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Secondary skills in Heroes 3.

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REgulus;52296
I guess I didn't express myself clearly:o
We're talking about skills... I meant "Magic Resistance."
It's a good thing, but without at least one artifact that increases magic resistance, or a hero with a specialization in this skill, it doesn't manifest often enough... Although for Rampart, it's a great thing, but I don't really like skills that are realized with a certain probability: Leadership, Luck, Resistance... Agree, if Resistance didn't express itself as a percentage probability that a spell wouldn't work, but as a strictly constant reduction in the damage from a spell, it would be a formidable weapon against mages. But as it is... mass spells are, by the way, the best weapon against Resistance. I've never seen a mass slow/weaken/curse spell fail to work on all the hero's units with Resistance!
Although I'm not arguing that if some wyverns or Horrors "resist," it won't be a big deal...
REgulus;52296
I can't agree, although there's a lot of sense in your words, but I think you still know that all parameters are calculated as a percentage and their influence is also measured in percentages:confused:
So, I'm not saying that these skills are useless. If I had 5-6 more slots, I would definitely find a place for these abilities! :rolleyes: I'm just saying that you can inflict more damage or take less damage in a "natural" way, but the wondrous transformations of spells at expert levels are new, unique opportunities for combat tactics.