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Posts from Question about advanced hero classes.

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#1
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I messed up with the progression of my character's advanced class.

I'm playing an RPG map (using the latest version of Equilibris) where the character doesn't own cities, but can buy units of various classes (if they've managed to scrounge up enough money). Also, by leveling up Charm and/or wearing a Charm necklace (which can be found on the map), the character can recruit various enemy units to their side before battle.

The map is XL, featuring a Dungeon; enemies (especially in the second half of the map) are sometimes very numerous and fierce; there are various quests, trees that increase character level, structures where you can beat up dragons to get another level, and so on. In other words, it's possible to max out all of the character's skill trees and still have plenty of time before reaching the end of the map. Overall, it's a gorgeous map.

From my first Walkthrough of this map, I remember that the main opponents—including those in the cities that need to be captured for the plot—are from the Death faction.

Therefore, I decided to make my hero a Paladin (50% resistance to Death magic and +50% defense in ranged and melee combat against Death units). I believed that by maxing out War Arts and Life Magic, I would make the character's specialization permanent. Meaning, he would remain a Paladin all the way through, regardless of which other trees I leveled up later.

In addition to War Arts and Life Magic, I had Tactics, Nature Magic, and Order Magic. I successfully leveled the hero into a Paladin. A couple of times, Battle Mage broke through (because Order Magic perks were unexpectedly gifted via quests), but I crushed the Battle Mage by leveling Life Magic and bringing back the desired Paladin.

Then one day, while the character had been running as a Paladin for a long time (with max War Arts and maxed Life Magic perks), I finished one of the story quests. The quest ended successfully and, as a bonus, I was granted one of the Order Magic perks.

And suddenly, bam—the character acquired the Archmage specialization (20% to the effectiveness of all spells). I nearly fell off my chair.

And this happened even though neither the Order Magic perks nor, even more so, the Nature Magic perks (which I leveled last) were fully maxed. Neither of them.

Nevertheless, the Paladin was replaced by the Archmage, and I was slightly upset, as I had planned to storm the Death cities—which are heavily packed with units—as a Paladin (since he has great defense against Death).

So now I'm sitting here wondering: is Archmage such a powerful specialization (after all, it requires three perks at once) that it overrides all others, all else being equal? Or should I have leveled the character into a Paladin only after maxing all three magics and obtaining the Archmage first?

Though there might be a catch here too.

Suppose I leave one perk needed for the Paladin unlearned (for example, Magic Resistance from War Arts); I level the three magic trees and become an Archmage. Then I finish the War Arts tree, and the character becomes a Paladin.

But then a wave of doubt hit me—what if the hero doesn't become a Paladin and just stays an Archmage?)) After all, two trees were maxed—War Arts and Life Magic. Yet three magic trees, two of which weren't even fully maxed (and the Nature Magic perks weren't even leveled past advanced), overrode the Paladin and turned the character into an Archmage.

Therefore, I am asking for advice from those who are knowledgeable about advanced hero class progression:

Please tell me, if you know how it works, how the assignment of an advanced class to a hero is handled. I read somewhere (quoting):

«A hero's class is determined by the skill groups with the greatest weight. For example, a General who begins to specialize intensively in Life Magic may then become a Paladin (Combat + Life Magic) or a Crusader (Tactics + Life Magic), if the weight of the Life Magic group turns out to be greater than that of Tactics or Combat. (And then, by the way, nothing prevents them from becoming a General again by leveling Tactics or Combat.)»

And I thought that the faster I finished leveling the skills needed for a Paladin, the better, and nothing could override them. But no, that's not how it turned out. What is the best way to proceed now so that my hero, after leveling all trees, becomes/remains a Paladin?

N.B.
I really don't want to replace one of the three magic trees with something like Scouting—because I love magic and enjoy casting. Plus, all three trees are quite useful on this map. But if Archmage is a class that overrides all others, then I'll probably have to remove one of the magic trees from my progression, which, I repeat, I would rather not do.

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#2
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Unfortunately, my friend, I think that when leveling up three branches of magic, the hero always becomes an Archmage. Maybe, if you don't fully level up the combat branch right away, you can switch to another class later, but after leveling up all three branches of magic, the character will become an Archmage because the weight of the three magic branches prevails. I also leveled up like that when I was testing, and my Barbarian became an Archmage (lol). Therefore, if you need a different class, you should only level up two branches of magic. In my opinion, the best advanced class is Field Marshal (tactics + scouting), but it's up to you to decide.

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#3
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Got it. Thanks for the reply! Field Marshal is cool, indeed. You can never have too much damage. I just decided to focus on a solo hero for this playthrough. Therefore, I'm saving money and not hiring units. So, besides the Paladin (considering the specifics of your map), I'm also looking at the Prophet (Permanent effect "Spiritual Armor". Increases defense in melee and ranged combat by 25%.) and the Dark Priest (The Dark Priest gains 1 health point for every 2 points of damage he deals in melee combat.). We'll see how it goes. Thanks again for the answer!
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#4
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The Archmage is awarded if the sum of the weights of the three magic branches is greater than the weight of any two skills. In this situation, the weight of the magic of Haven and Sylvan exceeded the weight of warfare. Also, as with other specializations, the rule applies that a branch is counted if its weight is not less than 2.

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