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Posts from Skills for the hero!

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19 years ago
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Diplomacy is your key skill. Sometimes you amass such a large army and annex so many territories that neither magic nor artifacts can help your opponent. Logistics is a good skill; on expert difficulty, you can complete tasks in three days that would normally take four. It's great to have all the expert-level spells. Fire is a wide-ranging berserk spell, and Curse is useful in combat. Water allows you to clone units up to level 7, cast Blessing, and remove spells in combat. Earth allows you to slow down enemies in combat, resurrect units, and create a portal to any of your own cities. Air allows you to accelerate units, and if you're playing with the Dimension Door spell, you can use it up to four times a day. Ballista is useful for taking cities without any problems.
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19 years ago
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My Opinion:
Warrior:
:smile19:
Wisdom
Attack
Earth Magic
Air Magic
Intelligence
Pathfinding
Leadership
Diplomacy

Mage:
:smile51:
Wisdom
Magic
Earth Magic
Air Magic
Intelligence
Pathfinding
Leadership
Diplomacy

If you want, you can turn a Warrior into a Mage. I think magic should be available to Warriors as well.:smile16:
19 years ago
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hm-hm, what kind of gamers.
There is a division of heroes into a combat hero on the battlefield, a castle conqueror (ballistics), and a support hero (logistics, diplomat, may handle money). But in general, it can be said that an average
PLAINS hero should have
all elemental magic, wisdom, or at least earth and air in
mandatory order. Whoever attacks first wins, + regeneration.
Logistics, pathfinding. Heroes with logistics as a special ability, like Kirr, are cheaters.
What remains should be prioritized: first, attack, then various types of ranged attacks.
A SIEGE hero must have water (teleport), earth (tremor), and siege skills.

SUPPORT: morale, erudition, speed, diplomacy, air magic + wisdom, swimming if it's an island map.
When playing, the entire army is shuffled from one hero to another.
Perhaps, in PvP, magic resistance will be needed, although against
the AI, the effect is not significant.
Ranged attacks are a must, especially if you have cyclops or titans.
What you should never have
Magic, unless it's a Solmyr or a Meteorite hero – sacrificing a skill slot for 15%
damage is pointless.
Often, intelligence is not needed; by the end of the game, 20 wisdom is
enough for anyone.
Mysticism – don't even take a hero with this special ability; the skill will be wasted.
Why would you need it?
Tactics. This is also a gimmick if you're up against a decent army; you slow them down, and you have one or two turns in reserve. If you're up against Azure
Dragons, tactics are useless.
LUCK. I used a hero with the air expert special ability, clover, and dove; it had about 10 (!) luck on the gremlins. It was about once every 10 attacks, at most.
The impression is that double damage is the most common when luck = 1 (once every 3 turns), and then it decreases)))

15% armor is unnecessary for a plains combat hero and a support hero.

Don't try to make a "warrior" by completely giving up on wisdom
and at least one type of magic.
Even if you're a 100-time tactician, an attacker and a defender will slow you down and start blasting you, and you won't be able to speed up or use mass earth protection.
19 years ago
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I don't like mages. The Sphere of Inhibition makes them useless. I'm leveling up Ballistics, Leadership, Logistics, Pathfinding, Accuracy, Earth Magic (City Portal), Wisdom, and Air Magic (Dimensional Door).
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19 years ago
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Added 1 minute ago
kvilk;101751
I don't like mages. The Spell of Disjunction, and the mage is done for. I level up Ballistics, Leadership, Logistics, Pathfinding, Accuracy, Earth Magic (City Portal), Wisdom, and Air Magic (Dimensional Door).
But you might not even have that much mana!!!
In reply to Blondie
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19 years ago
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1. Wisdom
2. Earth
3. Air
4. Logistics
5. Pathfinding
6. Diplomacy
7. Tactics
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19 years ago
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Instead of diplomacy, a Mage should rely on mysticism. Otherwise, mana regenerates too slowly.
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19 years ago
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For a TE Warrior: Resistance, attack, ranged attack, defense = +6 to Attack and Defense Logistics - to escape and catch up Wisdom, water magic = dispel (if a mage casts something bad on us, a mass dispel will solve it), teleport (n.c.) XXXX - Depending on the situation, you can choose tactics, leadership, luck, ballistics if teleport is not available, fire magic for the city portal, etc.
In reply to blind'ik
19 years ago
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Hmm... and what about Tents? They allow you to level up without losses at the beginning. Earth: Resurrection, Portal, Explosion. Air? Chain Lightning. Any debuffs are easily removed, which means they will only work for 1 turn =( Resistance - it's so nice to sometimes get a weaker opponent! And specialization - defense: +5% per level =) The rest - as it turns out.
19 years ago
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Diplomacy
Wisdom
Earth Magic
Air Magic
Fire Magic
Water Magic
Intelligence
Magic
I almost always win battles with the help of Magic
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18 years ago
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Main skills:
Wisdom (a useful thing)
Diplomacy (come to me)
Leadership (another turn)
Earth Magic (you create an explosion - everyone will be in trouble)
Water Magic (mmm... water)
Fire Magic (ARMAGEDDON!!!)
Air Magic (lightning strike and everything, everything, everything)
Logistics (forward, victory awaits us)
Ballistics (and the projectile flew, and it broke through the wall...)
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12 years ago
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\{EK}
My opinion:
Mage:
1. Magic
2. Wisdom
3. Intelligence
4. Earth Magic
5. Air Magic
6. Fire Magic
7. Water Magic
8. Mysticism

Warrior
1. Attack
2. Defense
3. Pathfinding
4. Logistics
5. Leadership
6. Resistance
7. Luck
8. Tactics


What skills do you choose?

As written
In reply to Мозай
12 years ago
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1. Attack 2. Defense 3. Logistics 4. Diplomacy 5. Wisdom 6. Air Magic 7. Earth Magic These are all the skills needed for any war. Pathfinding is only useful in rough terrain, so we can skip it. Wisdom grants the ability to explore the dimension door. Air magic allows you to cast spells several times. Combined with diplomacy, you can gather a vast army and quickly visit all the utopias. Earth magic is needed to use the city portal when necessary and to capture a castle, or simply to relocate.

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