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Posts from Which unique secondary skills are best for heroes?

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Which unique secondary abilities for heroes are the best?
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19 years ago
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:confused: Judge for yourself which is better. :)

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19 years ago
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You're awesome! In my opinion, the Magic Mirror is the best.
In reply to Fenix
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19 years ago
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Supervision, Cursed artifact, Wizard's artifact - because the hero just slashes away without any reason. Naturally, it's an arcane wave. And for buffs and debuffs: Banshee's Wail, Prayer. Damage - Hellfire. And for training - Military Commander!
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19 years ago
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What is "Arcane Wave"?
In reply to Fenix
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19 years ago
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Fenix;48795
What is "Arcane Wave"?

It increases the power of Haven spells for Dark Elves by 50%. The cost also increases.
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19 years ago
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Raising archers is a must-have, I always take them; necromancers are useless without them, and it works regardless of the player's actions. Arcane Wave is also cool; I only used it with Chaos in the campaign. Mirror is effective against attacking mages, but it's useless against humans, undead, and even some rangers.
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19 years ago
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I've played as all the factions and came to the conclusion that the larger the army, the greater the chance of winning, plus a good hero. => Good heroes exist in all factions, but only Necropolis has a large army, and even after death on the battlefield, they rise again – the army increases from battle to battle, and dark magic is extremely effective, plus summoning magic = VICTORY!
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19 years ago
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Hmm, it seems most haven't played the expansion pack enough yet. All three of the dwarves' abilities are very strong, especially the updated rune, which allows you to cast the same rune up to four times on a single stack (and if it's an area attack on Jarls and Godzillas, that's 8!).

Demons have a very good Hellfire spell because it doesn't depend on the number of units in the squad; you can even use a single unit to deal significant damage and negate retaliation.

The Warlock has three very worthwhile abilities...

The Academy has the Wizard's Sign and Magic Mirror... but the artifact absorption, even considering the unit restoration in the squad after absorbing an artifact, still doesn't impress me too much.
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19 years ago
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The best thing is the archers' upgrade... it was... the wave of arcane magic was also pretty good...
19 years ago
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I picked something interesting for each faction. But I couldn't find anything worthwhile for the Elves...(((
In reply to Святой_Паладин
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19 years ago
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Paladin Rider;74552
I chose something useful for each faction. I just couldn't find anything worthwhile for the Elves...(((
For the Elves, the Enchanted Arrow is good; it's both a spell and an arrow. You can also use Deadly Shot, but only against a unit listed as a sworn enemy, for example, take a Lava Dragon with 280 HP, and there's a guarantee it will be destroyed.
You can also get extra arrows if there are sworn enemies.
For the Wizards, Magic Mirror and Wizard's Sign are good. Artifact Absorption helps when you have few troops left.
For the Demons,
Soul Eater is good when you run out of mana, and it's also good that creatures are removed from the battlefield so they can't be resurrected or raised as undead.
Hellfire is good in itself, it's a shame it consumes mana, but it can be
restored with Soul Eater.
For the Knights

Prayer, because the Knight's strength lies in his army.
Surveillance is good because the hero escapes and gets to attack again for free.
Warlord, if you focus on training, which is especially relevant because after patch 2.1, you have to retrain high-level creatures.
For the Necromancer
Eternal Slavery
The Necromancer's strength lies in numbers, so this skill is needed.
Spiritual Link is needed because the Necromancer doesn't have a huge mana reserve.
Banshee's Wail can be used so that the opponent doesn't get many turns with a high morale stat.
For the Dark Knight
Arcane Waves, to destroy the enemy faster.
Sense Elements, a small bonus to damage from spells and creatures.
Dark Ritual, I rarely use it, it's a shame to waste a turn restoring mana, but when you're waiting for a siege on your castle and you have no mana, it helps.
For the Dwarves
Completed Rune, naturally, hunt so that the rune is cheap.
Reforged can be used because a lot of resources are spent on it later
In reply to Magnus
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19 years ago
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Magnus;74557
For the Elves, Enchanted Arrow is good; it's both a spell and an arrow. You can also use Deadly Shot, but only against a unit listed as a sworn enemy. For example, you can target a Lava Dragon with 280 HP, and there's a guarantee it will be destroyed. You can also get experience from arrows if there are sworn enemies.
For the Wizards, Magic Mirror and Wizard's Sign are useful. Artifact Absorption helps when you have few troops left.
For the Demons,
Soul Eater is good when you run out of mana, and it's also beneficial because it removes creatures from the battlefield, preventing them from being resurrected or raised as undead.
Hellfire is good on its own, but it consumes mana, which can be
restored with Soul Eater.
For the Knights

