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I haven't had a chance to play the new expansion pack yet, but I'm very interested in the phrase in the advertisements about "new spells." Could you please explain what these are? What kind of spells are they?
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morealyz;131616
I haven't had a chance to play the new expansion yet, but I'm very interested in the phrase in the ads about "new spells." Please explain what these are. What kind of spells are they?
School of Light: regeneration, divine retribution (amazing!).
School of Darkness: vampirism, sorrow (lowers morale/luck depending on magic skill)
School of Summoning: wall of swords, crystal (creates an obstacle on the battlefield)
hive (stings enemies, doesn't affect undead)
//I forgot something...:confused:
Хакер - не преступник.:smile28: Взлом - для искусства. Смысл - в свободе.
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You are absolutely right. I forgot about Chaos ;) . The fire wall from the summoning magic was moved there, and a 5th-level spell was added, but I forgot its name. :( Something about cold, maybe someone can help?:rolleyes:
In reply to Майор Вихрь
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Major Whirlwind;131636
Everything is correct. I forgot about Chaos ;) . The fire wall from summoning magic was moved there, and a 5th-level spell also appeared, but I forgot what it's called. :( Something about cold, maybe someone can tell me?:rolleyes:
Exactly. It seems like "Stasis Field":smile20: A great thing!
Хакер - не преступник.:smile28: Взлом - для искусства. Смысл - в свободе.
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I'm in shock!!! I'm playing Zehir's last mission. I maxed out the "Banish" skill, and with a spellpower of 31, it doesn't dispel a bunch of Biara's summoned mobs! oO
I had to use the Book of Darkness and re-teach the skills to darkness, blindness, enslavement, and Summon: Wall of Swords, Phoenix, Elementals, Crystals, Swarm, to complete the mission.
So, here's my question - why doesn't "Banish" work the same way it did in the last mission of Heroes 5 when I was fighting Kha-Beleth and could recall 30 archdevils with it?

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By the way, "Enslave" and "Berserk" don't seem to work on Nightmare and Devil units.
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Create your own spell with the help of a mentor, and you'll be happy! In the final battle, I cast Subjugation (without it, I don't think it's possible to complete the mission; at least, I wouldn't be able to), Divine Retribution (a super-mega thing that dealt over 10K damage; a Warlock can only dream about it), and finished off the stacks with Earth Shock. I didn't use Summon at all; the Shield and Phoenix were destroyed with one hit. But about the wall... I didn't even think about it! But it wouldn't have saved me from the devils anyway.
P.S. And Subjugation seems to work on Nightmare Devils...
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But in a regular game, you can only dream of dealing 10,000 damage. It's impossible to achieve such a large-scale battle as in the campaign. Besides, to get any real benefit from this spell, you first have to take a beating yourself, and it can only be cast on certain creatures, not the ones you want. By the way, does anyone know if Divine Retribution heavily depends on magic power?
In reply to Vayshan
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Vayshan;133656
But in a regular game, you can only dream of dealing 10,000 damage. Achieving such a scale of battle as in a campaign is definitely not possible. And in general, to get any significant benefit from this spell, you first need to take a good beating yourself + it can only be cast on certain creatures, not the ones you want. By the way, does anyone know if Divine Retribution heavily depends on magic power?
I agree. In the game, 10K damage is unattainable with any spell. But the armies are also smaller, right? And therefore, even if the damage will be less, it won't be less significant. And if we're talking about it, in the final game against an opponent of your level, significant losses are still inevitable, and all races have units with high initiative that deal a lot of damage. For example, Emerald Dragons, Riders, Nightmares, Cerberuses, etc. This spell is intended for them. Casting Retribution on some zombies is almost useless; you can just defeat them anyway.
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But it's unlikely that the damage will reach the level of Earth Shock. And besides, if you only use Divine Retribution, your own troops won't receive the bonuses that Light Magic provides. After all, the main purpose of most Light Magic spells is to enhance your own troops, not to eliminate the enemy. And that raises a big question: what is more useful? As for Chaos Magic, you don't need to think much – it's designed to inflict damage on the enemy.
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Who forces her to use it all the time? At the beginning of the battle, Vengeance is almost useless. It exists to turn the tide of the battle or reduce losses in the final stage of the battle. If all the mass spells have already been cast on the key units, and antimagic has been applied, why not use it? And the damage can still exceed that of Earth Shock, but it all depends very much on the course of the battle and other factors.

By the way, here is the description of the Divine Vengeance spell:
Deals magic damage to the selected enemy unit. The amount of damage depends on the number and level of creatures killed by it.
Effect at levels:
[None]: damage = X*(10+1*SP)
[Basic]: damage = X*(30+3*SP)
[Advanced]: damage = X*(40+4*SP)
[Expert]: damage = X*(60+6*SP)
where X is the square root of the sum of all creatures killed by the unit, multiplied by the level of the killed creatures.
I'm seeing formulas with square roots in Heroes for the first time:eek:

And to top it off, here is the description of Freezing Cold:
Deals ice (Water) damage to the selected enemy stack. The affected unit receives (1+SP)*3% more physical damage in the next turn if the hero has the Chaos Magic skill, and (1+SP)*1% more physical damage if the hero does not have the Chaos Magic skill at all.
Effect at levels:
[None]: damage = 10+10*SP
[Basic]: damage = 14+14*SP
[Advanced]: damage = 15+15*SP
[Expert]: damage = 30+30*SP
Also a pretty good spell.
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And what about the duration? After all, the unit won’t be dealing increased damage all the time.
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It is clearly and concisely written there:
Deals ice (Water) damage to the selected enemy stack. The affected unit receives (1+SP)*3% more physical damage on the next turn if the hero possesses the Chaos Magic skill, and (1+SP)*1% more physical damage if the hero does not possess the Chaos Magic skill at all.
Read more carefully!:smile16: Although I also didn't understand it the first time I read it.:rolleyes:
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Ah, yes. But generally, my priorities for the fifth level of the Mage Guild are as follows: it's best to get the good old Earth Shock spell first, then Ice Blast, and only after that, Armageddon.
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By the way, what's blocking the crystal? Everyone around it rushes in, and nothing happens. However, while playing the campaign, I realized that the spell is quite effective. It drains the most resources. So, I would place it and immediately destroy it, repeating this about 15 times. And I would win almost hopeless battles!
Варвары рулят!!
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About the Secret Crystal:
Creates a crystal on the selected area of the battlefield, which blocks the path until it is destroyed or the battle ends. The crystal has 1 HP and Defense = 0. When destroyed, it explodes, dealing damage to all units on adjacent cells.
Effect at levels:
[None]: damage = 40 + 8 * SP
[Basic]: damage = 60 + 12 * SP
[Advanced]: damage = 80 + 16 * SP
[Expert]: damage = 100 + 20 * SP
Wall of Swords:
Raises a wall three cells long on the selected area of the battlefield. The wall receives only 25% damage from ranged and magical attacks. The attacker in melee combat receives physical damage equal to the number of health points lost. Each cell of this 3-cell wall is considered an independent creature with its own health points.
Effect at levels:
[None]: Health (HP) = 20 + 5 * SP
[Basic]: Health (HP) = 40 + 8 * SP
[Advanced]: Health (HP) = 60 + 10 * SP
[Expert]: Health (HP) = 96 + 12 * SP

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