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Please help with anything... Basically, I'm playing as the hero Haghesh, and I'm mainly leveling up: Leadership, Attack, and Luck. But what should I level up next against the Academy? Help me if you can, or correct me if I'm wrong.
DinHot
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Against the Academy, hmm, since there are mages there, I would advise:
1 Attack
2 Defense
3 Light Magic Dampening
4 Dark Magic Dampening
5 Chaos Magic Dampening (or whatever it is)
6 Summoning Magic Dampening
Просто человек, ищущий свой путь. Когда-нибудь он отыщется и я с наслаждением скажу - "Я шел тобою все это время!".
2DDarkKnight
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Here, you can even get by with anti-chaos skills. Although, I don't usually level up the suppression skills; I prefer to increase attack and defense. And it wouldn't hurt to upgrade the summons as well.
Варвары рулят!!
Майор Вихрь
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No, it's too risky to upgrade all the suppressors at once, and even if you make a mistake with just one, it will be terrible. Upgrading defense is not necessary at all, only if there are no other options left. Otherwise, you need to organize a swift attack, with a tactic and a speed aura in the lead, and if you're lucky, with boots that give +1 to speed. Magical races don't withstand this kind of onslaught well, because Orcs themselves deal decent damage, and here there is also a huge advantage in attack. If everything goes right, the mage might only be able to cast a spell 3 times. However, if the mage gets ahead in development and the hero is more developed, these advantages may become insignificant. So, you shouldn't delay with the start. I would also upgrade logistics. You can also upgrade luck; choose Goblin Shamans, as their ability and the creature itself can at least disrupt magic once. And with soldier's luck, Orcish Warriors are more likely to make 2 attacks, which also helps. And if you're afraid that the mage will use Chaos, then magic resistance and barbarian luck will reduce the damage.
O God of Earth and Altar, Bow down and hear our cry, Our earthly rulers falter, Our people drift and die, The walls of gold entomb us, The swords of scorn divide, Take not thy thunder from us, Take away our pride.
G.K. Chesterton: English Hymnal
BaPBaP
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For example, I don't understand why Orcs should learn defense. They lose rage points, and I think it's not beneficial:p But thanks for that, I need to try it out tomorrow.
what is this nonsense? Why are there so many useless skills? And where is the Rage skill, which takes up the sixth slot and leaves only five free? Attack, Logistics, Luck, Leadership, Machines. Instead of the last one, you can have either Defense, or, if you really want, a filler skill. Moreover, the Academy often focuses on Chaos magic. Or earlier, if it focuses on two schools. I don't consider Call useful. The benefit is too ambiguous and sometimes barely noticeable. But this whole thing is just pulled out of thin air. Although, I must admit, it will be easy to fight many casting neutrals..."
Первый, кто был забанен за Правду.
WitcheR-L
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I support Major Vortex and Loken; Orcs don't really like magic; they are warriors by nature, and the developers made them warriors.
DinHot
Against the Academy, hmm, since there are mages there, I would advise: 1 Attack 2 Defense 3 Light Magic Dampening 4 Dark Magic Dampening 5 Chaos Magic Dampening (or whatever it is) 6 Summoning Magic Dampening
Developing all dampening skills at once is nonsense; they won't give the desired result. It's best to take all the most warrior-like skills, with the exception of defense, which can be moved to second place.
In general, my build looks like this:
1. Masterful Offense: Archery -> Fire Arrows -> Tactics (your troops will be one tile closer, which can be very helpful).
2. Masterful Logistics: Pathfinding -> Death March -> Path of War.
3. Masterful Engineering: -> Ballista -> Rapid-Fire Ballista -> Catapult.
4. Constant Luck: Soldier's Luck -> Magic Resistance -> Barbarian Luck.
5. Masterful Leadership: -> Rally Troops -> Aura of Speed -> Battle Frenzy or Diplomacy.
I didn't develop Fury because this is a Haegesh (a hero specializing in archers). As a result, we have a good setup for sieging an enemy castle; the crossbow is very helpful, and we have also developed the catapult, and we have a Cyclops in our army (of course, a free one). We also have +4 to speed during sieges and a +1 aura.
P.S. I think I've taken everything into account, and I've focused a little more on speed because it helps us.
