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Posts from Discussion of the Academy faction (Mages and Wizards). Tactics and their specific features.

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In reply to Snowball
19 years ago
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Snowball;101104
:) M4s
Regarding point 1:
a) The initiative of the Djinns will be 14, not 14.4 (it is rounded). This means that the Djinns have a 50/50 chance of going first.
Again, you need to read the manual more carefully. It says that it is rounded, but in the Auto-Combat scale, the tenths are taken into account.
Snowball;101104

b) It is not necessary to attack the mages with the first move :). You can attack the Thunderbirds or the Titans (or just block them).
I don't mind if you do! %)))
Snowball;101104

Regarding point 2:
Of course, I will cover them :). I'm not suicidal. I already wrote who I will cover with.
I also wrote what I will do if you cover them.
Snowball;101104

Regarding point 3:
a) I won't catch everyone :). First, I'll catch the most dangerous unit, and then I'll act according to the situation. The Dryads can block the Titans if necessary.
The Titan has no melee combat penalty + it can move quite well - cover them up!
Snowball;101104

b) If you cover the archers well, you can't even get to them with teleport. You will need to remove the guards first, and during this time, they will have time to shoot once or twice (which is what they are needed for).
There are many options.
That's why I suggest we stop arguing about who will win and how.
Snowball;101104

