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Posts from Mistakes when playing as Humans.

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#1
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Recommendations on what not to do when playing as Humans: 1. Take the skills of Sorcery, Summoning Magic, and Chaos Magic. 2. Assemble a super-ability. 3. Don't take Leadership and Offense. 4. Don't take magic at all. 5. Build a Fortress in the 1st week. 6. Immediately upgrade swordsmen and archers. 7. Build a Mage Guild of level 4 or 5 before building Angels and Knights. 8. Build training grounds early. When playing against: Barbarians, don't take Dark Magic. Demons, don't take Light Magic and Inspiration. Knight, take Rutger as the main hero. Necromancer, take Empathy and Dark Magic. Ranger, don't take Dodge (general), don't take Resistance. Gnomes, don't take Fire Protection!!! Warlock, don't take Reflection and Resistance. Wizard, don't take Light Magic, Leadership, and Luck. What other recommendations would you give to beginners playing as the Knight?
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#2
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2. Assemble a super ability.
Why is this considered a mistake?
4. Don't take magic at all.
It's possible to play without it. Sometimes.
6. Immediately upgrade swordsmen and archers.
:smile07:
8. Build training halls early.
:smile07:

Did I misunderstand something? Are these definitely mistakes?
Tomorrow holds no promises
Except the ones we've made
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#3
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Marshall_WP;200952
Recommendations on what not to do when playing as humans:
1. Take the Sorcery, Summoning Magic, and Chaos Magic skills.
I disagree about Chaos Magic. When I was playing Dark Messiah mod, I leveled up Fire Fury and Ice Strike for Saref. But only a Knight can level up these skills simultaneously. And +20% to attack is awesome! :smile54: True, Chaos Magic levels up slowly, which isn't great, I agree.
6. Immediately upgrade swordsmen and archers.
Archers should always be upgraded in the first week! Arbalests with no range penalty always helped.
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#4
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Another mistake – don't buy a heroine in the tavern who has peasants bringing in 2 gold per day.
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#6
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Here’s a question regarding point number three. In the games I play with friends, the hero rarely reaches level 20, and as a result, only three or four skills can be properly developed. Am I correct in understanding that a good Knight should have Attack, Leadership, and Light/Dark Magic? Are these skills more important for a Knight than Luck, Defense, or Logistics? Although, I suppose it all depends on who you’re playing against…

Added 7 minutes later
Overall, these are very helpful tips, thank you.
Моя магия неодолима!
#7
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Marshall_WP, that's exactly what I'm not doing. However, if you're sure that the Necromancer won't have time/won't want to upgrade their Special Ability, you can take Empathy against them. Otherwise, it's better not to take it when playing as any race. Skilled Leadership will give +3 or 4 (if there are no foreign units in the army) to morale, and Banshee's Cry performed by a Dread Knight without a Special Ability will lower it by 2. Plus, temporary morale boosts and the plus/minus effect of artifacts.

Added after 13 minutes
Selenor, attack, leadership, light/dark magic, luck, and defense are always useful for a Knight. I take what's offered earlier. I always take magic. Regarding logistics, we can argue. On the one hand, it helps you develop faster, and on the other hand, it's not as useful in battle as the skills listed above. It depends a lot on the map.

I don't play short games.
In reply to Boris K
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#8
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Another mistake – not buying a heroine in the tavern who has peasants bringing in 2 gold per day.
Ah, I prefer "griffon trainer." Because with her, unupgraded griffons gain the "strike from the sky" ability.
1. Take the skills of Sorcery, Summoning, and Chaos Magic.
Ah, I always like to take "Chaos Magic" because it's better.
Take the Knight, Rutger, as the main hero.
Ah, what's so bad about Rutger?
6. Immediately upgrade swordsmen and archers.
That's silly; I prefer upgraded ones.
Графомания путешественника
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#9
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Will the Knight fight Chaos a lot? And where will he get spells?
+20% damage is great, but taking an entire extra skill for that isn't very efficient.
Слово "РАСА" пишется с одной буквой С.
В слове ВОИН нет буквы Й.
Пять восклицательных знаков в конце каждого предложения - признак подростковых комплексов.
#10
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Mutare Drake, Elaine is needed for money, which people always need (not just in the game). It's not necessary to make her the main hero. She can walk alongside the main hero, collect various goodies, and take the peasants away at night. Knights have weak magic. Therefore, it's better to take skills that enhance soldiers rather than ineffective chaos and summoning skills, which are not very effective without strong magic. Everyone prefers upgraded units, but at the beginning, the main thing is money, which is needed in large quantities to train knights (against a human player) or monks (against the AI). In my opinion, Rutger is a good hero, but I prefer Dugal.
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#11
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Feanor I agree with you. But I provided a specific example, especially from a scenario map. There, at the very beginning, Saref was given Chaos, and it had to be used somewhere.
In reply to KonServator
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#12
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but in the beginning, the most important thing is money
Really, training knights in the first week?
It's better to train 7 additional archers, in my opinion. And of course, upgrade them.
And you can wander around and kill everyone. Yes, like this:)
The amount of gold spent on upgrades is insignificant compared to the benefit that archers can bring.
Tomorrow holds no promises
Except the ones we've made
#13
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WisTrit I completely agree with point "8. Earlier construction of training halls." Therefore, I don't engage in any training at all during the first week. These training halls are very expensive to build. Each day of delay in building the capitol costs 2000 coins.
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#14
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Recommendations on what not to do when playing as Humans
1. Take the skills of Sorcery, Summoning, and Chaos Magic.
2. Assemble a super-skill set.
3. Don't take Leadership and Attack.
4. Don't take magic at all.
5. Build a fort on the 1st week.
6. Immediately upgrade swordsmen and archers.
7. Build a Mage Guild of level 4 or 5 before building angels and knights.
8. Build training grounds early.

