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Posts from Discussion about Sylvan (Wood Elves).

4.2 (5 ratings)
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and what if they have negative luck?
Почти все люди которые идут по велению звезд(((
НО есть такие которые сами сотрясают небеса!
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well, sorry, I just didn't know there were spells! I just didn't know! Why is it bad?

Added 8 minutes later
The ability is interesting; there are 2 ways to counter it: - morale and higher initiative.
Почти все люди которые идут по велению звезд(((
НО есть такие которые сами сотрясают небеса!
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AMAM10;31025
The skill wheel isn't leveling up! What could be the problem?!!!

Does it level up here?
Skill Wheel
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and here I am ;)
don't look for Rin, he'll come to you himself :)

100% working wheel http://slil.ru/23077936
Rean's Ghost :smile24:
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I really don't understand what makes High Elves so appealing. One plus – there are no archers better than Elven archers. Is there anyone stronger? If so, please let me know!
Whoever wins-we lose.

из х/ф "Aliens versus Predator"
In reply to Pred@tor
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Titan :D From level 3 onwards, they are probably the strongest. In Ossir's dueling club, they (80 units) defeat 21 Messengers (if both shots are successful)!
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From the skill wheel, it appears that not all heroes from the Sylvan faction can acquire super abilities due to their initial skills. Is there any way to modify the starting skills of heroes?
In reply to AMAM10
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AMAM10;31184
It seems that not all heroes from the Sylvan faction can acquire super abilities due to their initial skills. Is there any way to modify the starting skills of heroes?
No, definitely not! And it seems that only one hero from the Elves can actually achieve super abilities... I might be wrong, but that's how it seems.
Если тебе не везёт в жизни, - играй в какую-нибудь другую игру:rolleyes:
Лидер клана "Из многих единое"

Приключения – это сплошные неприятности, только про них почему-то потом интересно вспоминать...
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So, it turns out that for a super ability, only the one that grants Fury is suitable for real heroes from the Sylvan faction. I don't think that's fair! And what does the Fury skill actually do?
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In general, the ultimate ability isn't mandatory, and other skills are much more often chosen anyway – they are better and more useful!
Если тебе не везёт в жизни, - играй в какую-нибудь другую игру:rolleyes:
Лидер клана "Из многих единое"

Приключения – это сплошные неприятности, только про них почему-то потом интересно вспоминать...
In reply to Ta Kotoraya...
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Ta Kotoraya...;31208
Actually, the ultimate ability isn't essential, and other skills are much more often chosen anyway – they are better and more useful!
Don't try to achieve a super ability – it's a waste of time... At least in a single-player map. It's better to level up several more important skills...
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Actually, 4 Elven heroes can obtain the Ultimate skill. I agree with Joker – it’s more for show, as it’s extremely difficult to get (you need to develop the hero very well, assuming the right abilities drop). It’s better to upgrade regular abilities that maximize the Ranger’s stats and are also readily available (Attack, Leadership, Luck, Logistics, Education, Light Magic, Defense).
Белый и Пушистый! Иногда.....
In reply to Snowball
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What are the 5 most recommended skills for Rangers? For example, I take Luck, Leadership, Attack with Defense, and Light Magic – these skills are very useful, but I also really need Logistics! What should I drop to take Logistics; I can't decide!

Please advise and explain!
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2 AMAM10
It depends on the map and the opponents, as well as your hero.

Since time allows and there are no urgent matters, I decided to write a mini-guide—IMHO—on the usefulness of various skills and abilities for the Ranger. If you disagree, please don't kick me.
The system is as follows: first the skill itself, then the abilities it grants, and their usefulness on a 10-point scale.
So:
1) Offense – the skill itself isn't very useful, but it has a good set of abilities. In my opinion, 15% to melee damage is not that much.
A) Tactics – allows you to position troops before battle as effectively as possible. I don't think it's necessary to speak about the usefulness of tactics; every self-respecting Elf should have it). Usefulness: 10
B) Archery – increases damage from ranged attacks by 20%. A huge bonus for Hunters and Druids. In the opinion of the vast majority of players, Hunters are the best level 3 unit in the game—excellent shooters. Druids are versatile, good as both casters and shooters. Usefulness: 9
C) Battle Fury – increases minimum and maximum damage by 1 unit. This ability is most useful for Dryads, Dancers, and Hunters. It gives the most to Dryads, of course (damage from 2-2 to 3-3, a 1.5x increase), Dancers also get a decent bonus (from 3-5 to 4-6), and it provides a good damage increase for Hunters as well (5-8 => 6-9, + let's not forget the double shot). Usefulness: 9

Wrath of Nature and Fire Arrows are for those who want to get the Ultimate.

