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While playing through the campaign, I made an interesting choice. Below is my guide for the Light Alliance mage hero in the campaign.
Which reputation is best to level up?
Tears, which enhances all our healing and provides TWO additional heals and resurrection.
Which troops are best to take with you?
Magic Power increases the effectiveness of Vestals and Radiants. Both become a formidable weapon starting from the second map.
Acolytes heal better thanks to Light magic and deal very impressive damage under the protection of the Guardian Angel, our special ability.
Upgrading to Vestals should be one of the first things you do – they have a higher number, better stats, and a very pleasant control ability thanks to Pacification, which affects living targets; the fewer units there are, the higher the chance that after the Vestals attack, the enemy will freeze in place for a couple of turns.
This is an excellent synergy with the mage's spells, as described below.
And, of course, you need 2 stacks of healers. This is 4 heals per battle, which often saves a lot of the hero's valuable mana.
Radiants are good from the moment they appear in the game – on the second map of the campaign. The mage enhances their damage, and thanks to the lack of a retaliatory attack, the Radiants literally burn. They also remove useful magic from enemies and harmful magic from our troops.
The upgrade to Luminous Radiants appears at the end of the second map of the campaign and allows them to blind an enemy stack for 2 turns every 3 turns and inflict a small wound on themselves.
This is another wonderful synergy with the mage's abilities.
The other units are just units. I will only note the very high usefulness of horses for this strategy. Riders and Light Crusaders are a large unit with a lot of hit points and high speed. Crusaders can also, every three turns (or exactly 3?), dash through obstacles towards the enemy.
This is very valuable during a siege – they can easily run through the gates, and under the Guardian Angel, they quickly bring light and justice there.
The role of horses is to tank and draw enemy attacks. In combination with the healing of the mage, Vestals, and the resurrection of angels, horses can buy enough time for Radiants, archers, and griffins to inflict enough damage to win.
Which spells should be used?
At the beginning of the game – Light magic for Healing and Greater Healing. Both spells help clear out monsters and capture castles.
Up to level 15, Earth magic for Restoration and Greater Restoration will be very useful. These spells restore huge amounts of health compared to Light magic, but gradually (hello, resto-druids from WoW).
The key level for the cleric is 15, which can be obtained as early as the third map of the campaign. It gives access to the most powerful spells in the Light mage's arsenal – Summon Light Elementals, Stop Time, and Meditation.
Light Elementals immediately add 3 powerful effects to the mage.
First, they can be summoned to any point on the battlefield. Usually, this is right in front of enemy archers. The elementals have a lot of hit points and decent stats, which makes them excellent tanks. In addition, both monsters and enemy heroes controlled by AI try to kill them in every possible way. This gives our Radiants and archers enough time to tear the enemy apart.
Secondly, the elementals can put living enemy stacks under control. The higher the ratio of elementals to the enemy stack, the higher the chance of control. This is another synergy with our strategy.
Thirdly, the elementals retaliate against all enemies around them and, in addition, heal nearby friendly troops (and sometimes even resurrect them!).
It is not surprising that playing as a cleric up to level 15 and after level 15 differs greatly in difficulty and content. With the appearance of Light Elementals, everything becomes easier and faster.
Stop Time is another excellent way to control. Especially for the most dangerous enemy troops – usually these are skilled creatures like Kirins, Cyclops, and other angels. For 3-4 turns (3 without investing points in Primal magic, 4 after 1 point), this miracle spell immobilizes the enemy stack and allows all our troops to attack it without counterattacks.
For example, if the enemy has only one stack of Kirins left, the game is already over. In 3 turns, all our army, with summoned elementals and the hero's attack, can destroy a huge number of enemies. In battles with AI heroes, it is better to use it on a particularly thick and aggressive stack, such as Kappa from the Nagas or Radiants from the Light faction.
Both of these spells cost huge amounts of mana. And to use them in every battle, mana regeneration is simply necessary. This is possible with Meditation. Its principle of operation is simple: the more mana you have, the more mana you will receive. That is, you need to cast Meditation when you have about 50% mana. 1-2 points in Primal magic gives a solid increase in mana, which, by the way, is not yet reflected in the tooltips.
Another plus of Meditation is that it SIGNIFICANTLY enhances the hero's magic power (perhaps this also enhances the damage of our Radiants?). That is, our healing spells after meditation are very, very good.
In total, the combination looks like this:
Turn 1: Summon Light Elementals into the thick of the enemy, control the most unpleasant enemies with Radiants and elementals.
Turn 2: If there are still many enemies, use Stop Time on the most dangerous stack and control the approaching enemies with Vestals.
Turns 2-3: Meditation and restoration of troops with the healing of Vestals and the resurrection of celestial warriors.
If the enemy is still alive after this, cast Greater Healing or Restoration while the remnants of the enemy are under our control.
With three active ways to control enemy stacks (Vestals, Radiants, elementals) and two additional ones (Stop Time and Blind), the cleric is undoubtedly the best controller in the game. And this advantage can be enhanced by summoning earth elementals (even more control!), Petrify (even more control!), and Mana Drain (control of enemy hero resources).
Yes, the cleric is an excellent choice for those of us who like to enjoy complete order on the battlefield.
Useful artifacts for the Light mage will be initiative enhancers (Ring of Swiftness) and mana-economy items (Dynastic Weapon Sorrow Song, Cloak of Sar-Iss).
In my opinion, the best starting set of items will be the Prophet set (bonus for two items: +4 mana regeneration).
Skills for our cleric logically follow from the strategy described above.
Thanks to the licensed version, I created a cleric specializing in Education and a 10% bonus to it. The goal was to reach level 15 with minimal losses – and also get achievements for excellent completion!
My debut turned out like this:
1. Logistics – we run faster = we reach our goals faster.
2. Healing – without healing, there are many losses, an essential skill.
3. Restoration – to heal while Healing is on cooldown.
4. Affinity for Magic – +30 mana is more healing and more mana regeneration.
5. Greater Healing – simply gold for sieges.
6. Learning – so that the second and third heroes immediately become level 5.
After level 6, there are a number of situational skills, such as Pathfinding (faster through rough terrain!), Scouting (more actions!) and Ambush (our troops go first more often).
The main thing is to start saving skill points for level 15 somewhere around level 12. And hurry up to get it.
That's the breakdown. I wonder how clerics are doing in duels and scenarios these days.