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Posts from Light or Dark magic. Auto-translated

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#16
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But there is one advantage that darkness has over light – it becomes much easier to play against neutral creatures, provided you have high-level spells!
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#17
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What about the people? Of course, they need light! They should focus on eliminating their own weaknesses and becoming a perfect killing machine (an electric meat grinder from Moulinex, haha). For Griffons and Knights, increase defense; for Monks and Lateniks, increase speed; and for everyone, add a devastating attack! No one can withstand the attacks of such a machine, and dark magic? No, they don't need it... maybe it's just that I don't like it on the Knight... it's not powerful enough, in my opinion.
Ваши интересы и учеба\работа


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#18
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Well, against this killing machine (Haven), dark magic actually helps a lot (for example, for Necromancers). Sorry for going off-topic... I couldn't resist!
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#19
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I agree – therefore, for the Necropolis, give them darkness, and for Haven, give them light; besides, light has the ability – Eternal Light, which works against darkness…. And as for the confrontation between Haven and Necropolis, it’s serious… there, the heroes, you could say, don’t let each other cast blessings on themselves or curses on the enemy…
P.S.: And no one forbids taking both light and darkness at the same time!
Ваши интересы и учеба\работа


#20
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Drink, and light, and darkness – that’s certainly great, but not for a warrior race. A mage might try such a combination, but for a human, it’s a big risk. Therefore, it’s better to focus on just one. Also, don’t forget about a perk like the Seal of Darkness. Here, even high-level spells won’t help the Necromancer much. It’s not that difficult to guess; I think Necromancers almost always develop Darkness.
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
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#21
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It's not a given that he won't be able to cast spells again. And what if he uses Spirit Link?
In reply to Dracon Малласа
#23
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Dracon Mallasa;148362
It's not a given that he won't be able to dispel it. And what if he uses Spirit Link?
This depends on the Necromancer's knowledge and the number of troops. If there aren't many troops, Spirit Link won't be very useful.

2 Nazg
Well, there's nothing you can do about summoning anymore ;) I was talking about fighting darkness, berserkers and mind control are a terrible evil.
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
In reply to Майор Вихрь
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#24
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Well, Dungeon is still very good with its mass spells! For example, the "Mass Weakness" spell on Terra Elementals! But, of course, by the time a hero arrives, there might not be anything left of the army! In Haven, there's a powerful spell called "Antimagic"! Haven also has some good spells, such as "Wrath," "Haste," and "Stone Skin"!
Вступление в клан"Lost Heroеs"






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#25
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Especially considering that they can also be found in open areas))) And the "Blessing of the Gods" artifact isn't just lying around on the road either.
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
In reply to ValgallaWolf
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#26
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As mentioned above, both factions have a lot to offer. Personally, I decide as follows: Against Necropolis – always Haven. Against Stronghold – always Dungeon. Against other factions – I decide after building 2 or 3 levels of the guild (depending on the circumstances) based on the spells that become available.
Порою люди не со зла
Творят настолько черные дела,
Что до таких блистательных идей
Не вдруг дойдет и записной Злодей

Темный адепт клана GODS
In reply to Shogun
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#27
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Shogun;153687
As mentioned above, both factions have a lot of interesting things to offer.

Personally, I decide as follows:

Against Necropolis - always Haven
Against Stronghold - always Dungeon
Against other factions - I decide after building 2 or 3 levels of the guild (depending on the circumstances) based on the spells that appear.

Are you building up your guild early on? And do you have enough red stones for Angels, Inquisitors, and Paladins...? Because I don't, so I always decide in advance - I agree with your choice.
Against Sylvan - Dungeon
Against Dungeon - Haven
And I don't play as Haven against the other factions.
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
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#28
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I tend to favor Darkness (not against Necromancy, of course), especially after the introduction of Vampirism (who said you can’t resurrect with Darkness? You can! And it’s even more effective than with Light, as the HP doesn’t decrease). The Darkness/Fallen Knight combination with Leadership/Empathy works excellently. And against Orcs, the Darkness + Light combination works well. :) Yes, I know what you’re going to say now – “Two spells for a Knight who isn’t a mage by nature!” :) That’s true, but the case with Orcs is special. The thing is, the Orc will most likely silence one of the spells (I recently had a rather interesting discussion on this topic in the “Orc’s Silence Skills” section). He rarely silences two spells, and in addition, the “Twilight” perk becomes available, increasing SP by 3 (for Light and Darkness). Darkness, considering the “Fallen Knight,” increases by 8! In my opinion, that’s not bad.
In reply to HumanSt
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#29
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My opinion leans more towards light magic, although you can use dark magic against the undead – it’s a WEAKNESS OF DARKNESS! It’s a very powerful ability against necromancers and quite unpleasant! But light magic, with its mass damaging attack or speed boost, is also good! There’s not much point in using dark magic, as half of its spells don’t affect undead. But it’s good against other factions! If you take both schools, it’s hard to decide which spell to use! You need to choose one school, but make sure it’s effective:smile20: :smile19:
Вступление в клан"Lost Heroеs"






In reply to Mefisto
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#30
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I usually take both. Or whichever one appears first. But if I have to choose, I'll go with light against large dark armies (resurrection & holy word). And against light, I'll use darkness, with their unholy word. As for me, I prefer chaos; light and darkness aren't among my favorite skills.