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Which great ability do you like best for this class?
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17 years ago
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I voted for absolute defense (a very strong super ability), but the knight's ability isn't as bad as you think. As Avenger said, there will be the most knights of Isabel, so we put surveillance on them, and sooner or later, we'll have to fight them, because they can destroy enemy troops in minutes.
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17 years ago
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It’s hard to say; they’re all good in their own way, except for the Human faction. The “Unrelenting Force” ability is just plain dumb.
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17 years ago
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It is quite possible to find a use for the human ability.

Surely, the developers couldn't have discriminated against humans so much?

If humans manage to withstand the rush for a month, you can completely ignore griffins, armored knights, and archers; don't buy them at all (let them accumulate).
Buy Elaine in the tavern and purchase peasants to accumulate money.

Buy only archangels and Isabel's knights, and monks to train them into the aforementioned knights.

By the way, selling artifacts might be a very good bonus to your income.

In the end, the human army will consist of many Isabel's knights and archangels, who will resurrect these knights.

If you play as Axel (my favorite human hero), these knights can eliminate two enemy units in the first turn (the range provides a very large additional damage). In this case, there is simply nothing to fight except Isabel's knights. And in this case, the human ability (in this specific case, Axel's, whose oversight is even stronger) is very useful.
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17 years ago
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I really like the Urgash call, but I agree with the majority! Luck is better! :)
Асха всё обращает на пользу:smile22: :smile08: :smile24: :smile08: :smile22:
In reply to Мститель
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17 years ago
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Ignoring archers and griffons isn't very wise... besides, you'll be able to attack knights using only archers and magic.
Tomorrow holds no promises
Except the ones we've made
In reply to LenOK
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17 years ago
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WisTrit
Ignoring archers and griffins is not a very wise decision... besides, you can attack knights exclusively with archers and magic.
I agree! If you have the money, why not buy them!
If you don't have much money, a dilemma arises.
You can buy everyone, or you can retrain the monks.

Honestly, I don't know which is better.
LenOK
I really like the Urgash's call, but I support the majority! Luck is better!:)
But what's wrong with the absolute defense of the dwarves?!
In reply to Мститель
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17 years ago
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Avenger
I agree! If you have the money, why not buy it!
If you don't have much money, then there's a dilemma.
You can buy everyone, or you can retrain the monks.

Honestly, I don't know what's better.

And what's wrong with the absolute defense of the dwarves?!


:smile01: I'll support my sister (LenOK), she's right... but I think like this...:smile43:
1. True Luck :):smile01:
2. Call of Urgash - when 300 horned demons immediately attack you, you'll understand why it's better. It's like adding half of your own army for free.:smile08:
3. Arcane Knowledge - ALL magic is cool.... because a mage has more mana than anyone else...
4. Scream of Terror
5. Absolute Defense
6. Absolute Fury
7. Fury of the Elements
8. Relentless Force
Let me explain, when elves have True Luck, and dwarves with Absolute Defense destroy each other...:confused:
But Call of Urgash will bring the demon another half of his troops, and if there's also Wide Gate of Hell, then there will be luck, which means your Absolute Defense won't work...:(
Стрелы истинного рейнджера не знают промаха
и разят ненавистных врагов королевства...:smile13:
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17 years ago
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Let me explain: when Elves have historical luck, and Dwarves have absolute protection, they will eliminate each other...
But the call of the Urgash will bring the demon half of its troops, and if there are also wide gates of hell, then it will also have luck, which means your absolute protection will not work...
I couldn't understand it. It's some kind of nonsense. Judging by what you wrote, absolute protection will not work if your opponent has luck, which is incorrect. Absolute protection is negated only by absolute luck, not ordinary luck.
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17 years ago
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I'm not saying that regular luck will negate absolute defense, but first, demons open the gates, and then they go into battle. And even if they face defeat, it's not always the case, because usually any hero already has a luck skill (Wide Gates are welcome). Thus, even if luck is low, the demons will win, as the summoned creatures will compensate for the low damage.
Absolute defense is only better in battles with neutrals.
Стрелы истинного рейнджера не знают промаха
и разят ненавистных врагов королевства...:smile13:
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17 years ago
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You forgot about Cerberuses and Nightmares? And what about Cursed Ground? It should already exist...Erathians aren't fast enough to destroy half of a squad...
PLEASE, remember what skills are needed for Urgash's Summon...Sudden Attack, Cursed Ground, and Fire Arrows...And Erathians aren't protected from fire...
Teleport, instant reinforcement summoning, fire attacks...that's enough...
In general, when discussing super abilities, it's not worth comparing creatures; it's not relevant.
Стрелы истинного рейнджера не знают промаха
и разят ненавистных врагов королевства...:smile13:
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17 years ago
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The cursed land deals ridiculously low damage. You can take Jarls. Demons spend a turn summoning – that’s one. Secondly, the summoned creatures don’t need to be killed – they disappear after the real ones die. During this turn, the dwarves will deal significant damage. What do Cerberuses and Nightmares have to do with it? Are you not going to summon them? Absolute protection – it will take twice as long to kill the dwarves. This is roughly the same as doubling the number of creatures. How is this worse than Urgash’s Call?! Do I really need to explain these simple things?!
In reply to Мститель
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17 years ago
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Essentially, Call to Arms simply reduces the arrival time of creatures; they would appear anyway. And if you level up before using it, it will take a very long time, so you can probably forget about getting the Master of Gates and Wide Gates skills.
Demons usually attack, while dwarves defend; cursed ground probably won't help much.
But by the way, with Call to Arms, creatures only lose 25 percent of their initiative, and demons have quite a bit of it, so they might still be able to get there in time.
Tomorrow holds no promises
Except the ones we've made
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17 years ago
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I voted for the Dwarf ability, as the Elf ability provides a much smaller increase in effectiveness, which has already been noted here.
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17 years ago
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True luck is the best super ability; it cannot be underestimated, because in a few turns, an elven army can handle any unit... especially archers:)
However, the only thing that can hinder such success is absolute protection... they simply cancel each other out... but... as I understand it, after that, luck will work as usual, and elves always have plenty of it:) :) :)
So, it's not scary....

Don't try to argue; most people have already voted... It's probably time to close the topic.

By the way... counterattacks are also effective...:)
Стрелы истинного рейнджера не знают промаха
и разят ненавистных врагов королевства...:smile13:

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