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Red Orb (Sphere of Prohibition)

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#73
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scorpin principle, this is a winning strategy:D :D :D - we transfer control + give the artifact to Alkin, and he levels up with damage dealing in a week, and... :smile49:
Well, here you go. Stereotypical thinking. The warrior is the best. Playing as a mage hero is not even considered. A warrior is needed for Fortress, AND THAT'S IT.
from a mathematical point of view, the ideal ratio is 7 to 1, you wouldn't put 1 against 7 (some pathetic ~14% /1:7/).

the question is, what are these numbers?
- a mage/magic can only perform 1 action per round, while there are 7 warriors (7 units) and they have seven turns in a round, not 1.
As a result, in one round, we get ONE magical action and SEVEN physical actions - so, in most cases, who will win?!
- you might say that the mage also has these SEVEN turns for physical damage PLUS magic - but a novice cannot compete with a champion in combat sports (let's say boxing for the clever ones).

Example: we replace the mage with an archer (both will have 1 shot per round):
who will win: 1) one Tyson or 1 archer at a distance of 100m from each other (accurate shooting range is 150m)?
2) one Tyson and an archer in hand-to-hand combat (at a distance where it is simply impossible to shoot from a bow)?
3) and what should the archer do against seven Tysons at a distance where he can shoot a maximum of two times ???

P.S.: in Heroes of Might and Magic, many games have been won by this 1 archer against a horde of Tysons, and whether it's a red or green artifact doesn't matter - the main thing is excitement/adrenaline..