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You can download PhysMiG from here: here. Resurect – resurrection. It belongs to earth magic. I don't know why it didn't work. Maybe there wasn't enough mana? Also, it doesn't affect a unit that hasn't taken any HP damage, and it doesn't affect creatures immune to 4th level magic (black and gold dragons, magical elementals). Furthermore, this spell will not work if one of the heroes on the battlefield has a Sphere of Inhibition and/or a Cloak of Negation.
dnaop-wr
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Resurrection shouldn't work if no units have been killed (for example, if a Titan has 1 HP left, it hasn't been killed). On the heroes.ag.ru/h3 website, in the left column, only H-4 is displayed, and the third one is only in the middle of the page (this is a kind of truncation).
More questions. What are the most effective level 1 and 2 spells? And which spells should be cast on which creatures? Briefly, if possible... :)
I'm reading about magic. I'm confused, who are the undead? Are they living creatures? Or is it the opposite, Necropolis?
Added after 16 minutes And in general, I'm reading the manual from FizMig, it's great, everything is explained in so much detail, although there are some questions.
Niemand
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Chingis
Could you please advise which faction has the best starting army for clearing territory with minimal losses on the way to the enemy city and capturing the city itself?
It varies. But if you want to avoid losses, I would recommend Necropolis and Galthran. Zena.Malina
Which level 1 and 2 spells are the most effective? And on whom should they be cast? What are undead? Are they living creatures?
It is generally accepted that the most useful schools of magic are Earth and Air. Earth because of slowing, Air because of speeding up. Water (blessing + healing) also looks good, in my opinion. As a last resort, Fire (bloodlust, curse, blindness) can be used. On whom to cast what - it depends on the situation. Undead are the "inhabitants" of Necropolis + mummies. This classification is described in section 2.4 of the Physics and Magic Guide.
Niemand
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Galthran is a hero. His specialization is skeletons. He can bring up to 90 skeletons with him. Necromancy raises 30% of skeletons. But this percentage can be increased – a necromancy enhancer in the city (+10%), artifacts from which you can assemble the Cloak of the King of the Dead (+30% to necromancy; with expert necromancy, killed units are raised as liches). There are two other heroes specializing in necromancy – Vidomina and Isra. On the very first day, it is desirable to upgrade necromancy to expert level using chests and stones. Until vampires and liches appear, it is advisable not to attack ranged units. But low-level infantry units should be eliminated. This is to increase the number of skeletons. Black knights are also effective. Dragons are weak. Many don't even build them. In my opinion, it's better to build them. In general, the main thing is the number of skeletons.
GoedenDag, thank you for the magic! ;) And why didn't you mention "Blind" from Magic Fire? It's a second-level spell. I've already tried it, and I think it's a very effective spell. What do you think?
Added 4 minutes later More questions. Necromancy raises 10-30% of killed units as skeletons. Does it raise your own killed units, the opponent's, or all killed units in total? Because once I got a lot of skeletons, more than the number of my own units that were killed.
How do you think, is it reasonable to level up a Hero's "Learning" skill? Is the 5%, 10%, 15% bonus needed? Wouldn't it be better to quickly gain experience in battles? Is "Magic" and "Intelligence" preferable?
If I'm going to play a rush strategy, and the "Blind" spell is enough for me, can I skip leveling up "Wisdom"? Would it be better to level up Attack, Defense, and Logistics?
Why didn't you mention "Blind" from Magic of Fire? It's a second-level spell, and I've already tried it. I think it's a very effective spell. What do you think?
It's one of the best spells. Very effective. Zena.Malina
Another question. Necromancy raises 10-30% of killed units as skeletons. Does it raise your own killed units, the opponent's, or all killed units in total? Because once, I got a lot of skeletons, more than the number of my own units that were killed.
Dragons are weak. Many don't even build them. In my opinion, it's better to build them.
Yes, Necropolis dragons are indeed weaker compared to dragons from other factions, but we shouldn't forget that they are the fastest units in the Necropolis: they have a speed of 14, while vampire lords and death knights only have 9! Therefore, the enemy often uses the Expert Slow spell first in battle, and it turns out to be one of the most effective spells against the undead! Right now, I'm playing against Necromancers, and slowing them down helps immensely (especially on cursed ground)! Otherwise, stacks of 5-10 thousand skeletons or zombies with Expert Fire Shield applied can significantly "give a hard time"... to those who manage to crawl close enough!;)
Воскресайте, камінні душі, Розчиняйте серця і чоло, Щоб не сказали Про вас грядущі: їх на землі не було… (Василь Симоненко. Люди – прекрасні)
Niemand
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Blind – causes blindness. I use Russian terminology. In the Physics and Mathematics Guide, both terms are used. If I'm not mistaken.
Learning – in some cases, it's indispensable. But it's better to take something else. IMHO.
Attack, Defense, and Logistics should be developed in any case. And Wisdom – it depends on the size of the map and the number of players. If you play against seven AI opponents, then Wisdom may be needed even on a medium-sized map.
Marmot
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Chingis, read "FizMiG" – it has everything you need!
Воскресайте, камінні душі, Розчиняйте серця і чоло, Щоб не сказали Про вас грядущі: їх на землі не було… (Василь Симоненко. Люди – прекрасні)
Zena.Malina
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Here are a few more questions. I think I know the answers, but they aren't clearly defined in the Manual.
Does the "Intelligence" skill and the Hero's "Knowledge" stat both increase the maximum mana pool? Because it's not entirely clear what "maximum spell points" means. Or, simply put, are "spell points" the same as "mana"?
Then, does the "Magic" skill increase magic power, i.e., does it enhance the Hero's "Spell Power" stat? And does that increase the power of spells?
Added 4 minutes later
Then, I thought of something else.
Is it worth leveling up the Catapult? I leveled it up once, and it destroys walls in 1 or 2 hits, but it doesn't really help, because I still don't enter the city. Either the enemy comes out on their own, or I destroy them from a distance.
Also, is it worth leveling up "healing" and the ballista? Because the tent and ballista can be easily destroyed during battle. Besides, the tent already heals, so why level it up. The ballista already shoots.
Does the "Intelligence" skill and the Hero's "Knowledge" stat both increase the maximum mana pool? Also, it's not entirely clear what "maximum spell points" means.
1 point of Knowledge grants 10 mana. Intelligence increases mana based on this. For example, with 12 Knowledge and Expert Intelligence, you'll have 12*10*2=240 mana. Zena.Malina
Then, does the "Magic" skill increase spell power, i.e., enhance the Hero's "Magic" stat? And does this, in turn, increase the power of spells?
Magic increases the damage dealt by impact magic. For example, if Lightning deals 125 damage, with Expert Magic, it will deal 125*1.15=143 damage. Zena.Malina
Is it worthwhile to invest in Catapult? I once leveled it up, and it destroys walls in 1 or 2 hits, but it's not really useful because I don't go into the city anyway. The opponent either comes out on their own, or I destroy them from a distance.
Catapult is a useless skill; there are many other skills that are much more useful. Of course, there are situations where it can be genuinely helpful. For example, when the opponent is holed up in a castle and doesn't want to come out. Controlling the catapult also allows you to use magic during its turn (before the units' turn)
Blind - means blinding. I use Russian terminology. In Heroes of Might and Magic, it's referred to both ways. If I'm not mistaken. Learning - in some cases, it's indispensable. But it's better to take something else. IMHO. Attack, Defense, and Logistics should be leveled up in any case. And Wisdom - depending on the size of the map and the number of players. If you're playing against seven AI opponents, then Wisdom might be needed even on a medium-sized map.
Thank you! I didn't read your previous post carefully; you mentioned Blinding there. :) More questions. A. Should a Necropolis hero definitely level up Earth? B. To get the "Dimension Door" spell, is it necessary to level up Air? Or, with a high Wisdom, can it be taken in the 5th-level tower? A similar question about "Town Portal"?
You're right about Wisdom. It also provides access to higher-level spells, and without them, it's difficult to defeat a serious opponent...
Added 5 minutes later Dirty_Player
Magic increases the damage dealt by offensive spells. For example, we have Lightning dealing 125 damage. With an expert level in Magic, it will deal 125 * 1.15 = 143 damage.
Thank you! Everything is clear. It seems to me that even an expert level in "Magic" has a small effect... Do you think it's better not to level it up either? And instead of Magic, what would you prefer to level up: Leadership or Mysticism? And what do you think about Scouting and Tactics?
A hero has, in my opinion, 8 skill slots. What skills do you think are optimal for him to level up? Or does it depend on the hero's town? For a Necropolis hero, for example, what's better to level up?;)
Juristis
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Chingis
I'm reading this, it's a cool thing! But you can't learn everything in 15 minutes:)
I still have some questions. Please don't be too strict with me:)
1. It says there: "When attacking, the Serpent removes all 'friendly' spells from the unit." I understand that 'friendly' spells are those on an enemy unit?
2. Then, the "Blind" spell can be learned in a level 2 tower in any city? Or does it appear more often in some cities and less often in others? Also, when upgrading Fire in the basic skills, the first attack of a unit under the effect of Blind will be 50% of its normal value. And if Fire is not upgraded at all, will the attack under Blind be 100%?
1. Yes, that's correct. 2. In the Physics Guide, there is a section on the probability of spells appearing in the city's magic guild, section 1.10. It lists the percentages for any spell appearing in the guild of each city. Yes, the attack when hitting a blinded unit will be 100% if Fire is not upgraded.
Thank you! I didn't read your previous post carefully, you mentioned Blindness there. More questions. A. Does a Necropolis hero definitely need to upgrade Earth? B. To get the "Dimension Door" spell, is it necessary to upgrade Air? Or, with a high Wisdom skill, can it be learned in a level 5 tower? The same question about "Town Portal"?
You are right about Wisdom. It also gives access to higher-level spells, and without them, it's difficult to defeat a serious opponent...
1. It is desirable for all heroes to upgrade Earth, but there are different situations. However, Earth is probably the best magic. 2. No, Air is not required in this case; Wisdom allows you to learn any spells of the corresponding levels.
Thank you! Everything is clear. It seemed to me that the effect of even an expert "Magic" skill is small... Do you think it's better not to level it up? And instead of Magic, what is preferable to level up – Leadership or Mysticism? And what do you think about Awareness and Tactics?
The Hero has 8 skill slots, I think. What skills would you optimally level up for him? Or does it depend on the hero's town? For a Necropolis hero, for example, what is better to level up?;)
Magic can be leveled up if there are no other alternatives. It's best to forget about Awareness and Mysticism altogether. Leadership is a matter of personal preference; some people like it, others don't. Tactics are usually necessary. Many consider it the best skill.
In general, you should definitely take: Logistics, Earth Magic, Armor, Air Magic (if you can have 4 damage-dealing skills). Choose the rest depending on the situation from: Attack, Pathfinding, Water Magic, Fire Magic, Tactics, Wisdom, Archery, Necromancy, Diplomacy (if possible).