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Posts from Tactics for playing as the Sylvan faction.

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#35
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I think "cast" refers to "Rain of Arrows":
Archer's Dream.
Ranger: additional bonuses
» If there are 2 items: After shooting, the ranger
moves back 30% less on the ATB scale
than usual.
The effect also applies to the skills
"Deadly Shot" and "Rain of Arrows".
That's correct.
Spellcasting works only with single casts, just like spell luck. That is, when using Rain of Arrows, neither spellcasting nor spell luck will work (and the extra skills are unnecessary). That's what I was trying to say.
2 Boris K. Where did you get 28 native spells and 42 attack? And besides, a campaign isn't serious. By the way, if you have a replay of the battle, please share it.
#36
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shaddar, I had Faidaen, level 35, completely decked out with artifacts and maxed skills. In all arenas, he got +2 to attack. And there are quite a few of them in the Campaigns. In the first mission, I tried to get only the ones that increase attack and magic. There's no time for anything else on the hero. There wasn't a single difficult battle. That's why I didn't make any replays. I just beat 900 undead with a rain of slowing cold spells. The hero moves around a lot, feeling confident. Archers and nymphs quickly took care of everyone. The rest of the troops just stood around.

Now, in the middle of the 4th mission of the 6th Campaign, Faidaen already has 49 attack. In the battle with Markel in the 3rd mission, Godric and Zehir had almost 70 Archangels each. Faidaen, however, managed with just elven troops.

There was a week of elven archers. About half of the archers that appeared joined Faidaen. There were more than 100 of them. Other heroes didn't trade for them specifically. And right before Markel's castle, 66 more joined, waiting near the garrison. But I was too lazy to drag them to the fort for an upgrade. After a couple of magic defenses from Markel's army, not much was left. Magic is around 30. It's actually good that Faidaen had to storm the castle. The enemies were standing close together. And the Death Messengers that came out of the gate were quickly taken care of by the unicorns.
In reply to Boris K
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#37
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Boris K;182857
shaddar, I had Faidaen, level 35, completely decked out with artifacts and maxed skills. In all arenas, I got +2 to attack. And there are quite a few of them in the Campaigns. In the first mission, I tried to get only items that increase attack and magic. There's no time for anything else on the hero. There wasn't a single difficult battle. That's why I didn't make any replays. I just beat 900 undead with a rain of slowing cold spells. The hero moves around a lot, showing empathy. Archers and nymphs quickly killed everyone. The rest of the troops just stood aside.

Now, in the middle of the 4th mission of the 6th Campaign, Faidaen already has 49 attack. In the battle with Markel in the 3rd mission, Godric and Zehir had almost 70 archangels each. Faidaen, however, managed with only elven troops.

There was a week of elven archers. About half of the archers that appeared joined Faidaen. There were more than 100. Other heroes didn't trade for them specifically. And right before Markel's Castle, 66 more joined him near the garrison. But I was too lazy to drag them to the fort for an upgrade. After a couple of magic defenses from Markel's army, not much was left. Magic is around 30. It's even good that Faidaen had to storm the Castle. The enemies were standing close together. And the death messengers that came out of the gate were quickly killed by unicorns.
Question: what difficulty level was this on?:eek:
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#38
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Is there any information regarding fixing the drop rate of the Light artifact, and in general, about a patch for the Stronghold faction?
Белый и Пушистый! Иногда.....
#41
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Snowball

There's no sign of the patch yet, and we haven't heard anything about it either :). As soon as any information appears, I assure you that someone will definitely publish it in the News section – if not me, then someone else. For now, there is an opportunity to play the TE mod. You can find information about it and a link in this topic. If its changes appeal to you, of course.

To be honest, I am also upset about this bug :(. Partly because of it, my desire to play as the Alliance is somewhat diminished (but not completely gone). However, I haven't really tried developing a powerful Chaos faction yet. By the way, if you collect two items from Sar-Iss’s regalia (they double the magical power of all Sorceresses in the army), will the magic passed on by the Druids also be doubled? Or are there some nuances?
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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#42
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The nuance is that the amount of magic learned cannot exceed the hero's knowledge. But for the Academy faction with a secondary "knowledge" parameter and easily increased education, plus artifacts (although I don't know if they work or if only the hero's native knowledge is taken into account), this is not a problem.
Армия баранов под предводительством льва сильнее армии львов под предводительством барана.

God save us everyone
Will we burn inside the fires of a thousand suns...
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#43
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The Sar-Issy set bonus probably doesn't work, but the Sorcery skill increases by as much as the native Knowledge skill, plus artifacts.

P.S. It seems that all of Nival's resources have been focused on PW (Online)... or on other projects. It's been half a year since the release of Stronghold, and it looks like no one is working on it... it's a shame...
Белый и Пушистый! Иногда.....
#44
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To be honest, I was shocked when 24 Druids raised a hero's magic skill from 9 to 37. With some simple calculations, it becomes clear that the hero gained 28 magic points. However, this is not the limit. The same 24 Druids gave another hero 16 magic points, but without the Sar-Issa set. In other words, in the first described case, only the hero's knowledge was a limiting factor. What can I say, dear Sylvan elves... Collect the Sar-Issa set :) 2 items, and incredible magic is guaranteed :)
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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#45
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Major Whirlwind; 183842
To be honest, I was shocked when 24 druids raised a hero's magic skill from 9 to 37. With some simple calculations, it becomes clear that the hero received 28 magic points. However, this is not the limit. The same 24 druids, but without the Sar-Issa set, gave another hero 16 points. In other words, in the first described case, only the hero's knowledge was the limiting factor. What can I say, dear forest elves... Collect Sar-Issa sets :) 2 items, and incredible magic is guaranteed :)

Hmm... can you provide a detailed breakdown of the hero stats?

