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June 24 in the UK June 22 in Germany June 23 in Europe June 21 in the US
O God of Earth and Altar, Bow down and hear our cry, Our earthly rulers falter, Our people drift and die, The walls of gold entomb us, The swords of scorn divide, Take not thy thunder from us, Take away our pride.
G.K. Chesterton: English Hymnal
Ment
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Unit Animation Videos
What has accumulated during the week of artifacts
Naga Lord's Helmet - +7 Leadership for sea battles, +2 Scouting radius Thunderblade Helmet - +4 Leadership, grants "Chain Lightning" spell Brawler's Gloves. +2 Might power. Snatching Gloves. Grants level 1 "Pathfinding" ability. Part of the Vagabond set. Lion Shield. +3 Leadership, +3 Physical Defense. Part of the Guardian set. Banner Shield. +2 Physical Defense, +10 Magic Resistance against Fire magic. Energy Necklace. +2 to friendly biological life (no idea what this is; judging by the address, the images went to the Chinese first again, so it looks like a bad automatic translation. I'll venture to guess that it's +2 HP for all creatures in the army friendly to the hero (or just all). On a foreign forum, there is also a suggestion that this refers to all living beings - not undead, elementals, etc.). Master's Magic Book. +60 Mana, +6 Mana regeneration.
Beta version announced. Starts June 28. It will feature 2 single-player maps and one Multiplayer map for hotseat. Available only to pre-order customers. The corresponding News is here. The beta trailer is here.
Week of Fire Magic Fire Bolt Skill of rank 1 The target is damaged by fire. Fireball Skill of rank 2 All creatures on a 3x3 area are damaged by fire. Fire Magic Skill of rank 1 (available 3 times). Fire magic becomes more effective. Passive skill. Battle Frenzy Skill of rank 3. An allied or enemy unit attacks the nearest enemy with increased damage. Does not consume the target's action in the current turn. Fire Storm Skill of rank 3 All creatures on a 5x5 area are damaged by fire. Armageddon Unique skill of Inferno All creatures (except demons), obstacles, and walls on the battlefield are damaged by fire. Burning Determination Skill of rank 1 The morale of a friendly creature increases and cannot be reduced by spells or skills for two turns. All current negative effects on morale are removed from the target. Inner Fire Skill of rank 1 Attack and initiative of a friendly target increase. Fire Shield Skill of rank 1. The target receives an increase in protection from fire magic for four turns. Creatures attacking the target in melee combat receive 1 damage per creature. Summon Fire Elemental Skill of rank 3 Summons several fire elementals to the battlefield.
Neutrals Week Earth Elemental More commonly called stone crushers by most inhabitants of Ashan, Earth Elementals usually emerge from mineral deposits near dragon-veins(?), and the strongest among them are born during earthquakes and landslides. Although these spirits are always at least partially composed of stone, the type of rock depends on the location. Therefore, one can find Earth Elementals made of precious ores, such as gold and silver, or simpler materials like granite, quartz, or even dust, mud, and wood. Tier: elite.
More commonly called a crush by the general populations of Ashan, an Earth Elementals generally rises up from the mineral deposits close to dragon-veins, and the strongest ones are born in times of earthquakes and landslides. Though these spirits are always at least partially composed of rock, the type of rock itself and thus the aspect of the Elemental varies by location. One can therefore find Earth Elementals of precious ores such as gold and silver, or of more mundane materials such as granite and quartz or even dust, mud or wood. Tier: Elite
Air Elemental Strong winds blowing over dragon-veins in deep chasms, the peaks of high mountains, or vast plains can collect and carry powerful motes of elemental energy. These condense and create Air Elementals. Their sudden appearances are also linked to the most violent storms, hurricanes, tornadoes, and other phenomena that lash the surface of Ashan. Rare types of Air Elementals can also be born from the last breath of high-ranking priests of Ylath, the Dragon of air. These spirits are extraordinarily powerful and are usually regarded as lords among their kind. Tier: elite.
