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Posts from Which magic schools should I choose for the late game? Or should I go for a specific artifact?

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As far as I remember, RTA 1.6 was quite balanced. The horse training mechanic is far from being a guaranteed victory, and against some factions (Orcs, Necropolis), it can even be a disadvantage. And with sufficient skill and a good starting position, it's possible to win quite easily with other factions as well.
Клан "ХРАНИТЕЛИ НЕБЕСНЫХ ВРАТ"

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Lord de Sat, check your PM, I wrote there.
Самая тёмная ночь перед рассветом...
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Regarding magic schools.
It all depends on the situation, the opponents, their upgrades, and the artifacts on the map.
Based on numerous experiments, I can say that light magic is the key. Resurrection and a huge mana reserve lead to victories without losses. Of course, this is in offline mode. I don't play online; I don't have the time.
Light.
The most versatile magic. As a buff, it includes divine power (maximum damage), speed, punishing strike, evasion, and protection. It also includes resurrection, and teleportation sometimes helps. Regeneration is good with Rakshasa and Colossus in the early stages when there are few monsters; later, only resurrection is useful.
Summoning.
It's good for clearing mines and artifacts up to level 10-15. It's not recommended to take it for the main hero, especially for the late game and serious battles. You simply won't have time to summon anything. Phoenixes will die in a couple of enemy turns, elementals won't deal much damage, phantoms will be destroyed immediately, crystals and sword walls are ineffective, as are mines.
Chaos.
Honestly, it's funny. Without artifacts, witchcraft barely grows. I once had 18 knowledge and only 4 spells at level 15, even with a higher education! The hero was an Oracle.
Here's my experiment.




And here's a video: Oracle vs. 100 Seraphs.
http://zalil.ru/30799606
Here's another one: Haffiz vs. Titans and Rakshasa.
http://zalil.ru/30799616
Haffiz, by the way, was leveled up for his super ability; my emotions are so-so. I already had all the spells from the tomes and castles in my arsenal. Also, what I didn't like is that he can't train others, which makes it pointless. Level 24, and I can't properly upgrade any school.


If you equip yourself with artifacts, then yes, it makes sense. But again, it's better to take Nazira and attack with balls of energy, but you need a phoenix cloak, otherwise the damage isn't great, and Armageddon is also somewhat effective if you apply the magic sign.




I took ordinary units with resistance as cannon fodder.
You can carry Golems with magnetism and new units with increased damage, separate them before each battle into groups of 1, send them to the enemy, and attack with Armageddon or a ball of energy. More damage means more Golems can be restored. Dragons simply joined for cannon fodder.
Dark.
Like light, it's effective. Subjugate one mob, berserk the neighbor; it has saved my life many times. Debuffs are my favorite, especially slow. Sometimes weaken is also useful. Although, if you separate 1 Djinn (ordinary), they debuff excellently for free, although with random spells.
Sorry for the off-topic.
Here's my map from yesterday; only one enemy remains.

There's one useful tip for everyone: I found the best use for Golems. You should base almost any hero from the Shadow League on them.
Here's my example. I used him to clear half the map and kill 4 flags. The enemies had armies several times larger, but after a few enhanced Armageddons, no one could stand.




You can add Gargoyles to this and divide them into groups of 1 for each battle; it would be even more effective.
I'm uploading replays of the battles. The artifacts were a bit more modest. The witchcraft in the first video was around 18, then higher and higher.
http://zalil.ru/30799375
http://zalil.ru/30799388
http://zalil.ru/30799390
http://zalil.ru/30799414
Here's a really successful magical attack.
http://zalil.ru/30799429
Here's something funny.
http://zalil.ru/30799443
And this was a week of magic; all spells are twice as strong; look at the damage.
http://zalil.ru/30799451
And this is just wild. A lucky strike + a week of magic. Look at the damage and be amazed.
http://zalil.ru/30799462
http://zalil.ru/30799471
This is the working damage.
http://zalil.ru/30799483
Two lucky strikes.
http://zalil.ru/30799507
And the last one against orcs.
http://zalil.ru/30799590

And now, battles against the computer.
Vayshan 28 lvl vs. Raven 24 lvl.
http://zalil.ru/30799543
Vayshan 28 lvl vs. Zoltan 3 lvl (but with a large army).
http://zalil.ru/30799560
And here, it's funny that fire elementals won't be saved from irresistible magic.
http://zalil.ru/30799576

I also wanted to add something about mini-artifacts.
It's worth taking them at the last moment, although you can disassemble them back into resources.
I take 3 archmages for buffs; such artifacts are good for them:
I specifically made them have more initiative so that they go first; I immediately buff them with a punishing strike, and then use them as debuffers. For each hit, -3 protection. Destructive ray is free.
For attack, sometimes buff.
Titans have slightly less initiative, the rest is the same. For Djinns, spirit +4, attack +10, initiative +36%. For Goblins, attack +10, -3 protection per hit, +36% initiative. For Rakshasa, attack +10, +3 speed, +39% initiative.
And this is for ordinary Gargoyles; you could take protection or initiative instead of speed.

