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RACES
Four races are available for your choice: elves, goblins, humans, and dwarves. Their differences from one another become very clear during squad creation and class selection. There is a kind of general squad reserve of 50
points, which you will need to distribute evenly across the most important characteristics of your heroes. However, depending on the race and the specific hero characteristic, the return from one point of the general reserve will vary. In some cases, you will have to spend two points to raise a characteristic by one unit, while in others, conversely, for one point you will receive two units to the characteristic. The trick is that you need to match the hero's race to their class; for example, if dwarves have great problems with agility, it is unlikely they will make a sharp shooter.
However, regardless of whether you like a particular race or not, the group should be composed so that it includes representatives from all four races. This will be necessary in the foreseeable future when you begin to find relics and artifacts that can only be used by one race. For other nationalities, such an item will be useless.
Elves are natural mages and archers. For every point invested in Accuracy and Intellect characteristics, they receive a double reward. However, raising Endurance and Might by one unit costs two points each. Recommended classes: Sorcerer, Ranger, Archer.
Goblins are fierce fighters but useless mages and clerics. Their sole purpose is knighthood. For every point invested in Speed and Might characteristics, they receive a double reward. However, raising Intellect and Personality by one unit costs two points each. Recommended classes: Knight.
Dwarves are stocky, enduring, and strong creatures, but somewhat clumsy and slow. For every point invested in Might and Endurance characteristics, they receive a double reward. However, raising Speed and Accuracy by one unit costs two points each. Recommended classes: Cleric, Monk, Druid.
Humans are neither fish nor fowl. They have no particular advantages or disadvantages. For one point in any characteristic, they receive a single increase. Recommended classes: Paladin, Thief.
CLASSES
The number of classes has increased due to a number of new ones, and existing old classes have also changed. Now, as a rule, only a hero of a specific class can reach the Grandmaster level in a particular skill you need. Skills include not only weaponry and magic, but also other useful abilities: the ability to bargain, practice alchemy, bodybuilding, meditation, etc.
All classes, except for the knight, know how to use magic; however, some classes like the thief and monk only learn magic after promotion in their class. Furthermore, they wield magic haphazardly, very sluggishly and unskilled, much worse than pure mages and clerics.
Another nuance. In theory, all skills have four levels: Normal, Expert, Master, and Grandmaster. When selecting a skill, right-click on it: the levels available to the hero will be marked in yellow, but he can only reach them after promotion in class. White means the skill can be raised to this level right from the start of the game. The red color of the text is quite unpleasant — your hero will under no circumstances be able to reach this level, as it is forbidden by the hero's own class. Skills are raised after training with special instructors for a certain monetary fee.
To become an expert, the skill must be raised to 4; a master — to 7; a grandmaster — to 10.
Knight: a master of hand-to-hand combat, can use any weapon and any armor. Cannot use magic, but is capable of learning many skills and possesses the largest health pool.
Grandmaster level available in: Plate, Shield, Sword, and Spear.
Further promotions in class: Cavalier, Champion (Light), Black Knight (Dark).
Most important characteristic: Might.
Sorcerer: master of elemental magic of Earth, Water, Air, and Fire, and Light or Dark magic. Has the best selection of attacking and buffing spells, but is physically weak and seriously limited in weaponry: can only use a staff, dagger, and bow, plus on top of everything wears only leather armor.
Grandmaster level available in: Air Magic, Earth Magic, Fire Magic, Water Magic, Light or Dark Magic, Identify Item, Identify Monster.
Further promotions in class: Wizard, Arch Mage (Light), Lich (Dark).
Most important characteristic: Intellect.
Thief: specialist in stealing and disarming traps, dislikes direct head-on collisions, but can use a sword and bow well. By raising their status to Spy or Assassin, they can use elemental magic, but very weakly. Our hero steals by holding Ctrl and clicking on the desired object with the mouse. Keep in mind that stolen items cannot be sold back to the shop!
Grandmaster level available in: Leather, Dagger, Disarm Trap, and Steal
Further promotions in class: Rogue, Spy (Light), Assassin (Dark).
Most important characteristics: Luck, Accuracy.
Monk: left a Shaolin monastery, and therefore fights great with hands and feet and can dodge enemy attacks well. After promotion in class, they use clerical magic of Mind, Spirit, and Body more or less decently.
Grandmaster level available in: Dodge, Unarmed Combat, Staff, Learning, Body Building.
Further promotions in class: Initiate, Master (Light), Ninja (Dark).
Most important characteristics: Might, Personality.
Paladin: simply put, a hybrid of a cleric and knight. As a knight — uses any weaponry excellently, and as a cleric — knows how to use magic of Spirit, Mind, and Body. The paladin's health is decent, magic is more or less okay, and they fight well. After promotion in class, they will learn some Light or Dark magic.
Grandmaster level available in: Repair, Mace, and Shield.
Further promotions in class: Crusader, Hero (Light), Villain (Dark).
Most important characteristics: Might, Personality.
Archer: a warrior who prefers shelling enemies from long distances to hand-to-hand combat. An archer is forbidden from carrying a shield, but they are almost unrestricted in available weaponry. Capable of using elemental magic and, after promotion in class — weak Dark or Light magic. Very good in open spaces where there is room for maneuvers.
Grandmaster level available in: Chain, Bow, and Perception.
Further promotions in class: Battle Mage, Master Archer (Light), Sniper (Dark).
Most important characteristics: Intellect, Accuracy.
Ranger: can obtain almost all skills, but is unable to master them thoroughly. The same applies to magic: capable of learning both elemental and clerical, but again will not be able to use it masterfully.
Grandmaster level available in: Axe and Identify Monster.
Further promotions in class: Hunter, Ranger Lord (Light), Bounty Hunter (Dark).
Most important characteristics: Intellect, Personality, Speed.
Druid: a mage who dedicated their life to the study of nature, effectively a hybrid of a cleric and sorcerer. Can use any magic except Light or Dark. Weak in health and limited in available weaponry, although, unlike the sorcerer, knows how to use shields and maces.
Grandmaster level available in: Alchemy and Meditation.
Further promotions in class: Great Druid, Arch Druid (Light), Warlock (Dark).
Most important characteristics: Intellect, Personality.
Cleric: a holy father studying protective and healing magic of Spirit, Mind, and Body. A decent fighter, but only knows how to fight with a staff and mace; they are also allowed to use a bow. Capable of carrying a shield and wearing chainmail. Attention: only the cleric and sorcerer are capable of fully studying the sphere of Dark or Light magic.
Grandmaster level available in: Body Magic, Mind Magic, Spirit Magic, Light or Dark Magic, and Merchant.
Further promotions in class: Priest, Priest of the Light (Light), Priest of the Dark (Dark).
Most important characteristic: Personality.
Four races are available for your choice: elves, goblins, humans, and dwarves. Their differences from one another become very clear during squad creation and class selection. There is a kind of general squad reserve of 50
points, which you will need to distribute evenly across the most important characteristics of your heroes. However, depending on the race and the specific hero characteristic, the return from one point of the general reserve will vary. In some cases, you will have to spend two points to raise a characteristic by one unit, while in others, conversely, for one point you will receive two units to the characteristic. The trick is that you need to match the hero's race to their class; for example, if dwarves have great problems with agility, it is unlikely they will make a sharp shooter.
However, regardless of whether you like a particular race or not, the group should be composed so that it includes representatives from all four races. This will be necessary in the foreseeable future when you begin to find relics and artifacts that can only be used by one race. For other nationalities, such an item will be useless.
Elves are natural mages and archers. For every point invested in Accuracy and Intellect characteristics, they receive a double reward. However, raising Endurance and Might by one unit costs two points each. Recommended classes: Sorcerer, Ranger, Archer.
Goblins are fierce fighters but useless mages and clerics. Their sole purpose is knighthood. For every point invested in Speed and Might characteristics, they receive a double reward. However, raising Intellect and Personality by one unit costs two points each. Recommended classes: Knight.
Dwarves are stocky, enduring, and strong creatures, but somewhat clumsy and slow. For every point invested in Might and Endurance characteristics, they receive a double reward. However, raising Speed and Accuracy by one unit costs two points each. Recommended classes: Cleric, Monk, Druid.
Humans are neither fish nor fowl. They have no particular advantages or disadvantages. For one point in any characteristic, they receive a single increase. Recommended classes: Paladin, Thief.
CLASSES
The number of classes has increased due to a number of new ones, and existing old classes have also changed. Now, as a rule, only a hero of a specific class can reach the Grandmaster level in a particular skill you need. Skills include not only weaponry and magic, but also other useful abilities: the ability to bargain, practice alchemy, bodybuilding, meditation, etc.
All classes, except for the knight, know how to use magic; however, some classes like the thief and monk only learn magic after promotion in their class. Furthermore, they wield magic haphazardly, very sluggishly and unskilled, much worse than pure mages and clerics.
Another nuance. In theory, all skills have four levels: Normal, Expert, Master, and Grandmaster. When selecting a skill, right-click on it: the levels available to the hero will be marked in yellow, but he can only reach them after promotion in class. White means the skill can be raised to this level right from the start of the game. The red color of the text is quite unpleasant — your hero will under no circumstances be able to reach this level, as it is forbidden by the hero's own class. Skills are raised after training with special instructors for a certain monetary fee.