Fierce winds that follow the dragon-veins along deep chasms, the cliffs of high mountains, or wide-open plains can collect and carry powerful motes of elemental energy. These have been observed to condense and generate Air Elementals. Spontaneous appearances are also associated with the the most violent storms, hurricanes, and tornadoes that lash the surface of Ashan. A rare variety of Air Elementals can also be born from the dying breath of high-ranking priests of Ylath, the Dragon-God of Air. These spirits are unusually potent, and generally viewed as lords among their kind. Tier: Elite
Fire Elemental When the wrath of Arkath, the Dragon of Fire, is great enough to shatter the barrier between the elemental plane of fire and the world of Ashan, this rage can create a wave of elemental magic that generates swift and malicious Fire Elementals. The intensity and cause of the fire determine the character and power of the Elementals. Most were born from spontaneous forest fires, others from unusual lava flows or volcanic eruptions. Fire elementals appearing deep within the bowels of Ashan, near the gates leading to Sheogh, are unstable, and sometimes contaminated by the influence of Urgash, the Dragon of Chaos. Fire Elementals can also rise from hearths dedicated to Arkath, or a sacred brazier lit by the prayer of a Dwarven Rune priest. Dwarven smiths often summon fire elementals to assist them in forging their legendary weapons and armor. Tier: elite.
When the anger of Arkath, the Dragon-God of Fire, grows great enough that it breaks the barrier between the Elemental Plane of Fire and the world of Ashan, this rage can create a wave of elemental magic that generates rash and ill-tempered Fire Elementals. The intensity and cause of the fire determine to an extent the personality and power of the Elemental. Most are born from spontaneous forest fires, others from unusual flows of lava, or volcanic eruptions. Fire Elementals born deep in the bowels of Ashan, near the gates leading to Sheogh, are unstable and occasionally contaminated by the influence of Urgash, the Dragon of Chaos. A Fire Elemental can also rise up from the hearth of a household devoted to Arkath, or a sacred brazier lit by the prayers of a Dwarven Rune Priest. Dwarven smiths often summon Fire Elementals to help them in the forging of their legendary weapons and armour. Tier: Elite
http://static2.cdn.ubi.com/gamesites/mightandmagic/heroes6/images/Mermaid.JPG Mermaid In 512 YSD, the wizards of the Seven Cities created beastmen as guards, servants, and "playthings". Half-human and half-dolphin, mermaids were originally used for guarding, scouting, and assisting ships off the coasts of the mages. Unfortunately, due to the desolation of most of the lands of the Silver Cities, many mermaids saw very little water, and gradually their duties became little more than those of unusual pets caring for their masters. In the end, although mermaids did not take an active part in the orc rebellion, they were happy to disappear at this opportune moment. Since then, they have lived more or less freely in the seas, having few natural enemies and even fewer worries. However, in one thing they are relentless: in their hatred of mages and distrust of all land dwellers. Only nagas, as well as the wisest and most respected captains, can hope to receive reluctant respect from these fickle and dangerous creatures. Tier: elite.
In the year 512 YSD, the Wizards of the Seven Cities created the Beastmen as guards, servants, and "playthings". Half-humans and half-dolphins, the Mermaids were originally used to guard, scout, and sail the Wizards' coasts. Unfortunately, the lands of the Silver Cities being mainly deserts meant that most Mermaids saw very little water, gradually devolving into little more than striking pets for preening masters. As a result, though the Mermaids did not take an active role in the Orc Revolts, they were more than happy to disappear in its aftermath. Since then they have lived more or less freely in the seas, having few natural predators and even fewer cares. In one thing they are implacable, however: their hatred of the Wizards and distrust of all land dwellers. Only the Naga and the wisest and most respectful of sea captains may hope to gain the grudging respect of these flighty and dangerous creatures. Tier: Elite
http://static2.cdn.ubi.com/gamesites/mightandmagic/heroes6/images/Phoenix.JPG Phoenix The Phoenix is a primordial spirit linked to the "life" aspect of Asha, and therefore closely tied to the full moon. It embodies the primal life force, immortality, and eternal rebirth. If a phoenix dies in the material world, its spirit does not return immediately to its "moon nest," but materializes again as a renewed phoenix, moving within the core of a falling star. During this process of "rebirth," part of its power is instantly converted into pure light. For this reason, although it is an amazing sight, it is best observed from a great distance. Tier: champion.
