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Posts from Tactics for playing as the Dwarves.

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In reply to Mefisto
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Mefisto;158398
I don't know what the point of taking "Quick Mind" is if all the troops have already moved before the hero's turn. Although, there's not much else to take in terms of education and logistics, so "Quick Mind" is okay, I guess. I played, but not as Dwarves, and "Quick Mind" didn't help much. The only magic skill worth upgrading is "Light."
I didn't specify why "Quick Mind" is useful, but I guess I'll have to. Thanks to this skill, the hero will definitely go before the enemy hero (if they don't have "Quick Mind") and probably before most of the troops. If the hero is Helmar, then in this way he can simultaneously speed up the troops and inflict a punishing strike on them, and that's already a good guarantee of victory. Or apply mass evasion to save himself from archers. Or apply stone skin in a fight against demons (the sooner, the better). Or just throw some fireball or shock earth at the enemy. In general, a thousand and one uses and very great benefit, IMHO.
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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Major Whirlwind;158411
I didn't specify why, but it seems I need to. Thanks to this ability, the hero will definitely move before the enemy hero (if the enemy hero doesn't have "sharp mind") and likely before most of the troops. If the hero is Helmar, then he can simultaneously speed up the troops and inflict a punishing strike on them, which is already a good guarantee of victory. Or apply mass evasion to save himself from archers. Or apply stone skin in a fight against demons (the sooner, the better). Or just throw some fireball or shock earth at the enemy. In general, a thousand and one uses and very great benefit, IMHO.
Yes, I know what sharp mind is! But I'm saying that your hero moves before the enemy hero, but not before the units. All troops move before the heroes, even if not all, but most of them, especially for the Elves.
Вступление в клан"Lost Heroеs"






In reply to Mefisto
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Mefisto;158499
Yes, I know what a sharp mind is! But I'm saying that your hero will move before the enemy hero, but not before the units. All troops move before the heroes, even if not all, but most of them, especially for the Elves.
It's important to me that my hero moves before most of the creatures of my faction, so that by the time it's their turn, a punishing strike and maybe another spell have already been cast on them, if the hero is Helmar. And there's nothing you can do about the early move of the Elves or Demons, unless you have the Staff of the Underworld, of course. The Elves have worse initiative stats, and their attack isn't as swift. In a game against Vaishan, only the riders and furies were able to attack my positions. The rest switched to those who had already joined his side... The bears, for example, suffered greatly.
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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Why can he handle a whole dragon if he can only handle half? Will he still get level 2 magic, or does he need education for that? I don't remember this part, but if he gets it, then his knowledge and witchcraft won't be wasted.
In reply to Ратник
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Warrior;158600
Why would a half-dragon be able to handle a whole one? Will he still get level 2 spells, or does he need education for that? I don't remember that part, but if he does, then knowledge and spellcasting won't be wasted.
The only useful thing a dwarf can do instead of magic is to upgrade creature runes; I don't see any other use for him. Or, you could place a crystal of secrets next to archers, but those crystals don't appear every day :smile32:. Killing one level 7 creature at a time is pointless, because you can kill 3-4, or even more, with chaos.