2) Luck – a very useful skill with pretty decent abilities. In the vast majority of cases, it is present on the Ranger.
A) Magic Resistance – adds 15% to resistance and increases the chance to deflect a spell. A very useful ability when fighting an opponent who focuses on magic (presence of good casters in the army, high "Spellcasting" stat, and good spells available to the Hero), especially if you have Combat Unicorns in your army with their aura of magic resistance. Only Dark Elves with their Irresistible Magic find resistance a non-issue, but that's a separate topic. Usefulness: 8
B) Soldier's Luck – increases the chance for unit abilities to trigger. This skill only benefits Hunters and Combat Unicorns. If the Hero has Soldier's Luck, Unicorns become even more dangerous opponents because Blindness starts triggering very often. For Hunters, "Stopping Arrow" triggers more frequently.
The ability itself isn't very useful, but it opens the path to "Elven Luck." Usefulness: 8
C) Elven Luck – increases damage from a lucky attack by 25% (i.e., now a lucky attack is 2.25 times stronger than a normal one). A decent bonus for all units. Usefulness: 8

Luck on the Road - better not to take; Deadly Misfortune - again, for those who want a super ability.

3) Logistics – a useful skill with good abilities. High mobility allows you not only to explore the map quickly but also to shake off (or catch up to) an enemy hero.
A) Scouting – increases vision radius and shows the exact number of creatures on the map within the hero's line of sight (exact information about the enemy army if their hero is nearby, the number of neutral creatures at a mine, etc.). A very useful thing, especially early in the game when clearing the map of neutrals. Usefulness: 8
B) Silent Hunter – increases vision radius, allows you to see the mood of neutral creatures, and hides the composition and size of your army from the opponent (they only see the strongest unit). At the stage of preparing for a battle with an opponent—a very useful thing; let them be nervous. Usefulness: 7.5
C) Pathfinding – reduces the penalty for moving across rough terrain by 50%. Essentially increases the hero's mobility. Usefulness: 7.5
D) Native Lands – +1 speed to all creatures if the battle takes place on native turf (grass plains or a battle for Sylvan or Haven castle). With Tactics, this allows Unicorns and Dryads to reach the edge of the enemy field on the very first turn; Dancers and Ents (who have 1 less speed) can reach the opponent's larger creatures on the first turn. If you also find boots with +1 speed... it's a total fairy tale). Usefulness: 7.5

Few people take Navigation; there is little use in it.

4) Leadership – a good but not mandatory skill; abilities are, in my opinion, mediocre. Morale, like luck, is an extremely useful thing—everyone knows why already. If you level up Leadership and fill your army only with "native" creatures, you get the maximum possible morale value (like luck—5 points). In principle, if there are many buildings on the map that increase morale or a bunch of artifacts, you can skip Leadership.
A) Diplomacy – increases the chances of neutrals joining and reduces the cost for doing so. If you're lucky in life, you can significantly strengthen your army). An ability for those who like it). Usefulness: 6
B) Treasury Management – additional income of 250 gold per day. The optimal option for a second hero early in the game when money is usually scarce. Usefulness: 7
C) Troop Recruitment – increases growth of level 1, 2, and 3 creatures by 3, 2, and 1 respectively. Again, an ability for a support hero; the main one should be roaming the map in "non-stop" mode. Usefulness: 7
D) Forest General – upon obtaining this ability, you are given a small number of Dancers. Well, it might work early in the game, but otherwise, there's little use (they should have given Hunters...). Also, the hero gets +2 to the "Attack" stat. Usefulness: 7

5) Light Magic – a useful skill, but its usefulness depends heavily on the opponent and the spells found in the Mages' Guild. The maximum efficiency of this school's spells is achieved if you develop up to "Expert Light Magic."
A) Protection Giver – "Stone Skin" and "Evasion" spells affect all your squads but consume 2 times more mana. With fully developed Light Magic, it provides +12 defense for creatures and a 70% reduction in ranged attack damage respectively; considering the Ranger's "Defense" stat is already fine, this will add a headache for your opponent. Usefulness: 8
B) Blessing Giver – "Remove Curse" works in a 4x4 area, "Divine Strength" affects all, mana consumption is 2 times higher. Not as useful, but not an unnecessary skill. Usefulness: 7.5
C) Righteous Wrath – "Smite" and "Haste" affect all, mana consumption is 2 times the usual. If the first ability strengthened defense, this strengthens attack. +12 to attack and +40% initiative—that's something else... a most useful thing. Usefulness: 8

