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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Haven: revealed
Thread: Haven: revealed This thread is 2 pages long: 1 2 · NEXT»
Dragon_Slayer
Dragon_Slayer


Honorable
Supreme Hero
toss toss toss
posted August 28, 2003 01:30 PM
Edited By: Dragon_Slayer on 28 Aug 2003

Haven: revealed

Well I’m back and better than ever. Over the next few days I will create a very large guide to Haven. I will start with the main structures, then post creatures, and then I will post my ideas and a strategy guide. I hope this will grow larger than my Necromancers Guide to Death! Oh and plenty of pics for your viewing pleasure

Haven are usually overlooked when choosing an alignment to play as. I’m not sure why because once you learn to use them properly they can be a formidable force. Haven are the home of Life-aligned troops and magic guilds devoted to Life Magic, containing spells that focus on healing, blessing and protection. The human soldiers of this town are native to the grass terrain of their homeland plains.

Here is a list of all the Haven structures with a brief description of each. I have also provided the usual pictures.

Castle
A castle provides a town with increased security.  Presence of a castle also increases town creature production.


Hall
A town's hall is its centre of leadership. Your halls provide you with income in the form of gold.


Holy Cathedral
The Holy Cathedral is centre for spell research and provides Life spells for heroes to learn. Each upgrade of the Cathedral increases the number and level of spells available. The two small buildings beneath are the Orders of Nature and Enchantment, which allows you to learn spells from the neighbouring magic schools, Nature and Order.


Shipyard
Can be build if the town is near water. Allows you to build, buy and enter ships with your army.


Prison
If the victor has a prison in one of his towns, a vanquished hero will be locked up until the player that owns him rescues him by conquering the town with the prison.


Caravan
This structure works as a starting point for creature caravans, travelling from town to town.


Tavern
Hear the latest rumours, or hire a priest, knight, mage, archer, druid or lord starter class hero. The Tavern also raises the morale of siege defenders.


Order of Paladins
From this order you can buy stat-enhancing equipment and potions. Items available are; Longsword, Plate Mail, Holy Water, Potions of Restoration, Fire Resistance, Healing and Mirth.


Holy Avatar
Increases the income, creature growth and strengthen the specialities of the town.


Here are the dwellings:

Squire's Guild
Squire Dwelling
(level 1 walker)


Archery Range
Crossbowman Dwelling
(level 1 shooter)


Ballista Works
Ballista Dwelling
(level 2 shooter)


Monastery
Monk Dwelling
(level 3 shooter)


Knight's Chapter
Champion Dwelling
(level 4 walker)


Altar of Light
Angel Dwelling
(level 4 flyer)



Here are some of the more specific structures:

Stables
The stables take care of your hero's horse when visiting the town. Armies departing from towns with stables have their movement allowance increased with +5 for the next 7 days.


Abbey
The Abbey provides armies with +2 morale for their next battle.


Seminary
The Seminary enables visiting heroes to learn 4 basic secondary skills from Tactics, Combat, Life Magic, Order Magic and Nature Magic.


Well thats all for now. I'll post again soon.
Hope you enjoyed reading/looking at this thread as much as i had making it.
All pics have been taken from celestial heavens
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Aquaman333
Aquaman333


Famous Hero
of the seven seas
posted August 29, 2003 04:31 AM

I don't think the castle improves production in Heroes IV. I may be wrong though.
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"OOOOOOO!"."  
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Lich_King
Lich_King


Honorable
Supreme Hero
posted August 29, 2003 10:39 AM

No, Castle indeed do not improve unit production. Only give more protection during the sieges: Stronger gate and 3 defencive towers... Note that units take 8 times less damage on the back tower and 4 times less damage on the side towers.
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Dragon_Slayer
Dragon_Slayer


Honorable
Supreme Hero
toss toss toss
posted August 31, 2003 09:36 AM

Quote:
I don't think the castle improves production in Heroes IV


Oh ok, I always thought it did. I might have been thinking of H3 though. Hehehe thanks Dingo, i always put pics now.
Well here are the creatures for Haven. It is not as detailed as the death creatures and I may have missed a few so feel free to fill in the gaps. I have had a lot of homework recently so I didn’t put in a description for each creature and how to use them so as I said feel free to add to what I have.



