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Posts from - Magic in Heroes 3

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What kind of magic do you prefer?
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18 years ago
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Without Earth and Air, it's impossible to play! Stone Skin, Slow, and also Resurrection and Explosion! Not to mention the Portal... etc.
мы воюем чтобы жить мирно!!!
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18 years ago
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I think the most useful spells are Haste and Slow.
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18 years ago
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Water is king. Also, fire. Water is better outside of battle, but fire is better in battle!
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18 years ago
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Playing as a Warlord, the most useful magic in battle is the one that allows you to strike first (I'm saying this from my own experience; if both Warlords have the same tactics, whoever accelerates and attacks first wins), except against Necropolis, as its skeletons are better taken out by archers, explosions, or the 7th-level spell with no recoil and weight, or the 6th-level spell like Naga. The most useful magic for collecting artifacts, stats, angels, or ducks, and for catching the opponent is, of course, Dimension Door. The most powerful offensive magic is Explosion, but it's far from being the most effective, as it might seem (having Expert Fire and going first, for example, with Archdevils in your army, you can cast spells on the opponent's creatures with the highest speed and watch as their army melts before your eyes). Having Expert Water, and by positioning yourself, for example, with Archangels or a unit with high speed, you can use Clone and buff them so much that it's unbelievable. At the beginning of the game, Earth magic is the best (using Expert Slow, you can already break 3 Angels in a can or just hordes of creatures of levels 4-5 by week 3, having, for example, 35 Elves or 60 Marksmen!). Of course, I mean a difficulty of 200% so that no one gets the wrong idea
In reply to PoisonProIsen
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18 years ago
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PoisonProIsen;124496
The most useful magic for collecting artifacts, stats, angels, or ducks, and also for catching the enemy is, of course, Dimensional Door.
I'll allow myself to disagree with this because to steal an artifact from a strong guard, only Flight will help, as there is no place to jump nearby!!!;)
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18 years ago
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Yes, but usually I don't steal anything, on the contrary, I break everything in a row, unless there's a risk of losing more than just one unit, because gaining experience is the most important thing. =)
And with Flight, you can only move during your turn, while with the Dimension Door, you can move four screens and then move again during your turn.
In reply to PoisonProIsen
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18 years ago
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PoisonProIsen;124506
Yes, but usually I don't steal anything, on the contrary, I destroy everything in a row, unless there's a risk of losing more than just one unit, because gaining experience is the most important thing. =)

So, what should I do in this case? Wait until I have a solid army to defeat everyone without losses... or should I not wait for the opponents to come and attack them myself? The main thing is speed and not to abuse the advantage foolishly; once you level up, you can defeat everyone.
PoisonProIsen;124507

And with flight, you can only move around on your turn, but with the Dimension Door, you can move four screens and then still move on your turn. =)

I'll see how you jump four times across cursed terrain. Or through water.
:smile29:
In reply to Er@ser
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18 years ago
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Er@ser;124527
So, what should I do – wait until I have a solid army to defeat everyone without losses? Or should I not wait for the opponents to come and just rush in myself? The main thing is speed and not to waste the advantage foolishly; once you level up, you can defeat everyone.
First of all, when do you get flying units? At the beginning of the game when your forces are weak? :smile19: Flying units and the Door spell are from the fifth-tier guild or spellbook, brother! :smile13: And that's far from the beginning of the game when you don't have many troops!

I'll see how you jump four times across the cursed land or through water.
:smile29:
Well, I don't play on maps with water:smile18:. What do you mean by "cursed land"? Everything can be jumped over there.
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18 years ago
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I'm talking about the beginning of the game, and towards the end, they're only used to catch computer-controlled units on the map.
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18 years ago
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Okay, I understand you. You're right, I'm just playing by the rules with the guys (scrolls of levels 4-5 can only be used after building the corresponding guild), so we've excluded the use of flight, explosions, etc., at the beginning of the game, which I think balances the game a lot. How many times has it happened that my friend breaks through with a hundred demons, and there's an explosion scroll lying there:smile11: and what can I do against that? Nothing, so we introduced some unwritten rules:smile02:
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18 years ago
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What are you all talking about? Why is there so little about Water and Fire? Just so you know, when it comes to damage and usefulness, Fire and Water are better than Air and Earth!!! Unless these magics are very helpful for movement, both for the hero on the map and for the troops in battle.
But!!!!! Fire has the strongest spell – Armageddon. You will argue with me, because Blast deals more damage to one target, but if there are two enemies, then Armageddon is devastating. Also, I don't think that the attacking potential of Earth with Blast and Air with Chain Lightning is stronger than Clone or Berserk. I think Berserk is the strongest spell ever!!! And if you know how to use it and have a large mana reserve, you can move mountains, the only question is where to put them...
And let's not forget Blindness!!! When my brother and I were playing through Ice Crown, in the mission where the Lazaris appear, we only managed to get through thanks to the Crystals, and then a very strong enemy attacked us. His troops outnumbered us by at least two to one, and only Blindness saved us!!!!
And as for Water... Blessing is a very useful spell. Always dealing maximum damage is not something to be taken lightly; it can sometimes bring you much more benefit than any Blast. And what about Prayer? It's another spell that helps a lot in battles, it boosts everything. Then there's Joy, which is also a very useful spell.