And this is Golems.


I'm waiting for questions; I'll be happy to answer and help! :)

Added 8 minutes ago
Yes, by the way, for those who play against the computer and suffer from unfair randomness, not the spell, they don't give the desired perk or skill, download HeroScanner 3.0, and you'll be happy.
You can also adjust the magic in the castle. Each "play again" gives new spells in the guild; you can scan until you get the ones you want. But it's boring and can be addictive. I used to only play with it, then I got bored. Without it, sometimes it's more fun, and sometimes it's not. If they don't give you what you're waiting for.
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Question about unholy/holy words: does magical luck affect damage? Of course, the Arcomage build (Dungeon faction + obsidian golems or a standard hero + mini-arts for resistance) looks cooler, but sometimes you don't have a choice.
Там бугага - там Ктулху бродит, Креведко на ветвях висит...
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Soljie,
Yes, it does affect the outcome, just like any other spell; if the attack is successful, the damage will be doubled.
Yes, I agree that sometimes you don't have a choice. I waited a long time for him to appear in the tavern, but in the end, I found him in the dungeon, and then two more appeared right after – Erin and Sinistar. But Vaishan was already level 24+.

Added 10 minutes ago
By the way, I don't use Holy Word because the damage is too low. If you compare it to Meteor Shower, Chain Lightning, or Armageddon, only Righteous Fury can boost Holy Word by +4 to Spell Power, while the aforementioned spells can be enhanced by artifacts by 50%, and Storm Lord, Fire Lord, and Pyrokinesis also provide excellent bonuses.
With Pyrokinesis, Armageddon deals significant damage – for example, 1,500, followed by 1/3 damage for 3 rounds – 500 damage each. Essentially, Pyrokinesis doubles the damage.

Another tip for everyone: level up Mentors, preferably giving this skill to all your heroes. This way, you'll be constantly eliminating enemies; when one runs out of mana, the other hero takes over.
Ideally, you can send 6 heroes to clear out a map, leave 2 to defend the city(ies), and collect resources from the mills.
Those 6 heroes can be divided into 3 pairs, each with 3 heroes who have the Mentor skill.
This will allow you to quickly develop your city.
It's best to start with Hafiz because of the Gremlins and Machines. Take First Aid Tent, you can also take a Ballista, although spending 4500 and then waiting for an attack to use Fire Arrows seems questionable.
However, if you give him Summoning and there are mines available, you're in a good position. Divide the Gargoyles (hold down SHIFT if you don't know how), surround the Gremlins, and clear out the map up to level 15. Then, recruit the main hero in the tavern, give him the Mentor skill, and level up 3 mentors and 3 assistants, and you're good to go.

Added 4 minutes ago
By the way, regarding my Vaishan, I later regretted giving him Magic of Light. They suggested either Magic of Light or Summoning, but I wanted Logistics, and I didn't get it. I didn't use Light at all, but the damage from Holy Word was noticeable with 35 Spell Power.

Here's an experiment I conducted.


Battle with Holy Word
http://zalil.ru/30805057

With Fireball and Armageddon

http://zalil.ru/30805064

Added 1 hour 0 minutes ago
And here, the Demon Hero attacked me.

http://zalil.ru/30805340

In reply to Zellogi
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Hmm. It's like he posted the Holy Grail here... Everyone should be praying.:D
But seriously, don't confuse offline and online battles!!
It's definitely more convenient to play with HeroScanner, but not in a game with a live opponent.

P.S. The guy did a titanic job. Big plus for that!! And this is no joke...:smile02:
Будьте осторожны со своими желаниями. Иногда они исполняются.
Сервер в Discord
Стрим на twitch.tv
Стрим на GG

ЛИДЕР Клана"ХРАНИТЕЛИ НЕБЕСНЫХ ВРАТ" Рейтинг: Латник
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KillAndAction
Thanks for appreciating my "titanic effort," it's nice to hear! It just took me about 5 hours to write that last post. That's how a 5th-year student and part-time elementary school English teacher spends his free time.)))
Regarding online play, Summoning can be very good, especially if the battle takes place at levels 10-20. The Phoenix is strong and will be a huge problem for the enemy army due to its initiative and HP. It can keep the enemy occupied for a long time. Traps are also good up to level 20, while the armies are small and the damage is still significant. And I agree about the Fire Warriors, BUT you can never predict the hero's stat growth. Sometimes one hero's magic grows faster, while another's doesn't grow at all, and everything goes into knowledge. Sometimes, as if by Murphy's Law, you level up Summoning or Chaos, but the magic stat is low. Then you take Light or Darkness, and the magic stat starts to increase.