Prayer is useful because the Knight's strength lies in their army.
Vigil is good because the hero escapes and gets to attack again for free.
Warlord is useful if you focus on training, which is especially relevant because after patch 2.1, you have to retrain high-level creatures.
For the Necromancer
Eternal Slavery
The Necromancer's strength lies in numbers, so this skill is important.
Spiritual Link is needed because the Necromancer doesn't have a huge mana pool.
Banshee's Cry can be used to prevent the enemy from getting many turns with high morale.
For the Warlock
Arcane Waves to quickly destroy the enemy.
Sense Magic provides a small bonus to damage from spells and creatures.
Dark Ritual, I rarely use it because it's a waste to spend a turn restoring mana, but when you're waiting for a siege on your castle and you're out of mana, it helps.
For the Dwarves
Perfected Rune, naturally, to make the rune cheaper.
Reforged can be used because a lot of resources are spent later.
I don't use any of them; it doesn't matter to me
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19 years ago
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I liked the archer upgrade for the Necromancer faction. Of course, it's not as good as the Lich upgrade in Heroes of Might and Magic III (when you get the Lich Robe), but it's still decent, especially with the Clone spell. I also liked Hellfire – it helps to alleviate the unpleasant impression of the Inferno faction. Arcane Wave is also a good skill for the Dungeon faction, but I never used Dark Ritual. I haven't played the expansions yet, so I don't know about the gnome abilities.
In reply to Minerva
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19 years ago
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Minerva;74638
I liked the archer buff for Necromancers. Of course, it's not as good as the Lich buff in Heroes of Might and Magic III (when you get the Lich's Cloak), but it's still decent, especially with the Clone spell.
I also liked Hellfire – it helps to alleviate the unpleasant impression of Inferno somewhat.
Arcane Wave is also not bad for Dungeon, but I didn't use Dark Ritual at all.

I haven't played the add-ons yet and don't know about the abilities of the Dwarves.
The message shows that she hasn't played, because in patch 2.1, the Necromancer ability "archer buff" is no longer available.<
In reply to Lord Vampire
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19 years ago
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Lord Vampire;74922
The message shows that you haven't played the game :) because in patch 2.1, the Necromancer ability "Raise Archers" is no longer available.
But I like the new Necromancer ability "Necromancer's Mark".
Well, this is the old ability "Spiritual Link", only it used to be in the Dark Magic skill tree. It's good because the Necromancer has a small amount of mana, which allows it to be restored, but I can say that the Necromancers have become weaker.
I liked the "Raise Archers" ability for Necromancers. Of course, it's not as good as raising liches in Heroes of Might and Magic III (when you get the Lich's Cloak), but it's still decent (especially with the Clone spell).
I also liked Hellfire - it at least helps to alleviate the unpleasant impression of Inferno.
Arcane Waves are also not bad for dungeons, but I didn't use Dark Ritual at all.

I haven't played the expansions yet and don't know about the abilities of the Dwarves.
Dark Ritual will help when the hero has nothing to do but wait for the enemy. But in general, it's a pity to waste an entire turn; it would be better if it at least cost 50%, because Dark Ritual is not used very often; it's easier and more profitable to use an anti-mana well

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