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Posts from Discussion about the Sanctuary faction.

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14 years ago
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Thank you for your response; I didn't pay close enough attention to the priestesses.
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14 years ago
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Shleif Kirinov was tested in Duels. Is this a passive ability? It really slows down enemy stacks, but I didn't count how many turns. I think it's for 1 turn. And also, on the first turn, Kirinov used some of their active abilities, I don't remember exactly, something that adds a large amount of water damage.
14 years ago
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Shleif Kirinov was tested in Duels. Is this a passive ability? It really slows down enemy stacks, but I didn't count how many turns. I think it's for 1 turn.
“Shleif Oblakov” is a passive ability of Kirinovs and Sacred Kirinovs. The ability of the former only stops the enemy stack for 1 turn if it tries to cross this path. The skill of the latter comes with a bonus in the form of providing an additional action to a friendly stack that touches the shleif. But it is important to remember that your stacks benefit from this feature only if their movement does not end with an attack. As you have probably already noticed, the “Shleif Oblakov,” extended by a Kirinov / Sacred Kirinov, disappears on the next turn, and the creature gets the opportunity to extend it again.
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14 years ago
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The "spirit" ability is also possessed by river spirits, snow maidens, and kirins. The problem is that a Sanctuary hero doesn't have necromancy, and ghosts are more accessible because they are the foundation.
14 years ago
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Snow and ice elementals do not have the “Spirit” stat.
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14 years ago
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Do river spirits exist? I distinctly remember that there is no "spirit" ability for the Naiads, even though the description states that they are minor water spirits.
14 years ago
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Water sprites and Mizu-kami do have that ability. But there are many inconsistencies. For example, why can't Kirins fly? They certainly could... Or why does the attack of Water Elementals trigger the "Wet" effect, but not Water Sprites and Mizu-kami?.. Is it because they don't have enough moisture?..
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14 years ago
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The inconsistency with the Kirin also saddens me, as the lack of flying creatures weakens the faction. There is a suggestion that they don't fly so they can't spread the mist everywhere if they are surrounded. It is also possible that they don't fly because they are Japanese unicorns, and to prevent anyone from associating them with dragons, they don't fly. However, none of the options explains the animation of their movement.
In reply to Победитель
14 years ago
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Winner
However, none of the options explain the animation of their movement.
Maybe they're like dolphins? They jump high, but not far? :)
14 years ago
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No, that's not quite right. Remember, even in the description of either the Kirin or the Sacred Kirin, it says that you can jump off a high mountain at your own risk, and the Kirin will catch you if you're lucky. They definitely can fly. In the game itself, there should have been an option for walking when there are no obstacles in the way. If you need to fly over something, like a city wall, there should be an option to fly, but without the trailing misty effect.
14 years ago
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Naga is my favorite race; it's fun to play as them.
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14 years ago
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I played a duel as Sanctuary against a strong Necropolis AI. And I easily defeated Zendah. With Earth Elementals, I inflicted petrification on the Weavers, then used them to dispel the Weavers' "death gaze." Then, the Kirins, using some kind of "typhoon," defeated the Weavers in 2 or 3 turns (I can't find it in the creature skills guide right now, but it was in the duel: typhoon or something like that, I don't remember, it deals 1000 damage at once). Then, I gradually eliminated all the stacks, leaving the vampires for the finale. And that was the right thing to do, as the vampires are really tough; I had to use the whole group to defeat them. No offense! I really respect Necropolis; I was just testing the strength of other factions.
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14 years ago
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Sanctuary is amazing! You go with a Warrior build, focusing on Tears; you level up his passives (after the shouts, use the bookmark); add a bit of magic: first level of Resurrection, Ice Armor, Celestial Armor, and don't forget Inspiration. A deadly tank-Kenshi is ready. Give him some regeneration from Priestesses... His abilities (Duel, subsequent attacks) further enhance his insane defense. Kirins were a disappointment for me... I expected something more... Snow Maidens, Stream Spirits... I think they are unnecessary ballast. Improved Kappas are only useful for jumping...
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14 years ago
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Kirins were a disappointment for me...
Really? What about their aura?
Snow maidens, water sprites...
The latter didn't impress me much either, but the snow maidens deal very good damage, and their ice field works wonderfully against AI opponents.
14 years ago
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Elementals and Snowflakes are still quite effective. Take a Mage, and voilà! He significantly enhances their magic attack. Although Warriors also handle their tasks quite well. Water attacks: Elementals, Snowflakes, splash damage from Frogs + Kirin's ability – all of this is wonderfully enhanced by both magic power (from the Prime Magic branch) and water magic power. + A building in the city that enhances all water abilities by 15% for 1 week (damage from water by creatures also SEEMS to be included here). And 2 such buildings already give 30%, etc. :) In addition, the abilities of Snowflakes and Jellyfish Waves are also enhanced. Kenshi and Kakula with oars are impressive only when playing as a Warrior; under a Mage, they are not that great, which is logical, since it's about physical attack/defense. I need to try a Blood Mage. :smile51:

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