Skip to content

Posts from Which magic schools should I choose for the late game? Or should I go for a specific artifact?

5.0 (1 rating)
User Avatar
#1
Auto-translated
:confused: I'm curious which schools of magic are best to choose for the late game... Share your thoughts, please. Or maybe take the Arcomage school? Of course, it's tough at the beginning, but then... you get Insanity and Armageddon, so advise me...
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
User Avatar
#3
Auto-translated
chaos, using pyrokinesis is better for Armageddon; you can also use cold with lightning...
User Avatar
#4
Auto-translated
I would choose Darkness and Chaos, as the heroes are well-suited for those factions.
User Avatar
#5
Auto-translated
SA is probably better – it’s the most fitting answer in this thread.
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
User Avatar
#6
Auto-translated
Can someone explain what "late game" is?
Каждый может быть героем ...
User Avatar
#7
Auto-translated
Chaos and darkness: these schools have amazing spells! They do consume a lot of mana, though... that's why mages can use these schools. They have tons of mana, enough to last through the winter, and the magic... no comment))) Heh.
Ваши интересы и учеба\работа


User Avatar
#8
Auto-translated
late-game on levels 27 and higher.
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
#10
Auto-translated
In the late game (if you don't go for the Conflux), I would definitely choose Chaos. With prolonged gameplay involving spellcasting, there shouldn't be any problems, so the damage output will be high (naturally, combined with the Wizard's artifact, and possibly using new gargoyles to further increase the damage). For the second magic skill, I would choose either Darkness or Light. I'm leaning more towards Light, as you can find more spells in the guild, and boosting troops with mass spells is useful for the Academy, more than any other faction with their meager combat stats. There's also a chance that you'll find Divine Retribution in the guild, a spell that speaks for itself.
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
User Avatar
#11
Auto-translated
The Academy's army really needs all the magic it can get!!! That's why I would choose the Stronghold. First of all, have you seen the Reactive Rakshasa? (with vampirism + speed + charge + magic shield) Take a look! It's awesome! Of course, the Stronghold doesn't have mass spells, and improving only one type is... not good overall. So, you need to adapt to a specific faction: against Humans, the Stronghold definitely rules! They have training, so a powerful Puppet Master will easily defeat, say, Paladins, and that's almost it! If we take Angels, and then Chaos, it will be useful, and even Divine Retribution!!! THAT'S IT!!! :)

Added 2 minutes later
The Stronghold is needed so that you don't fail with spells (in case they don't drop out).
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
#12
Auto-translated
Hmm... Reactive Rakshasa. Sounds amusing. But applying three enchantments to them is a rather questionable decision. Especially in a game against attackers like Orcs and Demons. By the time they become reactive, believe me, the Rakshasas might not even survive (or survive in very small numbers). And the Mage faction's troops are poorly protected (even if you load them up with mini-artifacts, you still won't be able to match the attack power of Demons and Orcs, and even reaching the Warlock level is unlikely), and as a result, they die quickly. Besides, discussing upgrades from level 27 and above is not interesting, because you can upgrade everything you want, and any race's hero will become a real superman. I'm not even talking about the fact that such a level is unlikely in a real game. It's better to focus on the minimum, for example, which skills and abilities will bring the most benefit in a game against a particular race at levels 15-20? This is where real debates and discussions can arise, because everything is ambiguous, there are many choices, and you can only upgrade a limited number of things.
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
User Avatar
#13
Auto-translated
I was just joking! I didn't think it would be taken seriously, but I agree, the vampire and speed-boosting gimmick is brutal... And against creatures like Orcs and Demons, you definitely need a lot of Darkness, no question... I'd also take Summoning magic! It's rare to find someone with a sharp mind, which is a shame, but otherwise, put mines in front of the Orcs (to relieve their rage) and charge!
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
In reply to _Prizrak_
User Avatar
#14
Auto-translated
_Prizrak_;144355
The academy army needs all kinds of magic!!! That's why I would choose the Spellbook... First of all, HAVE YOU SEEN ROCKET-POWERED RAKSHAS? (with vampirism + speed + onslaught + magic shield) Take a look! It's awesome)) Of course, the Spellbook doesn't have mass spells, and focusing on just one type is... not good overall. So, you need to adapt to a specific race: against Humans, the Spellbook definitely rules! They have training, so a powerful Puppet Master will easily defeat, say, Paladins, and that's almost it. Then, take on Angels, and Chaos will also be useful, as well as Divine Retribution!!! THAT'S IT!!! :)

Added 2 minutes later
The Spellbook is needed so that you don't fail with spells (in case they don't drop:()

How can there be no mass spells?...And what about the Wizard's Sign? Double Phantoms, double Resurrections, double Raise Dead, double Heavenly Shields, double Vampirisms....And if you use Ogre, then God himself commands it, because it will only shift the ATB by a little due to the sign.
So many centuries
So many Gods
We were the prisoners of our own fantasy
But now we are marching
Against these Gods
I'm the wizard, I will change it all
Valhalla - Deliverance
Why've you ever forgotten me


19.08.2008 СК Олимпийский.Я запомню это навсегда!!!

Как играть онлайн в Герои 5??Ответ здесь
User Avatar
#15
Auto-translated
I'm talking about mass slow, cleanse, and haste spells. With the Mage's Sign, you can only haste two units, and it will cost you 1.5 turns... 0.5 for the Mage's Sign + 1.0 for the spell itself... But if you have a Mind Lord, it only costs 0.5 turns, and it affects everyone... That's why I stopped using the Spell of Acceleration (SA)...
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02: