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What kind of magic do you like?
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In reply to Ment
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12 years ago
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Ment

5. Chaos. The offensive spells in this game are boring. No interesting post-effects. And no skills that are useful on the global map...

What about "Magic Shackles," "Magic Burst," "Confusion," "Killer," and its mass version, "Cat Reaction," or something similar? Useful spells that diversify the attacking Chaos magic and add more possibilities to it.
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12 years ago
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Well, they aren't the core of this school. Although, I won't argue, the spells are useful.
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12 years ago
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The mass failure ability is particularly “ineffective” for Chaos in battle – it only reduces the defense of the entire army by 1.5 times, both against melee attacks and against direct damage spells.
In reply to dnaop-wr
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12 years ago
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Mass failure is often used in online matches by a quick Wizard, cast under Wait, to set up a chain or Dispell at the beginning of the next round.
12 years ago
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I always combine Haven with Life. The Priest supports his own, while the Mage uses hypnosis, berserk, illusions, and other Haven spells. Later, I also teach the Priest Haven magic so that he can attack enemies after completing the mandatory program.

I also like to combine Sylvan with Life. Life has very good abilities, and it is essential for me as a secondary magical school. Unless I'm playing as Necropolis, of course.
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12 years ago
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It’s a pity, the game is practically dead. I look and see… it used to be discussed very actively.
12 years ago
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Over 12 years, anything can get tiresome. Even discussing the fourth installment...
In reply to Niemand
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12 years ago
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Anything is allowed, except for discussing the third game.
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11 years ago
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Ah, those were the days... good times.
11 years ago
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Of course, Chaos is better for attacking. But Order is also decent. I don't know how people play as Sylvan; in my opinion, a Sylvan faction with the same level of upgrades as Chaos will get completely crushed.
In reply to Makar9993
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11 years ago
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Makar9993
Of course, Chaos, for attack. But Haven is also good. I don't know how people play as Sylvan, in my opinion, an equally upgraded Sylvan will get completely crushed by Chaos.
Chaos, from a tactical point of view, is the most boring and easiest faction. In terms of magic, apart from a couple of spells and five buffs, they only have nukes, which players can easily control. Sylvan, on the other hand, has the ability to build a portal in their city and a lot more powerful buffs (like Dragon Strength, Giant Strength, Stone Skin, Anti-Magic, etc.). Ultimately, a summoned and buffed Phoenix or Mantis will destroy n number of Chaos creatures, which are the object of desire for Chaos players. Sylvan isn't a direct counter to Chaos, of course, but a pure Sylvan mage will be much stronger than a similar Chaos mage, but you can continue this comparison endlessly.
In reply to ColdWarrior
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11 years ago
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nikitos palisos
Chaos, from a tactical point of view, is the most boring and easiest faction. As for magic, they have only nukes, excluding a couple of spells and five buffs...
Naturally, in the fourth game, the magic is designed this way:
Chaos - damage
Nature - summoning
Life - healing
Haven - control
Necropolis - debuffs

On maps with a lot of creatures, not only Chaos is boring, but Nature also has fewer opportunities than at the beginning. Necropolis, for example, is practically not considered magic in online games because it only uses raising corpses and cancels (both spells are sufficient in their two-level form). Life is best learned only when you know you will learn its 5th level; otherwise, an expert is enough – achieved at level 3 of the hero... The only truly multi-level and versatile magic is, of course, the magic of Haven. A mage is a mage, and they should be able to cast spells.
In reply to CTPAHHuK
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11 years ago
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>Death, for example, is generally not considered magic in online games because it only uses raising corpses and cancels.
Vampirism? Touch of Death?
On maps with a lot of creatures, not only is Chaos boring, but nature also has fewer options than at the start.
No, I misunderstood. Chaos is just monotonous. It uses the same spells, but with different strengths, excluding things like Assassin, Blood Frenzy, Confusion, First Strike, and Cat's Reflexes. The rest simply become useless.
In reply to ColdWarrior
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11 years ago
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nikitos palisos
>Death, for example, is practically not considered magic in online games because it only uses raising corpses and cancels.
>>Vampirism? Hand of Death?
I don't deny that level 5 magic is good. Everyone likes level 5. I was talking about everything else. Everyone wants to get to level 5, but the path to the stars is thorny: you don't know for sure if, for example, Order will have the Pain Mirror in the city, and you don't know for sure if you will have time to upgrade the Grand Mage by the finale. Therefore, the key level at the time of deciding whether or not to upgrade the Grand Mage is level 4 magic. Levels 2 and 3 are easily obtained even with tactics.
nikitos palisos
>On meaty maps, not only is Chaos boring, but Nature also has fewer opportunities than at the start.
>>No, I didn't understand that; Chaos is just monotonous. It uses the same spells, but with different strengths, excluding things like Assassins, Blood Frenzy, Confusion, First Strikes, and Cat's Reflexes. The others simply become useless.
Well, why didn't I understand it that way? Take any other school, and you'll see the same thing. Nature is mostly just summons, excluding spells like Swarm of Bees, Stone Skin, and others (including those that copy Chaos magic)... I indicated the specifics for other schools above.

If you think that the appearance of Disintegrate immediately makes Lightning, Fireball, and the like irrelevant, then in online games you will inevitably encounter the problem of a widespread lack of mana. Just look at the damage-to-cost ratio of the spells, and you'll see that increasing the level of a damage spell doesn't always lead to an improvement in this ratio. In battle, it's more profitable to hit with a level 1 arrow; you save mana.
In reply to CTPAHHuK
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11 years ago
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CTPAHHuK
I don't deny that level 5 magic is good. Everyone agrees that level 5 is great. I was talking about everything else. Everyone wants to reach level 5, but the path to the stars is thorny: you don't know for sure if, for example, Order will have the "Mirror of Pain" in the city, and you don't know for sure if you'll have time to upgrade the Grand Mage by the final. Therefore, the key level when deciding whether or not to upgrade the Grand Mage is level 4 magic. Levels 2 and 3 are easily obtained even with a tactical approach.

Well, why is it not the same? Take any other school, and you'll see the same thing. Nature is mostly just summons, similarly excluding the "Hive" of wasps, "Stone Skin," and other spells (including those that copy Chaos magic)... I mentioned the specifics for other schools above.

If you think that getting "Disintegrate" immediately makes "Lightning," "Fireball," and the like irrelevant, then in online play, you will inevitably encounter the problem of a widespread mana shortage. Just look at the damage-to-cost ratio of the spells, and you'll see that increasing the level of a damage spell doesn't always improve this ratio. In battle, it's more profitable to use a level 1 spell; you save mana.

Saving mana makes sense only in battles with neutral creatures; why save it in the final? It's clear that you need to use cheaper spells, but only when there are enough of them.

The same level 3 magic for Nature or Life can perform much better than for Chaos, but this is all subjective. But in my opinion, a summoner is still more useful than a sorcerer, and their creatures deal more damage if there's nothing to eliminate them.
Chaos seems too easy, especially against the AI, due to its simplicity. And it hardly shows itself in defense, since all the buffs are for offense.

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