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Posts from Heroes of the Academy - Academy

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Razazak is also very strong with his golems. The tactic is very simple: the golems run forward and fight, while the gremlins (divided into 2-3 squads) repair them. 3-4 archmages attack with fireballs. (or 3-4 regular mages attack with fist) As a result, starting from the first week, you can defeat minotaurs, warmongers, and bears WITHOUT LOSSES. In addition, Razazak initially has the basic defense skill, which is very useful for mages!
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Yes, Razak :) The chief engineer of the Free Cities. I don't know what the mages would do without golems in the early stages. But, to be honest, the magical castle from "part three" comes to mind; of course, the graphics were much worse back then, but the idea...
Нет принципиальной разницы между светом и тьмой, потому что каждая из этих эпостасий жизни несёт в себе равносильное преднозначение

Клан "Вершители Асхана" - "Masters of Ashan"
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Nura is definitely one of the strongest heroes... her ability to restore mana during battle is amazing... Around level 15, you can cast spells as much as you want... the main thing is that your troops hold out. You can take Light and Darkness... Divine Retribution will mess with the enemy troops, and Darkness will give you Berserk and Subjugation, and they will destroy themselves... and you can poison Elves with Plague... weakening the troops of Demons and Necromancers - they won't even want to fight anymore... Chaos and Summoning are also good options... Phantoms, Shields, Walls of Fire... and with Chaos, you can just keep attacking - it's a lot of fun... As for the other skills, you definitely need to take Spellpower.

Added 5 minutes later
And what is with all this talk about Oracle? Her ability doesn't give any effects... except that she moves earlier than other heroes... and the casting frequency increases by a negligible amount... some fractions of a percent... Nura also has Magic Arrow at the very beginning, and her mana runs out slowly... as a result, you can level up the hero faster than others and capture mines... well, I don't know, Nura has always led me to victory... And one more fact - she is a Djinn and is already unique in her own way.
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Well, not everyone praises Haven, and I agree that the specialization of Haven is often exaggerated (but it shouldn't be underestimated either, as a lot depends on which hero goes first). I don't understand one thing - many praise Academy, but do mages really have so little mana? To defeat neutrals, you don't need that much. And in a decisive battle, mages always have plenty of mana. After all, one of the problems with mages is that they have too much mana (i.e., knowledge for the sake of mini-arts), which significantly affects other characteristics.
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You're right, she definitely has too much mana. :) And I'm not exaggerating about Orah's abilities:smile01: You can play perfectly well with other Academy heroes, including Nura, it's just that Orah is somehow more comfortable to play with. :) And the increase in her turn frequency is not insignificant, but quite substantial. At level 20, when you know a lot of powerful spells and this heroine gets her turn much more often, her ability will truly become unpleasant for anyone.
Нет принципиальной разницы между светом и тьмой, потому что каждая из этих эпостасий жизни несёт в себе равносильное преднозначение

Клан "Вершители Асхана" - "Masters of Ashan"
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Well, I don't know, even in the manual, it says somewhere that the initiative bonus from Orry is very small, and it's unclear whether it's worth it.

I still think Orry is strong enough (a hero above average), but not in first place.

My top spots are occupied by Razazak and Nazir.
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The specialization of Ory provides an increase in her initiative in battle when casting a spell, depending on her current level. Thus, if we take level 20 as a benchmark, we get an initiative increase of 10% (a kind of additional level of Wizardry) - whether this is a lot or a little is up to each player to decide for themselves. The advantage of this hero lies in her built-in Wizardry (which seems even more advanced) and the ability to cast spells faster in battle. The disadvantage is that this feature only manifests itself in the later stages of development, approximately around that infamous level 20, and does not provide any special bonuses at the start.
Иногда они возвращаются :smile27:
Бросайте флуд и оффтоп из раздела пятерки в Флудовские ссылки или мне в личку.
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Excellent, thank you for the information.
So, it turns out that for every 10 turns of any other hero, Ora at level 20 gets 11 turns. In my opinion, that's not enough.
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That statement isn't entirely accurate – at level 20, Orah gains a significant advantage over heroes who don't have the Spellcasting skill: when casting a spell, her turn comes 40% earlier, which is quite substantial for an "average" Academy hero. Therefore, the ratio mentioned above would be 1.4/1 instead of 1.1/1, which is more than enough for effectively using one of the race's main strengths (magic) against an opponent who relies on the strength of their army (Orcs, Humans, Sylvan, Dwarves) or has chosen Education instead of Spellcasting, or opted for a fast-paced game while Orah develops her ability.
Иногда они возвращаются :smile27:
Бросайте флуд и оффтоп из раздела пятерки в Флудовские ссылки или мне в личку.
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I needed to clarify, I meant that the hero with skilled magic will also fight against the Ogre.

Because the specialization of the Ogre is being considered without taking into account that the opponent's hero will not have magic.
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Apparently, unfortunately, there's no way. I myself once tried to find a use for it.

Still, at high levels, if you cast a damaging area-of-effect spell, you get about 120 additional damage. This is where its specialization ends.

Although now, after writing this, it doesn't seem that bad, especially with skilled spellcasting.
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I used to always play as Haven, but now I see that the advantage isn't that big. I started playing as Inferno, and the mana problems are solved.
Прячься,скрывайся,наблюдай,слушай,запоминай - и нанеси удар когда его меньше всего ожидают
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Don't mages have specific mana-related issues?
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but not in principle)
but I still like the ability to regenerate mana in battle
and who else to take? :) Oracle is banal. Fire Mage is debatable. Razak is just stupid (I don't like the warrior path). Hafiz is silly (I like long battles). Dark is generally bad) Jalib has little point, I don't like the element of surprise.
P.S. I'm playing version 1.5 :)
Прячься,скрывайся,наблюдай,слушай,запоминай - и нанеси удар когда его меньше всего ожидают
In reply to Malder
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I usually choose Nuru among the Sorcerers. After playing several games with friends, I've come to a few conclusions about tactics when playing as the Silver Cities faction (I play as them, or with the expansion featuring the Dwarves): we usually try not to drag things out and avoid extending the somewhat dubious pleasure of waiting for each other's turns over several evenings, so we choose small or medium-sized maps and jump right into the action:smile10:. In this case, a game rarely lasts longer than 8 weeks; more often, the main battle takes place around week 5 or 6, although it can happen sooner:rolleyes:. What am I getting at? I believe that games lasting 3-6 months, with a main hero at level 40 and huge armies, equipped with everything possible (magic, artifacts, skills), are excessive. This kind of gameplay doesn't provide a real understanding of either the strength of a faction in the player's hands or the player's skill. In my experience, 70% of a game's success depends on the initial pace of development. If you manage to explore everything possible, collect artifacts, and level up your hero within 2-3 weeks, victory is practically guaranteed:smile50:. Therefore, all these "mini-artifacts," 500 mana, and "I don't know which collection to choose" are not really gameplay; it's more like theory. Nuru allows for a quick clearing of most neutral creatures, conserving the mana needed at the beginning (there will be more later, but that's for the future), despite having relatively unremarkable mage troops. By buying and assembling an army immediately with the left-hand hero, you can start developing it right away, thus not slowing down your progress and often emerging more developed and with a higher "useful output" ratio than your opponent, who may have had to limit themselves at the beginning or who prefers a more long-term development strategy, like Orra or Jaliba:).
Sorry if I posted this in the wrong place; I just wanted to highlight Nuru as a good hero who is easy to start with and win with

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