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Posts from Magic in Heroes of Might and Magic V.

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Dark spell "Dominate". Why, if a unit under Dominate is attacked, does the spell not disappear, as stated in the description? Is this a bug?
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As far as I know, "Subjugate" in Heroes of Might and Magic V corresponds to "Hypnotize" in Heroes of Might and Magic III, meaning the unit is under the caster's complete control, and it can only be freed with "Dispel." Honestly, I don't have any information about whether this spell can be dispelled by attacking, like "Blind." But here's another interesting question for me: can a subjugated creature be "re-subjugated"?))
I should try it sometime.
Я лишь с теми, кто ищет истину...
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As far as I know, the subjection effect doesn't disappear when attacking a creature, only in the Tribes of the East expansion, but it does disappear in the later versions of the fifth game.
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

По вопросам модерации: nebov24@gmail.com
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Subordination is not removed by an attack, just like Berserk. Only Blindness can be removed this way. Moreover, Berserk cannot be removed by "removing the spell," while other effects can be. A controlled creature cannot be controlled again because it is considered "friendly," even though the icon color changes. Evidence of this is that the controller's troops can attack it, but their own troops cannot.
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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Tieru, perhaps the stun effect was removed by an attack only in the unpatched vanilla version (I haven't played it). In versions 1.3-1.5 and 2.1, it is not removed by an attack.
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Well, Berserk is a reasonably well-balanced spell, but Dominate is outright cheating. When I was playing through the campaign as Arantir (or whatever that Necropolis hero was called), it was too obvious that if you have Dominate, you control the whole world... it would be okay if it only lasted for one or two turns, but not for half the battle.
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It's not that overpowered. First, you can only enthrall one stack. Second, if you have a good Light magic skill, you can permanently remove the effect with Antimagic. When I play as Haven against Dungeon, I always cast Antimagic on their strongest stack. Usually, it's a group of well-trained Knights. Also, some units can remove the effect.
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morealyz that many turns, and also losing initiative, so the opponent might completely forget about their unit.
Berserker is better because the creature moves and attacks immediately with doubled fury (or something like that, as described).
Варвары рулят!!
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Dark magic, and especially the higher-level dark spells, is the most promising choice because Berserk, Blindness, and Enslave always work, and their effectiveness is proportional to the strength of the enemy army. Unlike Chaos, for example. I think Enslave is overpowered. It can be removed, but not every hero has high-level Light magic to dispel the spell with a 100% chance or cast Antimagic up to level 5. And a Knight, in a game against Necropolis, for example, can take Weakness to Darkness and Darkness Seal :) I'm not even talking about the fact that a weak Dark Mage can use Enslave to brutally slow down the remaining stack and then finish it off with the entire horde. Such games are rare, but usually, the one with mana left wins, because by the end of the battle, Chaos also becomes more dangerous, and its spells start to deal significant damage. Not to mention Grief, Celestial Shield, Phoenixes, and Elementals :)
2DDarkKnight
Berserk is better because the creature immediately moves and attacks with doubled fury (or something like that in the description).
Bonus damage is determined by magic skill and spell power. But the main thing here is not to miscalculate and cast the spell on those whose turn is very close to your hero on the initiative scale. Then you can be sure that your troops will not suffer, and you can predict the possible targets of the spell. The hero is powerless against Berserk if he doesn't have Antimagic.
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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Chaos is very effective in games that aren't too long (no more than 2 months). Especially in the hands of a Warlock or Druid. And with large armies, light magic also looks good. Divine Vengeance is very good in the middle of a battle. Summoning is good with any army.

In my opinion, there are no bad or all-powerful schools of magic. Each one is good in its own way under certain conditions. Of course, each race has its own preferences. For example, I never develop Chaos for a Demon, even though the spells are always available in its native Castle.
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Yes, chaos won't really benefit the demon much. It's not a Ranger who can easily acquire skills and has them. A demon might be able to try something in a very short game with extreme luck in getting artifacts that increase magic power. But Darkness is more reliable and versatile for a demon.

I agree, there are no bad schools. All of them have cool spells. But in my opinion, Darkness is the strongest.
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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Darkness isn't stronger; it's simply more versatile. It's effective in early, mid, and late game, against both mages and hordes, and all levels are always utilized. Other schools don't have that.

P.S. The effect of the "Subjugate" spell, as well as several other spells, was changed in one of the patches (I think 1.3); previously, it was interrupted by an attack.
Тьма - это то, что позволяет смертным не забывать, как ярок бывает свет.
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Summoning is good with any army.
I've probably said this 500 times already... In a long game, summoning is only good if there isn't a ring of exile on the opponent's territory! I mainly play on a random map generator, and there they are, just piles of them...
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
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what is the Ring of Exile?
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Fan-made guide
Ring of Banishment
Small - Ring - Price: 4800
Reduces the effectiveness
of the opponent's Summoning spells.
Gives the hero the ability "Banishment".
The "Summon Elementals" spell
will summon twice as few
elementals, and the summoned phoenix,
wall of swords, and hive will have twice
as little hit points.
As we can see, the artifact is minor. It is actually quite easy to find. Theoretically, it could even be given at the very beginning. If they give the Ring of Sinners, which is almost twice as expensive. Although, I myself have seen it quite rarely on fixed settings.
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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