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Why take two schools of magic? For example, mages don't really need to learn light magic, since their Djinn can cast it.
Heh-heh, and will the Djinn be able to cast healing spells too?
Чую время пришло и захлопнулась дверь Ангел пропел и полопалась кожа... Мы выпили жизнь, но не стали мудрей, Мы прожили смерть, но не стали моложе... Агата Кристи Ты должен быть сильным, Ты должен уметь сказать: Руки прочь, прочь от меня, Ты должен быть сильным, иначе зачем тебе быть?! КИНО
Djinn generally only cast spells like divine strength, haste, and power strike. In Haven. In Dungeon, they cast weakening, vulnerability, and plague (or something similar in 2.1).
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!!!
Why take two magic schools? For example, light magic is generally unnecessary for mages, as their Djinn casts it, but summoning is a very useful magic! And attack can be replaced with Mini-Art!
Then again, this is the Mage race, so even three or four would be good. I prefer 2 - Chaos and Summoning, especially Chaos, which deals good damage when combined with other spells.
Тот, кто находит удовольствие в уединении, либо дикий зверь, либо Бог (с) Аристотель
In short, I was prompted to create this thread by a fact that completely stunned me... I was playing with a friend in a simple game (version 1.00, I just bought Lords of the Realm yesterday). I advised him to take the Castle and Axel, and I explained the correct build order (he used to play only as Necropolis, with the overpowered Vlad)))), and I took the Academy, I don't remember the hero... In the final battle, I had 31 Titans, about 50 Raj-Rakshasas, about 140 Mages, 131 Master Archers, 700 Goblins, 500 Golems, and some other units)) (however, the Castle had about 400 Gargoyles and over 50 Djinns, but I didn't think they were a big threat). The result - his 27 Archangels almost wiped out all my Colossi, which is logical - Paladins with their bonus destroy everyone who is poorly positioned, etc... We both were sure that I would win, but then I seriously doubted the Academy... So now I decided to create this thread where you could help me understand their unique structure, specifically - how to build and develop a hero, which one is better to choose at the beginning, and if possible, all of this based on Lords of the Realm, i.e., the latest expansion. Thank you in advance...:)
400 gargoyles and 50 djinns, but I figured there was no point in using them.
But that was a mistake! Gargoyles are armored... Djinns are a great offensive unit... Big mistake...
Paladins with a bonus destroy everyone.
And that's where gargoyles would have been useful - just stand in front of the paladins and block them, preventing them from using their ability to spread out. Next... I didn't see any mention of mini-arts... Were there any at all?... What was the hero's level? At least magic...
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
Ghost, thank you. We were playing on an old version, that's in the past. Now I'm interested in tactics with three different creature development paths, and of course, the battles too. I'd really like to hear about them... And of course, city development!
Maybe I didn't understand correctly, but you probably meant two…
And of course, city development!
It depends on which maps you play… If it’s a late-game map, one type of city upgrade is better; if it’s a rush strategy, another is better. Please clarify.
I don't quite understand who you want to play against…? Against the Order? If so, there's already a thread about that… Here's here where you can read more…
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
Playing as the Academy, building up the town, leveling up the hero, and developing creatures, rather than rushing. On a random map, medium size, 1 vs. 1. If you can help, please advise... P.S. So, with the Tribes of the East, there are now 3 options, right?
So, with the Overlords, there are now 3 options, right?
Well, un-upgraded ones don't count...
city building
If it's a generator, the tavern is already built... accordingly: Day 1 - Goblins Day 2 - Mage Guild level 1 Day 3 - Forge/Gargoyles Day 4 - Gargoyles/Forge Day 5 - Town Hall Day 6 - Golems Day 7 - Mages ------------------------------------- I want to clarify right away... I always capture 4 main mines in the first 2-3 days (2 wood and 2 stone). This is necessary for successful construction and to have some resources left for future trading... Because resources are often scarce. I've outlined the first 7 days; the rest depends on the situation, the amount of resources on the map, etc...
hero leveling
Leveling up the hero is more difficult; you need to know the opponent's strengths... The main skills: 1. Sorcery 2. Education The rest depends on the opponent. (This is for leveling up a regular mage, not a combat mage - Razazak)
creature development
Upgrades are also chosen depending on the opponent.
Added 1 minute ago Ps, tell me about possible opponents, and we'll base our strategy on them:...
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
I and one of my friends like the Fortress. Another friend likes the faction that starts with a group of gremlins. Everyone has their own preferences. The Fortress is more suitable for a long game against any enemy.
Oh, the possible opponents are mainly undead and humans))). And which heroes are the best for the Academy?
Here we go again, the argument will start now... I'm for Haven, as always... But now Maxim will appear and say that Razaz is the best;)... The Academy has many good heroes... And there's a thread about discussing them... If against humans, I would take a Necromancer, they look good with paladins:)
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02: