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Posts from Advantages of Mages over other races.

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Of course, I wouldn't boost the combat skills of golems and scarecrows. Instead, I'd increase their defense or health.
In reply to Мститель
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Mages seem to have developed summoning, spellcasting, education, let's say, defense, logistics, plus luck and leadership.
Miniatures don't give that many advantages. Moreover, they cost... in a quick game, they are practically inaccessible. And if you think about it, morale also works when visiting a Temple +1. :)
Tomorrow holds no promises
Except the ones we've made
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As Major Vortex already mentioned, these effects can be removed by a weak hero. I think there’s a different problem here. To make the mini-arts effective, you should gain as much knowledge as possible, which results in mages having around 400 mana, while 200 mana is usually more than enough for a battle. This leaves 200 extra mana, but instead, I would like to increase combat characteristics.
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Avenger;194264
For mini-arts to be effective, you should acquire as much knowledge as possible.
I don't quite understand the connection... why do you need more knowledge for mini-arts? ... I thought you just need to max out the racial skill... it's good when the art gives +1 to the racial skill... and the higher the hero's level, the bigger the bonus from the mini-arts.
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I don't quite understand the connection... why do mini-arts require more knowledge? ... it seemed to me that maximizing racial skill was what mattered... it's good when an artifact gives +1 to a racial skill... and the higher the hero's level, the greater the bonus from mini-arts.
The more knowledge, the higher the effect of the mini-art; racial skills allow you to create mini-arts with 1/2/3 effects, depending on how much you've upgraded them.
For mini-arts to be effective, you should get as much knowledge as possible, which results in mages having around 400 mana, while 200 mana is usually more than enough for combat. 200 extra mana remains, but instead, I'd like to increase combat stats.
As for the "native" stats, it's all a matter of luck; whether you want it or not, the random number generator decides how much knowledge you get, and there's no way to influence the probability. You should always visit the buildings that boost stats with all your heroes; everything comes in handy. And when creating mini-arts, just equip artifacts that only boost knowledge (if you have a choice in your inventory) and make them as effective as possible. At the same time, if you increase your knowledge or find a couple of extra artifacts, you can sell the mini-arts and create new ones – there will be no loss of resources in this case.
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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Major Whirlwind; 194280
At the same time, by increasing knowledge or finding a couple of extra artifacts, you can sell the mini-arts and acquire new ones – there will be no loss of resources in this case.
That's why I got this result:
... I entered a castle after traveling and received a message (similar to how a stable adds turns) saying "mini-arts have been updated"... and after I sold/bought artifacts, I received another message saying "mini-arts have been updated"... it seems that in 3.0, mini-arts are automatically updated when visiting a castle with a built "mini-art forge"... which wasn't the case in versions 2.1 or 1.6... I wonder, if I leave the castle and remove artifacts from the map for knowledge or add them, will the effect of the mini-arts increase/decrease or remain constant until the next visit to the castle?
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It will remain the same as it was in the Castle. That's how it was in 3.0, and I always used it. It's probably a bug... but it helped me a lot. You buy everything with Knowledge, then take it back, and life is good.
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
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One of the advantages of the Mage faction is the library. It increases the chance of obtaining the desired spell. With its help, you can, for example, learn dark magic (for Faiza).
There is also an artifact shop in the castle.
There is a building that provides an additional 500 coins.
In total, the Mage faction has the most advantageous castle (if it is fully built).
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Mages have an advantage – obsidian golems, which are immune to magic. You can attack the enemy, use Armageddon to reduce their army size, and then conquer the city. It's also convenient for fighting neutral creatures.
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Yes, the developers did a great job adding obsidian golems; they are useful creatures. I tried them out for the first time in the first mission of the last campaign, Tribes of the East. I was impressed. I didn't immediately notice their ability, but when I replayed it, I started leveling up Zehir's Chaos Magic. Obsidian gargoyles also helped as an obstacle for Death Knights and Crystal Dragons.
Many people criticize them, but I think they are useful creatures for mages because of their immunity to water/air/fire and their decent defense for a second-tier unit. They are more of a support unit than a combat unit, which is probably not what people expect.
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Mages are a great race... but for some reason, most people prefer walking corpses over magical creatures...
Advantages: mini-artifacts and a super ability, and with the introduction of the Kshatriya, it's hard to call this race weaklings and nerds anymore... these creatures cut everyone to pieces better than anyone else...
Archmages and Titans with Thunderbirds are also excellent support, but all the others are too unusual; you never get used to them... someone is a robot, someone is a pointy-eared goblinoid, someone is a headless spirit... but the coolest thing is the floating bricks!
Стрелы истинного рейнджера не знают промаха
и разят ненавистных врагов королевства...:smile13:
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That's not true! I like both the undead and the mages. As cliché as it sounds, the mages' advantage is their magic! Chaos and summoning are very good. There's enough mana and witchcraft. Everything is just great. All that's left is to capture Utopia or build a guild. I agree about the "tombstones." They are very useful creatures. And of course, not for attack:) I think mages are a very strong faction.
Тот, кто находит удовольствие в уединении, либо дикий зверь, либо Бог (с) Аристотель

:smile24::smile24::smile24::smile24::smile24:
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YES, the Academy is a strong faction, especially with their Wizard and mini-arts! You develop Summoning, Earth Power, place mines and traps in pairs, and surround your troops with Crystal, and then the Academy faction tears through everyone.
Вступай вКлан "Вампиры" и пополни его ряды !
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Если ты спориш с идиотом проверь не делает ли он то же самого
Пунктация и орфография авторские, критике не подлежат.

Мы не жалели времени и силы,
Земля дрожала под ногами тьмы,
И род людской, беспомощный и хилый,
Рабами стал закрывшейся тюрьмы.
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And what if you're playing against another wizard and it's clear that they don't intend to attack? Then mines won't help with the crystals.
:smile24: Клан ВАМПИРЫ:smile19:
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Crystals can still be helpful, for example, to block archers. A "Lord of the Land" (a creature that can place mines) would also be useful due to the Fog of War.

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