I will no longer try to convince non-believers.
I will no longer try to convince non-believers.
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The celestial shield cannot be removed by messengers or by dispelling spells, etc. This is stated in the manual and has been verified in practice.
I will no longer try to convince non-believers.
A Gnome Necromancer will never win. But an Orc can, although they won't be able to take a castle – Gnomes are weak in that regard. Demons in a castle sometimes have units from tiers 1-3, and you can manage without the Holy Word spell. D. Play Humans on editor-made maps; at least there will be a spellbook or something similar.
Won't he win? What about subjugation? What about vampire princes? Large numbers of troops. A Necromancer can defeat Dwarves, albeit not without difficulty.
Runes are decisive. And Helmar can help with the undead and vampires. I don't take Princes because they lack the "enemy has no resistance" ability. It's very helpful. Dwarves have low attack power; they'll weaken the undead, but won't break through the thick armor, so use runes, the Rune of Ecrocima, and a Warden Mage to help. I rarely use Subjugation; I think Berserk is better because it multiplies damage. So... if you have absolute defense and readiness, defend, don't attack, use runes, and everything will be fine.
You can weaken and overwhelm with numbers, but it's difficult.
I wouldn't say so... the durability of stone isn't that great without light... even with +9 to defense... and you can learn it in Light, although it drops at level 15+. Besides, creating a stone golem will cost you 12 mana (but that doesn't really matter, since only mages have more mana than Paladins... and Imps will add to it), but it will only cost you 0.5 initiative. And if you have Expert Sorcery, you'll only move 0.2 on the initiative track and you'll have time to cast Mass Haste or Mass Righteous Might (and by the way, you'll add...). As for the battle to the last... well, that's good for dungeon dwellers; they can take down 1-2 angels or dragons with a Strygoi... and Archdevils: they can summon (if they haven't already) more Lords... IMHO, it's better to have readiness: imagine 10 Paladins, 30 knights attacking: and they attack them first, then there's a 30% chance that Hellfire will hit... and if you have Cold Steel or Fiery Wrath (or both ;) ), you'll definitely take down 7 of them, and the rest depends on probability...
Don't say that... Stone Skin's effectiveness isn't that great without Light magic... even with +9 to defense... and you can learn it in Light magic, although it drops at level 15+. Besides, when creating a Stone Skin spell, you'll spend 12 mana (but that doesn't really matter, because only mages have more mana than Paladins... and Imps add to it), but you'll only spend 0.5 initiative, and if you have Expert Sorcery, you'll only move 0.2 on the action bar and have time to cast Mass Haste or Mass Righteous Might (and by the way, you'll add...). As for the "fight to the last"... well, that's good for Cavern Lords; they can take down 1-2 Angels or Dragons with a Vampire. And Archdevils: they can summon (if they haven't already) more Lords. IMO, Readiness is better. Imagine: 10 Paladins, 30 Horsemen attack. They attack first, then there's a 30% chance that Hellfire will hit... and if you have Cold Steel or Fiery Wrath (or both), you'll definitely take down 7 of them, and the rest depends on probability.