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Posts from Light or Dark magic.

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18 years ago
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Yeah, I have this problem... When I play against the AI, it buys a hero every day and sends them after me, regardless of the difficulty level or the map. What kind of stupidity is that? I've been playing for three weeks, and they just keep coming and coming... If there are multiple AI opponents, it's even more ridiculous. There's this line of enemy heroes stretching to my castle, and they don't even attack each other. So, I only play online.
Regarding the topic, I personally like dark magic, but mainly because of Forgetfulness and the weakening attack. You can level up Weakness to Darkness against Necropolis, and it will be effective.
Light is just as good. The spells are basically opposites
(slowdown-speed up, stone skin-disintegration beam), so it's a matter of personal preference. And here's another trick. If you use the upgraded angels - seraphs and level up light, also level up Secrets of Light (reduces the price of light spells for creatures by 50%). They will be able to cast Divine Retribution twice.
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18 years ago
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The spells there are basically opposites
(slowdown-speed up, stone skin-disruptive beam)
There's a small difference: slowdown doesn't affect the enemy hero.

Therefore, it's better to go twice before the enemy hero's turn
than to go twice and still let the enemy hero act.
In reply to TonyMontana
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18 years ago
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TonyMontana;164934
Regarding the topic, I'll say this... I personally liked dark magic, but mainly because of its forgetfulness and weakening strike abilities. Against necromancers, you can level up the weakness to darkness, and everything will be fine.
Light is no less effective. There, the spells are basically opposites (slowdown-acceleration, stone skin-disintegrating beam), so it's a matter of personal preference. And here's another interesting point. Those who use the upgraded angels - seraphs and level up light, should also level up secrets of light (reduces the price of light spells for creatures by 50%). They will be able to cast Divine Retribution twice.

Using darkness against necromancers is original. Personally, I always level up light against necromancers (some dark magic spells don't work on them).

If your opponent is reasonable, the seraphs might not even have time to cast Divine Retribution. Casting it twice is already a fantasy. IMHO.
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18 years ago
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I still take both recently, I deal with the lack of spell power with Twilight and Fallen Knight....
Explain why... Write how you level up... Taking one magic skill is okay, but where do you put two? There are much more suitable abilities!!!
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18 years ago
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Darkness against necs — original. Personally, I always level Light against necs (some darkness spells don't work on them).
Original, but on some maps it makes sense. For example, there are Dragon Utopia (read: free level 5 spells), and if you weren same given Anti-Magic in your home guild (or even left without Dispel Magic), then Vampirism will save you from Berserk and other nasties. Leveling Darkness is even more convenient, and there are useful perks there. And against living races, a Knight's Vampirism rocks: level it up until ready and cast it on alt. griffins, and the birds will most likely sing "My Immortal," plus you can cast it on Zealots of Faith and Isabelle's knights. And this miracle costs only 10 mana. Perhaps only necs and TE can use Vampirism as effectively.
But lately I still take both, dealing with the lack of spellpower using Twilight and a Fallen Knight....
Get by with artifacts, education, and a Fallen Knight, because 2 magics is almost suicide for a Knight.
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18 years ago
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2Shogun
IMHO, what don't you like about Darkness against Necropolis? Okay, so you can't use Plague and Forgetfulness, but what about everything else? Against Necropolis, the point of leveling up Darkness, I repeat, is because of the "Darkness Weakness" skill, but there's a catch... if the Necromancer also levels up Summoning (which happens quite often), it will be a huge problem. So, if you don't want to take risks, I agree, you should level up Light. In my opinion, it's always a good choice.
P.S. I usually play as Haven, mostly with Axel... if your opponent is reasonable, he will take out the Paladins first. If he doesn't, then it won't matter much for the Behemoths...
Seraphims somehow always manage to cast twice (not in full force, but still, the damage from Behemoths is impressive)

