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Hey everyone, I'm playing Heroes for the second time now, and I still don't understand some things((( If anyone can, PLEASE help, otherwise I'll run out of units on Veteran difficulty(((
Here are a couple of questions: 1. The spell SURVEILLANCE! What is its principle of operation? Does my hero simply counterattack the enemy unit that attacked the protected unit? If so, how is this better than just having the hero attack instead of casting the spell?
2. The spell INSPIRATION! The description says it increases the chance to move by 33%. That's clear, but... how many turns does it last? If it only lasts for one turn, then there's no point in casting this spell on a unit that moves immediately after the hero (it will move next anyway, and the spell only lasts for one turn).
3. And one last small question: Is there any information available about the additional abilities of units? I'm thinking of learning the spell SOLDIER'S LUCK. But what's the point? I don't even know which units it could apply to! Maybe I don't have any units that it applies to!(!
So, here's another question (in addition to the previous ones): if a unit is attacked by archers or mages, and the "VIGILANCE" spell is cast on it, what happens then? Will the hero counterattack???
P.S. A slightly unpleasant fact has been discovered: "VIGILANCE" only affects one stack of units, the one on which it was last cast! The hero is not able to monitor two stacks at once (((
So, here's another question (in addition to the previous ones): if a unit is attacked by archers or mages, and the unit has the GUARD spell applied. What happens then? Will the hero counterattack???
If archers attack, then yes, but if they cast a spell, then I think not...
Мечты сбываются, просто нужно уметь правильно мечтать.
Жизнь нужно прожить так, чтобы Боги в восторге предложили еще одну... P.S. может мне и предложили, просто я не помню :smile44:
1. Overseer is slightly stronger; if I'm not mistaken, Overseer = attack * 1.03, and after patch 1.3, the Overseer effect lasts for the entire battle, not just one turn.
2. I think that's how it works.
3. Militia - Stun, Swordsmen, Armored - Shield Bash. Other factions also have similar abilities; read the descriptions.
Here are a couple more questions for the general knowledge of ALL Heroes players, if anyone knows the answer, of course!
There is a skill called BASIC SPELLCASTING. It says: "increases the speed at which a hero casts spells in battle"! And that the interval between two CONSECUTIVE spells is reduced by... I just can't figure it out. Does the hero start taking turns more often??? Or how should this be interpreted??? Or does it ONLY mean that after casting a spell, their turn comes faster???
And the second question in the same vein: some spells have a note that after casting it, the hero loses n% of initiative! That is, the hero starts taking turns less often??? And how can I find out what the hero's initiative is?
Alright, so I did answer my own questions (I'm aware), but I gave TWO(!) possible options!!! Which one of them is correct???
1. Does the hero make moves faster or only after casting a spell???
2. When casting a spell that states heroes will lose part of their initiative, will it result in the hero starting to move later???
P.S. I would have probably figured it out myself, but here's the problem: my Wizardry is already level 2 (the interval between two consecutive spell castings is reduced by 20%!), yet the hero's position in the turn order does not change either before the start of battle or during the battle! That is, if archers follow the hero IMMEDIATELY, they will ETERNALLY follow him!!! Although in theory, with every turn, the hero should be moving earlier and earlier!
To DiKarb Sorcery: the hero will complete their turn faster after casting a spell... initially, the hero's initiative is equal to 10, and then calculate it...;) regarding the second question, what spell are you referring to...?
I can't recall the exact sequence of spells right now (I'll let you know as I progress).
There's another question, though it's a bit off-topic.
Humans have a skill called "Ash's Favor," and the description says that the hero can now "feel with their heart" where Ash's tear is located; attempts to dig up the tear in the approximate location usually end in success.
I tried digging in a random location – without success. What does this skill mean? The description seems poorly written! Or does the digging radius increase (although what's the point?)?
Guys, if anyone knows, please help!
If you are digging for the Tear of Ashi at its burial site, you might receive messages like "northwest" or "south." You need to move one cell and repeat the action. This skill unearths the tear immediately, even if it's slightly off to the side.
It seems to work within a radius of up to three cells.
Тьма - это то, что позволяет смертным не забывать, как ярок бывает свет.
Answers to all questions in order:
1. The GUARDIAN spell! What is its principle of operation? Does my hero simply counterattack the enemy unit that attacked the unit being protected? If so, how is this better than simply attacking with the hero instead of casting the spell?
The essence of the Guardian ability: The Knight gains a special combat skill to protect one of his units until the end of the battle, dealing damage to enemy creatures attacking that unit.
This is better because when calculating the hero's attack, his attack is increased by 3.
2. The INSPIRATION spell! The description says that it increases the chance to move by 33%. That's clear, but... how many turns does it last? If it only lasts for one turn, then there's no point in casting this spell on a unit that moves immediately after the hero (it will still move next, and the spell only lasts for one turn).
This is not a spell at all. It's a perk from the Leadership skill tree, which gives the ability to use the Inspiration spell. The unit moves forward 0.33 on the initiative scale, but, of course, not beyond its beginning (if the unit was on the scale at position 0.68, or closer to the beginning, part of the effect will be lost).
3) Is there any information available about the additional abilities of units? I have an idea to learn the SOLDIER'S LUCK spell. But what's the point? I don't know which units it could even apply to! Maybe I don't even have any of those units!(!
Storm (two attacks per turn) - Landlords
Stun (reduces initiative) - Peasants.
Stunning Strike - Swordsmen, Halberdiers. (This is about Haven, so only these units)
4) So, here's another question (in addition to the previous ones): if a unit is attacked by archers or mages, and the GUARDIAN spell is cast on the unit, what happens then? Will the hero counterattack?
Archers attack, mages who cast spells do not attack. But if they just shoot, then they attack.
5) There is a skill called FUNDAMENTALS OF MAGIC. It says: "increases the speed at which the hero casts spells in battle"! And that the interval between two CONSECUTIVE spells is reduced by...
I can't figure it out. Does the hero start moving more often? Or how should this be interpreted? Or does it only mean that when he casts a spell, his turn comes faster?
The hero starts casting spells more often, that is, when casting a spell, his next turn will come faster. But if he uses a simple attack on the next turn, he will not receive a bonus to his movement on the initiative scale.
5) How far from the True location of the Tear can you dig to find it? Does anyone know?
Three squares.
So many centuries So many Gods We were the prisoners of our own fantasy But now we are marching Against these Gods I'm the wizard, I will change it all Valhalla - Deliverance Why've you ever forgotten me
19.08.2008 СК Олимпийский.Я запомню это навсегда!!!