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Might and magic 6 hints spoiler
Might and magic 6 hints spoiler




might and magic 6 hints spoiler

Skirmish maps may not provide enough set artifacts to reach this much mana. The easiest way to get this is on a advanced campaign map with a magic type hero (like Anastasya or Irina). You obviously need to visit the Dragon Nexus to accomplish this achievement. Note: According to K0yunus at least on skirmish maps like "Tree of Plenty" or "Reign in Hell" it should work properly now.Īttain 1000 Maximum Mana with your Main Hero. Defeat every enemy if needed and after that end turns like a madman. Anyway it seems to work on "Towards the Within", the 2nd Necropolis campaign map and "Fearful Symmetry", the 2nd Inferno campaign map. It seem that the rounds are not counted on every map or that you have to be completely alone on a map to make progression on the bar. The old knight model looked too similar to Bandit lord on the title screen, and had no "Spell" animation.Play for 25 Might and Magic years. new model for the hero "Questing Knight" (simple re-texture with a few new animations, made it a few years ago). added goblin soldiers, flamethrowers, steam tanks and tinkers high elf archers orc raiders Reward: The Holy Grail : +2 knowledge, +20% magic resistance, 3 charges of Resurrection. casts retribution on two stacks, then crusade and bashes with normal attack boss speech when doing their unique abilities Retribution buff correctly removed when the affected stack dies

might and magic 6 hints spoiler

fixed Crusade special effect appearing on dead stacks camera center after clicking in the cintematic mode is now reset immediately on escape instead of at the start of the next turn fixed interaction between abilities "counter-attack" and "assault"/"attack twice" breaking the game fixed logistics perk of questing knight breaking melee units

might and magic 6 hints spoiler

Mainly bug fixes - a couple of them were gamebreaking (making the game stuck) new visual effects for Wasp swarm (summoning) Fixed incorrect damage prediction for a unit with Double shot that only has one arrow left Morale/luck modifiers in the multiboard were incorrectly displayed for mercenaries Vitality perk miscalculation for ai units Missing leadership, luck, sorcery & enlightenment perks when checking a hero's skills during battle Fixed miscalculation of spell effect predictions caused by Magic barrage perk (the effect now works at the end of the turn instead of before the spell is cast) + Tier 1 priestess with dryads and archers - dryads split into 4 smaller stacks + Footmen (archmage) now gain the Defence order bonus when moving 2 squares or less + Centaur archers/runners (cent.chieftan) now get a Deflect missile buff when they move, 20-65% depending on the distance travelled + Centaur archers (cent.chieftan) got a 25% first turn advantage + Gnoll-archers (mercs) got Maim ability, reducing target's attack and defence by 1 with each hit + Apprentice mages (mercs) +1 max damage and defence

might and magic 6 hints spoiler

Restoration (summoning) nerf: now reduces the target's attack and defence by 2 each time it's cast, if the target is not Undead Firewall (summoning) nerf: a firewall may not hit the same unit more than once per turn anymore (all 2 or 3 squares lit up in one cast count as a single firewall for this) + Paladins (tier 5) - absorb half of any damage taken by nearby allies, are immune to non-elemental magic, and cast high-tier light magic spells + Diabolists (tier 4) - also immune to non-elemental magic may cast Pandaemonium or support spells. + Murloc Nightcrawlers (tier 4) - stealthy melee unit that reduces enemy morale and is immune to non-elemental magic (debuffs, drain life, etc). + Eredar can now be hired as mercs (tier 5) + Some talents for Mountain king's, Alchemist's and Centaur chieftain's creatures Resurrection spell effect prediction was calculated incorrectly Units with "Explosion" ability only explode once, and lose the ability when resurrected Calcific blood ability nerfed from +3 defence per stack to +2 Apprentice mages - increase the hero's spellpower, may cast Deflect missile Corrosive mail - may melt the armor of enemy melee attackers Dark magic - Screams of the Damned, deals frost damage to everyone on the field, and drains mana of every caster and the enemy hero Summoning - Thunder clap, deals lightning damage 3x3 squares and stuns Light magic - Crusade, increases all units speed and heals them over time, effect lasts until the hero casts another spell Chaos magic - Pandaemonium, randomly scatters troops on the battlefield and hurts non-Demon units 4 New tier 5 spells, available from level 13 up Talents for Ice mage's, Naga, Dark ranger's and Farseer's creatures a message after leveling up that shows if new creatures/spells have been unlocked opponent's hero skills can now be checked in battle (if Q is toggled) by dragging on the hero






Might and magic 6 hints spoiler