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Posts from Factions in "Might & Magic: Heroes Online".

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12 years ago
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Greetings, Heroes! Today, we will tell you a little more about the factions. Let's start with Haven – the Holy Empire. In brief The Holy Empire, also known as Haven, is a theocracy protected by medieval Knights and Monks. They worship Elrath, the Dragon God of Light, who endows them with magical abilities based on his own power. Their goal is to live a life commensurate with the ideals of Elrath, the creator of truth and purity, and to illuminate all corners of Ashan with his sacred light. • Country / Kingdom: Holy Empire of the Falcon • Capital: Falcon's Nest Culture Led by Angels, the chosen ones of Elrath, the subjects of the Holy Empire believe in the inherent wickedness of human nature, which must be cleansed by the light of Elrath. The Holy Empire mainly consists of people who have changed their faith from Ilath, the Dragon of Air, to worship Elrath, the Dragon of Light. With the support of several remaining Angels, the inhabitants of the Holy Empire offer prayers to Elrath in exchange for his blessings and miracles. In this system of beliefs, magical power is directly proportional to faith. Angels, being the oldest creatures directly connected to Elrath, are directly connected to the magic of light and share the principles of truth, light, and justice. Military "Law and Order" is above "Good and Mercy." Each aristocrat is responsible for recruiting, equipping, and training his troops and militia. The Emperor chooses the army leader, to whom all troops are unconditionally subordinate, and, in theory, any aristocrat can become him. In practice, however, very few of them become army commanders – the Emperor simply does not trust anyone enough to give him such power. Mounted Knights, supported by heavy infantry and griffins (a magical mix of lions and eagles), form the backbone of the army, which is respected by allies and feared by enemies. Tactics Haven commanders emphasize defense and impeccable military art, which they value above all else. Their armies are capable of repelling even the most brutal attacks with minimal losses, and any damage or debilitating effects are quickly healed or dispelled by troops such as Battle Priests and Seraphs. Their most important skill schools are Righteousness, Defense, and Tactics, and the key abilities of these schools include Guardian Angel, Inspiring Cry, and Taunt. The main weakness of the Light army is the relative lack of overall mobility and low damage. Their warriors perform best when they are close to each other, and if they are separated and dispersed, they may well be defeated. We hope you enjoyed learning about Haven!
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12 years ago
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Greetings, Heroes! It's time to take a closer look at the second faction in the game – Necropolis. In brief Necromancers, known among other mages as the "House of Eternia," began as a small sect in the Seven Cities but quickly gained power and influence. They worship Ascha in her aspect of Death. All necromancers strive for a fanatical interpretation of the dark aspects of the Goddess, emphasizing only death and elevating the state of "Un-life." Necromancers study death magic to become immortal – they learn how to control the souls of the dead and how to raise the dead from their graves. Country/Kingdom: None Capital: Necromancers appeared in Al-Beril, but now they have settled in Nar-Erishe. Culture Necromancers worship Ascha, the primordial dragon of order, or rather, one of her aspects – Death. Their desire for order and tranquility has led them to attempt to control time itself, and death has become only the beginning of existence for them. Only the most worthy can aspire to such "un-life" as a necromancer, while others become, at best, obedient servants, and at worst, remain mere pawns forever. Like the followers of Sar-Ilám, Necromancers do not perceive dragons as gods, but rather as "enlightened beings" and powerful spiritual symbols. They believe that the magic within them should be enhanced through diligent study of secret knowledge (mainly the teachings of Sar-Ilám) and strict discipline. They have a predisposition for primal magic, which allows them to control time, space, and spirit. Among the elements, their favorites are Darkness and Earth, which provide them with interesting combinations with their undead minions. Military Necromancers are rarely seen on the front lines. They are usually located in the rear ranks of the army – as command staff or as support troops. The lower undead are mostly slow and clumsy, but they overwhelm the enemy due to their numbers, which are replenished by raising the bodies of fallen enemies. To deliver quick and precise strikes against the enemy, necromancers use ghosts. Necromancers generally prefer to prolong the attack for several hours, as this gives them an advantage – after all, their troops will never get tired. But in any case, the armies of necromancers consist not only of the undead. Namtaru, or Spinners of Fate, are emanations of Mother Namtaru, the embodiment of the Spider Goddess, the true representation of Death, the aspect of Ascha. Tactics Necropolis commanders will stall for time and fight on their own terms, continuously resurrecting fallen warriors and relentlessly throwing them into attack, wave after wave, demoralizing the enemy and weakening him. The most important skill is necromancy, which is used to support their troops, raise the dead, and turn slain enemies into Necropolis warriors. Thanks to their school of weakening spells, a necromancer can survive most armies and gain more in battle than they lose. But on the other hand, this can put the necromancer in a disadvantageous position. If he goes against an enemy with high mobility and/or dealing high damage, the battle may end before the strongest effects of the necromancer's weakening and demoralizing abilities take effect.

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