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Heroes 5.5 WarGame Edition - Tactical Edition.

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Randomness is randomness. There are artifacts to help you reach the desired minimum value in certain situations. As for mana, WGE has spells for every price range. Because even if you have a lot of mana, after casting a couple of top-tier spells, you'll quickly run out. If you want, cast a tier 1 spell for 1-2 mana (with Talents, it can even be 0-1; the same goes for the free "Arrow" spell). And this isn't the kind of tier 1 spell that you'd avoid because of its ineffectiveness. At tier 1, the "Arrow" spell for 1 mana is comparable to the original tier 2 "Lightning" spell for 5 (when scaling the troops). At tier 2, the "Stone Skin" spell for 6 mana is already comparable to the original tier 5 "Shock" spell for 18. Of course, I don't care about a deep late game with a huge amount of units, which isn't interesting to me. But even for such a late game, scaling applies, as you can accumulate a lot of mana, and it's always in demand (unlike the original, where magical potential is essentially developed only through spellcasting, and knowledge to a lesser extent). Everyone plays the game their own way. In MMH5.5, dragons in an army are bred in dozens, even hundreds. Here, there are only a few dragons in an army, but these are dragons that don't die like flies from the attacks of some hero-warriors.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат