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   Forums-->Queries and help-->

Take Roots - What Does It Do?



AuthorTake Roots - What Does It Do?
Hi, I was looking over the new upgrades and noticed that Ironroot Treefolk have the Special Ability 'Take Roots'.

Since this new ability isn't listed in the Special Abilities Help Section yet, I thought I'd ask here to see if anyone knows.
Gives +50% defense and unlimited retaliation .
Oh so very cool. Thanks. :-)
It is only if you defend.
So if you press wait, move or attack you dont get +50% defence and unlimited retaliation.
Its only if you defend, and for that 1 turn.
i wonder what happens if you use it with "stand your ground" talent
ahhh the things i can do with that:

A deadly enemy stack incoming, take reta with 1 unit, attack with treefolk, enemy stack ensnared, move archers in range, defend treefolk, deadly enemy stack gets violated...
yeah this unit was created to protect our existence, our shooting troops
hmmm..i have another argue:
it name is "take roots", then i think if you defend, you get 50% defend, unlimited retal, but your snare get off (because the roots used to ensnare was taken)..this make more sense to me..how?
i wonder what happens if you use it with "stand your ground" talent

According to HOMM5, +100%
"Special abilities" page updated to include upg. tier 6 creature specs.
# Blade of doom:
This creature's attack or retaliation is guaranteed to slay at least one enemy creature. (Its final damage is increased by its target's HP)
This ability will only have effect at a Mercernaries' Guild monster when the latter has less than 1000 HP.

so they have to knock it to below 1k hp before they can use it
for navimegaman:
correct. Before that, they will be dealing normal damage on every attack, as if they didn't have the "Blade of doom" ability.
This topic is long since last update and considered obsolete for further discussions.
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