 1 sprite vs 1 hydra
4c: vamp,ice d,crusader,nightmare,efreet,genie,naga,cyclop(not sure),goblin and  4's
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csarmi
csarmi


Supreme Hero
gets back
posted November 24, 2002 01:15 PM

As far as I know, Dark Champions always heal completely, but I might be mistaken. They will defend all the time.

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Milamber
Milamber


Adventuring Hero
Magician of the greater path
posted November 29, 2002 04:34 AM

Damn 3D0

they bloody made the titians suck
well they're still ok but they look snow
Homm 4 is a waste of time compared to Homm 3.
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tree
tree


Adventuring Hero
posted December 04, 2002 01:01 AM

Quote:
Here are some questions:


3.Except the Blackie which creature is the best on 1 vs 1(v 2.0)
4.Which battle(s) do you think will last the longest time
*The battle is 1vs1
*The creatures will not defend or wait they will move/attack/cast each turn.
5.How many alingments have 4 lvl 5 spells?
*Summon vnm is lvl 4
*Summon demon is only a death spell
6.Which alingments were those?
7.What artifact gives you immunity to damage in the 3 first attacks?
8.In how many ways can u get a hero to suck blood?
9.What were those ways?
10.What creatures can hit multiple enemys in one attack?


1vs1...should be mantis.

longest battle, 1 troll vs 1 troll.  It'll never end.  

donno about lv5 spell

I forgot about that artifact...it's a cloak, called cloak of something

vampiric touch, that dagger, or dark priest, can make hero suck blood

creatures hit more than one...cyclop, phoenix, blackie, hydra, cerebi, faerie dragon.


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tree
tree


Adventuring Hero
posted December 04, 2002 01:09 AM
Edited By: tree on 3 Dec 2002

all those are kinda hard....let's try a easy one:

is it possible for a lv1 hero, with 1 artifact, to beat 1500 ogre magi?
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Wub
Wub


Responsible
Famous Hero
posted December 06, 2002 01:31 AM

is it possible for a lv1 hero, with 1 artifact, to beat 1500 ogre magi?

Interesting question. I'd say a level 1 necromancer with the poison spell and Valder's crossbow of sloth should suffice. Any potential morale bonuses of the ogre magi can be countered by carefully moving your hero around.

An other solution that may work, is a level 1 druid with the summon wolf, summon sprite and speed spell and the tynan's dagger of despair. One small stack of wolves should eat up the retaliation of the ogres, after which the hero inflicts maximum negative morale. By letting a stack of summoned sprites do hit and and run on the ogres, you may win this battle on this way as well. Both tactics will take you a while, though...

I thought of a similar question. Design a hero that can beat 1500 genies. You are not allowed to give him artifacts or creatures, but you may give that hero spells. Try to give him as few skills as possible. Let's see if you can design a lower level hero than me...
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