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Posts from Discussion about the Sanctuary faction.

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Yes, yes, thank you. The improved Kirin, with the added bonus of giving points to allies, is doing well :). Capp also tried using it. Yes, it's a really powerful unit; it can easily jump and take out half of a strong melee unit without taking any damage in return :). But I still don't think it's overpowered.
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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The only difference from regular units is that upgraded units have an additional water attack. This makes them twice as strong. Their overpowered nature lies in the fact that they are very strong for their level. They can easily defeat any opponent, regardless of level. This cannot be said about the Shark Warriors, who are risky to send into attack because they can be lost, and they deal 4-5 times less damage than the upgraded units.
It's a pity that Sanctuary doesn't have fire magic, as many water spells work well in combination with fire. Perhaps that's why they didn't give it to them, so that you could only rely on scrolls.
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Even though there’s no fire magic, it can be compensated for. For example, taking “Thunderclap” in the air, which reduces initiative, and priestesses “shoot” with lightning. Also, I have a hero with the “Blood” reputation, and “Watery Grave” increases air damage. Another useful ability, as it seems to me, is Ice Pick. As for units, my favorite is Yuki-onna; their spell “Ice Shards,” if you set up the trap correctly, is very effective.
In reply to Fairy
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Fairy
Although there's no fire magic, it can be compensated for. For example, taking "Thunderclap" in the air, which reduces initiative. Priestesses "shoot" with lightning, and I also have a hero with the "Blood" reputation and "Watery Grave," which increases air damage. Another useful ability, as I've found, is Ice Pick.
And among the units, my favorite is Yuki-onna; their spell "Ice Shards," if you set up the trap correctly, is very effective.

As I said, you jump, and on the next turn, you move away from the trap, and it's fun.
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Question: If a Sanctuary hero levels up the "Water Magic" skill, will this in any way affect the attack power of River Spirits and Snow Maidens?
In reply to Adagio
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Hello!
The Sanctuary faction didn't impress me, and neither did the Inferno faction – these are my two least favorite factions! I don't know why, but I just don't like them, even though their units are quite strong; I can't say they're weak.
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Я начинающий картостроитель.Скоро буду
выкладывать карты, когда научусь всё делать.:smile01: :smile01:
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After much deliberation and agonizing, I finally decided which hero to use for the Sanctuary campaign and settled on a mage. However, I'm not particularly keen on focusing on water spells. I tested all the water skills in a duel and realized that they are practically useless in large-scale battles. I'll stick to my "native" light spells with a small addition of lightning, as I wouldn't want to miss out on the 15% bonus provided by the city.
Аксиома Коула: Общая сумма разума на планете - величина постоянная, а население растет...
Асха все обращает на пользу... :smile16:
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Playing against a Necromancer as a Tide Lord is tough :(. Two losses. I need to think about what to do in the tournament – almost everyone will probably choose Necropolis heroes.
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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I really liked this new faction!
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It would be interesting to know the opinion of more experienced players regarding the usefulness of the magic schools, in order. For me, in terms of usefulness, Earth is currently the most important, followed by Ice and Light. Or just suggest the most important spells.
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I only play as Haven. I use a mage hero on the path of blood. First, I acquire abilities that affect initiative, morale, luck, and automatically triggered army buffs, and only then do I move on to the magic section. As a rule, I take lightning, mass healing (which initially comes as a hero's specialty), both types of regeneration (for which it would be good to develop earth magic a little), and I definitely max out the power of air and water magic, as the hero has monsoon and water grave or water tomb among his individual spells... Then I take primal explosion and time stop (or something like that), sometimes I take slow and dispel magic. If desired, you can develop the power of primal magic. Sometimes I choose ice storm and eternal winter from water magic, but I always take water elemental summoning. As well as light elementals.
In general, that's how I do it. I haven't figured out all the skills yet, so the list is probably not very good.
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I think it's too scattered... If you're going to focus on air and water, you should stick to them (unless you add some healing or time stop). And I don't really think water or air are that useful; they didn't impress me much. Maybe the damage bonus is okay, but it doesn't seem very significant. It's better to sacrifice a bit of creature strength and create a hero who is truly tactically useful.
 

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Which of the alternative buildings are best to construct?
In reply to Alakazam
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even a depression filled with water is present on the head.:
It has been slightly reworked here.
Now the depression is there even without water:p
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I completed the 3rd mission, and in my opinion, the most useless unit is the Stream Spirits; they don't impress me. The same goes for special buildings; I often don't even build them because I don't know which one to choose.

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