P.S. You don't need to know any schools or have any skills, including education, to cast level 1 and 2 spells.
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 Ратник
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Warrior; 158600
Why wouldn't a half-dragon be able to handle a whole one? Will he get level 2 magic skills or not? Or does he need education for that? I don't remember this part, but if he does get them, then knowledge and spellcasting won't be wasted.
He'll get magic skills anyway, the question is, which ones...
For example, without developing any magic skills, you can cast a speed spell on one creature in a single turn, increasing its initiative by 10%. But with an expert in light magic and the "Righteous Fury" skill, you can make all your troops 40% faster and increase their attack by +12 with a smiting strike in the same amount of time (these spells cost 0.5 turns each, so you can cast them twice). Do you see the difference? In other words, with developed light magic, you can double the attacking potential of your army... in just 1 turn!!! +40% from max. speed - they go more often - they attack more often; +60% from max. smiting strike - they also get +12 to attack.
And these are just 2 spells, there are others...
And considering that the main source of damage to the enemy army for the dwarves is their own troops, the benefit is noticeable. Or is killing a whole dragon cooler?
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I agree about light magic. It's convincing. But chaos is unlikely to take down 3-4 level 7 creatures for the dwarf. Summoning will still be more useful to the dwarf than chaos. Of course, the chance of summoning appearing is lower than chaos, but we are talking about usefulness, not the probability of it appearing. It seems to me that phantom is still more useful; it can be used for both defense and attack. Conclusion: for the dwarf, we take either light or summoning, or maybe both at once, but would that be too irrational?
In reply to Ратник
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Warrior;158701
I agree with the light magic. It's convincing. But chaos is unlikely to defeat 3-4 level 7 creatures for a dwarf. Summoning will still be more useful to the dwarf than chaos. Of course, the probability of summoning appearing is lower than chaos, but we are talking about usefulness, not the probability of it appearing. It seems to me that phantoms are still more useful; they can be used for both defense and attack. Conclusion: for a dwarf, we take either light or summoning, or both at once, but would that be too irrational?
It depends on what creatures, that's one thing. Two, the dwarf doesn't have a small amount of spell points (like a mage). Three, the dwarf's chaos can be enhanced by a lucky sorcerer (even though it's difficult to get, it's not that difficult to get from Erling), the dwarf has priests and jarls who will increase the damage by 50% with the sign of fire, if we go into fire magic (and fire is the most optimal choice for a dwarf), then pyrokinesis is a must-have, and it's not difficult to take fire ball and wall, since they can be learned from the same priests. And the most devastating thing is Armageddon with all these bonuses (of course, only levels 5, 6, and 7 are used). And a phoenix cloak may well appear (I found it a couple of times in chests, once I got it at the start). And summoning... The only thing worth it for a dwarf in summoning is the runic shield, IMHO. First, it's a free level 5 spell, and it's also 4 spell points more efficient. But I would only start developing this way for a long game, because at the beginning, summoning may not help at all, unlike light and chaos. Two magics for a dwarf is nonsense.
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 Ратник
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Warrior;158701
I agree about light magic. It's convincing. But chaos is unlikely to defeat 3-4 level 7 creatures for the dwarf. Summoning will still be more useful to the dwarf than chaos. Of course, the probability of summoning appearing is less than chaos, but we are talking about usefulness, not about the probability of it appearing. I think that phantoms are still more useful; they can be used for both defense and attack. Conclusion: for the dwarf, we take either light or summoning, or maybe both at once, or would that be too irrational?
I completely agree with "Major Whirlwind." If you think dwarves are weak in chaos, take a look at the attached replay... This is, of course, not the most standard situation, but it's not the rarest either. I decided to try chaos with a dwarf once, and this is what happened...
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Two magic skills for a gnome build seem a bit much, but what about leveling up a super skill? It requires two magic skills: Chaos and Summoning. At the beginning of the game, I don't think any magic skill is particularly effective, and both Knowledge and Sorcery are a bit weak.
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In my opinion, having two schools of magic is only justified for Necromancers and Mages (and even then, not always, or at least you can manage with just one without any drawbacks). For everyone else, having two schools of magic is detrimental (unless it's just for experimentation). Therefore, you need to decide what your focus will be: either Chaos or Light. As for the Academy, yes, you can try it; it's useful for Dwarves... As for the beginning of the game, Chaos is always good, and especially at the start. The other schools, yes, they develop over time... If you're having a hard time at the start or need to level up efficiently as quickly as possible, then Chaos helps a lot. A regular snowflake (a spell of only the second level) with expert Chaos, even with a magic skill of 1, will deal more than a hundred points of damage; with a magic skill of 5, it will deal 146 damage; with a magic skill of 9, it will deal 206 damage. And that's very significant at the start, and it's also mana-efficient...
In reply to Ратник
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Warrior;158807
Having two schools of magic for a Dwarf is pointless, and what about leveling up a super skill? It requires two schools of magic: Chaos and Summoning. At the beginning of the game, I don't think any magic is very effective, and there's not enough knowledge or spellcasting.
In my opinion, leveling up to a super skill is one of the worst options for a Dwarf. First, there's Summoning, which is rarely available, and it's not very useful (although, the Rune Shield can be quite helpful, but is it worth leveling up an entire school of magic for just one spell? At best, you might get 1-2 low-level creatures in the guild). Chaos without Education and/or Sorcery also doesn't look very good (it won't give a big spell power bonus, and the hero rarely moves). But Defense with Readiness looks very appealing, and the super skill itself will give an advantage over some other super skills. But I would only level up this way if I found a mentor on the map and retrained the hero...

