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It wouldn't hurt her (Nure) to visit a place where mana is doubled once; then she wouldn't have to run around the map looking for mana all the time. That's why I think Nazir really needs the spellcasting skill with mana regeneration!... Now, let's discuss Jalib: what are his strengths and weaknesses (more precisely, his pros and cons)? Let's get started!:smile14:
Jalib, for me, is an outsider. Any normal player will simply ignore his special ability.
Demons – generally use dark magic spells.
Knights – generally use light magic spells.
Dark Elves – generally use area-of-effect spells (which, in itself, is often more effective than single-target spells).
Wood Elves – either chaos + a barrage of arrows, or general light spells.
Dwarves – either chaos + area-of-effect spells (fireball + pyrokinesis!), or general light spells.
Orcs, in theory, probably don't care, but it needs to be checked; in any case, buffs that enhance orcs, like the Call of Blood, are still relevant.
In other words, the hero's entire specialization is useless. The only justification is to use it against the Sorceress Erin (specialization: witches' sabbath) or against Svea (lightning is not deflected) and similar heroes.
And after that, will the fury of the horde kill a member of that very horde? Or, for example, will the shamans be frightened by the cry of an orc hero? I would like to see that!
And won't the warcries also have a cool effect...? If so, then we'll take Jalib against the Orc, because the most powerful warcries need to be directed at a single unit – Horde Fury, Frightful Roar, but even mass warcries will still work like Light, for example.
I don't understand something... Is it true that in Heroes of Might and Magic V there are no artifacts that give +7 attack and +3 luck? (and other powerful artifacts)
Not exactly – the power of the artifact increases along with the Knowledge stat:
For example, you built an artifact forge, and your hero's Knowledge level is 3 ---> your artifacts will have low stats (luck, morale, speed (1), initiative (+3%), etc.).
But, for example, if your Knowledge is 30 (and considering that a Mage has 45% Knowledge, plus Education + items that boost Knowledge ----> the power of the artifacts will be different:
1) Luck - 3
2) Morale - 3
3) Initiative - 30%
4) Attack - 10
5) Defense - 10
and so on.
Here's another question I have... again about Jalib, since he has good luck at the start, so you can develop a lucky hero, and he also looks good at the beginning... and here's the thing - should he only develop Chaos magic? And does the hero's luck also apply to summoning magic? I think I've tried using him with Crystal and Mine spells a few times, but is there any point to it, or should he only focus on Chaos?
I was interested in Nura: replenishment and magic attack at the start, 100% damage without losing mobs on stone and wood (even if there are hunters or assassins, dryads, or gremlins there) (I checked that it's better to take light after summoning, or just forget about chaos and a lucky wizard). Maybe the ability completely loses its alternative in the late game, but a smooth start with 300% is better than Hafiz for me! Hafiz has machines, so we can safely learn two more magic schools and go into battle.
Again, they are playing as the Machine faction... but they are cheaters, so what's the point of playing? It's better to play as factions that are more challenging to start with, such as Fa'iz, Nar'hiz, or even Jalib, as it can be difficult sometimes.
What kind of players are these...? Mish-gan and I have already seen what kind of players they are. How Hafik rushed on the second week with Rakshasa... Why make things difficult for yourself? Everyone is against cheaters!
There’s no point in playing against the computer when there are plenty of resources available, but no brains… the same thing can happen to you on a Warrior or Recruit… and Hafiz is just a pushover for the computer… so, did you kill Hafiz?:smile14:<-machinist :smile47::smile17: