Skip to content

Posts from Герои Academy в Heroes 5

Academy Closed Topic
No ratings yet — be the first to rate!
User Avatar
20 years ago
Auto-translated
Cyrus
Cyrus was destined for greatness, as from an early age he showed the combination of natural talent and intense competitive ambition that leaders often possess. Mercilessly fighting his way to the top, Cyrus became a young and dynamic First of the Circle. Though over time his brilliance faded under the weight of a huge ego and a tendency to avarice, Cyrus remained a Mage of impressive power.
Jhora
Jhora’s quickness of mind gives her the ability to launch magical attacks at a pace unmatched by any of her fellow mages. The first beings to discover this were bandits, who made the mistake of attempting a surprise attack on a caravan in which Jhora, still a child at the time, was riding. The sudden flurry of Eldritch Arrows that fell upon the attackers sent them running for the hills.
Maahir
Maahir is not unique among Mages for the intensity with which he studies; however he is quite unique in the way he does it. A seasoned traveler by anyone's standards, Maahir forces his body through endless hardships in the belief that exceptional mental endurance goes hand in hand with exceptional physical endurance. As a result of his stamina and his mental focus, Maahir is capable of renewing mana at an unusually fast rate.
Biographies added on 03/16/2006:
Zehir
Excitable, headstrong, and energetic are the sorts of words the older Mages use to describe Zehir. He chose to master elemental magic, figuring (correctly) that if he could control beings as fickle and powerful as elementals he would be well prepared for any magical struggle. Though the title First of the Circle was granted to the young Mage in the hopes of staving off political infighting during a crisis, the other wizards of the Circle quickly realized that it was only a matter of time before Zehir's skills surpassed theirs – time that is more likely to be measured in months than in years.

Faiz
Faiz is notorious in the Silver Cities for his gruesome countenance, which he usually covers with a scarf. His scars are the result of an encounter with Desert Orcs, and from that day the once light-hearted Mage turned himself to thoughts of devastation and ruin. Mastering these arts, Faiz has gained the ability to inflict intensive arcane destruction upon his enemies.

Galib
Galib is a Djinn, a spiritual being, lord among the many elemental spirits that roam the plane of magic, invisible to the untrained eye. Galib is not a servant, but a friend and ally to the Mages of the Silver Cities, and he sits as one of the Circle in the Wizards’ ruling council to defend the interests of his. Many of his human counterparts have learnt to randomly deflect enemy spells, but Galib’s inherent magical nature permits him a measure of control over where the deflected spell goes. Enemies avoid using magic against him, knowing that Galib could cause their spells to bounce back and strike their own troops.

Nathir
During the War of the Grey Alliance, Nathir was taken prisoner by the demons. Enslaved in their sulfur mines, he was one of only three survivors of a massive prison uprising and escape. Nathir made his way across the fiery wastes of Sheogh and finally back to the Silver Cities, vowing from that day on that fire would be his servant and never again his master.

Nur
Nur is one of those beings that not only wields magic, but is inherently magical. A Djinn master of meditation and mental concentration, Nur's battles with Chaos magic across many worlds has led her to develop her intellectual capacity to a state of incredible resilience. As a result of study, practice, and preparation, Nur is capable of constantly replenishing her own arcane energies.


Razzak
Wisdom does not always come with age. After decades of study, Razzak attempted an experiment that would have permitted him to tap permanently and effortlessly into Asha's magic. He was lucky to survive, and now is blind, partially paralyzed and must be carried by slaves. The experiment did have positive effects as well, though, as Razzak devoted himself to the crafting of Golems to help him as semi-autonomous hands and legs.




Narxes
Narxes believes that the roots of success lie in precision and attention to detail. Known as stubborn and pedantic, he is the nightmare for all students of the Mage Guild. For hours, he torments his students under his heartless gaze. For him, the rule applies: the harder one trains in peacetime, the less one will suffer in wartime!



