Auto-translated
I rarely use low-level spells, especially common ones.
But hypnosis is great; I remember in the fourth game, the mermaids hypnotized you when they attacked, which made fighting them very annoying.
New here? I'm Roha — want a quick tour?
I rarely use low-level spells, especially common ones.
But hypnosis is great; I remember in the fourth game, the mermaids hypnotized you when they attacked, which made fighting them very annoying.
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.
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.
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.
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 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.
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.
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?
As I remember, in this campaign you play as Haven, so where do they get a Berserk with Mind Control?
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 you get close enough to attack, giving the Priests time to cast "Bless."