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Gilraen
How do you develop heroes of different races?
Knight: attack, defense, mechanics, leadership/luck/light, rapid ballista
Demon: attack, combat frenzy, luck, darkness, abilities that enhance gating, logistics (and how can you do without it?)
Necromancer: darkness, necromancy, also can take chaos/summoning, education with the lord of the dead, spell power, abilities that save mana
Warlock: CHAOS, spell power, arcane wave, luck, spell luck (optional), summoning is also good, on large maps, I sometimes take defense so that the troops last longer while the hero destroys enemies with spells, education
Elf: attack, ranged attack (Ossir), tactics, or combat frenzy, forest fury, retribution, light/chaos, mechanics (?), enchanted ballista, luck, soldier, elf luck, logistics
Mage: can be divided into combat mages and magic mages. For combat mages (Hafiz, Razaz), I take mechanics. You can also take leadership, logistics, machine devotion. For the other heroes, everything is standard: summoning, spell power, education. Also, an interesting option: ORA + leadership + empathy
Dwarves: defense, chaos, light (?), attack, luck
Barbarian: attack, leadership, luck, mechanics
In general, I take logistics for almost all heroes.
How many times have you developed a super ability?
In the Inferno campaign, in the 4th mission, for Agrael. In general, it is very difficult to get a super ability, and you have to take unnecessary skills. A super ability does not pay off, especially for a Knight:smile48:. In the original, it's just stupid:mad:. To get a super ability for a Warlock, you need to take mechanics, luck, and a completely unnecessary skill, Ashi, and 2 more unnecessary skills. And there is no CHAOS!!! In the campaign for Railag, there is a defense skill, and 4 more slots are filled, and there is not enough space for CHAOS, but their super ability is designed specifically for CHAOS!!! And why does a mage need attack:mad?: And a knight needs education:mad::mad:. Therefore, you have to choose.
It's good that in the expansion, there are only 3 branches of necessary skills and more useful ones. But I'm annoyed by summoning for dwarves and catapult for mages and barbarians:mad:. But still, it is not necessary to level up to a super ability, there are much better development options:smile42:.
What do you take in chests: money or experience?
It depends.
It depends on the chest.
Gold(1000/500, 1500/1000, 2000/1500)Experience
depending on the difficulty level.
Gold(hero, veteran, warrior, recruit)Experience
depending on the hero's level. If the level is higher than 15-20, then it is pointless to take experience.
depending on the financial situation.
What do you prefer to take in arenas?
I agree with everyone: what is lacking. If the parameters are equal, then the one that the hero gets less often.
Which hero have you developed the best, so that the game was very easy afterwards:smile19:?
Faidaen - level 34, parameters 36, 36, 24, 30, also Railag (level 31, 29, 25, 33, 29) and Markel (level 29, 21, 29, 44!, 15) were great.
What is your record for the maximum level:smile49:?
See above.
What do you advise to develop for each hero?
Logistics, although I rarely take it for mages and necromancers.
Do you use secondary heroes, and if so, how many?
Of course, but usually 1-2, I try to give them logistics, scouting, leadership, treasury, troop gathering.
Here are the heroes that are well suited for carriers and economists:
: Elina - a bunch of peasants, and they all pay twice as much:eek:
: Rutger - an excellent carrier
: Talanar - troop gathering, treasury, you can take forest leadership and get a bunch of dancers, a ballista for free, a high chance of logistics
: Kifrah - +3 assassins, +2 furies, +1 minotaur per week:eek: not bad
: Hafiz - a bunch of gremlins and a full set of mechanics
: Argat - logistics
: Keegan - leadership and a bunch of goblins
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