So, I'm very upset to see that Fire and Water are so far behind(((((
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18 years ago
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You are right about everything listed. In general, all elements are good; it just depends on which one appeals to someone more, perhaps based on their zodiac sign or something similar.
In reply to РУХ-ЧУДИЩЕ-ОГР
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18 years ago
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RUH-CHUDISCHE-OGR;124722
What are you all talking about? Why is there so little of Water and Fire? Just so you know, when it comes to penetration and usefulness, Fire and Water are better than Air and Earth!!! Unless these magics are very good for movement, both for the hero on the map and for the troops in battle.
But!!!!! Fire has the strongest spell - Armageddon. You will argue with me because Explosion is stronger on one target, but if there are 2 enemies, then Armageddon is much better. Also, I don't think that the attacking potential of Earth with Explosion and Air with Chain Lightning is stronger than Clone or Berserk. I think Berserk is the strongest spell ever!!! And if you know how to use it and have a large mana reserve, you can move mountains, the only question is where to put them...
And let's not forget Blindness!!! When my brother and I were playing through Ice Crown, in the mission where the Lazaris appear, we only made it through thanks to the Crystals, and a very strong enemy attacked us. His troops outnumbered us by at least twice, and only Blindness saved us!!!!
And as for Water... Blessing is a very useful spell. Always dealing maximum damage is not a joke; it can sometimes bring you much more benefit than any Explosion. And Prayer? Another spell that helps a lot in battles, it increases everything. Then Joy is also a very useful spell.

So, I'm very upset to see that Fire and Water are so far behind(((((


And this is what my barbarian brother says... Blindness, Prayer, and Bless are good, but let the mages use Armageddon
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18 years ago
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For a Barbarian without magic, it's very difficult. As has been discussed here many times, general speed boosts are very effective for Barbarians. Regarding Armageddon, I DON'T ALWAYS PLAY AS BARBARIANS!!!! Sometimes I play as Elves too. Also, I'm generally saying that fire and water magic, if not stronger, are at least not weaker than earth and air magic! Of course, earth and air have two undeniably strong spells in terms of strategy, such as City Portal and Dimension Door. But if water or fire had those spells, I think the gap wouldn't be so big....
In reply to РУХ-ЧУДИЩЕ-ОГР
18 years ago
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It so happens that the most commonly used magic schools are Earth and Air. These two schools contain all types of magic: combat (implosion and chain lightning), tactical (haste/slow), and global (portal to town, dimension door). Fire and Water do not have a combination of all three: Water lacks good combat magic, and Fire lacks global magic. But as a rule, the choice is between Earth and Air; of course, you need to consider each specific case. If you happen to find a Fire magic book, it's clear that you should learn Fire magic, as you don't know if you'll find the same resurrection or implosion in the guild. Then there are some tricks. It is known that a WARRIOR-BARBARIAN or WARRIOR-LORD cannot learn Water magic at all, except by receiving it from a scholar. What does this mean? It means that if you cast a curse on an army led by such a hero, he will NOT be able to remove it en masse. Or Berserk – for a barbarian, it's death. By the way, this is the main thing that gives Inferno an advantage over Barbarians. Inferno always goes first, casts Berserk on half of the Barbarian's army, and they happily kill themselves (it's especially interesting to see hippos attacking orcs or wolves – they practically wipe out the entire unit with one hit :D). So, everything depends on the player's cunning and resourcefulness; even a seemingly unremarkable magic can determine the outcome of a battle. And there is one more note for lovers of mages with highly developed mega-implosions: in long games, combat magic is not effective; tactical magic is, because with a 15-20 week growth, 3-4k damage from magic will hardly make a difference, but a well-timed haste or blind can decide the outcome of the battle.

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