Added after 4 minutes
I agree with Fireball
I also mentioned in another thread about the duel between Vittorio vs. Axel, where the upgraded Griffons with Stone Skin and Vampirism completely destroyed Axel's army (and with Blessing and Smite, it's an invincible squad).
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18 years ago
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Rely on artifacts, education, and the Fallen Knight, because 2 spells are almost suicide for a Knight.
Golden words!!!
And what don't you like about Darkness against Necromancers?
Half of the spells don't work on them...
The point of leveling up Darkness against Necromancers, I repeat, is because of the "Darkness Weakness" skill.
Tony, I'm shocked, do you even read what you write??? To cripple one unit for the sake of one perk???
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18 years ago
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Tony, I'm shocked, do you even read what you write??? To sacrifice one unit for just one perk???

Sacrifice one unit... I don't understand...
I think I wrote that it doesn't work against Necropolis. You can easily do without them. And I see you haven't used Weakness to Darkness against Necropolis, otherwise you wouldn't be saying that. Reducing the number by half is nothing, in your opinion? The point of the post was that if you're playing against Necropolis and you're developing Darkness, you definitely need to take Weakness to Darkness, IMHO.

What could be unclear about that?
In reply to Майор Вихрь
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18 years ago
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Major Whirlwind;154610
Well, the "Unholy Word" spell is definitely out of the question. It will be used against your own units.

Incorrect statement :)
The "Unholy Word" spell will not always be used against your own units.
I have successfully used a combination of Vampirism and, subsequently, the "Unholy Word" spell in practice.
The "Unholy Word" spell no longer affects your own units, and your units also regain health through Vampirism.
So, Darkness is a good thing for the Knight.

There is also a very good skill in Darkness that weakens attacks, specifically for the Knight, in combination with Training and Leadership.
If the Knight also has Combat Accuracy against a powerful race, it will be devastating.

There is also such a unit: Battle Griffin.
If it has Vampirism, it is almost impossible to kill it with brute force, especially considering that the enemy's ranged units will run out of ammunition first, and we can also put Leadership and the attack-weakening skill on this Griffin.

Once, I remember, in a battle against neutral melee units, I saw in the battle log that my Vampirism-enhanced Griffins dealt over a million damage :)
And this was in a real game :)
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18 years ago
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Destroying one skill slot... I don't quite get it...
I understood it this way: I'm leveling up a Dark faction hero against a Necropolis hero for the sake of getting one specific perk.
Conclusion: in total (not counting the racial skill), you can take 5 skills, and you've already sacrificed one, leaving you with 4, meaning you've lost something more useful. That's what I meant by
Destroying one skill slot
18 years ago
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2 Psionic
Indeed, I didn't fully understand the description of the spell, specifically "the unit gains all the properties of the undead," and immunity to unholy words is one of the properties of the undead. :) All that remains is to acquire 2 spells of level 5. And what else is so great about vampirism? It is quite effective, even if the hero doesn't have much magic skill. A stable 50% of the unit's health will be drained, plus an additional 2% for each spell power, which in any case guarantees more than vampires. :)
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18 years ago
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even if the hero doesn't have much magic power, a stable 50% creature will draw +2% for each spell power, which in any case, guarantees more than vampires.

The problem is that when playing against dwarves, you shouldn't use this spell because they have a rune (I don't remember the name) that steals one of the enemy's positive effects. Now imagine berserkers with vampirism, when the madness rune (2 attacks instead of 1) is also applied to them, and the berserker ability is activated.
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17 years ago
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I agree with Dracon Mallasa! When playing as Dwarves, I try to get that rune, especially when playing against Elves or Haven, because they often focus on Light magic. If your hero has developed Pyrokinetics, take this rune (I don't remember the name, it's something complicated) and attack an enemy unit that is under the effect of a spell like "Wrath" or something similar. :):)
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17 years ago
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level up darkness, light mainly helps your army restore strength, remove curses, etc.
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17 years ago
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Download the darkness of the fallen knight and the twilight.

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