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Developing an Inferno mage hero.

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1: Oh, well, if that's the case, then it's better to spend this skill on a spell. 2: I thought about it, but since I don't know how to prepare them, that is, use them, I decided to give up on it. But it's a good idea. What spells then? Probably dark ones. Earth mages cast petrification, right? And we have that in our arsenal, along with time stop. 3: And shooting still affects it, even if it's magical damage? Then we should take it, but instead of what? If we spend the pathfinding slot on elementals... And the enhanced Cave Lords also deal magical fire damage with their special ability. 4: Reinforcements, yes. They helped a lot in the Campaigns. But I gave it up in favor of vampirism and regeneration. But there's another thing, the tear skill of the Inferno mage - they can summon reinforcements once on the battlefield at the cost of the Hell Gate. Although, in reality, my reinforcements were pretty weak, it seems. I need to check specifically on the dogs. And another question. In the original Might and Magic, there's an increase in magical power; is it worth taking? What does it affect? I thought that fire would be enough, since it's the main school for Inferno. And another question... how do you use the ability of the enhanced Juggernauts? It works for me every other time... Ah, no, it appeared again. Do you know what affects the number of troops arriving from the Hell Gate? At level four, the succubi summoned reinforcements one and a half times their size. I was shocked O_O