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#7
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It's good to have your own ideas that don't align with the general direction. You need to try them out. Practice is the criterion of truth. While the matter is still in the theoretical realm, I would like to add a little about the possibilities of magic against griffons. The most effective spell against them will be "Divine Retribution," not chaos magic. "Wrath of the Horde" will also work well, especially at the beginning, when several thousand goblins are still intact. For griffons to fully recover from "Vampirism," a certain critical mass of them is needed. With the help of the spells mentioned, griffons will quickly be rendered combat-ineffective. Against the Archmage (especially Wing), there will be very little chance of survival – the elven units will all fall before the spell can be cast, and there will be no one to cast "Vampirism" on. Against the demon, the situation will be better in terms of numbers, but there may not be enough mana for more than a couple of mass spells, and the choice will be: cast "Vampirism" or not. (Here, the question of the usefulness of two schools of magic arises again.) Dagonet
And another question. Doesn't removing control with purification or antimagic depend on the difference in spellcasting skill? (Total dispel chance = base% + (Dispeller_Level - Caster_Level) * 3% Level of creatures is 1-7 for normal, and 2-8 for upgraded creatures.) And I thought that spellcasting skill affects the chance of removing, for example, acceleration on top of slowing, and so on. That is, I think that with skilled light magic, a "Cleansing" spell (sorry, I have the English version of the game), I can remove control with a 100% chance, regardless of the opponent's spellcasting skill.
"Slowing" on top of "acceleration," or vice versa, is always applied, regardless of the spellcasting level. Variations are possible due to the presence of magic resistance. "Dispel" depends and is calculated according to the formula.