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Who has sufficiently strong magic.
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In reply to Silovik
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Silovik;44282
I rarely use low-level spells, especially common ones.
But it will help to get rid of curses.
Silovik;44282

But hypnosis is great; I remember in the fourth game, the mermaids hypnotized you when they attacked, which made fighting them very annoying.
These aren't mermaids; they're sirens. Medusas turned you to stone.
In reply to Magnus
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By the way, how about basilisks?
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Berserk is a bit unpredictable, and Suggestion is fine; I didn't know they made it non-removable in 1.3, why the hell would they? How are you supposed to fight it now, does dark magic rule or what?
You misunderstood me. As a rule, it makes sense to cast Berserk and Suggestion on 1-2 squads, and they don't always move immediately after your hero. When casting Berserk, you know for sure whether the enemy hero will have time to (attempt to) remove it. With Suggestion, due to the sharp drop in initiative, it's not as obvious. Often, they don't have time to remove Berserk from a dangerous squad, but they do manage to remove Suggestion. But, of course, it all depends on the situation. If the opponent has no Light Magic, then it's very likely that Remove Curse won't work either, even if they have it.
In reply to Fireball
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Fireball;44468
You misunderstood me. As a rule, Berserk and Enslave make sense to cast on 1-2 units, but they don't always move immediately after your hero. When casting Berserk, you definitely know whether the enemy hero will be able to remove it (or try to). With Enslave, due to the sharp drop in initiative, this is not so obvious. Often, Berserk is not removed from a dangerous unit in time, but Enslave is. But, of course, it all depends on the situation. If your opponent doesn't have Light magic, then it is very likely that Remove Curse will not work, even if they have it.
Well, the computer doesn't do this at any difficulty level, and I rarely play against people, but the fact is that if you have Enslave and there are about a thousand Pit Lords against you, you can defeat them even without an army.
In reply to Silovik
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Silovik;44715
but the fact is, if you're facing around a thousand Pit Lords and you have the "Inspire" skill, you can defeat them even without an army.
But how can an enemy have so many level 6 units?:confused:
That many units can only be found in campaign 5, scenario 1. :D
But hypothetically, it is possible to win with the "Inspire" skill.
In reply to Magnus
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Magnus;44788
How can an enemy possibly have so many level 6 units?:confused:
That many can only be in campaign 5, scenario 1.
But hypothetically, you could win with mind control.
No, those were neutral creatures, and I don't remember where. I messed up, but I also had a sizable army, but I defeated them with spells and archers.
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How can an enemy possibly have so many level 6 units?
That many can only appear in campaign scenario 5.
But hypothetically, it's possible to win with Suggestion.
What does "hypothetically" mean? That outpost in the campaign can be easily defeated even on hard difficulty, and without Suggestion, using just one Berserker. The main thing is to kill the Imps before their turn.
In reply to Fireball
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Fireball;44898
What does “hypothetically” mean? That checkpoint in the campaign can be easily cleared even on hard difficulty, and that’s without using “Inspiration,” with just one Berserker. The main thing is to kill the Imps before their turn.
The Imps have good initiative; they will manage to attack, but is there any resistance, or will they definitely steal mana? As far as I remember, in this campaign, you play as Haven, so where does the Berserker with “Inspiration” come from?
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Guys, read the posts in the walkthrough section; there are some players who cleared all these posts with a pure army... because they couldn't figure out who to lead and where.
Тьма - это то, что позволяет смертным не забывать, как ярок бывает свет.
In reply to Alan
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Alan;45026
Guys, read the posts in the walkthrough section; there are some players who cleared all these posts with a pure army... because they couldn't figure out who to lead and where.
Because they don't listen to the objectives and just go through, destroying everything in their path. By the way, on a difficult level, the campaign can be quite challenging, and running back and forth isn't enjoyable for everyone, as they search for places to dig in.
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The Imps' initiative is a good idea, they'll manage to mess things up, but is there any resistance against it, or will they definitely steal the mana?
There's a Dragon Eye Ring on the map. Take it, buy something else for initiative in the artifact shop (I had a ring with +20 initiative), and the Incantations will go first and destroy the Imps.
As I remember, in this campaign you play as Haven, so where do they get a Berserk with Mind Control?
Haven has Light and Darkness magic tied to its guild; you just need to take the corresponding magic (and you don't necessarily need to take Light).
In reply to Fireball
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Fireball;45081
On the map, there's a Dragon Eye Ring. You pick it up, buy something else for initiative in the artifact shop (I had a ring with +20 initiative), and the spells will go off perfectly and destroy the imps.

Haven has Light and Darkness magic tied to its guild; you just need to take the corresponding magic (and you don't necessarily need to take Light).
Don't forget about nightmares and cerberuses; they also have good initiative and won't let them run away. Priests can use "Wrath of God."
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But you don't always find such breastplates lying around. Although, not every guild has an Earth Shock spell...
aka Sir Holmes aka David Jones.
In reply to Silovik
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Silovik;45102
Don't forget about Nightmares and Cerberuses; they also have good initiative.
But they can't consume magic;)
Silovik;45102

They won't let you run away; Priests can cast "Strike from Heaven."
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What is "Strike from Heaven"?:confused:
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Don't forget about Nightmares and Cerberuses; they also have good initiative and won't let you get close enough to attack, giving the Priests time to cast "Bless."
They only run up to large creatures.

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