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Posts from What mixed hero class of the (Sylvan) race do you like?Auto-translated
The abilities of these advanced classes in version 3.0 (as well as version 3.51) are presented below:
Beastmaster - Nature Warrior (+20% to the effect of wolf summoning spells) Warned - Guardian (+10% to creature defense) Bard - Bard (maximum luck) Beast Lord - Beastmaster (+20% to the effect of summoning wolves and tigers) Summoner - Summoner (summons creatures for 20 (10) points per day additionally) Demonologist - Demonologist (+50% to the effect of demon summoning spells) Enchanter - Enchanter (+20% to the power of summoning spells and illusions) Warlock - Warlock (+10 (+20) magic points and +1 (+4) points of regeneration per day) The Archmage - Archmage (receives +20% to the effect of all spells)
Of course, the Demonologist. It's not a hero, but a monster :D. Goodness, and with the Book of Demonology, he summons 11 demons at once :eek:!!! Lights out! :cool:
Demonologist and Bard (Summoning is very powerful):), and Bard – I like it when luck is on my side) I think it would be good to write down the advantages of each class so that everyone understands who has what, just in case.;)
Necromancer (+10 magic points and 1 point restored per day) Bard (maximum luck) Demonologist (+50% to the effect of demon summoning spells) Guardian (+10% to creature defense) Summoner (summons creatures for 20 points per day additionally) Nature Warrior (+20% to the effect of the wolf summoning spell) Lich (ages the enemy, attack -25%, defense -20%, speed and movement -50%) Ninja (attacks with poison) Rogue (bloodlust) Dark Priest (vampiric melee attack) Assassin (speed +3) Warlock (attack is accompanied by a wave of fear) Guildmaster (chance to stun) Dark Lord (battle spirit on minimum when hit) Warlord (army morale +2) Cardinal (+5% resurrection) Beastmaster (+20% to the effect of wolf and tiger summoning) Voivode (+5 attack in melee) Heretic (ignores the effects of protective spells) Prophet (spiritual armor) Crusader (maximum morale) Paladin (protection from death) Wizard (spends 2 less energy units) Seer (+2 units to the radius of vision) Shadow Mage (mirage spell) Illusionist (+20% to the effect of illusions) Monk (protection from chaos) Enchanter (+20% to the power of summoning and illusion spells) Battle Mage (+20% to the power of magic fist and ice arrow spells) Pyromancer (+20% to the effect of all fire spells) Field Marshal (+10% to army attacks) Ranger (+5 units to ranged attack) Pyromaniac (fire shield) General (+1 unit of army morale) Sorcerer (reduces the opponent's luck to minimum)
That's all, I think, and if I forgot something, please don't be mad:o I don't know how to do it, so I'll have to place what I wrote above in other classes so that there is no confusion.:o
As it was written below, Nature can summon creatures, while Haven can create illusions, cast Ice Bolt, Hypnotize, Teleport, Dispel, Steal Energy, and so on. But the Sorcerer has an ability that grants +20% to all summoning and illusion spells.
As mentioned below, Nature can summon creatures, while Order can create illusions, cast ice arrows, hypnotize, teleport, dispel magic, steal energy, and so on. However, the Enchanter has an ability that grants +20% to all summoning spells and illusions.
Then you should level up to Archmage...:o
Мечты сбываются, просто нужно уметь правильно мечтать.
Жизнь нужно прожить так, чтобы Боги в восторге предложили еще одну... P.S. может мне и предложили, просто я не помню :smile44: