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Hello! I mainly play as a Mage (Hafiz) on Ubi, and I often face Orcs (mainly Haggesh) as opponents. I'm tired of losing, and I mostly lose because even if I keep pace with the Orc in development and the final battle takes place around level 28, Hafiz has around 40 knowledge points with artifacts. With mini-artifacts, the total attack + defense for Warriors also comes out to around 40, while the Orc has around 70. I'm leveling up Machines, Education, Luck, Light Magic, or Attack with Battle Fury, or Sorcery. Here are the mini-artifacts I create: Gremlins - Attack, Initiative, Health Gargoyles - Speed, Initiative, Health Golems - Attack, Defense, Health Mages - Attack, Initiative, Health Djinn and Rakshasa - Attack, Defense, Morale Titans - Attack, Defense, Initiative I don't give Luck to mini-artifacts because it's already 5 or more.
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An Orc in the late game is a serious opponent. In this regard, Hafiz is not a good choice. Haggesh doesn't have any extra skills, but Hafiz's machines are almost useless in such a final stage, and the gremlins aren't very effective either. Either Ora, or Razak, or... Maybe it's worth trying Faiza altogether? Because of dark magic. This is definitely the best school against Orcs; they have no resistance to mind control and other such things. You don't even need to take Faiza; you can take Ora instead and try to develop dark magic. Then there's also the element of surprise. But Faiza has it from the very beginning, plus, who knows? Maybe his destructive beam will be useful? First, it reduces the Orcs' defense, and second, it immediately removes their rage. I haven't tested it, but it might be good.
The biggest problem when playing against Orcs is precisely the rage, which absorbs a huge amount of damage. So, I would pay more attention to initiative artifacts and mini-artifacts. For Rakshasas, instead of Battle Spirit, for example. A mini-artifact for initiative + "Onslaught" + retaliatory attack (or attack on multiple targets, whichever you choose. But I would take the first against a human player; computers like to put units in a pile, but people don't really ;) ) – and you get a very powerful attacking tool that removes rage. Djinns might benefit from a mini-artifact for speed – then they can fly around the entire map. Or also for initiative... Honestly, I don't see much benefit from Battle Spirit; it's always positive anyway and usually around 3, sometimes 4. I'm not quite sure why you would need 1-2 additional points of Battle Spirit.
Well, that's about it. However, there's one more thing: in your place, if the "Leadership" skill appears, I wouldn't refuse it, and if the alternative is "Leadership" – "Luck," I would definitely take the first. Yes, the chances of it appearing for the academic are small, but is it worth mentioning how great the skills are there? Whether it's empathy, the aura of speed, or machine loyalty – all of this is an excellent aid to the academic!
 

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The initiative is needed to simply prevent Orcs from gaining Fury or to counter Dark Magic.

Whatever
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Against Orcs, you should play as Elves. Especially with Wingael – it guarantees a 200% victory. Otherwise, the player described everything correctly. Creating mini-arts to boost morale is pointless. The map already has plenty of places to increase Battle Discipline and Luck, which you can visit before a battle (I once managed to get 11 Battle Discipline and 13 Luck before a fight). You could also try leveling up to specialize in Golems, increase their speed, and send them into battle. Gremlins will repair them afterward. Machines are the most useless skill in the late game, especially if the hero doesn't specialize in ballistae.
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What's the point of taking Leadership? Empathy doesn't work because goblins block spells, and for Inspiration and Aura of Swiftness, you need Logistics, which is also rare for mages.
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I thought that for a speed aura, logistics weren't necessary...
Well, goblins block, but is that all? ) I thought they use their ability and then have a chance to block one spell, right? If so, then the value of empathy only increases, and significantly.
And yes, since you mentioned logistics, it's also useful. ) Although here you'll have to choose between it and something else that's needed, like leadership, for example. Well, if it drops.
 

