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Posts from Haven vs. Chaos

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In reply to oxygen_hl
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17 years ago
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Yes, casting an advanced Order curse on a unit with 50% magic resistance is like playing Russian roulette. And Russian roulette is best suited for offline play with its many save-load options. So, I might have been a bit too enthusiastic about the 100 resistance mark – that's already excessive against Order. But the point is that if we're developing a more complex class (e.g., "Lord Commander," "Bard"), the chance of magic resistance appearing among the available skills might be low. I might have given the wrong examples – to be honest, I can't be bothered to look it up in the table and see which hero subclass has the lowest chance of magic resistance appearing, but it's true – it's quite possible that we level up our heroes to level 15-20, reach the endgame, and not everyone has resistance. Of course, the School of Combat or the University of War are great, but they might not be on the map. And if there are no "external" ways to learn resistance, there's a good chance that almost half of our characters will be vulnerable to magic in the endgame. One could argue that "I won't go to the endgame until I've maxed out resistance for everyone." But often, the endgame comes knocking on our door in the form of a devastating army of Order...
...and although it's slightly off-topic, I'll repeat – it's very useful to create a specialist in Life magic for the Chaos faction. Amulets are a great way to compensate for heroes who lack resistance. However, the magic resistance skill itself is much easier to find and level up than Life magic. But what if... it turns out that there's no School of Combat with magic resistance on the map, but there is a School of Magic that gives Life magic to everyone who wants it... you can create a good backup plan
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17 years ago
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A Life Mage is generally useful for everyone. However, leveling up a Life Mage without knowing where to get spells (let's say you somehow found the skill) isn't a very sustainable strategy for the entire game.
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17 years ago
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Tralosk speaks the truth. Exactly as much mana will be drained as can be drained. The rest will remain.

As they say, you live and learn!

Now I can confidently say that stealing spells is less effective than mass dispel. And if you use Sanctuary...
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17 years ago
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Haven.

If you cast Hypnosis on a strong unit from the Chaos army right from the start, everything will be fine.

And cast it on someone with a Djinn.
In reply to oxygen_hl
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16 years ago
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oxygen_hl
Tralosk speaks the truth. Exactly as much morale will be removed as can be applied. The rest will remain.

Why full? Advanced resistance is already above 50%. And expert resistance exceeds 70%. I'm not counting cloaks, as they may not be present. But if they are, then it's even higher.

Now, tell me, would you risk wasting a turn with a powerful Haven mage, trying to cast hypnosis/berserk on a unit with resistance above 50%? I wouldn't. It's better to focus on creation: teleport or something else. Or berserk on those same ifrits.

