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Posts from Discussion of the Academy faction (Mages and Wizards). Tactics and their specific features.

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Which hero is better against Dungeon, what skills are needed, maybe there are some tricks. In general, please share your experience!
Let's define the game interval. The map.
You know, Elves can be chaotic, and Mages are Summoners.
O.o I understand what you said? Elves are not always chaotic... I won't comment on the second one, you can be anyone there.
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Mages are mages; if you're leveling up a simple mage (Razaz - a combat mage), you need to have spell power, education, and 2 schools (they depend on the length of the game). 5 skill points, at your discretion... but, I repeat, it all depends on the length of the game.
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
In reply to _Prizrak_
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I wanted to ask:
1. Does "Banish" remove summoned Phoenixes and Phantoms, and what is its damage against demons?
2. Which spell is better, "Exorcism" or "Banish," for a hero with Chaos skills?:confused:
In reply to asfed
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For version 3.0:
1. Banish deals damage to all summoned units (including demons summoned by "Gate Opening"). The damage is equal to 10*(Hero Level + Summoning Magic Level), where the Summoning Magic Level is -1 for basic, 2 for advanced, and 3 for expert skill. Thus, as I understand it, the damage from Banish for a level 20 hero with expert Summoning will be 230 units – this probably won't be enough to destroy a summoned phoenix, but it will likely remove phantoms from the map.
2. The choice between Exorcism and Banish is a matter of taste :). Will you have enough mana? How many units will you be able to gather for the battle? Will the opponent summon all their stacks as reinforcements or limit themselves to individual units? There are so many random events in the game! :) I would still prefer Exorcism, because you will have to use Chaos anyway, and in a battle against aggressive demons, there probably won't be time for both Chaos and activating Banish.
By the way, in 3.1, the Fire Lord perk doesn't work correctly (it seems to be a bug), so keep that in mind when leveling up :).
Иногда они возвращаются :smile27:
Бросайте флуд и оффтоп из раздела пятерки в Флудовские ссылки или мне в личку.
In reply to SteN
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I have a question about minor artifacts: what is the maximum percentage of magic resistance that can be added to a mage unit? If it's 100%, does that mean it's like immunity – magic won't deal damage, or does it work differently? And if resistance is added to golems, how exactly are the values of natural resistance and the one from the artifact combined? And another question related to the previous one: let's say golems manage to get 140% magic resistance – how will the warlock's ability affect it if he has 50% magic penetration?
In reply to Rift
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Rift
I have a question about minor artifacts: what is the maximum percentage of magic resistance that can be added to a mage unit? If it's 100%, does that create something like immunity – will magic no longer deal damage, or does it work differently? And if resistance is added to golems, how exactly are the values of natural resistance and the artifact combined? And another question related to the previous one: let's say golems manage to get 140% magic resistance – how will the necromancer's ability affect it if he has 50% magic penetration?
I had a similar situation in a game against a necromancer in a hotseat... Minor artifacts gave about 75-80% resistance, and there were also battle mages under Narissa's command... maybe it was all due to the battle mages, or maybe not... however, the damage that the necromancer should have dealt was not dealt. Even though I saw him dealing 350-400 damage with cold spells on neutral creatures, when he fought against me, everyone standing around the battle mage took 0 damage, and everyone else (who stood further away from the battle mage) also took 0 damage. I had titans standing there, and the necromancer was very upset:):smile03::smile42:

За кланы! За кровь!
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I don't know, but steel golems usually take 75% damage from irresistible magic. The fact that 0 damage was dealt might be related to the presence of obsidian golems, which absorbed the damage.
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Obsidian golems weren't even standing near the titans... he didn't even attack them... maybe someone knows how much resistance battle mages have? Because it's not written anywhere.

За кланы! За кровь!
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a decent faction.
In reply to Мститель
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Avenger
I don't know, but steel golems usually take 75% damage due to irresistible magic.

The fact that 0 damage was dealt may be related to the presence of obsidian golems, which drew the crown upon themselves.
How exactly did they draw the crown upon themselves?
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The wizard has a lot of mana, and level 4 magic creatures are very strong. They deal a lot of damage with magic!

Added 1 minute ago
For example, Golems will be strong against Dark Elves. They have good magical defense. Therefore, magic is unlikely to do much damage.

Added 1 minute ago
For example, Golems will be strong against Dark Elves. They have good magical defense. Therefore, magic is unlikely to do much damage. Moreover, they have runes. You can give Gremlins health, attack, and defense, and they will become quite strong. And if you add luck and magic resistance against the right opponents, then even more so.

Added 1 minute ago
For example, Golems will be strong against Dark Elves. They have good magical defense. Therefore, magic is unlikely to do much damage. Moreover, they have runes. You can give Gremlins health, attack, and defense, and they will become quite strong. And if you add luck and magic resistance against the right opponents, then even more so. Their Rakshasas are strong
In reply to DarkIorD
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Lordesat: Obsidian Golems have magnetism, which allows them to redirect a portion of the damage (specifically 5% per weekly increase in the number of Golems the hero currently has) inflicted by Chaos magic from friendly units. Additionally, an enchanted armor allows half of this damage to be converted into health points for the Golems (acting as a resurrection). P.S. Read the manual! :p
Будьте осторожны со своими желаниями. Иногда они исполняются.
Сервер в Discord
Стрим на twitch.tv
Стрим на GG

ЛИДЕР Клана"ХРАНИТЕЛИ НЕБЕСНЫХ ВРАТ" Рейтинг: Латник
Вступление в клан "Хранители небесных врат"
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:D :D I read your manual, but in practice, there's no sign of this magnetism. Also, there's no protection of friendly units from magic for battle mages.
Смысла нет, но вы держитесь там. Удачи, здоровья, хорошего настроения!
И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день



In reply to Саня Изи
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Firstly, just because you haven't seen it doesn't mean it doesn't exist. Secondly, I won't nitpick about the words... :smile02:
Будьте осторожны со своими желаниями. Иногда они исполняются.
Сервер в Discord
Стрим на twitch.tv
Стрим на GG

ЛИДЕР Клана"ХРАНИТЕЛИ НЕБЕСНЫХ ВРАТ" Рейтинг: Латник
Вступление в клан "Хранители небесных врат"
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This reminded me of a joke about two drug addicts: One addict to another: - Do you see pink elephants? - No - But they are there! :D :D It's the same here. There's no magnetism, but it exists. There's no defense for battle mages, but it exists. Who to believe - the manual or practice?
Смысла нет, но вы держитесь там. Удачи, здоровья, хорошего настроения!
И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день



In reply to Саня Изи
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Lordesat
Who should you believe – the manual or practice?

Of course, practice, because it clearly shows that both abilities work perfectly (for everyone except Lordesat:D). And if you don't notice these abilities, that doesn't mean anything.

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