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Zybr
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It's not a mass resurrection there, but rather more like healing (Divine Intervention). It only resurrects heroes, not soldiers. Too bad:rolleyes:
Alucard
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I really enjoy playing as Haven, so I also love their magic.
Firstly, it helps reduce losses on neutral creatures, which is especially important on large maps where Life magic truly shines. Secondly, the Haven army itself is very strong: Squire with stunning, Archer without penalties, a solid melee unit that also doesn't retaliate (I don't use the Ballista), Monk is decent, but with accuracy and developed Life magic, it turns into a monster. The Crusader is strong even without magic, but with magic, it's simply overpowered. The Champion is good, especially with buffs (especially with Guardian Angel and Blessing). However, the Angel is more useful because it can resurrect and, most importantly, it's very mobile, while the Haven army is unfortunately slow, but the Sanctuary can help with that.
But the most important thing is, of course, the artifact. If you get the right MASS artifact, you can consider the game already won.
Нет, я же Гитлер.
TWELF 12
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Chaos magic reigns supreme! Powerful spells, and what about that cat-like reaction time? No, with Chaos, a hero can take down enemies almost as effectively as an army...
СМЕРТЬ ПОПСЕ!:smile10:
General ZeT
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Yes, chaos magic is useful in battle, and it is especially useful for mages, as the new spells include "magical energy" (requires knowledge of 1st circle chaos magic), which restores mana not only on the adventure map but also in battle.
It's a pity that you can't combine magic schools.
Usually, I level up mages to become ranged magic users.
As for combinations, Nature + Death = Demology. You summon a mediocre army and defeat everyone.
And separately - Chaos, fire magic + combat spells.
Нэйко
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Chaos magic. It's the strongest, and it hits incredibly well:).
Chaos magic. It's the strongest, and its spells hit incredibly well:).
The fact that it has many combat spells doesn't necessarily mean it's the strongest. But the blessings (buffs for your own units) are really excellent: even just casting "Cat's Reflexes" on your best unit + "First Strike" is much more effective than simply destroying, say, with "Disintegrate" or "Suffocate." :cool: Although, regarding "Disintegrate," it's a good spell against, for example, vampires, phoenixes, or angels. They also have a very good mass-killing spell. And "Blood Frenzy" and "Hydra's Health" are also not bad. ;)
I like the summoning abilities of the Druids, but that's a separate topic for a "neutral monster killing" discussion. And in battles, I enjoy Chaos. It's good for hero killing. I especially like the spells: General Misfortune and Feline Grace.
Все чемпионы с чего-то начинали... И я тоже начал. :smile10: Редким людям я знаком как Happy Killer
Archmage rules! He knows many spells and has an extra +20%. By the way, to upgrade to him you only need two types of magic at the second circle:) And those can be obtained quickly
I think you are wrong here and an archmage requires at least three types of magic. Otherwise, it's inconsistent with the classes, as usually the combination of TWO different types of magic gives an advanced class (for example, Heretic – life and chaos magic), while an archmage is an "archi" precisely because he knows three or more types of magic. But this rule applies in the standard versions. I don't know how it is in Equi, maybe it's different.
Added after 12 minutes OptiMAL;72366
What I like about small maps is that the enemy can jump out of the fog at any moment and then......uuuuuu:D The game creates tension.... and you have to risk it to take down the monsters near the university and even pay a fair amount of gold...:D not very versatile
Fully agree! On small maps you can't really build up even if you're playing against the AI and aren't afraid of a rush. And if you play against a human, the constant need to defend the castle makes development even more problematic, but that's also what's interesting—the constant tension, the adrenaline. Every turn is all-in on gold! One small mistake in development and that's it. And the nuances and characteristics of each race are also better revealed. You value every unit, not just level 4, but even level 3, in battles with neutrals.
Added after 9 minutes Пандора;72376
That's why I always enjoy playing longer. And it's not wasting time, it's pleasure. Growing a cool guy from a weakling, that's where the taste is. I'm glad there are people who understand me. Rather than chasing a quick victory! :)
I completely agree with you, lovely Pandora, but when you play specifically to get points, that is, for the reward in the form of CD at the end of the game, then a quick victory is exactly what's important, since time plays a major role here (besides hero development, gold, castles, and other criteria). And if you play for the aesthetics of hero leveling, then the best way is to play Campaigns rather than scenarios. The plot there provides a lot of enjoyment. You watch and rejoice as your hero grows, comparing parameters in, say, the first and last missions. I recently completed the Alvin campaign in the original Heroes, and it was a sea of pleasure. It's the most interesting and romantic storyline in the originals! Through all the tribulations, love wins in the end!))
P.S. Although I played this campaign to get CD, meaning for speed, not for hero leveling.)) But Alvin turned out to be impressive.
Added after 1 hour 40 minutes Magnus;119694
Order is many times better than Nature, I used to play Nature at first too, but after understanding their weaknesses, I switched to Order
That Order is stronger than Nature, I've known since the first days of playing and it wasn't hard to realize. It's just that, on one hand, I like Nature as a race (the building for producing phoenixes in the Nature castle looks very beautiful, IMHO, it's the most beautiful of all structures), and on the other hand, I'm not interested in playing Order, as it's easier to play and develop, and beginners usually love playing it. This applies primarily to the original Heroes, but I think it hasn't changed much in Equi. As people play and their skill level increases, they move to other races. Not only Nature has weaknesses, but Order does too, it's just that Order's are less noticeable and harder to exploit. Therefore, for me personally, playing Order and Death (although since Necromancy was weakened in Equi, Death to a lesser extent) is less interesting than Nature or Life, for example. So my love for Nature doesn't depend on it being less powerful than Order; I'm simply learning (I'd even dare say I know how) to use its strengths against any other races, including Order. I play Nature for aesthetic reasons, although of course I understand that a strong player playing Order against me playing Nature will most likely beat me.))
"I switched to Order" - You're like my friend who, whenever given a choice, plays Heroes 4 only with the strongest races. I have always preferred Nature (Rampart, Sylvan) regardless of the strength of that castle in different Heroes games.
Added after 7 minutes Драккошка;119837
Don't say Order is cooler here :p I'm the inexperienced one, a more experienced person will tear Order apart with Nature :p Balance, you see ;)
Exactly! I've torn them apart more than once. I'll install Equi soon and clash again)).
Added after 37 minutes General ZeT;127686
Hero A casts "Anti-Magic" on himself. On the next turn, Hero A summons a Devil (about 9 devils).
Hero A will not be able to summon devils, as anti-magic will prevent any spells. Casting anti-magic in this case is a losing move. Why does everyone talk about using anti-magic on a druid or chaos hero in these battles? Because after anti-magic is cast, they won't last very long, they'll only be able to fight in melee. Anti-magic is only effective on creatures.
Hero A will not be able to summon demons because antimagic will prevent any spells. Casting antimagic in this case is a losing strategy. Why do people keep talking about using antimagic on a druid or chaos hero in these battles? Because after casting antimagic, they won't last very long; all they'll be able to do is fight in melee. Antimagic is only effective on creatures.
Actually, they can still summon and attack with magic. 1) Summon 4 air elementals. 2) Attack with a fireball. P.S. All of this happens after casting antimagic.
Antimagic prevents the ability to direct any spells TOWARDS a target, while the target itself can still cast spells. Antimagic is not beneficial on a hero only because (if I'm not mistaken) it will remove their Potion of Immortality.
Отдай свои прошлые сны, В сомненьях себя обрети, В бешеном танце душа кружится! Не думай, что будет потом, Здесь и сейчас мы живем, Стань хоть на миг сам собой, слышишь!
Actually, they can both summon and attack with magic. 1) Summon 4 air elementals. 2) Attack with a fireball. Note: all of this happens after casting antimagic.
Antimagic prevents targeting a spell on a creature, but the creature itself can still cast spells. Antimagic is only disadvantageous on a hero because (if I'm not mistaken) it removes their Potion of Immortality.
So, after casting antimagic on a hero, can they still cast spells? But this is probably in Equilibris, because in Warriors of the Whirlwind and Tempest, antimagic definitely prevents a hero from casting any spells in battle. And phoenixes, if antimagic is cast on them, will not be able to resurrect. If this was fixed in Equilibris and everything is as you say, then that's great! I have another question about summoning. Let's say a druid summons creatures and then casts antimagic on them. Can they then replenish this group of creatures by summoning more? I don't remember.
But this is probably in Equilibris, because in Whirlwinds of War and The Tempest, antimagic definitely prevents the hero from casting any spells in battle.
That's strange :confused:. In "Whirlwinds of War," it still allows me to cast spells, except for casting spells on myself.
С самого начала позаботься о своем месте в жизни, чтобы не уподобиться маятнику. /Херберт. Ф./