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Posts from Discussion about the Sanctuary faction.

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#223
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In my opinion, the most useless unit is the River Nymph.
I don't think so. If we ignore the bugs that still exist for some reason, this unit is quite decent. Firstly, there's the Pain Reflection ability. It's actually quite impressive sometimes. Secondly, it reduces damage by 20% (or something like that). Thirdly, there's the currently non-functional ability to establish a spiritual connection. This is the main feature of River Nymphs, which the developers are in no hurry to activate. :smile04: In general, the Wave of Refreshment and the spiritual connection ability are simply made for each other. I remember using it effectively even in the beta. But, as they say, everything in moderation.

P.S. I finished the Sanctuary campaign. Now, Irina is in my Dynasty heroes, and she's a Jew. Only, so much game time has passed that she could have already given birth to three children...
The special buildings don't impress me either; I often don't even build them because I don't know which one to choose.
I also ignore them, as I'm too lazy to figure them out. I only occasionally build the building that fills the racial ability bar. As for the rest, I don't bother... There are definitely bugs upon bugs there.

Added after 2 hours 23 minutes
My apologies, the spiritual connection ability is now working correctly. I didn't notice it at first.
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#224
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Stream spirits are certainly quite specific, but there are also advantages; for example, you don't need to spend regeneration on them. Although it would be more interesting if they had an ability like the light unicorns in Heroes of Might and Magic V: so that a certain type of magic would be cast on them automatically.
 

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#225
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I like the Naga race the most. Especially their unique ability to walk on water. The only downside is the "passivity" of their troops.
#226
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What’s with all the passivity?
In reply to I_N
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#227
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I_N
What's with this passivity?
The troops have a small movement range, and most of their abilities are focused on defense.
In reply to spleean
#228
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spleean
The troops have a small movement range, and most of their abilities are focused on defense.
You're getting carried away – the upgraded Kappa, when jumping, hits three, or even four, units, dealing significant damage, and the jump covers almost the entire map.
And the freezing of Cryons deals solid damage + counterattack + the enemy loses a turn.
And the attacks of the Four-Armed, especially if it hits two or three times in a row.
And the attacks of the Shark Guards with their terrible wounds.

The Sanctuary is more effective in attack than in defense.
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#229
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I don't know. In attack, Sanctuary quickly loses to Haven.
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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#231
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Sanctuary is strongly tied to water. Therefore, it doesn't make much sense to level up a Warrior, although perks like "Resilience" or "Fear" would be very useful for them.
But since they deal a lot of water damage, it's better to level up a Mage.

Also, it's good to have teleport for the Shark Guards, as the unit is slow but deadly.


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



#232
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Yesterday, a warrior hero from the Sanctuary completely crushed me in a duel. He had a skill that allowed one unit to attack twice for, I think, two turns. He hit my spider units with thirty craniums twice, and both times with good luck, and the first time with a freeze effect, and out of twenty-five, he took out 18. I defeated a warrior from the Haven faction with a mage from the Sanctuary in a duel; the main thing is to quickly destroy the guardian or ensure that no troops are near him, and then the Sanctuary warriors will dominate.
In reply to I_N
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#233
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Sanctuary... How I love them))) I usually level up the warrior since the bonus to Kensai Hp is very pleasing, and the kirins... mmm simply gods in 6 heroes. Such damage is just insane))) I level up tears (there's invulnerability for a couple of turns).. By the way, allied units move very far through the fog, so sharks manage to cause quite a lot of trouble before they die)))http://forum.heroesworld.ru/images/smilies/smile.gif
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#235
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You level up the mage to the point where they have 1 control skill + ultimate ability for mass stun (small units). Otherwise, they don't really control the crowd; they just destroy it. They completely control the battle map. The Devs have a puddle skill, and in their water skills, there's a Slippery Puddle. Kirin has a fog skill.
Мужчина, который утверждает, что место женщины на кухне — просто не знает, что с ней делать в спальне!
#237
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Chingis
Please explain who "Serenity" can affect.
It affects all living creatures, including demons, except for units that are immune to mind control effects, such as Berserkers.
#239
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Chingis
Thank you! So, as I understand it, Serenity doesn't work on Necropolis?
And please explain in detail how the "Ice Wall" spell works in practice. How well does it protect against ranged attacks? Is it completely impenetrable? Please elaborate.
I've never used it.
#240
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Chingis
Could you please explain in detail how the "Ice Wall" spell works in practice? How well does it protect against ranged attacks? Is it completely impenetrable? Please elaborate.
It provides protection just like any other ordinary cover. Enemies around it are frozen (-1 to speed, etc.). It can be used as an obstacle on the battlefield, but it consumes a lot of mana.