A nice picture with some Haven creatures in a battle

Squire
10: HP
8: Attack
11: Defence
2-3: Damage
19/6: Movement
Stun= Special ability


Crossbowman
10: HP
9: Attack
11: Defence
2-3: Damage
19/6: Movement
10: Shots
No Distance Penalty= Special ability


Balista
28: HP
15: Attack
16: Defence
5-7: Damage
15/2: Movement
20: Shots
No Range or Obstacle Penalty, Mechanical= Special Abilities


Pikeman
30: HP
12: Attack
13: Defence
6-8: Damage
19/6: Movement
Long Weapon, Negate First Strike= Special Abilities


Monk
55: HP
20: Attack
22: Defence
10-15: Damage
19/6: Movement
12: Shots
Death Ward= Special Ability


Crusader
65: HP
22: Attack
22: Defence
10-16: Damage
19/6: Movement
Strikes Twice, Death Ward= Special Abilities


Champion
150: HP
25: Attack
25: Defence
24-36: Damage
25/10: Movement
First Strike, Charge= Special Abilities


Angel
230: HP
30: Attack
34: Defence
40-65: Damage
30/15: Movement
20: Mana
Resurrection= Special Ability


Peasant
10: HP
6: Attack
7: Defence
2-3: Damage
18/4: Movement
Taxpayer= Special Ability



Well that’s it for now. Its not very detailed but I have had a lot of homework. I should post again soon with some other info on Haven.

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splat
splat


Adventuring Hero
posted August 31, 2003 01:12 PM

grail structures don't always give you extra creatures anymore. Only might structure I think. Others give you 3000 gold per day and the spells of that alignment will get 25 or 50% stronger.
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dale
dale


Known Hero
posted August 31, 2003 07:39 PM

Quote:
grail structures don't always give you extra creatures anymore. Only might structure I think. Others give you 3000 gold per day and the spells of that alignment will get 25 or 50% stronger.


According to the list I copied from one of the web sites, you are right -- only the might structure gives extra creature growth, 100% in that town and 25% in other might towns you own.

All of the magic towns increase their magic power (50% for all but nature which gets only 25%).  

The only other extras are for:
order which causes all magic shrines to act as if they were built to be level 5 (almost useless since by the time you get the grail, you probably have already done that)
         -and-
death which increases necromancy skill and demon summoning (this is the really good one!)

Yet another case for death being the most powerful class to use!
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Grey Beards of the world, Unite :-}}

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Dingo
Dingo


Responsible
Legendary Hero
God of Dark SPAM
posted August 31, 2003 08:39 PM

Just a Thought...

Dragon Slayer, I've seen you make another thread like this so I assume there will be more.  Maybe you could give each creature a rating of how good you think they are.  

Example, Peasants 2/5 they are very weak but the taxpayer ability is very good or Angels 5/5 flying, plus resurrection makes these guys tough.
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Dragon_Slayer
Dragon_Slayer


Honorable
Supreme Hero
toss toss toss
posted September 01, 2003 09:31 AM

Quote:
Dragon Slayer, I've seen you make another thread like this so I assume there will be more. Maybe you could give each creature a rating of how good you think they are.


Good idea, i dont have much time so maybe you could do that. No i dont think i will make another one of these threads, im busy working on something else.....

Quote:
grail structures don't always give you extra creatures anymore. Only might structure I think. Others give you 3000 gold per day and the spells of that alignment will get 25 or 50% stronger.


Sorry, my bad.

Well heres some info on sieging with Haven.

