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Sure, no problem! Try playing as a Barbarian using the Blood magic skill; it will be fun.
New here? I'm Roha — want a quick tour?
Sure, no problem! Try playing as a Barbarian using the Blood build; it's going to be fun.
2. All maps have a water component, and the Sanctuary can move across water without a ship. This saves resources (ships are expensive), and then the ship can be stolen, and there will be nothing to sail away from the island with.
From my point of view, saving time is even more important: at least two days. Or even all four.
In general, over several months of playing as Sanctuary, I have gradually developed certain models for tactics and hero leveling (I play as Irina, who, due to my boundless carelessness, embarked on the path of Tears).
Regarding skills. Physical spectrum schools. “PERSONAL QUALITIES”. I always choose the skills “Defender I”, “Defender II”, “Aggressor I”, and “Aggressor II”, because Ira is a Tide Sovereign, meaning a mage, and she absolutely needs to somehow increase her catastrophically low physical attack and physical defense stats; otherwise, the Stronghold, for example, will just batter her at their leisure. Additionally, I always take “Charismatic Leader I”, “Charismatic Leader II”, “Chosen of Fate I”, and “Chosen of Fate II” — it is always nice to get an extra action or land a satisfying hit on someone's head. Things worth considering: “Logistics”, “Theft”, and “Pathfinding”. Increased mobility for any hero is never redundant. I skip the “MANAGEMENT” school, as I never teach its skills to the main hero, but it is desirable for secondary heroes to research this section completely. In the “TACTICS” school, I always choose “Ambush”; it is very useful at the very beginning of the game. Irina knows the “Heroism” skill from “WAR CRIES” by default. To be honest, nothing else in the cries appeals to me, so I move on to the “ART OF WAR” school, where I invariably check only “Counterattack I”. Previously, I didn't forgo “Archery I”, “Archery II”, and “Giant Slayer”, but then I decided that 6% damage from the first skill isn't that much, 3% for each subsequent shot (the chain of which is interrupted on the second/third move) is also not great, and 5% from the latter given the initial condition is simply laughable. “Counterattack II” is a worthwhile skill and should be studied sometimes. To be honest, “Endurance I” and “Endurance II” didn't impress me much.
Now regarding magic. AIR. I don't know about others, but I'm just itching to take “Storm Arrows” when there are coral or pearl priestesses in the army. Now it would be very timely to remember again that Irina is a Tide Sovereign possessing the “Tsunami” ability, which makes all enemy squads soaked for 2 turns and more vulnerable to air-type damage. Here, both “Storm Arrows” with priestesses and “Lightning”, as well as “Chain Lightning”, will be appropriate. The main thing is that they don't hit back with those same lightnings, as by a stroke of luck, Sanctuary creatures are also not particularly friendly with Air. EARTH. Here I prefer “Restoration” and “Restoration (Global)” for cases when my enemy is not a native of the Alliance of Light with their glows. In battles with them, it is preferable to use “Healing” and “Healing (Global)” of LIGHT, which provide instant aid. PRIMORDIAL MAGIC. My constant choice: “Warding of Secrets I”, “Warding of Secrets II”, “Warding of Secrets III”, “Keeper of the Secret I”, “Keeper of the Secret II”, “Keeper of the Secret III”, and “Time Stop”. I think comments regarding the last spell are unnecessary. I also consider improving magical defense an important point, as I often have to face the Alliance of Light, Necropolis, Inferno, and Sanctuary itself. And increasing magical attack is simply necessary to significantly enhance the attack power of priestesses, upgraded kappas, elite girls, and kirins. Sometimes I choose ordinary “Slow” so the enemy doesn't start acting at an inappropriate moment for me and doesn't reach my troops in one turn. In separate cases, “Dispel Magic” is worth considering. And finally, the best part — WATER. Naturally, there must be: “Water Magic I”, “Water Magic II”, “Water Magic III”, and “Eternal Winter”. Such a set of skills increases the effectiveness of the abilities “Waves of Renewal”, “Powerful Leap”, “Ice Shards”, “Ice Touch” / “Icy Caresses”, and “Hail Shroud”. I believe this is a quite impressive sphere of influence. Moreover, the presence of “Eternal Winter” makes it reasonable to study the spells “Blizzard” and “Ring of Frost”, and also affects the Sanctuary racial ability “Honor IV”, from whose “Frost Shield” the foe also freezes. Next, freezing needs to be sorted out. Of course, one can replenish the hero's magic book with the strike spell “Ice Block”, but there is an option that, in my opinion, is more profitable: study “Summon Water Elementals”, which effectively allows not only to replenish the ranks of one's fighters but also to use that very freezing block (thus saving one experience point). The “Hail Shroud” of sacred kirins is a very useful skill in the matter under discussion. Again, freezing, and accompanied by significant damage. Combining the above, you realize that it would indeed be good to take “Icebreaker”, which automatically increases the luck level by 79 units when attacking a frozen enemy. In general, it sounds extremely tempting. I cannot write anything special about other tricks of the Water school of magic. Although, probably, “Ice Armor” and “Ice Armor (Global)” would combine perfectly with the fourth rank of the naga racial ability...
To summarize, I will say that the gameplay tactics for Sanctuary are actually based on the skillful application of Water magic and the competent management of both types of kirins (according to the developers themselves). It was correctly noted that nagas specialize in limiting the opponent's mobility, relying on the magical use of their native element... and the oars of shark guards.
Thank you! I should try choosing these skills and spells when leveling up the hero...
I also recommend paying attention to the words of user Chingis, who aptly pointed out the moments I overlooked.
“Ambush”. Yes, the Imps already have the highest initiative in the game.
I read that Sacred Kirins have the highest initiative...
I just wanted to know in more detail how magic power and magic defense affect the attack of the troops themselves, and whether they affect it at all?
How does it affect spells like Dominate, Summoning of all types of elementals, Time Stop, Ice Wall, etc.?
And why do they say that Ice Wall cannot be pierced by arrows, but in fact, arrows pierce it?
I meant the faction as a whole (get used to it, Sanctuary is often simply referred to as Nagas, even though there are only two units of that type).
Adagio, your reviews are good!
I have a few questions.
1. Why do you choose "Healing" when the opponent is Haven, but "Restoration" when it's another faction? Don't the Priestesses already have spells similar to "Restoration"?