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Posts from Discussion about the Sanctuary faction.

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#158
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On small maps, Kappa will be a significant force; Kappa die if you pay homage to them; Knights observe etiquette and bow to the enemy before battle => Kappa are doomed.
 

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In reply to Legolas2301
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#159
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Legolas2301
Where did you get these arguments from?
Poor Nagas... The game hasn't even been released yet, and they're already being "driven to despair":)...
On small maps, Kappas will be a significant force; Kappas die if you bow to them; Knights observe etiquette and bow to the enemy before battle => Nagas are doomed.
Interesting logic. But Kappas are trained; they know what will happen if they bow, so they won't make stupid mistakes :).
Карты для Heroes of Might and Magic V
Цикл "Закадычные враги": "Особенное гостеприимство, "Супероружие", "Меж молотом и наковальней"
"Падение Шантири"

Кампания для "Кодекса Войны"
"Выбор Сагиттеля"
#161
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On the official website, the race is fully revealed. I really liked the models; in some ways, they are even better than I expected.
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#162
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These models have been available for quite some time; the news on the main page mentioned it. I fell in love with Kirin even more, and Yuki-Onna also appealed to me.
А, вот почему.

🏹🎪+⛓️♿=💕
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#163
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Yes, in my opinion, the Kirin are good, but the current Nagas aren't as good as the Nagas from the third game...
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#164
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Seems like a pretty good faction! I want to play as them and develop some tactics.
#165
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I've reviewed all the latest material about Sanctuary... I like it. I really do. Everything. From the music to the concept itself. Thank goodness, after almost 10 years, my wish is finally coming true; someone has skillfully implemented the long-awaited race into my favorite game. :)
In reply to Ment
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#166
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Ment
What rude kappas...
Imagine this situation: a Knight bows to a kappa, and the kappa punches him in the gut! :D Then, the Vanidzame arrive, finish off the Knight, and carry away the corpse. The kappa waits for the next polite Knight who has read too many Japanese legends. The end!
In reply to Dima Sarbash
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#167
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The race is quite interesting)))
Пара банок пива, снаряд дешевого пойла
Ракета прущего дыма и море свободы
Серьезные помыслы, прущие скорости, мама с вопросами:
- Куда ты дел совесть? Стань взрослым.
Я в ответ молчал виновато
- Посмотри на брата, разве трудно быть нормальным?
Им не понять меня, не поменять меня
Хотели поломать меня - им не поймать меня
В чем моя вина?
Думал бежать отсюда, хлопал дверями злобно -
Обида-паскуда
Мама била посуду и тихо плакала
Молилась за меня Богу - свечи ставила
#168
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I hate this faction. That’s it.
#172
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They didn't disappoint at all. A wonderful faction. On their native land, it's simply stunning; you immediately feel their mystery and mentality, and the campaign is proof of that.

Added after 1 hour 54 minutes
Probably the best art. The artist deserves all the praise.

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#174
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A story about the Faction that is nicknamed "frogs" on the forum :D. Sanctuary is definitely not the strongest Faction. But the quality of their troops is definitely the best :). And that is why they don't excel in growth. The starting base is weak. But quite viable. Shark Warriors - a slow, low-initiative unit. But when they finally bring their mace down on someone's head, it's not pleasant :). Coral Priestesses - here! This is the basis for survival at the beginning. In patch 1.3, Medusas are a strong ranged unit with no penalty to their ranged attack :). The strongest basic unit, and also a healer. And, by the way, she is also the best healer - she has 2 charges of "Wave of Refreshment", but each of them lasts for 3 (!) turns. Kappas - the Kappa jump now has its own animation :). And with this jump (and Kappas are by no means weak), there is a separate tactic for the start: in the first turn, we wait for the enemy to approach, and then we jump. In the next turn, the Kappas go first, we cast "Forward!" on them, and they return to their starting position. But, of course, if the enemy reaches our troops within the second turn, this tactic is meaningless. The elite troops of Sanctuary are truly elite :). Snow Spirits - they should be built first, as they are another powerful ranged unit with no penalty to their ranged attack! Kensei - they are not very impressive in their unupgraded form, but with the upgrade, they become much stronger, because thanks to the "Four Waves" ability, if they get a morale bonus, they can attack one enemy four times per turn! But this is only if they attack the same enemy. River Spirits - the spiritual connection did not impress me, but the damage and the return of enemy damage make them a good combat unit. You need to get a feel for the Kirin. Perhaps they are the most interesting unit in Sanctuary. Celestial Kirin - their health is depressing, but the damage and growth are undoubtedly pleasing :). The useful "Celestial Trail" ability allows two other melee units to literally follow the Kirin's trail to the enemy! But this ability needs to be understood, as it is long to describe. In addition, the Sacred Kirin has abilities that use water. A very worthy champion. In conclusion: Playing as Sanctuary is a real balm for the soul - all the troops are pleasing to the eye, and the soundtrack for them is beautiful and melodic. In an open field, they will tear everyone apart, except for Necropolis, thanks to the Kirin, high initiative, and two ranged units with no penalty. But playing as them during a castle siege is very sad - they don't have a single flying creature!! When I stormed a Necropolis castle with Nagas (danger - small, and the danger of my hero to the Necropolis hero - high), Sanctuary lost. But when defending a castle, they will be very good, as their special ability "Honor" and the reputation abilities of the Tears of the Warrior Hero also contribute to the defense.
Карты для Heroes of Might and Magic V
Цикл "Закадычные враги": "Особенное гостеприимство, "Супероружие", "Меж молотом и наковальней"
"Падение Шантири"

Кампания для "Кодекса Войны"
"Выбор Сагиттеля"