Haven: Sieging
The Haven, the town of defensive and healing spells, is quite good for siege defence. With Ballistae, Crossbowmen, and Monks on the towers, the enemy troops will have a fun time trying to get you without dying. Of course, in most situations you won’t be choosing both Ballistae and Crossbowmen; in that case, you can replace the missing ranged troop with a Knight with the Archery skill (or an Archer, if you hired one of those). Also, remember the helpful mass Ward spells. Since your enemy’s army will usually be mainly of one alignment, having the right mass Ward spell will make it much harder for your enemy to kill you. Combine that with Celestial Armour when need be, and if you picked up some Order or Nature Magic, try casting Precision, Slow, Displacement, and Create Illusion (on a ranged troop, preferably).

Taking over a town with only Life troops is a different story. Due to their defensive nature, you’ll be hard-pressed to do that much damage to the enemy troops. Song of Peace is a helpful tool against enemy ranged-attackers and spell casters. While that’s the only “curse” spell in the Life spell book, Monk heroes will be happy to use some of their Order spells against the enemy, including Forgetfulness, Displacement, (Mass) Precision (always do full damage, plus a 25% bonus!), Blind, Berserk, Hypnotize... take your pick! Remember that Crusaders can do two blows to the drawbridge, and that Pikemen can sometimes attack through the walls without standing in the moat. Angels’ Resurrection ability should be used with great care, and when the enemy least expects it!


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LordZXZX
LordZXZX


Famous Hero
Overfished
posted September 06, 2003 03:26 AM

Here's my ranking of the Haven units:

Crossbowmen: The same usual, powerful but fragile archers from homm2 thru to 4. Always had 10 HPs. No double shots here but their long ranges make them powerful. Pick any suitable target with them and supply them with meat shields. 3/5

Squires: Slow movement makes them defensive. They provide good meat shields and are not bad for a 2nd attack on an enemy unit(after that unit has retaliated). Stunning would rock if it kicks in, but unfortunately, that does not happen often, especially when compared with other chance effects like demonfreezing or unicorn blinding.  2/5

Ballistae: Pick your target. Long range + no obstacle penalty = high damage anywhere. However, this comes with steep drawbacks. They are slow, unaffected by healing and resurrection, usually the last to shoot, and worst of all, they are a real drag on the map. Pick them only if your knight is going to be a field marshall.
BTW, did you know that ballistae can be blinded? Wonder if it's a bug...             2/5

Pikemen: They have satisfactory damage and high HPs to make up for the lack in attack & defense. Long weapon makes up for the low speed, and most of the time, their attack don't get countered. They come in high numbers, and are underestimated by both AI and human players, and are barely targeted, which means you'll probably have lots of pikemen. I prefer pikemen over ballistae for the fact that they don't slow you down.            3.5/5

Monk: Powerful ranged attacker but without a long range. Lack of a significant special ability supposedly makes it inferior to crusaders, but they have high numbers to make up for lackluster stats.        3/5

Crusader: Powerful and dangerous. Low movement but high speed, making them deadly when they are near the enemy. Growth rate also above average. And double strikes make them inflict really heavy damage. Not a good choice if you chose pikemen, cos' you just missed out on ranged support.
4/5

Champion: They charge their enemy, increasing their damage as they run. Comes in high numbers, twice the number of champions compared to other lv4's. That doesn't mean you'll save or lose money cos they cost have the price of a normal level4. Requires a ton of wood. Big size limits their usefullness in crowded battles. Low defense and HPs means more losses than you'd expect. Still, a huge army of champions can still be an intimidating sight.  3/5

Angel: Not as powerful as the homm3 archangel, but still deadly. They may come up on the losing end when up against level 4's like behemoths or phoenixes, but their real deal is theis resurrection ability. Choose wisely who you want to resurrect, for that can only happen once in a battle, or never if there are imps around.            4.5/5

Peasants: Keep them in the castle for the gold they generate. Don't take them out to fight coz they suck in battle.               1.75/5

Those are my ratings of haven units. Anything you disagree about it feel free to say so.
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streetspirit
streetspirit

Tavern Dweller
posted September 12, 2003 02:26 PM

Just wondering why you rated Champions lower than the Crusaders. And you rated Monks lower than the Pikemen too. Hmmm.. I seem to disagree. Anyway, giving a higher rating to Crossbowmen than Ballistae are agreeable. Ballistae are really slow on the adventure map. They should be for seige attacks but with their movement, you will tend to use them for seige defense.
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Dingo
Dingo