To become an expert, the skill must be raised to 4; a master — to 7; a grandmaster — to 10.
Knight: a master of hand-to-hand combat, can use any weapon and any armor. Cannot use magic, but is capable of learning many skills and possesses the largest health pool.
Grandmaster level available in: Plate, Shield, Sword, and Spear.
Further promotions in class: Cavalier, Champion (Light), Black Knight (Dark).
Most important characteristic: Might.
Sorcerer: master of elemental magic of Earth, Water, Air, and Fire, and Light or Dark magic. Has the best selection of attacking and buffing spells, but is physically weak and seriously limited in weaponry: can only use a staff, dagger, and bow, plus on top of everything wears only leather armor.
Grandmaster level available in: Air Magic, Earth Magic, Fire Magic, Water Magic, Light or Dark Magic, Identify Item, Identify Monster.
Further promotions in class: Wizard, Arch Mage (Light), Lich (Dark).
Most important characteristic: Intellect.
Thief: specialist in stealing and disarming traps, dislikes direct head-on collisions, but can use a sword and bow well. By raising their status to Spy or Assassin, they can use elemental magic, but very weakly. Our hero steals by holding Ctrl and clicking on the desired object with the mouse. Keep in mind that stolen items cannot be sold back to the shop!
Grandmaster level available in: Leather, Dagger, Disarm Trap, and Steal
Further promotions in class: Rogue, Spy (Light), Assassin (Dark).
Most important characteristics: Luck, Accuracy.
Monk: left a Shaolin monastery, and therefore fights great with hands and feet and can dodge enemy attacks well. After promotion in class, they use clerical magic of Mind, Spirit, and Body more or less decently.
Grandmaster level available in: Dodge, Unarmed Combat, Staff, Learning, Body Building.
Further promotions in class: Initiate, Master (Light), Ninja (Dark).
Most important characteristics: Might, Personality.
Paladin: simply put, a hybrid of a cleric and knight. As a knight — uses any weaponry excellently, and as a cleric — knows how to use magic of Spirit, Mind, and Body. The paladin's health is decent, magic is more or less okay, and they fight well. After promotion in class, they will learn some Light or Dark magic.
Grandmaster level available in: Repair, Mace, and Shield.
Further promotions in class: Crusader, Hero (Light), Villain (Dark).
Most important characteristics: Might, Personality.
Archer: a warrior who prefers shelling enemies from long distances to hand-to-hand combat. An archer is forbidden from carrying a shield, but they are almost unrestricted in available weaponry. Capable of using elemental magic and, after promotion in class — weak Dark or Light magic. Very good in open spaces where there is room for maneuvers.
Grandmaster level available in: Chain, Bow, and Perception.
Further promotions in class: Battle Mage, Master Archer (Light), Sniper (Dark).
Most important characteristics: Intellect, Accuracy.
Ranger: can obtain almost all skills, but is unable to master them thoroughly. The same applies to magic: capable of learning both elemental and clerical, but again will not be able to use it masterfully.
Grandmaster level available in: Axe and Identify Monster.
Further promotions in class: Hunter, Ranger Lord (Light), Bounty Hunter (Dark).
Most important characteristics: Intellect, Personality, Speed.
Druid: a mage who dedicated their life to the study of nature, effectively a hybrid of a cleric and sorcerer. Can use any magic except Light or Dark. Weak in health and limited in available weaponry, although, unlike the sorcerer, knows how to use shields and maces.
Grandmaster level available in: Alchemy and Meditation.
Further promotions in class: Great Druid, Arch Druid (Light), Warlock (Dark).
Most important characteristics: Intellect, Personality.
Cleric: a holy father studying protective and healing magic of Spirit, Mind, and Body. A decent fighter, but only knows how to fight with a staff and mace; they are also allowed to use a bow. Capable of carrying a shield and wearing chainmail. Attention: only the cleric and sorcerer are capable of fully studying the sphere of Dark or Light magic.
Grandmaster level available in: Body Magic, Mind Magic, Spirit Magic, Light or Dark Magic, and Merchant.
Further promotions in class: Priest, Priest of the Light (Light), Priest of the Dark (Dark).
Most important characteristic: Personality.
Хронология вселенной Might and Magic
Katrine
Третьи или пятые? Теперь Вы сами выбираете иконки
Диалоги с Модераторами
Сейчас играю в Diablo II LoD
:cool:
Katrine
Третьи или пятые? Теперь Вы сами выбираете иконки
Диалоги с Модераторами
Сейчас играю в Diablo II LoD
:cool:
