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Kitty, “Sanctuary” is cast immediately on ALL friendly units. Just so you know.
But in general, the idea is interesting, and harpies or medusas will torment the Black Dragons for 6 turns. However, then they will all be very sad :D because the effect of the spell will end, and it cannot be cast again for 3 turns.... The Black Dragons will be enough :D
Well, the plan failed:smile40: I didn't know that Sanctuary couldn't be cast again for 3 turns:smile32: I don't use it very often (I've only tried it). But the problem is solved with 3 priests :D, but then the whole point of this plan disappears:rolleyes:, because 3 heroes of level 13, at least one of whom is a fighter, will easily defeat them.
It's not about the heroes, but about the spell itself. Skeletons last for 6 turns, and then Twix lasts for 3 turns.
Everything is clear with my idea, but I still think it's a good solution, especially if you have enough archers: 6 turns to harass the enemy from a distance, and then finish them off with everything else you have available. ;) By the way, here's another question: can you apply buffs to units standing under a Sanctuary?
No, but all spells that were cast don't lose their effect.
Okay, so it means that in such a Fortress, within 6 turns, you can summon a lot of creatures if you have a Druid, or buff those who are already in the Fortress – for example, a melee unit or archers.
You can only MOVE, DEFEND, and WAIT within the Sanctuary. All other actions will remove the unit from the Sanctuary. Therefore, summoning is also not possible.
Отдай свои прошлые сны, В сомненьях себя обрети, В бешеном танце душа кружится! Не думай, что будет потом, Здесь и сейчас мы живем, Стань хоть на миг сам собой, слышишь!
You can only MOVE, DEFEND, and WAIT under the Sanctuary. Any other action will remove the Sanctuary effect from the unit. Therefore, summoning is also not possible.
But how is that not possible!:smile35: The mage is standing in the corner of the battlefield, protected by any five units under the Sanctuary! And he can summon without any problems for six rounds!
Added 2 minutes later CTPAHHuK;195689
And the castle walls are not durable either:rolleyes:
What do the castle walls have to do with it?!:smile38: I'm talking about an improvised fortress in the corner of the battlefield made up of the other five units, on which the Sanctuary has been cast!
Отдай свои прошлые сны, В сомненьях себя обрети, В бешеном танце душа кружится! Не думай, что будет потом, Здесь и сейчас мы живем, Стань хоть на миг сам собой, слышишь!
If a Druid summons monsters, won't they be destroyed by the Chaos Demon (CD)?
Who will the Druid buff? Before reaching the Sanctuary or during the battle?
The Druid will summon creatures to fight the CD, and the buffing won't be done by the Druid – I said that summoning happens if there is a Druid, and if there isn't, a Priest/Paladin will buff – even themselves or the unit that can fit with them in this improvised "fortress." It's also possible that there's a Druid and a Life Mage in a pair, and together they can prepare a good surprise for the CD in six turns...
Okay, maybe we can check all this – I'll probably do it this evening:smile14: and provide a description, save files, so that the question can be finally and definitively clarified. And then we'll discuss the result.
The druid will summon creatures to fight the Chaos Demon, but the buffing will be done by someone else – I said that if there’s a druid, he’ll summon, but if there isn’t, the priest/paladin will buff – even himself or the unit that can fit with him in that improvised “fortress.” And it’s possible that there’s a druid and a life mage in a pair, so together they can prepare a good surprise for the Chaos Demon in six turns...
It’s a good idea, and I understand yours too... But for some reason, it seems to me that the priest’s buffs won’t be of much use against the Chaos Demon, at least nothing fatal. But summoning is something we can try.
Tomorrow holds no promises Except the ones we've made
That's a good idea, and I understand your point... But for some reason, it seems to me that the cleric's buffs won't be of much use against the Dungeon faction, at least nothing decisive. But experimenting with summons might be worthwhile.
Come on! Are you saying the cleric's buffs won't help? In my opinion, only the Chaos Knight has better buffs than the Life Cleric, and even those are from a much higher level. Won't Blessing help? Or Spiritual Armor? Or Regeneration? Or Heavenly Shield on the hero? Especially if he's also a Paladin?
They might help... but I don't think they'll decide the outcome of the battle. Although, it depends on what forces are available...
P.S. Is this the actual launch date of the collider?
Tomorrow holds no promises Except the ones we've made
Zybr
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Are life buffs worse than chaos buffs? O_O Considering that chaos only has 6 of them (bloodlust, acceleration, fire aura, killer, first strike, cat reflexes), and in equipment, the hydra's health appears (7 buffs). Now, tell me, which of the chaos buffs can compare to guardian angels with, say, 5 charges? And what about amulets? Getting +50% protection from chaos (and from Shadows, too) at once – is that not enough? O_o Cat reflexes are certainly a useful thing, but chaos has no one to cast it on. I would rather highlight misfortune and confusion, especially the mass versions, as separate buffs for chaos.
2 Dr Motor, I finally managed to understand your plan) it's certainly difficult to implement, but it's still realistic. But I'll still note that it's better to level up an archer as a companion for the lifewalker. He will enjoy shooting at Shadows from the "fortress."
Отдай свои прошлые сны, В сомненьях себя обрети, В бешеном танце душа кружится! Не думай, что будет потом, Здесь и сейчас мы живем, Стань хоть на миг сам собой, слышишь!
Are the buffs in Life magic worse than those in Chaos? O_O Considering that Chaos only has 6 of them (Bloodlust, Haste, Fire Aura, Killer, First Strike, Cat Reflexes), and Hydra's Health appears as an additional buff. Now, tell me, which of the Chaos buffs can compare to, say, an Angel of Protection with 5 charges? And what about Wards? Is getting +50% protection from Chaos (and Chaos Damage) at once not enough? O_o Well, Cat Reflexes is certainly a useful ability, but Chaos doesn't have anyone to cast it on. Instead, I would highlight Unluck and Confusion in Chaos, especially their mass versions.
I agree with you on this point - I just really like their buffs. But, for example, how is Killer worse than Wards, especially if you have a ranged unit? In my opinion, it's even better - Wards gives a bonus to attack on a counterattack, while Killer gives a bonus to attack. The buffs in Chaos enhance creatures in attack. And Cat Reflexes is the same - imagine your ranged unit, which you said is better against them, attacks three times per round. In my opinion, that's much more effective than Blessing in Life magic, isn't it? But I completely agree with you that there's no one to buff in Chaos, which is probably why I don't like their town, although I do like their magic. And you're right about the Angel of Protection, but that's only if we have level 4 creatures. Well, let's not turn this into an argument.
Added 19 minutes ago ZYbr;195862
2 Dr Motor, I finally figured out your plan) It's certainly difficult to implement, but it's still realistic. But I'll still note that it's better to level up a ranged unit to pair with the Life unit. He'll have a lot of fun shooting Chaos creatures from the "Fortress".
And I also tested my theory, as promised:smile33:. Everything works as expected;) . In general, we have a Life unit and a Druid, both level 13, and at least 5 fairies, against 8 Chaos creatures:smile14:. The heroes have Grandmaster of Life magic:smile16: and Nature magic, respectively:) . Formation - a square, with the Life unit in the center and the Druid behind. The Life unit starts - casts Sanctuary, the fairies build a barrier, and the Life unit and Druid are in cover. Then the Druid starts casting Summon Creature - I had Manticores, but it will be even better with fairies, because they have a discount on fire damage (but Chaos creatures also have that), and the Life unit has a high chance of having Wards of Chaos. So, in this case, Manticores are still more advantageous. Also, a very common spell in Life castles is Angel of Protection - it helps a lot. By the time Sanctuary loses its effect, the Life unit should buff itself to successfully protect the Druid (although in the end, I still lost him:smile05: but he didn't have any mana left, and if he had at least one spell, he would have survived) - Heavenly Shield, Prayer, Regeneration, Spiritual Armor, etc. - depending on what you have:smile49:.
In the same way, you can defeat them with two heroes:smile38: (although with the Druid, the battle is much shorter) or with one (which is easier to level up) - a Paladin:smile10:, who has at least an advanced skill in melee combat and warfare, or an expert in warfare will also do. In the 4-5 turns remaining after building the improvised shelter, the hero buffs himself well:smile08: and calmly defeats the enemy:smile19:. In total, we have a hero of level 16-17, if we take pure experience leveling, without training in guilds, universities, or altars - but that is unlikely - so, in reality, the hero will be level 12-13 (I think 4-5 levels can be written off:smile01:). However, there is one caveat, in the case of a single Paladin: he needs any ranged artifact (or skill) to get rid of Sanctuary. When there is a Druid, this problem does not arise, because after summoning, the Life unit simply buffs the summoned units and automatically gets rid of Sanctuary:smile13:.
I can confirm all this with test saves, if anyone is interested:cool:.
Added 8 minutes ago WisTrit;195767
P.S. Is this the real launch date of the collider?