Everything is clear regarding the mages. But what is so special about Monera?
Posts from Round table
Moner starts with the best skills you could possibly want: logistics and attack.
The starting battle tactics aren't quite typical for Flax.
...
Первое правило форума :
"Хвалу и клевету приемли равнодушно
И не оспаривай глупца" (с)
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Moner has the best starting skills you could wish for: logistics and attack.
By the way, I found some saves on my end from a match between the former world champion of HoMM3, Antal, and Horn (I think from the League). Barbarian vs Castle. It was a fixed map - Land of Magic. But in principle, it's still worth a look. Even with an open map, it's not so easy to play rationally; you need to correctly calculate your forces and build chains. In short, whoever is interested, download it. Especially the play of the red player is impressive.
Logistics + Earth Magic would be even better :smile51:
Logistics + tactics are better (hello, Gunnar).
Loi(red,castle,Valeska,Gunnar)def Lider1(blue,fortress,Taz,Taz)2sm4d(3) 114
Spawned in the center, broke through to the grass for 44 gr. orcs, wasted the army well, thought I'd get some there, but no, a crowd of ogre mages near the Dragon Utopia blocking the passage. (How to fix the generator bugs... ) On the next respawn, a crowd of fire elementals guarding it, and nothing left to fight with. ГО below.
But why couldn't those orcs have been broken through with, say, two Vives, a tent, and 4 dragonflies? I'm estimating the army off the top of my head; if you also take the gnolls, you could probably save another couple of dragonflies. Of course, you'd need money for the buyback, but there's bound to be some kind of skeleton stack around. And on the central respawn, you often have to economize on the number of heroes. Or is such a loss of tempo so critical that you have to take such risks with army waste?
2nd option — start by breaking through the fire elementals.
Speaking for myself, I've run into a generator victory only once. In a game with Lider, actually, when we rushed on 122. And even then, I could have (should have) taken the rest on 113, so I can't blame the generator for that either.
Firstly: the lizards weren't built; I always build dragonflies in the first turn! (exception 1 - a hidden spot near the lizard castle, which gave the heroes a good starting point and free dragonflies; exception 2 - the lizard castle has lizards built right away, there are many free lizards, at least 4 dragonflies for beginners - this is in level 111 of the lizard upgrade)
Secondly: to build a wyvern, you need to build lizards. = 111 dragonflies, 112 - lizards, 113 wyverns. (I merged at level 113 and immediately left, so I wrote 114 for Loai in the report)
Thirdly: this is about tempo. I try my best (as you can see, it doesn't always work) to break through to the secondary resource locations so that the noobs can collect resources and money.
And purely a subjective opinion - it's that the resource spawn will be richer on grass than on dirt. Although it may not be true...
Fourthly: behind the crowd of fire elementals, there was a crowd of upgraded elves, which I didn't mention. Moreover, it was clear that the fire elementals had to be attacked, and the grand elves had to be attacked.
Fifthly: to have a tent, you also need to build a forge. Although my Djinn came with a tent, I was definitely lucky. But there wasn't a single crypt on my resource location, although this isn't so important; if I tried, I think I could have found the money for a wyvern and its buyout.
And sixthly - THE MOST IMPORTANT THING. I play Heroes for fun. I sat down to play, but I didn't really feel like it, but I decided to try out the game. Even though there wasn't much enthusiasm, and no motivation to fight to the last drop of blood. I lost and that's it.
I'm not playing for cows, and I don't earn money from the rating.
And therefore, in conclusion, seventh: the generator's bugs are more like a wish and thoughts out loud, rather than a complaint about a lost game. Because very often, even with a normal resource location, there is some kind of elf horde (exaggerating) on the road near the obelisk and guarding some crappy scroll, which you still can't use even if you defeat them because of the rules.
And such situations happen and quite often, especially very annoyingly in the first week.
It would just be much more enjoyable to play if each guard guarded what it was intended to guard, and didn't block roads or other objects. And there wouldn't be a rule about shifted guards at all. ))
Of course, if you want, you can slow down a bit and defeat the crowd of ogres and continue on, but I play more for fun. If I don't like it, I quit, if it's not important to me. And I don't like Tournaments, by the way, there's more responsibility there.
In general, a noob was playing Heroes, an amateur, what can I say?).
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
As is known, Wisdom and Magic School can be offered to Heroes in the General order (in a random order, based on the probability table for secondary skills for a specific Hero class, as with all other skills) and forcibly. If a Might Hero has not been offered Basic Wisdom in the General order by level 6, it will definitely be offered to him at level 6. Advanced Wisdom, in the worst case, can be obtained at level 12. Expert Wisdom – at level 18. If Wisdom was offered, for example, at level 2 in the General order, then the Hero-Might will be able to choose its next level no later than 2 + 6 = level 8, and so on.
General rules
Might (Might Hero)
Wisdom. If Wisdom is offered to a Might Hero at level i, the next level will be offered no later than level (i + 6).
Magic School. If any Magic School is offered to a Might Hero at level i, the next level (Basic, Advanced, Expert of one of the four Magic Schools) will be offered no later than level (i + 4).
Magic (Magic Hero)
Wisdom. If Wisdom is offered to a Magic Hero at level i, the next level will be offered no later than level (i + 3).
Magic School. If any Magic School is offered to a Magic Hero at level i, the next level (Basic, Advanced, Expert of one of the four Magic Schools) will also be offered no later than level (i + 3).
A skill offered forcibly will always be in the left slot. With the exception of the case when Wisdom and Magic School must be offered forcibly. Then Wisdom has priority over Magic School.
So, there is a bug (it is precisely a bug) due to which Elementalist Heroes receive forced levels of Wisdom and Magic Schools not as Magic Heroes, but as Might Heroes. This means, for example, that after receiving Advanced Wisdom at level 4, Expert Wisdom, in the worst case, will have to be waited for until level 10, and not until level 7!
Thank you, AlexSpl! ;)
AZ (Castle - Valenska/Valenska - red) def evil but... Pandora is empty. This was the last nail in the coffin....)
Не профессионал:smile49: но и не аутсайдер:smile10: Могу сыграть с любым соперником на рейтинг!:smile08: Ася - 415-646-988:smile02:
Sorry for the off-topic, but it seems to me that "Pandora" chests, which are considered empty, might contain magic that a hero cannot learn due to a lack of sufficient wisdom or because the required spellbook is missing.

"Это нам идеально подходит!" [Новосибирск, 2013]
"Красавчик! Если только не читер.." [Киев, 2014]
"Это Вам не шутки - нажрался Dust в маршрутке" [Новокузнецк, 2015]
Сам ты фиш (с) :D
on a standard 2cm4d(3) there are never empty treasure chests! in this case, there was indeed magic in the treasure chest - but judging by the guards, it was more likely level 3 magic.