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It should be noted that to see both versions of the epilogue, you need to have at least one hero from the Tears faction and one hero from the Blood faction. Although the main difference lies in the final boss and the ending itself.
Yeah, that's why Sandor started leveling up in the Blood faction, because they kept pushing me away from the Blood scenario. They would switch me to the Tears scenario as soon as I chose a hero.
And in general, who are these Faceless Ones? I didn't quite understand it from the plot. Angels are understandable, demons too, the cult of Malassa - well, Kate, it seems, is also one of them. But these are some kind of creatures, and they can appear everywhere, whether it's humans, nagas, or even orcs.
Shukfir
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The Faceless are one of the six oldest races of Ashan. Malassa created the Faceless. Elrath created the Angels. Arcat created the Dwarves. Silanna created the Elves. Shalassa created the Nagas. Ilat created the Humans.
Angels and Faceless are eternally opposed to each other, like Light and Darkness, which they worship. In the Ancient Era, Angels and Faceless unleashed a bloody war, in which many civilizations perished, including the Empire of Shantir. As a result of this war, there were very few Angels and Faceless left in Ashan.
Therefore, the Angels, in order to strengthen Elrath's position, enlisted the help of humans.
The Faceless, in order to strengthen Malassa's position, helped the elves of Tuidhanny in the war against humans and the other elves. In return, the elves of Tuidhanny turned to Malassa and became dark elves.
bobchik
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Wow, that's awesome!
I don't know why people are complaining that the plot in Heroes 6 is bad – I think it's cleverly crafted and well-executed. And they did a great job with the concept of five siblings leading different factions.
I'm just curious if the new factions will be related to the House of the Griffin, or if they'll be completely unrelated characters.
Frozen Maiden
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Most likely, they are his left-handed children. And how long can they keep tormenting Vyacheslav's children? Although, who knows who else he... hmm... has been with, besides Kate and Elizabeth =D And then another son/daughter will come along, leading a completely new faction... And they will sing and dance.
I really don't understand why the hero editing gear in the campaign is inactive. Last time I played, it was active, and I don't remember what I need to do to activate it. I really don't want to play as Kirill – war. Because, in my opinion, wars cause terrible damage.
Supric
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Warriors become available after level 15.
Garnet
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Warriors become viable after level 15.
In my opinion, this doesn't make them significantly stronger. Mages are still better. However, this is a matter of debate.
Gerter
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Mages are still cooler.
Well, that's certainly a debatable point. Nagas and Necropolises have better mages objectively, while Orcs and Humans are better as warriors. Inferno is an exception because, in principle, it's a physical race, but upgraded fire magic rules in this case, of course.
Нет войне.
tomatovv
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Oh, it's a debatable question, but at least in campaigns, mages are dominant, and people in general too! Especially in the later levels, where you need to quickly clear the area and capture mines. Without summoned units, losses are inevitable! As for Demons, I can't understand which of their units are best suited for magic. Lilims, definitely. And I think Champions too.
Gerter
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in campaigns, mages dominate
in campaigns, a linear, one-sided strategy is always used, so it is impossible to objectively judge the balance of strength/magic. Unfortunately, online activity in Heroes 6 is very low, so it is difficult to judge...
Нет войне.
Garnet
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I also can't agree about fire magic. It's practically useless. And the spells that are good have better alternatives in other schools. I almost never invest in fire or air magic.
Gerter
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I mean that leveling up fire magic, specifically the skills "Fire Magic - I, II, III," increases the damage dealt by some Inferno creatures.
Нет войне.
tomatovv
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Gerther is right that "Magic of Fire" boosts the attack of Lilims. BUT, in addition, if you have magical units, their attack directly depends on the STRENGTH OF MAGIC! and only on it. For example, Necropolis has three magical units: Lich, Ghost, and Spider. With a magic strength of 104, they dealt almost 20k damage! Garnet, you are wrong. "Magic of Fire" is not just a fire arrow! It's "Fury," which greatly increases physical damage! And what about BERSERK! "Magic of Air" is Lightning and Chain Lightning. I won approximately 80% of the battles in the first month at the highest levels with these two spells. And for archers, "Rain of Arrows" +60% damage and no penalty. With the hero's passive skill +10% damage and +3% for each subsequent shot and +25% to range, archers decide the outcome of the battle.
Well, that's certainly a debatable point :) Nagas and Necromancers are objectively better mages, while Orcs and Humans are better warriors. Inferno falls behind because, in principle, it's a physical race, but in this case, the enhanced fire magic really shines.
Inferno has magical ranged attacks for both units. And there's nothing interesting about fire magic for level 15. :) The imbalance of the 6 heroes lies in the fact that warriors are virtually ineffective at low levels, and it's unclear what to do about it.
Added 4 minutes ago Garnet
I also can't agree about fire magic. It's practically useless. And the spells that are good have better alternatives in other schools. I almost never level up fire or air.
For an Inferno mage, I always take a fire-based ranged attack (low cost, 1 turn cooldown) and Sacrifice (in combination with "Harass") at levels 2-3. But this is on single-player maps. And there's no equivalent to increasing magical defense (fire shield) in other magic schools.
Added 1 minute ago tomatovv
"Air magic" is Lightning and Chain Lightning. I won about 80% of battles in the first month at the highest levels with these two spells. And for ranged units, "Hail of Arrows" +60% damage and no penalty. With the hero's passive ability +10% damage and +3% for each subsequent shot and +25% to range, ranged units decide the outcome of the battle.
This is in campaigns. But in a single-player scenario, Lightning will quickly leave you without mana
Garnet
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Garnet, you are wrong.
I am male. Therefore, I am right xD
"Rage," which greatly increases physical damage.
When I used Rage, I had a vague suspicion that it only increases damage on paper, and in reality, there was no effect at all. Maybe it's been fixed by now – I don't know.
BERSERK
What's the point of Berserk? Let's say, your units attack your own + the enemy loses a turn. BUT. If I remember correctly, Berserk is removed by an attack from an enchanted monster. And even the AI doesn't use this trick. Result: the spell is wasted. Instead, you could cast Blindness/Petrification/Time Trap and immobilize the monster for 3-4 turns.
Lightning and Chain Lightning
In addition to the high cost, I'll add that the stunning effect only reduces initiative, and doesn't force the enemy to skip turns. Therefore, these spells won't bring about a quick death.
Arrow Rain
Also a waste of mana and turns. Many archers can shoot without a penalty anyway. And this spell only makes sense when you have a huge number of archers, at the expense of melee warriors.
And there is no equivalent for increasing magical defense (Fire Shield) in other magic schools.
I've never seen the point of this spell, even back in Heroes 3.
I don't respect attacking magic at all. It helps a little in the early stages, but in the middle of the game, it becomes a waste to spend turns on it when you can use high-level spells. At this point, the power of attacking spells is so insignificant compared to the size of the armies clashing on the battlefield...