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Posts from Магия "Might & Magic Heroes VI"

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Can't it be translated into Russian? The ice pick and ice arrow are clear, but what is "frozen ground"? But those skills are good, yes :).
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"
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No. I'm playing in English right now, and I don't remember what they're called in Russian anymore. Frozen Ground: creates a 3x3 area that is invisible to the enemy. If an enemy unit enters it, it freezes (and the area becomes visible).

Added 3 minutes later
By the way, regarding water magic, Stronghold has the most advantages, as they can use both water and fire magic. And practically all water magic spells apply the "Chilled" effect. This suggests that the water+fire combination is the main attacking magic combination for Stronghold mages.
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Okay, then I'll try to level up Sandor as a mage. :)

Oh, "Chilled" - "Frozen"? Yes, that's cool, it limits movement. But if you use "Ice Pick," the effect is removed.
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"
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Answer my question: in Heroes 6, is there a limit on the attack power of offensive spells (fire arrow, etc.), meaning that after a certain level of magic power, the power of attacking spells does not increase?
In reply to 5p74
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It seems not.

By the way, offensive magic is still less effective than support magic. Now, one of the most useful tactical spells is teleportation :)! I'm also trying to find a spell that adds not only physical but also magical 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"
In reply to Победитель
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Hmm... why didn't anyone mention the "Drain Life" spell? I'm currently playing a campaign as Necromancers – sending a group of Ghouls into the thick of the battle with the maximum attack command and "Drain Life" makes them practically invulnerable (with additional regeneration thanks to necromancy and healing from ghosts).
Or maybe I just don't understand magic :smile43:
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Of course, "Drain Life" is an excellent spell :). It was mentioned not only in this thread ;).
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"
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Is there a place where I can see the stat increases per level? So far, I've noticed that the Necromancer has the biggest spell power increase. And for the Priest, magic defense, physical defense, and MP increase – it's a complete mess.
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The most useful light spells: dispel, Aura of Vengeance III, and light elemental (undoubtedly the most dangerous of the elementals).
Аксиома Коула: Общая сумма разума на планете - величина постоянная, а население растет...
Асха все обращает на пользу... :smile16:
In reply to TheRock
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TheRock
Hmm... why didn't anyone mention the "Drain Life" spell? I'm currently playing the Necromancer campaign, and sending a group of Ghouls into the thick of the battle with the maximum attack command and "Drain Life" makes them practically unkillable (with additional healing from necromancy and ghost healing).
Or maybe I just don't understand magic :smile43:
What will you do if the "thick of the battle" consists of undead? :) In the Necromancer campaign, you have to fight against undead very often.
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By the way, offensive magic is still less effective than support magic.
I can't help but agree. No matter how much you level up all these lightning bolts, ice arrows, and fireballs, you still constantly feel the urge to use some sort of time stop, petrification, or mind control. Even a simple speed boost for your creatures can sometimes yield incredible results, compared to which offensive magic is completely overrated. But while air/water provide additional stunning/freezing effects, fire is completely useless.
The most useful light spells: dispel magic, aura of retribution III, and the light elemental (undoubtedly the most dangerous of the elementals).
I haven't used dispel magic even once. There hasn't even been a need for it. Retribution is also not very good compared to other schools (unless we are masochists who lose troops left and right). As for the elemental, I also can't agree. All elementals, in terms of their physical strength and considering the small number of them that can be summoned, are quite weak. I prefer earth elementals. They are very convenient to throw into the thick of enemy troops to distract them. Considering their resilience and regeneration, this creates a good tactical advantage (especially if you use them to cover your ranged units). Plus, they can cast petrification. It works devastatingly well against the AI. And since I usually level up earth magic for various healing and petrification spells, summoning elementals also becomes quite effective.
In general, I believe that light magic is useful exclusively for healing and blinding, and is not good for anything else. Although, it depends on who, what, and how they play ^_^
In reply to Garnet
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I like the Holy Word spell in the magic of light, especially in the middle to late stages of a battle against undead, demons, and orcs, as it both damages enemies and heals allies simultaneously. As for general combat spells (lightning, fireballs, explosions, etc.), I think they weren't very effective even in previous Heroes games.
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a.k, both Holy and Unholy words are now reputation skills. What are you confusing them with?

Garnet, the Aura of Retribution works very well in duels; Klivren is a master at this.
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"
In reply to Победитель
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a.k, both Holy and Unholy words are now reputation skills. What are you confusing them with?
Maybe I'm confused, or maybe I didn't express myself correctly, but in any case, during battle, this reputation acts like magic for me - you take it from the spellbook, and mana points are spent.
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What determines the duration of the "Time Stop" spell? When you cast the spell on an enemy, some units show a duration of 1 turn, while others in the same army show 2 turns. It might display 1-2 turns, but in reality, it can last for 3 turns, for example, Kappa stays in the time stop for a very long time. Does the duration depend on the MAGICAL defense of a specific UNIT or Hero? Or is it something else?

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