Responsible
Legendary Hero
God of Dark SPAM
posted September 13, 2003 01:15 AM

Quote:
Just wondering why you rated Champions lower than the Crusaders. And you rated Monks lower than the Pikemen too. Hmmm.. I seem to disagree. Anyway, giving a higher rating to Crossbowmen than Ballistae are agreeable. Ballistae are really slow on the adventure map. They should be for seige attacks but with their movement, you will tend to use them for seige defense.


I think the rating is for the class/level of the creature..  Like a Medusa would probably be a 5/5 for her class and a Champion would probably be a 2/5.
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Damacon_Ace
Damacon_Ace


Famous Hero
Also known as Nobris Agni
posted September 13, 2003 12:50 PM

I partially disagree with the rating on the champions/angels comparison. Sure, angels can resurrect others which does come in useful at times, but don't forget the champions double growth rate and first strike ability make them not so useless, plus you can get a large amount of champions early in the game if you choose them. Which means on some maps champions are my preferred choice.
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silx87
silx87


Supreme Hero
posted September 13, 2003 08:03 PM

...the problem with champs is dat they need soo much wood n ore to build the dwelling!and after dat u need more of it to make the champs...
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LordZXZX
LordZXZX


Famous Hero
Overfished
posted September 14, 2003 10:14 AM

dingo's right. I did rate them according their level. My ratings are a bit biased, though.
I tend to dislike champions because for some strange reason, there are always trees and rocks blocking a path for my oversized champions and somehow they end up taking 2 turns to reach that target, during that 2nd turn, they won't have much of a jousting advantage. They are also favorite targets of spells, when I'm against AI or humans.
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Dragon_Slayer
Dragon_Slayer


Honorable
Supreme Hero
toss toss toss
posted January 10, 2004 08:28 AM bonus applied.
Edited By: Dragon_Slayer on 10 Jan 2004

Hey it's been a while since i posted on here! Well it's holidays now and i had nothing to do so i decided to update my Haven thread!


Life magic is the spell group that is most beneficial to its own units. The 5th level spells for Life can be some of the best in the game, making potions of immortality obsolete, and allowing you to add extra lives to creatures. The first levels are very powerful for their level, especially early in the game, as healing units can prevent losses, or at least significantly reduce them. Prayer is also a great spell as it gives all life units 25% more HP and 25% more strength.



In the second spell level , Life magic has a lot of choices, and it would take a few towns to gain access to all of them. Song of Peace is similar to wasp swarm, but it not as effective, as it allows the enemy to move, just not attack. This can be used in a similar method to wasp swarm though, walk around with a ranged unit and a melee unit and use a shooter to barrage them while they cant attack you. Defender can be a great spell, as can heavenly shield. Wards are also helpful. I sometimes begin battles with a mass ward depending on the creatures in the opposing army.

After an abundance of level 2 spells, life has just 5 level 3 spells. Mass Bless may be the best 3rd level spell in the game, causing all friendly creatures to reach their maximum potential on each attack. Regeneration can also be useful, especially on a unit that will not take much damage. Mass Healing is another quality spell because it will heal all of you units. This is not advisable however if only one of your units is being picked on. Then it would be more beneficial to cast bind would or heal. One of the few direct damage spell in the Life lineup is Holy Shout, which will damage all undead units, obviously this is worthless most battles, but it is a good spell to use when facing Death. When I have all third level spells, and nothing above, I will start a battle with celestial armor, and that is something I may use later in the game, because it is a good defensive spell, even in late stages. The other spell which I sometimes use first is mass fervor. If you have mass fervor, begin every battle with it regardless of the other spells, because all of your units will act first in every round, and after using it for a battle, you will be impressed with how much it helps.



