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For Magistar:
I take Resistance, and often, I almost forgot to finish writing about it. I was writing the post late at night.
Regarding Light magic – similarly, all other things being equal, I will always choose Light. Firstly, to compensate for the damage "gap" (of course, I'll also use spells like "Skin" and "Burn"). Secondly, to surprise the opponent.
I was simply writing according to the standard, a "classic" build, and since Light relies on a lack of spells, I chose Darkness (in my post, Light is listed as the second choice).
I won't argue about Leadership; I meant it in comparison to Luck. I haven't encountered situations where horses and cavalry units couldn't reach the enemy line without a speed aura.
The developers somehow managed to give Sorcery not so much to "even Alastor" as to Jezebel, a specialist in succubi. This is a complete failure. Why would archers need Sorcery? Dugald has ranged attacks.
In this regard, the Inferno heroes are the worst – Grol (Chaos), Alastor, and Jezebel (Sorcery) have been ruined by their perks, plus Daleb (banned because of machines). You can only play with half of them. In other races, 1-2 heroes are ruined by their perks, and even that is debatable.
After all, the Inferno faction is not liked in all parts of the game. The recent news about the failure of Heroes 7 and, consequently, the add-on with the Underworld confirms this.