Let's go through the points:
1-2. These are simple and correct observations, but some people forget about them.
3. This is true for not all maps, as often the game is played with Machines, so without Leadership, Logistics and Magic can be decisive (if there is a place to buy spells). And there is also Education, Luck, and Protection (specifically for the race)... The combination of Attack + Leadership is a matter of taste and for достаточно высоких уровней, although, of course, it is quite effective.
4. Magic is not taken by knights on fast maps. Take it on Former Friends and see what happens if you need to be in the center on the first week. And it is very likely that you will have to fight enemies there.
5. +1
6. How wrong you are. Archers are definitely upgraded immediately, and swordsmen on a good half of the maps. Yes, it's very expensive in terms of resources, but the combination of archers + armored units is very cool. Archers deal significantly more damage, and armored units not only have 1.5 times more health, but also have a Large Shield, which is extremely useful against archers, who attack earlier than yours. Add a Tent to this group, and you are ready for work and defense. Therefore, you will recoup the money and resources. Of course, if the map is not too poor, then we do not upgrade swordsmen.
7. I agree. This guild can generally be left unfinished; it is better to look for spells on the map. If there are none, then you can finish it after the troops.
8. This is more of an exotic strategy, but it is quite acceptable on maps where you need to quickly break through something strong and grab the treasure.
Barbarians: Don't take Dark Magic.
+1
Demons: Don't take Light Magic and Enthusiasm.
In essence, this is true, but if you take magic late and see that you have a good protection against Darkness from artifacts and skills (against Berserk, Blind), then you can take Darkness. It is very effective against demons - mass curse, and the demon deals 1.5 times less damage. And even more so at high levels.
Knight: Take Rutger as the main hero.
The hero is generally good, or do you just not want to give Dugal and Vitya to the enemy?
Necromancer: Take Empathy and Dark Magic.
In my opinion, Empathy is generally useless; you can't cast it much, especially as a knight. And does anyone take Darkness against a necromancer? Unless with Sandro's Cloak.
Ranger: Don't take Dodge (General), don't take Resistance.
These are useful perks, but there are many other useful ones: Tactics, Storm Wind, Retribution, etc.
Dwarves: Don't take fire resistance!!!
If you are sure that the dwarf will be able to and want to use pyrokinesis on this map, then yes. But he won't be able to do it everywhere.
Warlock: Don't take Reflection and Resistance.
And why take them? There is almost no point in them. This is debatable; some believe that it is better to reduce damage at least a little, while others believe that it is still useless, it is better to put levels into other perks and try to kill the warlock's army faster. But it definitely doesn't work against hit-and-run tactics.
Mage: Don't take Light Magic, Leadership, and Luck.
I would say: Light and a bunch of combat skills. It is not always Leadership and Luck.
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#15
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So, I see that this topic has generated some interest. Now, I will provide some thoughts on what should not be done during a battle.
1. Leave archers unprotected or cover them with peasants, an old upgrade of griffins, knights, or angels.
2. Attack with a new upgrade of peasants against creatures that are 2-3 levels higher.
Attack with an old upgrade of peasants against creatures that are 2-3 levels higher, without soldier's luck.
3. Attack with an old upgrade of swordsmen.
4. Attack with a new upgrade of swordsmen against creatures that are 4-5 levels higher.
5. Do not take into account obstacles on the battlefield, as knights must reach the opponent without obstacles.
6. When playing as Axel, do not take inspiration (knights will be less effective).
7. When you have light magic, do not cast mass spells; use only resurrection and antimagic.
8. When facing a demon opponent, take a new upgrade of archers.
9. When you have a small number of monks, attack the enemy with them instead of using magic.
What other recommendations do you have?
In reply to Marshall_WP
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#16
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1. Leave archers exposed or protect them with peasants, an older upgrade of griffins, knights, or angels.
Sometimes you have to protect them with peasants... not always do I have angels on the second day...
2. Attack with the new upgrade of peasants against creatures of level 2-3.
Attack with the old upgrade of peasants against creatures of level 2-3, without soldier's luck.
Then why have a new upgrade at all?
3. Attack with the old upgrade of swordsmen.
What about stunning?
4. Attack with the new upgrade of swordsmen against creatures of level 4-5.
And why? Because they might kill fewer than one? Then it makes sense. But if not, then why?
7. If you have light magic, don't cast mass spells; only use resurrection and antimagic.
But what if the enemy uses berserk, and you can only remove it with antimagic?
8. If your opponent is a demon, get the new upgrade for archers.
What's so special about them?
These training halls are very expensive to build.
That makes sense, but if you have the money, you can build them, because arbalests are powerful.
Tomorrow holds no promises
Except the ones we've made

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