Now the 5th levels. All of these are healing spells except for sanctuary, which makes your units invulnerable until they attack someone. I still begin with mass fervor however, because units under sanctuary cannot be affected by spells. Sanctuary is a great spell, because you are able to position your units anywhere. You can gang up on one unit, or move behind enemy lines to kill the opponents hero. I find that Guardian Angel is an underrated spell, it gives extra lives to creatures and is helpful in bigger battles, because you will not lose as many creatures, thus the damage you do will stay high as you keep the original stack numbers (it doesn’t add units, it just gives them extra lives). Divine Intervention does away with the expensive immortality potions because it can resurrect fallen heroes. Life magic’s spells, in conjunction with resurrection, can be very daunting. The only problem with life is that perhaps one of their best spells (prayer) is developed strictly for life and other towns will not benefit from it so you have to base your army on life units.

I think i might also rate the creatures:
Peasants:  1/5
Crossbowmen:  3/5
Squires: 1.5/5
Ballistae: 3.5/5
Pikemen: 3.5/5
Monk:  4/5
Crusader: 4/5
Champion:  3.5/5
Angel:  4.5/5
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EmperorSly
EmperorSly


Known Hero
Destroyer of Liver
posted January 14, 2004 05:35 PM

more on spells

Alas, no mention on Martyr, on of life's coolest spells. In fact pretty much the only spell that can protect the weaklings -- crossbowmen's 10 hp are too few to gain anything from healing them, even guardian angel on them wont save much. But let a martyrous hero protect crossbowmen, combine it with heal and they are safe -- hero can save at least 10 crossbowmen each round, normally even more. Or on the contrary -- protect your high-defense-rating combat hero, so that even serious blows at him result only in the death of few peasants...

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terje_the_ma...
terje_the_mad_wizard


Responsible
Supreme Hero
Disciple of Herodotus
posted January 21, 2004 10:57 AM

Try casting Regeneration on your Martyrious hero!
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"Sometimes I think everyone's just pretending to be brave, and none of us really are. Maybe pretending to be brave is how you get brave, I don't know."
- Grenn, A Storm of Swords.

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Dragon_Slayer
Dragon_Slayer


Honorable
Supreme Hero
toss toss toss
posted January 26, 2004 06:58 AM
Edited By: Dragon_Slayer on 28 Jan 2004

Quote:
Alas, no mention on Martyr, on of life's coolest spells. In fact pretty much the only spell that can protect the weaklings


How could i forget? That is also one of my favourites. Well i have expressed all of my ideas now and i have nothing left to say unless more people post their thoughts, then i will reply. Thanks to everyone who posted in this thread but mainly EmperorSly, LordZXZX, dale, Damacon_Ace and Lich King who took time to express their thoughts, and Dingo who introduced the creature rating.

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ThE_HyDrA
ThE_HyDrA


Admirable
Famous Hero
The Leader of all Hydras
posted February 12, 2004 11:28 AM

Mini Lively Strategies

I see you, Dragon_Slayer, have given strategy another try. While your first two posts leave a lot to be desired, seeing as it is merely copied pictures and a line or two of information about the structures, the following posts have displayed your knowledge of this once powerful town.
Yes, in Heroes III, the Castle dominated. In Heroes IV, this is not the case, and the evil of Asylum and Necropolis dominate once more. Though Haven does not have the creature-based firepower to help it emerge victorious, its spells are much to the contrary.

Haven Overview

The Haven town is closely related to the Knight town of Heroes II, and the Castle Town of Heroes III. The Haven is the only town in Heroes IV to be comprised of solely humans, and the town maintains fairness, justice, and mercy, and longs for equality within the world. While not particularly specialising in one specific area, the Haven looks to God for its powers on the battlefield, where he is omnipresent in Life’s battles against evil, on their native terrain of grass.
The Life town is allied with both Order, exercising its lawful traits in society, and nature, having a natural balance between all forms of life.
The Priest, Haven’s magic hero, focuses on beneficial spells that either protect or enhance the unit’s performance. The main area of spells however, is healing, as Priests believe highly in the well-being of themselves and others. The Knight is a gallant citizen, and does his or her best to fight for the glory of God. Generally using techniques of leadership or archery to aid them.
All creatures in the Haven town have human components, the most exclusive being the almighty ‘angel’, Haven’s strongest and most loyal creature.

