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Posts from Discussion about Sylvan (Wood Elves).

4.2 (5 ratings)
20 years ago
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Oh, I just read in the manual that a swarm of gnats, when summoned with expert-level summoning magic, reduces initiative by 60%. For example, a "slow" spell reduces it by 40% at best. The only thing I don't understand is, for how many turns does the initiative decrease?
20 years ago
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I'll have to try it out. It seems this faction also works against black dragons.
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20 years ago
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The black faction is not affected by the Swarm ability; only Fist works! And to upgrade Summoning just for the Swarm's special ability, I don't know… Phoenix is good, but Elves have problems with spell power!
In reply to ***JOKER***
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20 years ago
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***JOKER***;26919
I only have Ents. Strangely, they take out all the archers and druids first. But the Ents don't have enough strength...
When I fight against Elves, I usually leave the Ents for last, as they don't have high damage. My first targets are archers and druids, sometimes unicorns or dancers!
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20 years ago
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Exactly! Archers and druids! And also dryads! The swordsmen of the Elves are weak! And it's cool to slow down the Ents!
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20 years ago
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Unicorns have an aura that can be a hindrance, especially when playing as Dungeon.
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20 years ago
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Yes, that’s right! That’s why unicorns are always positioned between archers and druids!
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20 years ago
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Placing Unicorns, Archmages, and Druids next to each other when playing against Dungeon is the height of foolishness. The Meteor Shower will primarily target that area. The Unicorns' magic resistance aura is useless against Dungeon with its overwhelming magic, as these 30% resistance are reduced to 10% with the "Fundamentals of Overwhelming Magic" skill, and the second level removes 40% resistance. Even if you develop luck and the "magic resistance" skill, the resistance will be 45% next to the Unicorns. So, the only chance in the fight against Dungeon is to attack from the first turn, and Unicorns are used as the main attacking force (Ents take a long time to reach the enemy).
20 years ago
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It’s true that you need to attack Dungeon, but besides Wing, no one will give you the first turn. With a different hero, Dungeon is more likely to attack first. However, a lot will depend on the formation and, more precisely, on who goes first – the hero or the hunters.
In reply to celt
20 years ago
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celt;26943
The black faction's abilities don't affect the Hive, only Fist does! And to level up Summoning just for the Hive's special ability, I don't know... Phoenix is good, but Elves have problems with spell power!

It's clear that it's not worth leveling up for the Necropolis just for the Hive. I'm just surprised by some of the spells in the game. For example, Minefield, Wall of Fire, and Confusion, or whatever it's called. The only time I appreciated Confusion was when some mega-wizard cast it massively. My archers refused to shoot, and the druids refused to cast spells. And no matter how many times I cast it myself, it had no effect.
In reply to Митхун
20 years ago
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Mithun;27040
It's clear that it's not worth investing in skills for the Hive. I'm just surprised by some of the spells in the game. For example, Minefield, Wall of Fire, and Confusion, or whatever it's called. The only time I found Confusion useful was when some mega-warlock cast it on a large scale. My archers refused to shoot, and the druids refused to cast spells. And no matter how many times I cast it myself, it had no effect.
Level up your Dark Magic to expert, and you'll be happy.
20 years ago
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I specialize in magic, and also in Phantom.
In reply to Митхун
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20 years ago
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Mithun;26860
How do you increase Initiative? Does that mean finding artifacts?
As for the hero, the only way for him to move more often is to level up his Magic skill.
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20 years ago
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Is this a yes, or will Dungeon work for a quick march?
In reply to Archer
20 years ago
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Archer;27094
As for the hero, the only way for him to move more often is to develop Wizardry.
Wizardry, as I understand it. He spends less initiative when casting spells. If the hero shoots an arrow, initiative is not saved.

Added 37 minutes later
In general, when playing as any race, in battle, the best thing to do in the first 2-3 turns is to kill the enemy hero. If there is no powerful magic, you can use magic arrows and other archers. If you manage to break through to the hero, you can already use infantry to take him down. Without a hero, the army immediately loses a large share of its initiative and morale, plus, no one will be able to cast any nasty spell. Also, the artifacts that the hero possesses go to your hero right in the middle of the battle. In general, this tactic is extremely profitable and foolproof.

But considering that it is impossible to kill the enemy hero, everything written above could have been ignored

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