Havez
Havez keeps an eye on everything bizarre and extraordinary. His face is a bizarre collection of all parts of Ashan – shadow silk from Ygg-Chall, leather from Irollan, jewels from the dwarf mines, etc. His interest in the unusual also affects the choice of his troops. He studied the Gremlins for a long time and specialized in the breeding and training of these lizard-like creatures.
User Avatar
20 years ago
Auto-translated
Cyrus
Cyrus was destined for greatness, as from a very young age, he displayed a combination of natural talent and unyielding ambition, traits common among those capable of inspiring others. Ruthlessly pushing aside all who stood in his way, Cyrus became a young and active member of the First Circle. Although his genius eventually faded under the influence of an overwhelming ego and a penchant for profit, Cyrus remained a mage with considerable potential.
Jhora
Jhora's quick wit allowed her to execute swift magical attacks that were beyond the capabilities of mages of her time. The first to experience her power were bandits who made the mistake of attempting to ambush a caravan led by Jhora, who was still a child at the time. An unexpected rain of Magic Arrows falling upon the heads of the attackers caused panic in their ranks, and they fled.
Maahir
What distinguishes Maahir from other mages is not so much his insatiable thirst for knowledge, but rather how he learns. As an experienced traveler, Maahir forces his body to overcome endless hardships, guided by the firm belief that unparalleled spiritual endurance is inseparable from exceptional physical perseverance. Thanks to his resilience and ability to concentrate his mental abilities, Maahir has the ability to recover mana extraordinarily quickly.
User Avatar
18 years ago
Auto-translated
Heroes of the Duel Server

The Academy on the UBI.COM duel server is represented by Razzak, Jalib, and Ora.

Razzak



Attack — 6
Defense — 5
Spell Power — 7
Knowledge — 6
Morale — 5
Luck — 0
Mana — 60

Hero's Special Ability:

Golem Creator: Iron and Steel Golems in the hero's army receive +1 to their attack and defense skills for every two levels, starting from the first.

Skills:

Apprentice of Master Artifacts, Wizard's Sign, Basic Defense, Resistance, Endurance, Advanced Attack, Expert Leadership, Treasury, Machine Devotion, Expert Logistics, Pathfinding, Golem March, Surprise Attack.

Spellbook:

Slow, Weakness, Destructive Ray, Magic Arrow, Ice Arrow, Haste, Divine Might, Dispel, Teleport, Magic Fist, Summon Swarm of Hornets, Fire Trap.

Artifacts

Sword of Power — adds 2 to the hero's attack.

Lion Hide Cloak — improves morale by 2 points

Dragon Bone Greaves — adds 3 points to the hero's spell power and increases the initiative of all contact-type units by 10%.

Ring of Speed — increases the initiative of all creatures in the hero's army by 20%. :eek:

Army

Elder Goblins — 300

Steel Golems — 240 :smile39:

Titans — 6

Razzak is in high demand on the UBI.COM duel server. Firstly, this is due to the large number of golems, for which Razzak is "optimized." Indeed, this example of equipping a hero will be useful in ordinary games as well. In Razzak's hands, iron golems turn into an unstoppable killing machine.
Use the "teleport" spell; thanks to Razzak's "surprise attack" skill, this will allow the selected unit to move immediately after the hero.

This possibility paints a rosy picture of tactical prospects, but that's not all. Razzak's golems are subject to positive morale effects, which means they will move much more often, and they are also equipped with powerful mini-artifacts. Let's not forget about the goblins; these beasts can repair iron men at any distance. As a result, the enemy will try their best to destroy the golems, which will respond to everything, and the goblins will calmly repair them, and the 6 provided titans can also seriously harm the enemy.

Conclusion: Golems are power! The main thing is to learn how to use it correctly.
1) Goblins must be divided so that the number of units in one squad does not exceed 75. 2) Golems must be combined into one squad. Otherwise, it will not be possible to effectively use "teleport".
Goblins must repair golems. This is exactly why they are present in Razzak's army.
User Avatar
18 years ago
Auto-translated
Jalib



Attack — 2
Defense — 7
Spell Power — 8
Knowledge — 9
Morale — 0
Luck — 1
Mana — 90

Hero's Special Ability:

Spell Reflector: The "Spell Reflector" ability increases the chance that spells redirected by the "Magic Mirror" ability will hit the enemy units.