The Heroes
The Priest is indeed a helpful ally on the battlefield, even at an early stage of the game, where ‘bind wounds’ and ‘heal’ can bee especially helpful on other heroes. In larger battles, ‘Song of Peace’ proves its worth.
The Knight, while not as specialised as the Barbarian, can become a force to be reckoned with on the battlefield. Paths (advanced classes) that become available readily for the knight are the general, the lord commander, and the warlord classes.
Unfortunately there is very little hero variation in Heroes IV, so nothing much can be said about them.

The Creatures

As stated previously, every creature in the Life town is human, or has human elements. The Haven has an extremely low body of flyers and spellcasters, the Angel being the only one out of the 10 Haven creatures to possess those abilities. The Haven has a large number of shooters and walkers, 4 and 5 respectively, making for a more conservative battle strategy than other towns. The Haven creatures also have a rather low HP count.

The level 1 creatures provided by the Haven town are certainly one of its strongest points. The squire, while not possessing many HP, has a very useful special ability in stun, which can often render a more powerful opponent useless, similar to the song of peace.
The crossbowmen’s no range penalty certainly sets it apart as a ranged attacker from the likes of orcs and centaurs. Again, not a massive HP count, but it is not entirely required here.

Level 2 is arguably Life’s most potent level. The Pikeman, as always, is incredibly sturdy, and is not easy to defeat due to its defensive capabilities, and always managing to keep its distance with a long pike attack. They are a solid level 2 creature.
The Ballista, though slightly less durable, deals healthy damage due to its double no range penalty and no obstacle penalty. Though it does have one hindrance – the decision which one to pick…

Level 3 is rather average, with the Monks’ low HP, rivaling the Gold Golems in this area, they are weak units which are easily silenced with forgetfulness or a powerful flying creature.
The Crusader is much better, and does well with many beneficial spells due to its double attack and good statistics. I pick the crusader much more often than I choose the monk.

The Level 4 of the Haven town is not the strongest, in fact, it could be the weakest. The champions have little in the way of statistics, and this is not aided by their special abilities (or lack, thereof). Luckily, it comes cheap.
Angels, far the better choice in my opinion, are more maneuverable and have the worthwhile special ability of being able to cast resurrection. Apart from this, there is a good statistics boost.

The Spells

Life spells do indeed focus on healing and protection, and the main goal of casting these spells is to preserve and defend your own creatures, and also enhancing them slightly to provide more of an edge. Notice these are not direct spells, and therefore people could underestimate their power.
At the early levels, seemingly useless spells like bless and heal can turn the battle around, especially if the difference in damage dealt is sizeable. (e.g. 2-10).
Though, undoubtedly, one of the standout spells here, is martyr. The frustration of not being able to damage the martyred creature is certainly worth placing the damage on another willing ally. Generally, this is placed on a hero, or a level 4 creature with high HP. (Preferably MD)
I have explained the power of Song of Peace earlier, but another spell which is just as effective, if not more so, is prayer. This duly compensates for the lack of firepower life has, and enables creatures like crusaders to compete with nightmares.
All of the level 5 spells are invaluable, the power of sanctuary is almighty, and is especially useful for slow and short ranged creatures. Guardian Angel can also resurrect about 10 level 4 creatures at the higher levels.

Dragon_Slayer

Instead of posting my own siege strategies, I will do that, and discuss Dragon_Slayer’s.

“Of course, in most situations you won’t be choosing both Ballistae and Crossbowmen; in that case, you can replace the missing ranged troop with a Knight with the Archery skill (or an Archer, if you hired one of those).”

I don’t see why you think this is so farfetched. It is entirely possible to have all three ranged units, and, especially for castle defence, it would be wise to caravan some ballistae in from other castles, while retaining your pikeman. A knight with the archery skill is generally one that is higher up, around level 8 to be effective.

“and Create Illusion (on a ranged troop, preferably).”