I will add that for casting the aforementioned spells, the hero spends only half of their initiative, which allows you to quickly strengthen troops at the start of the battle. "Stone Skin" and "Remove Curse" can be borrowed from Druids and Dryads (although these are 2nd circle spells and one of them will definitely be in the Mages' Guild), provided you have the "Arcane own" ability (about that—a bit later).
"Teleport" is sometimes very useful, "Anti-Magic" can protect a valuable squad from magical attacks, "Holy Word" is useless (the spell itself is weak and the Ranger's "Spellcasting" isn't great), "Resurrection" helps avoid losses in battles with neutrals and somehow reduce them in battle with an enemy hero.

Storm Wind and Fire Resistance perks are also useful, of course, but it's better to level up mass spells.

6) Defense – it is what it is... a good skill and the abilities are decent. It strengthens the already strong defense of the elven army.
A) Evasion – reduces damage from ranged attacks by 20%. Won't be unnecessary if there are many shooters in the enemy army (perfect against Necros with their Skeleton Archers).
Usefulness: 7.5
B) Reflection – reduces magic damage by 20%. A useful perk (but doesn't work against Dungeon) against those who love to throw magic around. Usefulness: 7.5
C) Fortitude - increases the health of creatures in the army by 2 points. It brings real benefit to Dryads, Dancers, and Hunters; with their 2 hit points, an extra couple won't hurt, but for Druids and those above—there is little use from this ability. Usefulness: 7
D) Fight to the Last - even if a squad takes damage that should kill all creatures, 1 representative will remain with 1 hit point (just for show, like "I'm a Highlander!"). Only worth taking for the Ultimate. Usefulness: 6
E) Tight Defense - defense when using the "Defend" command (button on the panel or D key) increases by 60%. A very useful ability (not to mention Ents), but to obtain it, you must first take Fortitude and Fight to the Last—which are not the most necessary skills. Usefulness: 8.5

7) Scholarship – a skill that allows you to develop your hero faster and gives a good bonus to the hero's main stats (+1 for every 2 levels); abilities are of medium usefulness.
A) Arcane own – worth taking if you have Light Magic (or Dark, although in the best case there will be 3 spells of that school in the Mages' Guild). Opens the way to other abilities. Usefulness: 7.5
B) Magic Attraction - amount of mana increases by 1.5 times. IMHO—if anything, the Ranger has plenty of mana, as "Knowledge" is the second priority after "Defense." Usefulness: 6
C) Scholar – allows heroes to exchange spells they have when meeting. In my opinion, also a low-use ability since in network play there is no opportunity to level up a 2nd hero; all efforts go into developing the main one. Usefulness: 6
D) Forest Cunning – increases the chance of the "Avenger" skill triggering (double damage to a creature among sworn enemies) by 10%. Well, if you upgrade the dwelling and take this ability, the probability that a sworn enemy takes double damage rises to 60% (in my opinion—not bad). Can be taken if possible. Usefulness: 7
E) Keeper of Secrets – gives +2 to the "Spellcasting" stat. Can be taken if there is nothing better. Usefulness: 7

8) Dark Magic – good, but very difficult for a Ranger to fully develop. The Elven Mages' Guild specializes in Light and Destruction magic, so the dream limit is 3 spells. The situation changes if there is a Dragon Utopia on the map; then it makes sense to take the risk.

To summarize:)
The most successful options in my opinion:
A.
1) Offense
2) Luck
3) Logistics
4) Leadership
5) Scholarship

B.
1) Offense
2) Luck
3) Logistics
4) Light Magic
5) Scholarship

C.
1) Offense
2) Luck
3) Logistics
4) Light Magic
5) Defense

In principle, there are plenty of good options J, even among those 8 skills I described as most useful for the Ranger. Much depends on the hero, map, opponent(s), and playstyle).
Uff... I'm exhausted from typing :). I didn't write this much for my thesis :).
And once again, remember—all the above is MY HUMBLE OPINION, so don't beat me... at least not on the head with your feet.
Белый и Пушистый! Иногда.....

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