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Imp provided a fairly comprehensive overview of the academy's troops and their capabilities. Yes, I agree that Djinn are not a very strong unit for mages. And yes, it's good that Gremlins can repair Golems. But all of this is insignificant and trivial compared to the mages' special racial ability. I'm talking about the ability to create mini-artifacts! So, what does this ability offer, and what determines its strength?
Its strength depends on knowledge.
Claim: On large maps, mages will completely crush Necromancers! And, in general, anyone, including Dark Elves, Light Elves, and even those weird gray-brown-purple Elves %)))
Proof:
On a large map, when you encounter an enemy (or rather, their main hero), you have almost a 100% chance of having 35-40 knowledge. Why so much, and won't this be detrimental to other, more useful characteristics like spell power, attack, and defense? It won't! Because this amount of knowledge is gained directly from artifacts: the Robe and Crown of Sar-Issa give you a total of +12 knowledge, the Ring of the Dragon, Sandals of the Saint, and Mantle of the Dragon give a total of 5. In total, we get +17 free knowledge + 20-25 of our own (maybe even more). Therefore, we get 35-40 knowledge. This allows us to create a very powerful mini-artifact. We create a mini-artifact that gives +10 to a unit's health (+ and raise 2 more characteristics with skillful use) and give it to the first-level unit – the Gremlin. What do we get: When we encounter a Necromancer with 3000 skeletons and archers, we have 1000 Gremlins. 3000 archers is 15,000 health. 1000 Gremlins with the artifact will have 15 health each, which is also 15,000 health in total! So, balance is maintained. Let's move on.
Here, someone said that "Summoning Undead is the best." But with mini-artifacts, you can increase the health not only of Gremlins but also of Gargoyles, Golems, and so on. Then, we increase initiative and luck so that our units go twice as often as the enemy's, and so that the Banshee's scream doesn't affect us. Since the map is large, we have enough resources for all of this. Then, we remove the artifacts that give us bonuses to knowledge and put on bonuses to spell power and attack, ignoring defense. There is only one thing left to do: "KILL THE BASTARDS!!!" (c) ))))))))))))))
Conclusion: On large maps, mages rule, on the others, Necromancers rule, and everyone else is afraid of them %) It's not for nothing that in the main scenario, the mages defeated the Necromancers