I really don’t see how this would benefit a defending army. Considering the 3 tower spots are taken up, what can a created illusion do? Also considering that the magic hero wouldn’t have had the time to excel in both Life and Order magic. For this to occur, the hero would have to be very high up, and, in that case, would be casting other spells such as Prayer, Mass Precision, and Mass Bless. (Which, by the way, don’t affect the illusion)

“Monk heroes will be happy to use some of their Order spells against the enemy, including Forgetfulness, Displacement, (Mass) Precision (always do full damage, plus a 25% bonus!), Blind, Berserk, Hypnotize... take your pick!”

Most of these are excellent spells to use, but I question the effectiveness of the forgetfulness spell. It fails to reach the mechanical ballistae, which can be a problem. Mass Precision would do little for an attacking army, because the towered opponents will always deal more damage. You are better of using displacement, berserk, and hypnotise here.

“Remember that Crusaders can do two blows to the drawbridge”

It is strange that you mentioned create illusion in the defensive part, but not here. This is where you need it most. Simply create a Phantom Image (Or illusion, whichever is most readily available) and use that to take down the gate, instead of leaving your real creatures susceptible to ravenous attacks in the moat.

“After an abundance of level 2 spells, life has just 5 level 3 spells.”

Actually, it has 6; Celestial Armour, Holy Shout, Mass Bless, Mass Healing, Necromancy Ward, and Regeneration.

“Mass Healing is another quality spell because it will heal all of you units.”

That’s pretty self explanatory. Though I am inclined to say mass healing isn’t so effective. The reason being healing level 1 and 2 creatures won’t do much, it is really only worthwhile when dealing with level 3s, 4s, and heroes.

“I find that Guardian Angel is an underrated spell, it gives extra lives to creatures and is helpful in bigger battles”

Underrated? I am not sure who here rates this as a bad level 5 spell. I believe it is one of the best, and would rate it up there with the highest. Though you are right that it is extremely helpful in preserving your more powerful creatures.

I believe creature rating does not really give a true indication, because there are too many things to take into account, so I will give my opinions on the frequency of choosing the creatures.
Ballista: 3/6
Pikeman: 3/6
Monk: 1/6
Crusader: 5/6
Angel: 6/6
Champion: 0/6

I think EmperorSly and Terje_The_Mad_Wizard make excellent points about utilising the martyr spell to its extent. Yes, it is really the only spell that can protect level 1 creatures, and coupled with regeneration on the martyr hero, it can be put to good use, but the plan falters if the creature being martyred is barraged.

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"Dragons may breathe fire, but Hydras have many heads." - The Creed of Hydras
"As the Dragon drew its breath, the Hydra pounced, swiftly but powerfully, and the Dragon was defeated.”

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Dragon_Slayer
Dragon_Slayer


Honorable
Supreme Hero
toss toss toss
posted February 13, 2004 07:28 AM

Well Hydra to what do I owe the pleasure of your post?
Quote:
I see you, Dragon Slayer, have given strategy another try

You make it sound like my first attempt was a total failure; remember I did get a qp for it!
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the following posts have displayed your knowledge of this once powerful town.

Awww shucks…
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I don’t see why you think this is so farfetched. It is entirely possible to have all three ranged units, and, especially for castle defence, it would be wise to caravan some ballistae in from other castles, while retaining your pikeman. A knight with the archery skill is generally one that is higher up, around level 8 to be effective.

I see your point but in some situations you will not be able to obtain another castle for one or more reasons.
Quote:
It is strange that you mentioned create illusion in the defensive part, but not here. This is where you need it most. Simply create a Phantom Image (Or illusion, whichever is most readily available) and use that to take down the gate, instead of leaving your real creatures susceptible to ravenous attacks in the moat.

This never occurred to me. That is a really good idea.

Well I would like to say more but there isn’t much left to say really. Everything has been covered and you have corrected all of my mistakes. Well once again thanks everyone for making this a great guide to Haven. Also special thanks to Hydra for once again finding some flaws with my posts!

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