Connection ErrorBad RequestThis page went staleSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
To CFmag: such a set of skills (Wisdom and four magic schools...) has a very negative impact on the hero's combat abilities:
1. Where are you going to put the other skills? Logistics/navigation or attack/defense will never be a burden, but if your opponent has a spell of prohibition, which is not uncommon, you will be in trouble.
2. In each magic school, there are 4-5 usable spells, and the battle is decided, correct me if I'm wrong, in less than 10 turns, which means only 10 spells will be cast, and WHY DO YOU NEED 20 SPELLS?
3. Play as Fortress, Inferno, Castle, Stronghold... WHY DO THEY NEED 4 MAGIC SLOTS?
4. It's not that difficult to catch a mage hero without mana (especially at your level of play), and in this case... neither an explosion in a book nor lightning, even with a spell of 99 and a sphere, will save you.
5. On a random map, mages usually dominate for the first 1-4 weeks, and then a melee hero easily defeats the mage without any particular problems (berserk, haste, slow, blindness are also available to the melee hero).
Now, think about your post.