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Posts from Sylvan vs. Necropolis

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15 years ago
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Forget about that cheater! (I don't even play as him).
Regarding Anwen:
First, an elf can also have artifacts for initiative; you just need to find two rings + a dragon artifact. Second, the elf will have light, which means mass acceleration!
So, we should only be afraid of debuffs to attack damage, and we'll get luck through the Crown of the Ancients.
Light also has the magical perk "Storm Wind": (lol, spirits, vampires, and dragons are not happy).
I think the first few turns will still be dominated by units like crystal dragons, nymphs, and blades! (your Necropolis artifacts give us -1 to speed), but through leadership, attack, and artifacts, we will definitely run forward and hit everyone!
=>Example: I have 60-70 darks (you probably have around 150), they fly and hit the enemy with a luck spell = the damage is simply insane + prismatic breath can hit someone... Anwen can cause a lot of trouble with a critical hit!
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15 years ago
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In that case, here's a question for you, Ereb. Write down a complete build for Anwen, including her level and the artifacts you plan to equip. Also, give an approximate number of units in the elf army, i.e., who and how many, or at least tell me the map and the stage where you plan to play. I'll test it on my test map to see if Anwen is as strong a hero as you describe, or not. I just haven't played against her, but you might have. It's a pity that you still haven't installed patch 3.1; otherwise, we could test this together instead of arguing and creating unnecessary chatter here.
P.S. Also, please write who you would put in the "sworn enemies" list.
P.P.S. Here, I'll post a small replay where I tested how Anwen would fight at level 35 against Naadir. I took True Luck, Attack, and Defense skills, and the artifacts you mentioned. I also put Ghosts, Vampires, and Liches in the "sworn enemies" list. I also calculated how an elf with 1 castle and a necromancer with 2 castles, plus Diplomacy and Mentorship, would fare. Don't be upset that the necromancer's army is so large because with 2 castles, Diplomacy, and Mentorship, it will be like that. If you have any complaints about the build or anything else, let me know.

I'll also post a replay with Wingael. I played much worse there, but the army seemed pretty good anyway.

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15 years ago
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Regarding Heroes 5: I've had patch 3.1 for a long time and played it a lot. I played with one person until we were both exhausted, and then I just lost interest. I don't have the game anymore (I'm playing Warcraft and Warhammer now). As for Anwen, I won't speculate. It would be better if someone who knows elves well could post a build... I just played against her with dwarves, and it wasn't a pleasant experience.
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14 years ago
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Tell me, what kind of magic is best to develop for the Sylvan faction?... Is Light magic suitable?
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14 years ago
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It works great. Besides, it’s used to learn the ultimate ability.
In reply to Ment
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14 years ago
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Ment
It's a great choice, especially since it's used to learn the super ability.
Thank you. And what is the super ability of the Sylvan faction? Cursed Enemy?
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14 years ago
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No, it’s true luck. While active, all your attacks become successful.
In reply to Ment
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14 years ago
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Ment
No, it's true luck. When learned, all your attacks become successful.
I didn't even think about it and didn't know about it... And I didn't take this skill. And that was a mistake... Thank you! I'll try it later. I also wanted to learn more about the "Sworn Enemy" skill, but it's probably better to ask about it in a special thread?
In reply to Zena.Malina
14 years ago
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Zena.Malina
I didn't even think about it or know about it... And I didn't take this skill. And that was a mistake... Thank you! I'll try it later. I also wanted to learn more about the "Sworn Enemy" skill, but it's probably better to ask about it in a dedicated thread?


You can ask here too ;)

Many questions already have answers - you just need to read the Fan Manual in your free time.
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14 years ago
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Please explain all the advantages of the skill "Sworn Enemy" (the manual is difficult for me to understand...).
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14 years ago
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First of all, the hero's units deal double damage to their sworn enemies with a significant probability (40%). If the hero has the "deadly shot" skill, they deal twice as much damage to sworn enemies with a regular shot. The "rain of arrows" skill allows them to attack all sworn enemies on the battlefield simultaneously (the damage from the arrows in this case does not depend on the presence of "deadly shot"). The "enchanted arrow" skill allows the hero to apply a specific curse or chaos school spell to the enemy when firing, and this skill can be combined with "rain of arrows."
When "forest cunning" is learned in the education branch (by solving a secret), the critical hit chance against a sworn enemy increases by another 10%. A similar effect is achieved with each upgraded guild of avengers in the cities of the Sylvan faction.
That's how it works.
14 years ago
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Let me clarify regarding "Deadly Shot" – in reality, this ability doesn't double the damage dealt by the hero; it only increases it. When calculating the damage dealt by the hero, his level is considered to be 3 levels higher – that is, if our hero is level 10 and deals damage to a creature of level 7, the damage will be 0.66, not 0.52. In terms of specific numbers in the battle log, this would mean that a level 7 creature with 200 health points will receive 104 damage from a level 10 hero, and if that same damage is dealt with "Deadly Shot," the damage will be 132. If we consider low-level creatures, the difference is also noticeable – without "Deadly Shot," a hero, let's say level 1, will kill 2 creatures of level 1; this same hero with "Deadly Shot" will kill not 2 creatures of level 1, but 3. Therefore, we see that the damage is not doubled (after all, it's not "Devil's Strike"! ;))
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14 years ago
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Thank you for such detailed answers! Now I understand better. I know which skills I need to develop for the Sylvan faction...
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14 years ago
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I meant that the doubling occurs based on the number of enemies. Otherwise, yes, it simply increases.
13 years ago
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I always play as Dyraell because he's overpowered! Necromancers are slightly inconvenient for this hero because they are not affected by the "Hive" spell, and it becomes impossible to use the tactic of constantly interrupting the opponent's attacks by pushing them back on the attack rating scale. Plus, the necromancer can take "Elemental Balance" and prevent me from summoning elementals and phoenixes properly, and calmly focus on raising the dead. This is a minor inconvenience. But on the other hand, if the necromancer has taken "Elemental Balance," it means they haven't taken "Shriek of Horror," and I won't be threatened by -6 to defense, which is a good thing. Plus, I can also upgrade "Resurrection." It won't work for battles with neutrals, of course, but it will work for a battle with a necromancer. The archers are weak, but they shoot very powerfully. So, if the necromancer restores skeletons or liches, and I restore archers, the exchange of spells will be in my favor. And when summoning phoenixes and elementals, I don't have to worry because mine won't be weaker thanks to the druids. So, raising the dead and "Elemental Balance" are both viable for Dyraell; it would be best to just find out what skills the necromancer has upgraded in summoning. Conclusion: summoning magic is not a problem for us! Before deciding on the second problem, I will immediately say that I will definitely take "Leadership" and "Luck" with "Soldier's Luck." "Leadership" is a must because necromancers can take "Shriek of Horror," and "Luck" is a must because it increases damage, helps push back on the attack rating scale, protects against magic, and, if we develop light magic, can provide "Eternal Luck." There is less point in taking attack skills in this regard. And taking defense skills is stupid because it dulls our advantage in initiative. So, these two skills are not up for discussion. "Logistics" is also not up for discussion - it's a useful skill, plus you can take "Keen Mind" there, and, if necessary, you can take "Eternal Luck." The main question: what to do with dark magic? There are 3 possible answers depending on which skill you manage to get. A) Dark magic with two seals. Then it turns out that we have the same magic as the necromancer. Then the main thing is to take druids with "Channel," so as not to fall behind and generally maintain order. Plus, there are unicorns with resistance and magic resistance in the "Luck" branch - that's enough. In addition, we can cast "Mass Slow," and the necromancer can't, because we have both seals and horses, and magic resistance in "Luck." This option is generally great if you know for sure that the necromancer has invested in dark magic. B) Witchcraft and counterspell. Then "Empathy" will be 200% effective if you know for sure that the necromancer hasn't taken "Shriek of Horror"; then "Empathy" is, of course, unnecessary. But the elf will also feel great with "Inspiration." If you manage to get "Counterspell," then just take artifacts for knowledge as much as possible. And catch the necromancer off guard. If you block the necromancer's magic, the troops will be left one-on-one, and the elves' advantage will increase. C) Light magic. And then take skills in "Luck," "Leadership," "Light," and "Summoning" depending on the available information about the opponent. In general, this is an acceptable and standard option. You can also upgrade "Eternal Luck" and "Aura of Swiftness" plus an artifact for speed, or you can take "Mass Dispel," "Keen Mind" in "Logistics," and magic resistance in "Luck." And either way is probably fine. Conclusion: Dyraell rules against necromancers! He's overpowered! And people are trying to squeeze the last bit of juice out of the weak Vang, who experiences hellish torments at the start. :))

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