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Posts from Light or Dark magic. Auto-translated

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In reply to Imaris
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#76
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Imaris, the Moon Wolf

I usually take both. Or whichever one comes up first. But if I have to choose, I'll go with light against large dark armies (resurrection & holy word). And against light, I'll use darkness, with their unholy word.
But in general, I prefer chaos; light and darkness aren't my favorite skills.

Whatever comes up first can be exchanged for 2500 at the mentor later. But in general, it's better if the hero knows both spells and has a high magic skill. By the way, you can also play as mages, especially if they've learned the arcane sight skill.
In reply to PbITcaPb
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#77
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PbITcaPb
by the way, this way you can also play as mages
Maybe it makes sense to take a mage as your main hero and, if the guild gives you good spells, take both light and dark spells? In general, how effective is a human army under the command of a mage?
In reply to NerVNotDeaD
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#78
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NerVNotDeaD
by the way, you can also play as mages
Maybe it makes sense to take a mage as the main hero and, if the guild gives you good spells, take both light and dark spells? In general, how effective is a human army under the command of a mage?
Usually, the opposite is used: an army of Academy units under the command of a Knight. For dark and light magic, high-level spells are almost irrelevant.
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#79
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an army of Academy units controlled by a Knight

That's hilarious.
Смысла нет, но вы держитесь там. Удачи, здоровья, хорошего настроения!
И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день



In reply to Dyrman
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#80
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Dyrman
Usually, the opposite is used: an army of Academy units controlled by a Knight.
Hmm, I think academic armies without mini-arts and support from a mage won't last long... Have you tried this in practice against other players? The only advantage of this choice is a certain element of surprise for the enemy. As for the advantage of a mage commanding humans, one can note the high chance of a Light or Dark mage appearing and the large amount of mana for mass spells and supporting their units with regeneration, resurrection, vampirism, and confusing the enemy with berserkers and other delights from the arsenal of darkness.
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#81
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In this regard, the Knight isn't much worse, but he has better combat stats and a higher chance of getting combat skills (while magic skills, both light and dark, also have a good chance of appearing). In general, the game is designed so that choosing a main character who isn't from your "faction" is usually not beneficial, unless they have some very useful specialization for that specific game.
 

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#82
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Initially, I was curious to see in a practical match against another player which is better: a Knight with the ability to cast mass haste and divine power once or twice, but with high defense/attack and a surprise at the end of the battle in the form of the "guardian angel" skill, or a Mage who throws light and darkness (of course, assuming the guild provides something decent), and who can also protect his own units with a mirror?
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#83
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Well, saying it's only one or two times is an understatement, and besides, the Knight has unlimited Prayer, although, if the enemy is a Chaos Knight, you could probably try using a Jaleel... but I wouldn't.
 

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In reply to Саня Изи
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#84
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Lord of Death
That's just funny.
The attack and defense stats are very helpful for the Academy army. If there is a high chance of switching to light/dark, and resources are scarce, you can switch the Academy hero to a Haven hero, if the development allows. Three ranged units with light and Haven attack and defense deal a lot of damage. The Knight has an easy path to empathy, defense, and attack (retribution + ranged attack).

Out of all the non-native hero-army combinations, this is one of the most viable!
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
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In reply to Ment
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#85
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Ment
Well, saying it's only one or two times is an understatement, and besides, the Knight's prayer has unlimited uses, although, if the enemy is a Chaos Knight, you could probably try using Jaleel... but I wouldn't.
Could you elaborate on why?
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#86
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Why Jaliba? Simply because, besides the shield, I don't see any obvious reason to use the Academy hero, and Jaliba has the shield I need. Seriously, Light and Darkness don't require that much mana (especially Light; Darkness requires it a bit more due to summons and Berserkers going back and forth, but how many times can you use these spells in a battle? 2-3?), and the Academy hero doesn't have any other advantages in these schools.
 

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#87
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Mass Divine Power or Haste costs 8 mana each, and that's why I decided that a Knight would only need to cast it a couple of times.

Added 8 minutes later
I finally tried this option. In week 5, Ora appeared in the tavern. In a couple of weeks, I leveled her up to level 18 by having her participate in various attractions (elemental towers). She has excellent skills in Light, Darkness, and Sorcery, with a bit of Leadership and Education. I cornered a Sinister (a bot I use for training), and the result wasn't very impressive. The only plus was that the Mirror spell triggered frequently. The Paladins, Archangels, and Archers did most of the work.
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#88
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Mass Divine Power or Haste cost 8 mana each, and based on that, I decided that a Knight would be fine with casting them a couple of times.
Will he really only have 20 mana? I thought it would be at least 30 :smile43:
 

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#89
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Well, about two weeks ago, I was playing with some people, and Axel had roughly the same stats: 20 mana, 2 spells, 11 defense, and the rest invested in attack. That's why Axel managed to cast mass haste and mass stone skin (he didn't have enough mana for God's Power), prayed, and activated Watchful Presence on the paladins. After that, I became curious about whether it's possible to make the hero's participation in battles more active, assuming there are no or very few knowledge-boosting locations on the map.
In reply to Саня Изи
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#90
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Lord of Death
That's just funny.
Troops of a mage controlled by a knight, advantages:
The mage has 2% defense, attack, and leadership, while the knight has 15%, 10%, and 15%.
Very good bonuses like BB, ranged attack, resilience, and empathy.
The knight usually gets light magic, and the mage always has it in the guild.
Stats go into attack and defense, which is very important for light factions.
The artifact shop can be used to supplement missing skills (although maybe level up twilight?) and knowledge, or to enhance attack potential.
Prayer with leadership = 5 morale, i.e., practically no penalty.
Disadvantages:
Lack of mini-artifacts.
Gameplay focused on the late game.
Chaos and summon spells are not useful.
Hmm, and I think that's all.
Там бугага - там Ктулху бродит, Креведко на ветвях висит...