Skills:

Artifact Master, Magic Mirror, Advanced Attack, Archery, Expert Summoning, Charm Magic, Life Magic, Master Summoning, Counterspell, Basic Education, Ghost Luck, Magic Resistance.

Spell Book:

Magic Fist, Summon Wasps, Summon Elementals, Heavenly Shield, Summon Phoenix, Wall of Fire, Raise Dead, Create Phantom.

Artifacts

Dwarven Mithril Cuirass — adds 4 points of defense and makes all creatures in the hero's army immune to the "Earth Shock" spell.

Ring of Speed — increases the initiative of all creatures in the army by 10%.

Necklace of Dragon Teeth — increases the hero's Spell Power by 3 and adds +10% to the initiative of all spellcasting creatures in the hero's army.

Army

Archmages — 60 :D

Rakshasa Rajahs — 18 :confused:

Titans — 10 :(

Another representative of the academic trio is Jalib. Perhaps the strongest summoning hero in the game; even his magic is only from the Summoning school. Don't forget about the special ability of this race. Jalib's creatures are equipped with small artifacts that enhance them. And the Phoenix, with 660 hit points, recorded in the spell book, will undoubtedly be a good asset in battle. In addition, Jalib can resurrect creatures with 600 hit points (4 Titans). In most cases, the enemy does not have time to destroy the Titans faster than Jalib resurrects them. The "Counterspell" skill is also of some value, for example, against heroes who have a small amount of mana but unpleasant spells in their spell book.

Conclusion: one of the most popular heroes on the duel server due to its apparent simplicity and invincibility.

Create a defense for the Titans using the "Fire Trap" spell.
Create single units of mages; this will strengthen the friendly unit without sacrificing the mages' attack.
User Avatar
18 years ago
Auto-translated
Ora



Attack — 3
Defense — 4
Spell Power — 16
Knowledge — 9
Morale — 0
Luck — 0
Mana — 135

Hero's Special Ability:

Wind Speaker: The hero’s turn order in combat is faster depending on their level.

Skills:

Artifact Master, Wizard’s Sign, Magic Mirror, Expert Defense, Dodge, Expert Chaos Magic, Storm Lord, Fire Lord, Cold Lord, Expert Enchantment, Secret Knowledge, Basic Education, Attractiveness.

Spellbook:

Slow, Destructive Ray, Magic Arrow, Ice Bolt, Lightning, Ring of Cold, Meteor Shower, Chain Lightning, Haste, Divine Might, Magic Fist, Summon Swarm of Hornets, Summon Elementals.

Artifacts

Ring of the Dragon Eye – adds +1 to all hero attributes and improves the initiative of all ranged units in the army by 10%.

Necklace of Dragon Teeth – increases the hero's spell power by 3 and gives +10% to the initiative of all casting creatures in the hero’s army.

Robe of Sar-Issa – increases spell power by 6 points.

Ring of Life – +2 to health for all squads in the hero’s army.

Army

Elder Goblins — 300 :smile42:

Obsidian Gargoyles — 120

Steel Golems — 120

Archmages — 60

Sultan Djinns — 20

Rajakshas — 10

Ora is one of the strongest magic heroes, but also one of the most specific. There are frankly few attacking spells; she lacks Earth Shock and Armageddon, but this is compensated by her army – one of the most viable. While the opponent destroys Ora's units, she will methodically shower the heads of enemies with stones from above. It is worth noting especially the backbone of her army – golems and gargoyles. These creatures are almost immune to magic, so you can use spells, even if they affect them; the enemy will still take much more damage. Ora's creatures, like those of other academy heroes, are equipped with mini-artifacts. The largest amount of mana among dueling heroes encourages the massive use of spells. As practice shows, no enemy hero has ever lived long enough for Ora to run out of spells.

Conclusion: the strongest mage in the game (not counting Sinistar), but it’s not worth relying too heavily on magical abilities. Her main enemy is owners of magic resistance, of which there are unfortunately many; moreover, some heroes manage to completely destroy Ora's troops in a few turns, and she can no longer realize her magical talents.
Ora has quite a strong "Chain Lightning", but the creatures of Ossir successfully reflect it. Take into account the opponent's reflective ability!

Statistics

Welcome our newest member: recijeb