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Or allow playing as Solmyr only when playing as the Tower faction :) ) So that she can "level up."
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
New here? I'm Roha — want a quick tour?
5.2.1. All level 4 specialist mage heroes, as well as Tant (Raise Dead), can use their respective spells against an opponent in the following cases:
a) If the corresponding Mage Guild (Mage Guild) level has been built in any of the controlled Castles. If these castles do not have the required Mage Guild level, then it is necessary to completely build all levels of the Mage Guild in any two castles that you own. Or capture an opponent's castle with the required Mage Guild already built (it doesn't matter how long the captured castle will be under control). It is not necessary for a hero to visit this castle.
b) Find and visit the "sanctuary of magical thought" with the desired magic.
c) If any of your heroes are given the appropriate spell in the Pandora's Box, pyramid, after visiting the scholar, or in the book of magic.
Against neutral monsters, as well as against the computer (if present on the map), level 4 specialist mages and Tant can use their respective spells without the above restrictions.
I would bring Sir Mullich back into the game! He's a decent character, not stronger than Galtran or Tazar. Plus, he would be an additional alternative for the Castle faction!
If he had +1 speed, it would be balanced, but as it is, he's overpowered.
Isn't Tazar overpowered? Isn't Kir'rh overpowered? Isn't Galtran overpowered? Or is Mullich better than all of them?
Actually, I'm not insisting on anything; I'm happy with everything as it is, but I'm just curious, what makes him more overpowered than the other heroes mentioned above?
I remember reading a report where Sir Mullich, level 1, killed Tazar, level 5-6 (and he had Hydras), early in the second week. Speed is key.
1) The rules need to be adjusted to reflect the realities of life.
2) Mullich's speed bonus is equally strong at all stages of the game.