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Dracon Mallasa;158616
Personally, I don't really like taking Keen Mind.
Returning to the topic of the importance of Keen Mind. Look at the replay of a player; it seems that his hero had Keen Mind, because the hero moved before the Knights of Isabel, for example. And this affected the course of the battle.
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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Major Whirlwind;158856
Returning to the topic of the importance of the "Sharp Mind" skill. Take a look at the replay; it seems the player's hero had "Sharp Mind" because the hero moved before the Knights of Isabel, for example. And this affected the course of the battle.
Regarding "Sharp Mind": In the replay I posted, the gnome doesn't have the "Sharp Mind" skill; he has "Empathy." Therefore, the positive morale effects triggered on high-initiative creatures moved the hero forward on the turn order scale, causing him to move before the Knights of Isabel (he got lucky). Also, since the gnome units have +7 morale (+3 from the Leadership skill; +2 from allied creatures and the hero; +2 from the "Runic Harmony" skill), and there are no artifacts or special buildings that increase morale, "Empathy," in my opinion, is even better for the gnome than "Sharp Mind" and spellcasting combined. Moreover, he doesn't need to take any extra skills specifically for it – Education and Leadership are always good.
The "Sharp Mind" skill itself is useful, and if you have Logistics, it's worth taking. But personally, I can't adapt the known benefits of this skill (Logistics) to my playstyle, so I prefer not to take Logistics, even for demons, in favor of "Fast Gate Opening." If you play in a way that you can't do without Logistics, then "Sharp Mind" (especially for a Chaos Knight and sometimes for a Dark Mage), "Sudden Attack," and "Death March" are skills that deserve equal attention. Is "Death March" really worse for the gnome than "Sharp Mind," allowing Erlangs to immediately cast the "Rage" rune during a castle siege, or "Sudden Attack," allowing dragons to teleport into the enemy's ranks with the same rune? It's debatable... not always.
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I appreciated the benefit of Empathy just yesterday, playing as Orcs, but it will be useful for absolutely any hero. Whether it's Krag attacking with a direct hit, or Helmar casting mass spells one after another, or a Necromancer throwing chaos spells... Moreover, the main advantage over magic is that Empathy constantly moves things forward, unlike magic (which is useless when using mass spells or direct attacks). In the early stages, you can speed up the hero's turn with level 1 units (this was already mentioned in the Orcs topic, but it's also relevant for Dwarves). However, Rune Harmony may not always be truly beneficial. Even if the spirit is greater than 5, the actual chance of it triggering cannot be more than 50%. It will really help against undead, but otherwise... Although, if you ignore the leadership perks, you can level it up to the basic level, take Harmony, and be satisfied... Resources are usually not spared for major battles, and we get 2 Battle Defense units from the ability by applying runes each turn.
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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Major Whirlwind;158913

However, the real benefit of Rune Harmony may not always be apparent. Even if the spirit is greater than 5, the actual chance of it triggering is never more than 50%. It can be really helpful against Necropolis, but otherwise... Although, if you ignore the leadership perks, you can level it up to the basic level, take Harmony, and be satisfied... As a rule, resources are not spared for general battles, and we get 2 units of Defense by using the ability to apply runes on each turn.
I thought that in 3.0, the maximum values for Luck and Defense were increased from 5 to 8! Isn't that right?

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