Well, okay. The point is this. You described the victory over Sylvan in your previous post in such a way that it gives the impression that you were playing against the computer on the "what buttons should I press?" level, and that the Academics with artifacts tear through the Elves without a chance. This is not the case. Yes, they can win (like any other race), but it will cost them dearly :).
Every race has a chance. I didn't write anywhere that the Academics tear through the Elves without problems. It all depends on the player's skill.
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19 years ago
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In general, for some reason, mages are always considered weaklings who can only ride elephants and lead troops. Most likely, a mage at levels close to 20 will have 2 schools of magic (any two) at an expert level and a mana pool of at least one hundred. Thanks to the Academy's library, it's not so crucial which schools are their primary ones.
The Wizard's attack and defense are low, but he has, for example, a mass damaging attack and regeneration under a mark (or weakness and berserk) ;=). For some reason, many people who usually play with Castle-oriented factions underestimate this.
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19 years ago
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Castles with a might-oriented focus (unless the player using them is suicidal) also have magic for buffing/debuffing. Sylvan, without Light magic and mass buffs, loses the ability to further strengthen its already not-so-weak army. Haven, thanks to having Light and Darkness as its main schools in the guild, can buff its own troops and debuff enemy troops. Inferno has dark magic in its guild, in addition to Chaos magic. Gnomes have Light magic and Chaos magic.
So, the Academy isn't the only one:).
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19 years ago
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Yes, that’s pretty much how it is. And most players download them. But the value of Magic is lower for Rangers (10% chance, so even at level 40, they’ll have around 4 native magic points, while a Mage will have about 8 at level 21). Therefore, mass spells won’t last long. If a Mage casts mass spells, it will effectively last until the end of the battle. So, it’s more beneficial for a Ranger to initially take attack, defense, luck, or something else instead of light magic.
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19 years ago
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Even battles in the later stages of the game aren't that time-consuming, so 3-4 units of spellpower will suffice. Mages need spellpower more for powerful spells from the Chaos school, or for Phoenixes and Elementals. Spellpower isn't as important for buffs and curses.
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19 years ago
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If I'm not mistaken, the duration of the spell in rounds is equal to the spell's power, plus 3-4. IMHO, this is still not enough for a large battle. Moreover, the Academy (and Sylvan as well, isn't particularly offensive) is not a castle for blitzkrieg; its units are quite slow and durable (except for the djinns, which stand out from the rest). Besides, the mage can cast phoenixes and elementals, resurrect units, place shields, control enemies, and create phantoms. The battle can drag on significantly. Almost never does a demon, ranger, or knight's spell last until the end of the battle (although even this might be more than enough).
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19 years ago
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Sylvan is a very offensive castle, considering the initiative and speed of its units (you just can't run around much with Ents, their initiative is too low and their damage isn't great, but they have other advantages). In general, Blessings don't necessarily have to last until the end of the battle. A couple of key turns, and that's it; you can finish off the enemy without them. The Academy needs a spellpower hero more. And Phoenixes are tougher, and Shields are better, and there's a bunch of Elementals. Besides, they like to play around with Chaos magic, and without spellpower, there's nothing to do. As for battles, I'll say this: usually, everything is decided in the first 2-3 turns, and then it's just finishing off the remaining stacks.
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19 years ago
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The start of battles doesn't necessarily decide everything. More accurately, if the opponent manages to quickly bring the battle to a logical conclusion, they will win. Literally just recently, I played Academy against Dungeon (there's some kind of same-old "Dungeonmania" epidemic lately 8^) ) where around the middle of the battle my position was depressing; everyone had died except for ~200 golems and ~50 gargoyles. He had almost no one left, though his ranks were heavily thinned, but the warlock's mana had run out, and golems are tough with infinite retaliation. The Drows died trying to destroy them (stone skin, strike, evasion, etc.). During this time, I summoned a phoenix that burned all the CDs (4 per turn), ressed gremlins who patched up the golems... The warlock saw victory slipping through his fingers... but what could the pointy-eared one do.
In general, Academy is probably the most difficult castle; the outcome of a battle can depend on a spell cast at the right or wrong time. And I guess the strength or weakness of castles should be proven on the battlefield)
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19 years ago
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1) A Warlock without mana is, to put it mildly, no longer a Warlock, as he strengthens his army rather weakly and probably doesn't have any abilities for his army either, except for Attack. The hero is the main striking force of the dark elves, as long as he has mana.
2) You can't quickly gather 200 golems, which means you played for quite a long time, and Dungeon is not as strong in the late stages of the game as it is in the early and middle stages.
3) In a long game, the Academy has the opportunity to create good mini-units, which significantly strengthens their army.
A lot depends on the battle tactics and the correctness of the moves. In general, having a good head on your shoulders and skillful hands always decides the outcome.
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19 years ago
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Yeah, that's how it was. Plus, the golem workshop was nearby. I just don't agree that the Warlock almost always has an attack and luck stat (and his attack stat is as high as the Sorcerer's). And in the later stages of the game, the Warlock wins more due to perks in the Chaos faction than from direct damage.
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19 years ago
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Guys!!!! How do you counter a Necropolis player? I'm not talking about the Necropolis's dark magic; a mage can handle that with resistance. But what about 3,000-5,000 skeletons (if they're well-protected or even split up)? Even barricades won't help...
In reply to Salomon
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19 years ago
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Salomon;104547
Guys!!!! How do you counter a Necromancer? I'm not talking about the Necromancer's dark magic; a mage's resistance can handle that. What do you do against 3000-5000 skeletons (if they are well-protected or even split up)? Even stools won't help...
When playing as an Academy mage, learn Dark Magic, and the skeletons are doomed.;) Although... Titans, Rakshasas, and Golems should be able to handle them anyway if you cast mass Light on them. :rolleyes:
19 years ago
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In the patched game, Necropolis players have to spend a very long time gathering 3,000-5,000 skeletons. I've only seen that many skeletons in the enemy army in campaigns, and even then, only in one mission.
In reply to Boris K
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19 years ago
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Boris K;104552
In the patched game, Necropolis needs a very long time to gather 3000-5000 skeletons. I only saw that many skeletons from the enemy in campaigns, and even then, only in one mission.
A guy was playing against me on a large map and gathered about 5000 skeleton archers. The thing is, the more there are, the easier it is to increase their numbers....

Added 5 minutes later
I think that gargoyles are indispensable for mages in battle, especially if you put them in front of archers...
In reply to Salomon
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19 years ago
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Salomon;104565
A guy was playing against me on a large map and gathered about 5,000 skeleton archers. The thing is, the more of them there are, the easier it is to increase their numbers.
You probably played on an unpatched version, at least it wasn't 1.5 or 2.1.
Salomon;104565
I think gargoyles are indispensable for mages in battle, especially if you put them in front of archers...
As a distraction, they are indispensable, and they can also be used as cover... there are many of them, but as a monster, they are the dumbest creatures!

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