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Мечтатель
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Speaking of magic, I immediately remember Heroes of Might and Magic III: Armageddon's Blade. Specifically, the campaign for the Dragon faction, where you have to win against a legion of Nagas. That's when magic is most useful. Interestingly, I mainly used low-level spells: Slow, Haste, and Sleep. In the end, I defeated 2500 Nagas without any losses.
I'm playing the final round of the "Trial by Fire" campaign. I've maxed out all four schools for Adrian, and Wisdom is also maxed out. The effect is good, I have plenty of mana, plenty of spells, and everything is at expert level. P.S. There's also ballistics, artillery (the last skill, and the choice wasn't great), I don't remember the rest.
And how does having four schools affect combat skills?
How does having four schools affect combat skills?
It's fine)) good stats) artifacts are available) and you can bless (and other enhancing spells) all at once) so everything is good) If you max out all the magic skills and wisdom)) +3 free skills will be available) take scouting, defense, and luck (leadership or something else) and you'll get a good hero)) P.S. I only leveled up this way in the campaign)) P.P.S. the last turn was tough) 4 enemies and they were all necromancers)
Be strong. Believe
Vasko
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If you're playing as a mage and have a large map, you can easily max out all the magical skills (intelligence, wisdom, magic, mysticism) and 4 elemental magic schools. But generally, it's better to upgrade them one at a time, rather than all together, because having 4 elemental schools at a basic level is less useful than having 1 expert-level and 1 basic-level school. First, I try to max out air magic – the mass haste spell allows almost the entire army to reach the enemy on the very first turn, and I prefer chain lightning to explosion because, with a well-developed power, the explosion is often too strong, while using chain lightning to eliminate 5 units is quite effective! If the choice is between earth or water/fire, I won't even think about it. And not because of the explosion, but because of the mass slow effect. It's so satisfying to torment an opponent whose units are five times slower than yours!
I remember how disappointed I was when I first discovered that many spells at the expert level affect everyone, and I started upgrading fire magic for mass blinding...
I almost never choose water magic, except maybe for the sake of completing the collection when only one slot is left.
When playing as a warrior, I either upgrade one specific school or air and earth, but I prefer to upgrade logistics and pathfinding rather than rely on the chance of finding a town portal in one of the cities.
1. Earth 2. Air 3. Water 4. Fire Here, many wonderful advantages of all the aforementioned magic types have already been described (damn, it sounds a bit awkward, maybe "revealed," but that's not quite right either, maybe "highlighted," even worse, but let's leave it as is:D). In different situations, any of them can be decisive, but that's already a topic of tactics. Therefore, I have prioritized them based on the frequency of encountering and using specific spells. And this, of course, primarily refers to spells of level 1, then level 2, and so on. The extreme, perhaps not entirely successful, example of combining Armageddon + Fire Expert + the presence of fire-resistant units + the absence of such units, vulnerability/suppression spheres, and a Cloak of Resistance in the opponent is less common than the combination of conditions for using Clone. And I'm also surprised that the cheapest combat spell (of course, with Water Expert) - Teleport - has been mentioned only a couple of times. It is especially relevant for fans of necromancy. At the beginning of the game, it is rarely available, but you can sometimes get it by chance. Then, immediately level up Water, and even Slow, Haste, and Forgetfulness take a backseat. Well, and at the end of the game, when the main task of the opponents is to prevent the skeleton army from participating in the battle, cast it 7 times (according to the number of enemy squads), and with a maximum cost of 21 mana, kill the enemy and replenish the skeleton army.
С уважением, Деконтаминатор. Hello from ancient novice! ЗЫ: Когда я свободен для игры, в Асе у меня стоит состояние "Игры"-"Погоняем!", и я ищу Аськи с аналогичным состоянием.
knight-voland
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slowing down all units – that’s the power!
Freeze
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IMHO, all schools of magic are useful. But my favorite spell is BERSERK!! It has saved me many times. It's an awesome thing!!
2DDarkKnight
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Earth magic is awesome! There are so many good spells!
Although Fire magic is also great. And Geksorin was right about the Berserk spell. I recently won a game against the AI on Champion difficulty thanks to the Berserk spell (I cast it on 4 units at once), otherwise I would have lost.
But none of the magic types are unbeatable if you have the Spell of Disruption!
My friend once maxed out all four magic types to Expert level, and then someone came along with the Spell of Disruption! He was so disappointed!
Варвары рулят!!
Drnik
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I like all the elements, but fire isn't my favorite. Berserk and Curse on the Expert are definitely awesome, but I can't find anything else worthwhile. Sacrifice – I don't know, maybe it's good, but I don't use it. Armageddon – I agree, it's great. Frenzy – I don't always use it, just like Executioner. Misfortune – honestly, I don't even know what it does; I don't feel any effect. Minefield – complete garbage. Blindness – I have nothing against it. Fire resistance... the enemy rarely uses fire against me.
P.S. I wrote down everything I could remember. Oh, and Inferno and Orb – I just don't like those spells. They're too weak.
In the early game, slowing down enemies with earth magic is very effective, and the losses are noticeably less than simply attacking with arrows or applying speed boosts (depending on the situation).
Drnik
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these elements are effective throughout the game: from slowing down neutral creatures to slowing down enemy legions... and the losses are lower in both cases...
Oh, almost forgot about water... it's simply a magnificent magic, especially for Inferno: harpies and cerberuses have a high upper damage limit.
Drnik
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Water is good against everything, from Necropolis (teleport, clone of skeleton legions) to Haven (it shines... like lipstick). Heh, all elements are good.