Added 14 minutes later
Regarding the late game, I liked my Orac build, but you could remove Summoning from it, as it's unnecessary. It would be better to take Logistics and Pathfinding, but not develop them further. Although you could take Surprise Attack, but Logistics at 2% isn't something you can rely on.
Darkness can replace Chaos and Summoning if you have Subterfuge and Berserk.
This way, you can destroy a larger part of the enemy army. It's great that you can use both at the same time on different enemy creatures. Blindness is also a good ability.
And the worst thing is 40% Haste + 40% Slow and mini-arts with 20-40% initiative... I tried it! I attacked the enemy 6 times, and he died without ever getting a turn.)))
In short, Light and Darkness are the best choices for the late game!
SA (Surprise Attack) is a great choice for online play, but only if you manage to level it up. Otherwise, you'll be without magic
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Zellogi
KillAndAction
Thanks for appreciating my "titanic effort," it's nice to hear! It just took me about 5 hours to write the last post. That's how a 5th-year student, who also works as an English teacher in an elementary school, spends his free time.)))
Regarding online play, Summoning can be very good if the battle takes place at levels 10-20. Phoenix is strong and will be a huge problem for the enemy army due to its initiative and HP. It can keep the enemy occupied for a long time. Traps are also good up to level 20, while the armies are small and the damage is still significant. And I agree about the Fire Warriors, BUT you can never predict the hero's stat growth. Sometimes one hero's magic grows faster, while another's doesn't grow at all, and all the points go into knowledge. Sometimes, as if by Murphy's Law, you level up Summoning or Chaos, but the magic stat is low. Then you take Light or Darkness, and the magic stat starts to increase.

Added 14 minutes later
Regarding the late game, I liked my Ogre build, but Summoning can be removed, as it's unnecessary. It would be better to take Logistics and Pathfinding, but not develop them further. Although, you could take Surprise Attack, but Logistics only gives 2%, so you can't rely on it.
Darkness can replace Chaos and Summoning if you have Subterfuge and Berserk. )
This way, you can destroy a larger part of the enemy army. It's great that you can use both at the same time on different enemy creatures. Blindness is also a good ability.
And the worst thing is 40% Haste + 40% Slow and Mini-Arts with 20-40% initiative... I tried it.))) I attacked the enemy 6 times, and he died without even getting a single turn.)))
In short, Light and Darkness are the best choices for the late game!
Spell Power is a great choice for online play, but only if you have time to level it up. Otherwise, you'll be without magic.
Unfortunately, what you wrote is not suitable for playing against a real opponent, not a computer one. :(
A mage without defense is very risky, and leveling up more than 2 magic skills is also questionable. It's much more interesting to have two heroes with one magic skill each: you can be cunning and do all sorts of nasty things.
And then your opponent won't just sit there and let you do whatever you want...;)
Будьте осторожны со своими желаниями. Иногда они исполняются.
Сервер в Discord
Стрим на twitch.tv
Стрим на GG

ЛИДЕР Клана"ХРАНИТЕЛИ НЕБЕСНЫХ ВРАТ" Рейтинг: Латник
Вступление в клан "Хранители небесных врат"
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I think it's interesting to use cunning tactics. Yes, you can have fun with clever maneuvers, but using rat-like tactics isn't serious, unless there's money at stake. Is winning at any cost the point?
In short, it's clear that online games offer a huge space for creativity. Human thought and imagination know no bounds.
As for defense, yes, I agree – it's the most advantageous skill. The attack bonus is only 15%, while defense provides a 30% bonus, but the 2% chance of it appearing sometimes makes plans to upgrade it seem unrealistic.
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Zellogi
I think it's interesting to use cunning tactics. Yes, you can have fun with clever maneuvers, but a "rat tactic" isn't serious unless money is at stake. Is winning at any cost the point?
In short, it's clear that an online game is a huge field for creativity. Human thought and imagination know no bounds.
And regarding defense, yes, I agree – it's the most advantageous skill. The attack bonus is only 15%, while defense provides a 30% bonus, but the 2% chance of it appearing sometimes makes plans to upgrade it seem unrealistic.
Play with the special Tournament Edition mod. There's even more room for creativity there.
Regarding the "rat tactic." There is no such thing as a "rat tactic": hit-and-run, red rush – these are integral elements of the game. It's like saying that fighting in a city is unfair... In my opinion, claiming that is complete NONSENSE.
Будьте осторожны со своими желаниями. Иногда они исполняются.
Сервер в Discord
Стрим на twitch.tv
Стрим на GG

ЛИДЕР Клана"ХРАНИТЕЛИ НЕБЕСНЫХ ВРАТ" Рейтинг: Латник
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Please provide a working link to TE.
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Самая тёмная ночь перед рассветом...
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I sincerely apologize for the off-topic post. I found a recording of a battle and thought it might be interesting for everyone to watch. http://zalil.ru/30818860 Please leave comments; I'm interested in your opinion.
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Regarding magic without summoning or chaos in the early stages, up to 1 month, it's difficult to defeat neutral creatures (there are significant losses, which is annoying)). That is, chaos/summoning (depending on the spells of levels 1 and 2), then darkness/light, the same applies depending on the spells. Correct me if something is wrong.

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