IMHO - A Chaos hero is quite a risky choice, as the druids become target number one and don't live long.
Белый и Пушистый! Иногда.....
#46
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In my opinion, leveling up in Chaos is no more risky than in Haven. Especially in 3.0 with the new Druids. I also leveled up in Chaos in other versions. The Rain of Arrows compensated for the weakness of magic. And now there is no weakness. True, reducing the number of Druids also reduces the bonus to magic. By the end of the game, you can almost always find the right neutral creatures to add to your list of sworn enemies.
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#47
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...Hi everyone...
Here's my take on magic schools...
...Light: I prefer to choose this school of magic. Let me explain the advantages. With Alt Druids, Battle Mage, Resurrection, and Holy Word will work well. I like to resurrect troops with Alt Druids; with one cast, you can bring back 3000 or more hit points, which is not bad. Battle Mage is simply incredibly effective, and if you also apply it to ranged units and against cursed enemies... Holy Word, I mainly use it against the Horde and its Fury, which is not too difficult to remove with this spell. And, of course, mass spells. Mass Haste – there's no need to talk about its effectiveness. Mass Blessing – I rarely use it, only if there are Alt Druids and Alt Trees in the army (they have scattered damage). Mass Command – in my opinion, this spell is a bit overpowered, especially if you take the hero's defense ability. Mass Dispel – Elves, as you know, don't have attack, so magic is also useful. Mass Slow – I'm not sure about this one because I rarely use it; I think it's suitable if your opponent is an academy and it's late in the game, or if your opponent is also an elf. Yes, I forgot to mention Anti-Magic – I value this, especially when playing against Necromancers. Teleportation – also helps, but it's a pity that Light Elves don't have surprise attacks.
I don't know about you, comrades, but Light magic appears very quickly for me, although if you don't take it right away, it will definitely be difficult to get it later. And besides, there's a program – a scanner.

I'll write about Chaos later...
In reply to Snowball
#48
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Snowball;183952
Hmm... could you provide a more detailed breakdown of the hero stats?
I think attack and defense values don't matter. Besides, I created the preset focusing only on knowledge. It just turned out that two heroes belong to different groups based on the number of points; otherwise, I would have simply posted a comparative replay.

First case (with the Sar-Issa set): the hero has 28 knowledge and 9 spellpower. 5 druids raise the hero's spellpower to 21, i.e., by 12.

Second case (without the Sar-Issa set): 29 knowledge, 6 spellpower. The same 5 druids raise the spellpower to 12, i.e., by 6.

I used 5 druids for greater clarity. Although, I think that when it comes to obtaining 2 or more Sar-Issa items, there will already be enough druids to raise the hero's spellpower, and doubling their role will play a part. After all, the knowledge of a Wood Elf is not always extremely high. Sometimes it may not be more than 10, and sometimes it can reach up to 15 with education. Artifacts can play a decisive role here.
shaddar
I mainly use Holy Word against the Horde.
It can also be used against Necropolis and Inferno. When each of the enemy units receives approximately 500 damage, it's very powerful; the total damage dealt to the enemy will be 3500 units. Only the use of area-of-effect spells from the Chaos school can compare. And Unholy Word, of course. Not to mention that Righteous Fury, which enhances Holy Word, is associated with quite useful mass spells.
shaddar
I don't know about you, comrade, but Light appears very quickly for me.
There is a chance that a monkey, randomly hitting the keyboard, will write the novel "War and Peace" without a single mistake on the first try. :) Similarly, you can play Heroes every day and easily level up a mage-warrior (attack, defense, leadership, logistics) without any difficulties. But the chance of such incredible luck (or bad luck?) is very small. I mean, you're just lucky with finding it. Recently, I haven't been lucky with leveling up summoning skills for the Necromancer, and there's a 10% chance.
shaddar
And besides, there's a program - a scanner.
Let's keep those things for offline tournaments ;) The computer isn't very powerful anyway, so it's better to give it an extra advantage. And on online platforms, it's generally a prohibited thing.
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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#49
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There's a chance that a monkey randomly hitting keys on a keyboard will write the novel "War and Peace" perfectly on the first try. Similarly, you can play Heroes every day and easily level up a warrior-mage (attack, defense, leadership, logistics) without any problems. But the chance of such incredible luck (or bad luck?) is very small. I mean, you're just lucky when you find him. Lately, I haven't been lucky with leveling up the summoner in the Necromancer Castle, and there's only a 10% chance.
Everyone has different experiences; I'm just saying that I haven't had any particular problems with finding Light, and I still don't (although there have been times when it appeared later than I wanted). For me, Light appears in the following range, from level 2 to 12, which is quite acceptable. Still, you also need to find attack, which is much more difficult to find than Light. Of course, if your main hero isn't an overpowered "ImbaWing," which is often banned.
By the way, tell me, does anyone need Light in the early stages of the game, and why? I think it would be good to get only mass haste and regeneration for now. You need to develop the Castle for troops, and develop the guild later.
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#50
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Is Winga getting banned again? First, they messed up with the Haven faction, then they made the starting conditions for the Elves not very easy, and now they're banning playable heroes? That's ridiculous. He's already at a disadvantage against Ossir, Gilraen, and Ilfin at the start...
Белый и Пушистый! Иногда.....
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#51
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I think like this: 1) Avenger. If possible, Absolute. 2) Chaos Magic. (Cast on arrows) 3) Sorcery (mana is needed for arrows). 4) Logistics (helps during attack). 5) Light Magic. 6) Summoning Magic (especially for Direal).
Пришёл,увидел,нафлудил.