The Phoenix is a primordial spirit related to the ”Life” aspect of Asha, and as such, intimately related to the full moon. It embodies the primal lifeforce, immortal, ever-reborn. If a Phoenix dies in the material world, its spirit does not depart immediately back to its ”moon-nest”, but rather materialises again as a rejuvenated Phoenix, who moves with the zest and velocity of a shooting star. During this "rebirth" process, a part of its original power is instantly subsumed into the pure light. It is for this reason that, although this miracle is quite an amazing sight, it is something best viewed from a distance. Tier: Champion
Darkness Elemental Most Darkness Elementals develop in the depths of Ashan, in caves and tunnels and dark corners where the influence of Malassa, the Dragon of Darkness, is great. Caves, hollows, pits — these are potential birthplaces. Inactive from sunrise to sunset, they strengthen and grow with the onset of darkness. Sometimes they rise to the surface, but always avoid direct sunlight; however, the most powerful can be found even in light during a foggy day. Spirits of riddle and mystery, they have no permanent shell. They often appear as moving shadows or areas where light flickers unusually and is weak. Tier: elite.
Most of the Darkness Elementals develop in the depths of Ashan, in caves and tunnels and places of darkness where the influence of Malassa, the Dragon-Goddess of Darkness, is great. Caverns, crevices, and pits are all potential birthplaces. Dormant from sunrise to dusk, they strengthen and grow at nightfall. They sometimes rise to the surface, but will never appear in direct sunlight, yet the more powerful ones can manifest themselves even in the light of a hazy day. Spirits of obfuscation and mystery, their exact form is elusive. They often appear as moving shadows or areas within which light appears unusually wavery and feeble. Tier: Elite
Timber Wolf Inhabiting predominantly the forests of Ashan, these noble predators use their speed and cunning tactics for hunting. Unlike bloodthirsty dire wolves, timber wolves usually keep away from people but are known to attack lone travelers, especially in harsh winters when other prey is scarce. Wolves howl at the moon, and thus are often considered servants of Asha in folklore and legends. Tier: core.
Inhabitating most of the forests of Ashan, these noble predators use their speed and pack tactics to hunt. Contrary to the bloodthirsty Dire Wolves, Timber Wolves usually stay away from people, but have been known to attack lonely travelers, especially during harsh winters when game becomes rare. Wolves howl at the moon, and are thus often believed to be servants of Asha in folklore and legends. Tier: Core
Dire Wolves In the Holy Empire, dire wolves are among the most dangerous predators in nature. The ruthless warriors of the Wolf Duchy chose this bloodthirsty beast for their coat of arms. Furthermore, they have learned to train them into efficient, if somewhat unreliable, companions for hunting and, of course, war. Tier: elite.
In the Holy Empire, Dire Wolves are among the most feared predators of the wild. The ruthless warriors of the Wolf Duchy have chosen this bloodthirsty beast as their blazon animal, and they have learned to train them into efficient, if somewhat unreliable companions for their hunting parties, and of course, for war. Tier: Elite
Power abilities do not consume mana, but each of them takes several turns to recharge.
Diplomat Increases the chance of recruiting a hostile creature stack, and reduces the gold cost for doing so. Passive ability Level: 2
Pathfinder The hero does not spend movement points on collecting resources, visiting buildings, and other similar actions. Passive ability. Level: 1
Mentoring If the hero has this ability, the level of the encountered allied hero increases to half the level of the first hero. Passive ability. Level: 2
Added 22 hours 42 minutes ago
Continuation of the Week of Power Abilities.Karaidel
Architect 3 Once a day, the hero can visit a town and build a second building that day. Passive skill, rank 3 Sabotage Mine At the cost of all remaining movement points, the hero can sabotage an enemy mine. Production at the mine stops for 7 days. The enemy hero can repair the mine at the cost of all available movement points. Active skill, rank 2 Visions Shows the skills of the enemy hero on the adventure map and the exact size of the units in his army. Active skill, rank 1.
