Posts from Discussion about the Sanctuary faction.
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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.
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 Lord—meaning she is a mage—and she simply must 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's always nice to get an extra action or land a heavy blow on someone's head. Things worth considering: “Logistics”, “Stealing”, 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 for secondary heroes, it is desirable 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 “BATTLE CRIES” by default. To be honest, nothing else in the cries attracts me, so I move on to the “ART OF WAR” school, where I invariably check only “Counterattack I”. Previously, I didn't refuse “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 (a chain that breaks on the second/third move) isn't great either, and 5% from the last one, considering the initial condition, is just laughable. “Counterattack II” is a worthwhile skill and should sometimes be learned. “Endurance I” and “Endurance II”, to be honest, didn't impress me much.
Now regarding magic. AIR. I don't know about others, but I'm simply compelled 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 Lord possessing the “Tsunami” ability, which makes all enemy units soaked for 2 turns and more vulnerable to air-natured damage. Here, both “Storm Arrows” with priestesses will be appropriate, as well as “Lightning” and “Chain Lightning”. The main thing is that these same lightnings aren't used in response, as Sanctuary creatures, by some stroke of luck, are also not particularly friendly with Air. EARTH. Here I prefer “Restoration” and “Restoration (Global)” for cases where my enemy is not from 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: “Ward of Secrets I”, “Ward of Secrets II”, “Ward 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 magic defense an important point, as one often has to face the Alliance of Light, Necropolis, Inferno, and Sanctuary itself. And increasing magic attack is simply essential to significantly boost the attack power of priestesses, upgraded kappas, elite girls, and kirins. Sometimes I choose standard “Slow” so the enemy doesn't start acting at a moment unsuitable for me and doesn't reach my troops in one turn. In certain cases, it's worth considering “Dispel Magic”. And finally, the tastiest part—WATER. These are a must: “Water Magic I”, “Water Magic II”, “Water Magic III”, and “Eternal Winter”. This 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 rather 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, we need to deal with freezing. Of course, you can add the striking spell “Ice Block” to the hero's magic book, but there is an option that, in my opinion, is more profitable: study “Summon Water Elementals”, which effectively allows you not only to replenish your ranks but also to use that very freezing block (and that's how you save one experience point). The “Hail Shroud” of sacred kirins is a very useful ability in the matter at hand. Freezing again, 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 can't write anything special about the other tricks of the Water magic school. Although, probably, “Ice Armor” and “Ice Armor (Global)” would combine perfectly with the fourth rank of the naga racial ability...
To summarize, I'll say that the tactics of playing as Sanctuary are truly 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.
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.
Thanks! I should try choosing these skills and magics when leveling up the hero...
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.
"Guardian I" and "Guardian II". As explained before, the mage simply needs to increase the physical defense of their troops, otherwise battles with the Barbarians will be extremely difficult.
"Charismatic Leader I" and "Charismatic Leader II". Again, about the old – we increase the chance of getting an extra action.
"Destined One I" and "Destined One II". Dealing critical damage is always a good thing. And sometimes, combined with the previous point, it can be a decisive factor in battle.
"Aggressor I" and "Aggressor II". We take them to increase the effectiveness of attacks of kappas, shark guards, and deep hydras. The first two units will overwhelm the enemy with numbers, jumps, and wounds, and the last one will deliver a concentrated fourfold attack, accompanied by a battle cry.
"Ambush". Yes, nagas already have the highest initiative in the game. But still... Sometimes, even those 5 units added to the initiative level can trigger an earlier turn for certain creatures of the Sanctuary.
"Counter Strike I" and "Counter Strike II". Increasing the damage dealt by counterattacks by 13% and the ability to retaliate one more time during the first three turns seems like a good advantage.
"Regeneration" and "Regeneration (General)" / "Healing" and "Healing (General)". I don't see the point in learning both. Experience points are a valuable resource, and spending 4 on just healing... that's not for me. The principle of choice is as follows: if the opponent plays as Haven, take only the magic healing of the Light. In all other cases, go to the Earth magic school.
"Summon Earth Elementals". To be honest, the warriors from this pile of stones are not very good, but their innate regeneration, combined with the "Petrify" spell, compensates for this shortcoming. First, we replenish the ranks of our army. Second, we gain the ability to temporarily remove one of the enemy units from action. Third, we save an experience point.
"Summon Water Elementals". The situation is similar to the previous one: we increase the army; we moisten the enemies, making them more vulnerable to attacks of priestesses; we get "Ice Block"; again, we save an experience point.
"Slippery Ground". Well, they say it's not bad to limit the opponent's mobility. I always choose it, but I haven't actually used it yet.
"Water Magic I", "Water Magic II", and "Water Magic III". For the Sanctuary, this is the foundation. It boosts all abilities based on Water, of which nagas have plenty. In general, we definitely develop it.
"Eternal Winter". A passive characteristic that affects not only the effectiveness of frost magic but also the effectiveness of snow maidens in battle.
"Ring of Cold". It should be in the hero's spellbook as a powerful spell for any occasion. Moreover, it causes target units to freeze – and that's about the previous point.
"Ice Bolt". The "Cloud of Mist" of sacred kirins and the "Ice Block" of Water Elementals automatically make the choice of this ability justified.
"Protection from Magic I", "Protection from Magic II", and "Protection from Magic III". It is very important to have this when facing any faction, except for the Barbarians, whose only units that deal magic damage are the stalkers. Moreover, it would be good to reduce the effectiveness of Air magic used by the enemy.
"Stop Time". An excellent weapon against any enemy, and it's especially pleasant to use it against angels.
"Guardian of the Secret I", "Guardian of the Secret II", and "Guardian of the Secret III". Again, these are necessary skills for the Overlord of the Tides. Half of the Sanctuary army will start hitting harder, and additional magic abilities will become much more powerful. Add to this the full development of Water magic, and you will see what we get. ;)
"Magic Affinity I". I discovered this ability for myself just the other day. And it really isn't a waste of an experience point – increasing the hero's maximum mana by 30 units often makes itself felt towards the end of the battle, when there is exactly a lack of magical energy to win. I recommend it.
To the conclusions of my previous large post, I will add that nagas have many diverse means of neutralizing the enemy, which allows them to first deal with one part of the opponent's army, and then apply the rest without proper resistance. And we must not forget the extreme importance of skillfully moving the sacred kirins across the battlefield: "Cloud of Mist" is the main element of the Sanctuary's strategy.
“Ambush”. Yes, the Imps already have the highest initiative in the game.
Overall, your review is very good.
I would like to know more about how magic power and magic defense affect the attack of the troops themselves, and whether it affects them at all. How does it affect spells such as Subdue, Summoning of all types of elementals, Stop Time, Ice Wall, etc.?
And why do they say that the Ice Wall cannot be broken by arrows, but in fact, arrows break it?
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?
Added 4 minutes ago
Yes, about "Time Stop." The higher the hero's "Magic Power" and the more advanced the Prime magic school, the longer the target enemy unit will be removed from action. But, as far as I know, the maximum is skipping three turns.
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"?