But doesn't the resistance you increase on a hero apply to units?:eek:
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15 years ago
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Here, you need to switch to Golems (75% magic resistance) and Djinns (illusions). You can also use Nagas, but the army will be weaker. The main thing is to have Titans (Chaos magic resistance). This is where the surprise begins: Chaos magic doesn't affect Gnomes, Golems (partially), and Titans. Use Djinns to create illusions of Titans.
15 years ago
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well, it's not necessary to focus on upgrading combat spells; if you find a Cloud of Confusion in the Guild, 2-3 units of Haven, on average, will be taken out of the game. And if you also have Nightmares in two slots, cast Terror, and the Black Dragons will cause chaos in the enemy ranks for the first 3 rounds.
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15 years ago
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no, not really. If the second castle is Haven, then it's cool. You take Hydra, Cataclysm, Assassin, and Teleport, and then you don't have all the heroes, and at the same time, half the army is gone.
14 years ago
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Of course, Order will win. I wouldn't even write this guide, but you all seem to be giving advantages to Chaos for completely unclear reasons. Let's say we're playing on a medium-sized map with only two Castles. You're already assuming that your opponent, a Chaos player, is developing magic and warfare skills to become immune to magic, and is building Medusas, hoping you won't get Forgetfulness, Nightmares to terrorize Djinns, and of course, Death Knights. We, on the other hand, are smart and understand that in an open field at the beginning of the game, within the first 6 weeks, we can't win. Therefore, we assume that we need to accumulate Djinns and Titans to take out the dragons. Djinns will create illusions of Titans, and the Titans will take out the dragons. Capturing an Order Castle with Chaos is, of course, unrealistic, so a smart Chaos player is unlikely to attack a Castle where level 5 Halflings are stationed, which will quickly take out the dragons, Djinns with their arrows, and Titans. It's simply suicidal. Order will win with almost no losses. Therefore, Chaos's hope is to catch the enemy mage in an open field. Which, of course, is impossible on a medium-sized map and with the enemy mage playing correctly. And in the meantime, you accumulate 80-70 Djinns, 10 Titans, 120 Golems, 300 Hobbits, and a good level 5 Order mage, and then you go and crush Chaos. Dragons won't be a problem; our Golems will tank them, and the Terror of Nightmares and Mass Unluck are easily dispelled. We take out the enemy damage-dealing mage first, and then everything is simple: Djinns create illusions of Titans twice, and there are already 12 of them or more, not counting our initial ten, and that's it – VICTORY!
!!!! HOORAY !!!!!
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14 years ago
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Djinn will create illusions of Titans.
The illusions will dissipate.
After gathering 80-70 djinn.
On a medium-sized map? O_o
Dragons won't be a problem; our golems, as tanks, will hold them back.
They will withstand 2, maximum 3 hits...
Terror of Nightmares and Mass Unluck are easily dispelled.
Well, Terror is fine, but how will you dispel Mass Unluck without affecting your own illusions, especially since you only have Order magic without Life magic?
Djinn create an illusion of Titans 2 times, and there are already 12 of them.
There's a problem with math... one djinn creates an illusion with 15 hit points, so 80 will create 1200, which means it's not even enough for 4 full Titans.
In reply to Сандро-Мандро
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14 years ago
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Sandro-Mandro
...Dragons won't bother us; our golems, acting as tanks, will hold them back... We'll take down the enemy damage-dealing mage first, and then everything will be easy...
It should be added that smart dragons won't bother with stupid golems (where would a mechanism get its intelligence from?), but will fly and take out the enemy mage, and maybe even hit the djinn with a single blast, without getting a response (you can't tell them what to do), and then everything will be easy...:smile19:
although, to be objective, the magic of Haven has the most useful spells for all situations.
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14 years ago
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although, to be fair, Haven has the most useful spells for all sorts of situations.
But when you get Banish, Mirage/General Mirage, and Mirror Image, it doesn't exactly inspire pleasant thoughts.
14 years ago
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With 210 HP, Titans can create 6 Giants, dealing 80-85 damage. A Chaos Knight won't even have time to speak before being instantly killed. We have several useful spells: "Teleportation," "Forgetfulness," and "Berserk." Combining them makes us invincible. The main goal is to kill the dragons. Titans and Halflings, with their accuracy, can do this in 3 turns. As for our mage, he doesn't even need to survive; the main thing is to cast Accuracy in time. We can also hire a Life Mage in the tavern for Bless.
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14 years ago
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You're not very good at math, buddy. There will be 5 Titans, and even then, one will have incomplete health. 85. Most likely, they will create 6 Titans, but what's the point of creating illusions? And what about the fact that a Wizard can dispel them? He has a higher turn priority than the Titans. It would be better to take out the Mage with a Djinn first, and then create illusions. But even here, there's a BUT: the Chaos Dragons keep flying. Illusions, in my opinion, are not a viable option.
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14 years ago
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There will be 5 Titans, and even then, one will have incomplete health. 85. Most likely, they will create 6 Titans.
I agree, I miscalculated.
The point is that someone should first eliminate the mage with a Genie.
It's better not to rely on someone putting a hero in direct line of fire for a Genie's ice bolt.
Regarding our mage, it's not even necessary for him to survive; the main thing is to cast Accuracy in time.
Accuracy won't be of much use. Chain Lightning covers the shooters in one turn.
And if he hides in a square formation, it will only benefit the Chaos Knight.

Sandro-Mandro, I strongly advise you to observe proper etiquette.

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