Week of Power Abilities, take three.Karaidel (with edits)
Duck and Cover Protection from walls and obstacles becomes more effective for friendly creatures. Passive skill, rank 1 Reinforcement 2 Once per battle, the size of a friendly core or elite stack can be increased. Summoned creatures disappear after the battle. Active skill, rank 2 Tactics 3 After the deployment phase, when the enemy formation is visible, two stacks can be swapped. If both sides have this skill, both can use it, but they will not see each other's swaps. Passive skill, rank 3
Heroic Charge Increases the movement range of the selected friendly stack and increases the damage for each cell traveled. Activated ability Level: 3 Stand Your Ground The selected stack receives one additional retaliatory strike, and its physical defense is increased. Lasts 3 turns. Activated ability. Level: 1 Warlord's Command The selected stack, which did not take any actions this turn, immediately receives a turn, without waiting for its turn. Activated ability Level: 2
Archery Increases the damage from ranged attacks dealt by friendly stacks. Passive ability Level: 1 Counterstrike II All hero stacks receive an additional retaliatory strike. Passive ability Level: 2 Resilience Once a stack of the hero has been attacked three times, its physical defense and health increase until the end of the battle. Passive ability Level: 3
Detailed information about the creatures and buildings of the Heroes VI beta version, compiled into a table by spamm.
Added 1 hour 28 minutes ago
Map editor for HoMMVI
mamaich
I've updated the map editor for Heroes 6. Now it supports saving and loading maps. Also, the archive contains a standard map from Broken Alliance, named Scenario\Test\prologue.scn. Link: http://www.multiupload.com/T9ZZ3HOUGZ Installation - extract to the game directory. Run using run_editor.cmd.
I haven't found a "normal" way to launch custom maps from the game (although I didn't really look). But I discovered that when using the "/presstourdemo" key, the game tries to load the map "\Scenario\Test\prologue.scn" or "\Scenario\Test\Mother Namtaru Press Demo.scn". Therefore, to play your own created map, you need to save it in the editor under one of these two names and launch the game with the /presstourdemo key. For convenience, the archive also contains a file called run_map.cmd, which already has these keys specified. So, if anyone wants to, they can start creating their own maps now ;)
http://www.multiupload.com/556MEU7GIZ This link leads to a dumper – a program that should extract all game resources (data1.orc, data2.orc,...data7.orc files). To run it, use the command line, and specify the full file name for extraction as a parameter (in quotes, as I understand).
will receive a key to access the beta version of the game from our portal.
To receive the key, you need to send a private message on the HeroesWorld forum to the special account beta_heroes6. In the subject of the private message, indicate - "Key to the beta version of Heroes 6", and in the text of the message, provide the paid order number from the GAMAZAVR online store, after which you will receive the access key in a private message.
Ubisoft has offered fans a sizable archive of fan-made content (~230 MB) on its official website, including a large number of official images that can be used to decorate a computer or website. You can download the archive at this link.
Ubisoft announces the end of the first phase of the beta test on July 25th and that the next phase will begin on August 9th and will continue until the 20th of the same month. And here, the company says that it will dedicate an entire book to Ashan and even gives the opportunity to evaluate one of its chapters, dedicated to the Holy Empire.
This week, we will be shown the Great Dragons and learn about them. From the official website: In the world of Ashan, dragons are not just "giant winged, fire-breathing reptiles," but they are Ashan's primeval gods and the embodiment of magic. The inhabitants of Ashan know about the existence of dragons and treat them with respect, if not with awe. Their names are often used in oaths and mentioned in everyday conversations. Nowadays, not quite the same dragons roam Ashan. Avatars of the Dragon Gods, they are merely a pale reflection of their true scale and glory. The true Great Dragons await in the spiritual dimension, accepting worship, and await the day when they can return.
On the official website, they continued to publish information about the Great Dragons. This time, we were shown Arkath (the Dragon of Fire) and Shalassa (the Dragon of Water): More information can be found here.