Koren Dobra
DinHotAgainst the Academy, hmm, since there are mages there, I would advise: 1 Attack 2 Defense 3 Light Magic Dampening 4 Dark Magic Dampening 5 Chaos Magic Dampening (or whatever it is) 6 Summoning Magic Dampening
I support this opinion; DinHot is right.
The fact that you supported it is good, but just spamming posts is not liked by anyone; it's better to express your opinion and explain why you agreed with him.
BaPBaP
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Thanks to everyone. I easily won against the Academy. I learned: Attack, Luck, Leadership, Darkness Dampening, and Summoning Dampening (I learned it because I knew my opponent had learned it).
WitcheR-L
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BaPBaP
Thanks to everyone. I won against the Academy on easy difficulty. I trained: Attack, Luck, Leadership, Darkness Negation, and Summoning Negation (I trained it because I knew my opponent had learned it).
It's good that you knew, but if you had made a mistake, you would have lost, so it's better to develop the skills I mentioned in my previous post if you don't know what your opponent is going to do.
_Prizrak_
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Magic resistance -> Barbarian luck.
I saw somewhere that Barbarian luck is a buggy perk; it doesn't do anything, it just wastes a level.
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
DinHot
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Why is it considered useless? For example, if your luck (or the luck of your units) is 3, then they already have 15% magic resistance. If it's 5, then it's 25%, and so on. It's a very good thing against magical factions.
Просто человек, ищущий свой путь. Когда-нибудь он отыщется и я с наслаждением скажу - "Я шел тобою все это время!".
Why is it a waste? For example, if you have 3 luck (or your units have 3 luck), they already have 15% magic resistance. If it's 5, then it's 25%, and so on. It's very effective against magical factions.
Yeah, right. This perk is bugged. It only gives 5% magic resistance (not magic defense) if the luck stat is positive. Regardless of the luck value, it's always only 5%. Moreover, these additional 5% against a Warlock are also divided by Unstoppable. Is that a significant bonus? I don't think so.
Я видел, как Небо окутала Тьма, и Небо смирилось с Судьбой, Горящие реки сходили с ума, пытаясь остаться водой, Земля пропустила коварный удар, раскрывшись на шаге вперёд, Взлетел разъярённым драконом Огонь и понял, что тоже умрёт...
:) As they say, "there's no defense against a good offense." You need to level up the spells that silence summoning (this magic is essential) and most likely Chaos magic. But honestly, I'm disappointed. Some of the spells are completely useless.
Пришёл,увидел,нафлудил.
WitcheR-L
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The gods' favorite
As they say, "there's no defense against brute force." You need to level up the summoning silence skills (this magic is essential) and most likely Chaos magic. But honestly, I'm disappointed. Some of the spells are completely useless.
Imagine if he levels up a different class instead of a mage :O. Then all your silence spells become useless. You'll see what happens if the Academy mage becomes a warrior! And did you level up the silence spells? You'll be defeated by turn 3:15! So, if you don't know what to develop, turn him into a crazy fighter. And you'll crush him! + Goblins are there, and they will definitely help you.
Майор Вихрь
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An academic won't be a warrior. With those stats? Or with incredible luck? Even education won't help, and skills like "attack" and "defense" won't be of much use either. But you still shouldn't eliminate academics. And if you're going to do it, using one "silencer" against an academic warrior will give you exactly the same result as this inadequate mage, i.e., nothing, and you'll still win. In general, the standard tactic is simply to attack with tactics and a speed aura. Everything is simple: executioners and blood cyclops reach the target. Shamans speed them up, goblins disrupt magic, centaurs, if they are combat centaurs, either shoot or engage in melee combat to deal full damage and quickly defeat the enemy troops. Wyverns are also on the enemy's side. But warmongers can be used to absorb attacks :) Especially if there is good soldier luck. Although, I would prefer orcish warriors. And if the mage doesn't have a good set of spells and a properly chosen school of magic, he will beg for mercy. Otherwise, he will have to run through fire traps, be blinded, controlled, etc. :( This makes things more difficult, which is why the emphasis is on quickly defeating the enemy. If the key units don't reach the target, it will be tough.
O God of Earth and Altar, Bow down and hear our cry, Our earthly rulers falter, Our people drift and die, The walls of gold entomb us, The swords of scorn divide, Take not thy thunder from us, Take away our pride.