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What exactly is the problem with killing an Orc in the late game? For example, if you play as Hafiz against Hagesh and have a Knowledge skill of 40, it gives you a mini-art that grants 40% initiative to all your troops. Goblins will move before Centaurs. And in general, the entire ATB scale will be in favor of the Academy. Attack with Goblins, Mages, and Titans on a single target. Hagesh's Centaurs move once, and then they will be blocked by Tumblers, with a mini-art that provides HP and defense.
In reply to Dagonet
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Dagonet
What's the actual problem with killing an Orc in the late game? For example, if you play as Hafiz against Haghesh and have Knowledge at 40, it's a minor artifact that gives all your troops 40% initiative. Goblins will move before Centaurs. And in general, the entire initiative scale will be in favor of the Academic. Assist with Goblins, Mages, and Titans targeting a single unit. Haghesh's Centaurs will move once, and then be blocked by Turrets, with a minor artifact that boosts HP and defense.
The problem is that you might not even be able to create the artifacts; you might not have enough resources, and this depends on how long the game lasts. Also, the leaders and the hero have a great ability that speeds up the turn. Therefore, the Centaurs will move more than once; with Wrath of Blood, they will tear through any stacks of Mages, and a well-developed Ballista with Fire Arrows won't let you relax. A Mage can be saved by Darkness, or Chaos with Pyrokinesis. Well, it also depends on the artifacts and spells. Hagga at level 25+ is overpowered. I have an Orc player friend who only plays as her, and no one else. So I know that Orcs are very difficult to defeat. In general, you need to take units with high initiative and Darkness or Chaos, and they need to be very strong.
In reply to Bravo1853
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Bravo1853
The problem is that you might not be able to create artifacts, and you might run out of resources, which depends on how long the game lasts. Also, the faction leader and the hero have a great ability that speeds up the turn. Therefore, the centaurs will move several times, and with Wrath of Blood, they will cut down any stacks of mages, and even a well-developed ballista with fire arrows won't let you relax. The mage can be saved by Darkness, or Chaos with Pyromancy. Well, it also depends on the artifacts and spells. A Hagga at level 25+ is overpowered. I have a friend who only plays as an Orc, and nothing else. So I know that Orcs are very difficult to defeat. In general, you need to take units with high initiative and use Darkness or a very strong Chaos.
Chaos against a late-game Orc? Are you serious? Darkness, yes, with the Wizard's Mark, you can blind two squads at once or apply Berserk to two squads at once. Grem and Minotaur will still move first and attack the centaurs. Taking out a Grem with a Minotaur with 10 HP, 10 defense, and 40% initiative is a problem even for an Orc. 1000 Grems with 18 HP is 18,000 HP + insane defense, which will halve the damage. And if it's Razzak with infinite golem resistance and a sudden teleport of that golem? Wrath of the Horde will hit 15 Titans, but who cares in the late game when you have 50 or more?
The longer the game lasts, the less chance the Orc has. He can definitely rush the academic, but winning in the late game is questionable. By that time, there will be enough knowledge and resources for Minotaurs.
In reply to Dagonet
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Dagonet
Chaos against a late-game Orc? Are you serious? With Dark magic, and the Wizard's Mark, you can blind two squads at once or apply Berserk to two squads at once. Even with Gremlins and Minotaurs, they will still go first and attack the Centaurs. Taking down a Gremlin with a Minotaur that has 10 HP, 10 defense, and 40% initiative is a problem even for an Orc. 1000 Gremlins with 18 HP is 18,000 HP + insane defense, which will halve the damage. And what if it's Razaz with infinite Golem resistance and a sudden teleport for that Golem? "Wrath of the Horde" will hit 15 Titans, but who cares about that in the late game when you have 50 or more?
The longer the game goes on, the less chance the Orc has. He can definitely rush an academic early on, but winning in the late game is questionable. By that time, there will be enough knowledge and resources for Minotaurs.
Regarding Chaos, it depends on how long the game lasts. If there are 3,000 troops, then it's unnecessary, but usually the final battle takes place with that many troops, so Chaos will be useful. Without the Chaos Silencer, the Orc will lose a lot of troops, especially with the Wizard's Mark. Blindness doesn't work against Orcs; it's easily countered, and the "Word of the Leader" spell will solve that problem. And Berserk might not even take effect. I agree that the longer the game goes on, the less chance the Orcs have. But no skilled player will prolong the game against a mage. And with "Wrath of the Horde," he can definitely attack those same Golems, not necessarily Titans.
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Without darkness, it's difficult for mages to defeat orcs. Under the influence of fury, orcish troops will tear through the mage's troops, even with mini-artifacts. But if darkness is involved, then you need to consider how well the orc is protected from it and how the goblins will perform. And chaos is not an option at all.
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Please help, I was playing with my brother on the same computer. I was playing as the Academy: defense, light, darkness, education, wizardry, but I didn't have much luck with spells. Miniatures - all ranged units get initiative and attack, warriors get defense and health. Orc: defense, attack, leadership, darkness and chaos. Question: what did I do wrong????
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In reply to Teodor
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Teodor

The question is, what did I do wrong???????
With such a limited set of spells, the Mage has no options. What illusions can be used to defeat an Orc with the "holy word" when there are almost three hundred Centaurs? As I understand it, you played with only one Castle. The root of the failure lies in the development itself. Was it worth taking those schools of magic if the Magic Tower didn't offer anything useful for them? Without higher-level Dark Magic, everything is, of course, sad, but you could have taught some spells like "Eagle Eye" (since "education" is already available) and obtained others as perks (the "Protection" skill gives "Stone Skin"). About the battle itself: why are the Mage's units behaving so passively? In this case, there is no hope for magic. I would change the Hero. Against the Orc, Ogre looks weak (Rezak, Narhiz), but that's just my personal preference.
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Teodor
Question: What did I do wrong???????
Screenshots of skills and artifacts are needed. Initially, you needed to kill the executioners, not the orcish warriors. The wrong heroes were chosen for the final lineup; you need combat-oriented heroes. You shouldn't have invested in Light; instead, focus on Darkness. Instead of Light, you could have tried Attack or Mechanics.
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Bravo1853
We need screenshots of the skills and artifacts. Initially, it was necessary to kill the executioners, not the Orcish warriors. The wrong mages were chosen for the final stage; we need combat mages. It wasn't necessary to develop Light; only Darkness was needed. Instead of Light, you could have tried Attack or Machines.

So, in the late game, you need one magic school without Sorcery and more combat skills with minions, right?

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