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Posts from Academy in the late game.

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11 years ago
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Is there a way to defeat, for example, Razaak with less than 50 knowledge, mini-arts providing +50% initiative, +13 attack and defense, and skilled light magic with a total speed bonus, plus very skilled hands?
I'm currently considering two options, and I have a mentor available.
1. Can a "cheesy" Wingael, at level 35, outpace the Academy's units?
2. Miv, with almost all armored units converted into adepts (the map has two cities, which doesn't allow for churning out 40 paladins per week because there isn't enough gold or adepts, but there are plenty of resources for 40 adepts). Why Miv and not Axel? Gargoyles block from any position and prevent him from gaining momentum, and the assistance of Titans, Rakshasa mages, and Djinns prevents them from even moving afterward. Adepts, protected by armored units, can withstand the initial attack well; Rakshasas and Djinns won't be able to reach them for a couple of turns, allowing Miv to survive until the general speed bonus kicks in, and then they can fight on equal terms. However, by that time, I'll have very few units left.
11 years ago
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Why even drag it out to such a state – like level 30 – when the Academy units have become ridiculously powerful and there are so many mini-art assets? The problem with the Academy is the difficulty in building up the town and the slow development. Why not take advantage of this, especially when playing against them as Elves? Now, point by point. Wing has very good chances; he will move first with almost all his units, even despite the Academy's mini-art advantage in initiative. With a developed Elven Castle and some "sympathy," you can create a significant advantage. But if the Mage has a lot of units, it's possible that he won't win. Mephala is not a good choice at all. Her special ability gives a bonus to "acceleration," but with such a large number of mini-art units with high initiative, the Mages will move first. It could turn out that there's no one to accelerate (this situation is described in the question). In the Human Castle, with these circumstances, Laslo would be a better choice. Even better, take Rutger with education – this is a return to the first lines of the post.
In reply to 13га
11 years ago
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13ga
Why drag it out to such an extent – like level 30 – when the Academics have become ridiculously powerful and have created tons of miniatures? The problem with mages is the slow city development and slow progress. Why not take advantage of this, especially when playing against them as Elves? Now, let's break it down. Wing has very good chances; he will move first with almost all his units, even despite the Academics' miniatures. With a developed Elven Castle and "empathy," you can create a significant advantage. But if the mage has a lot of troops, he might win. Miv is not a good choice at all. Her special ability gives a bonus to "acceleration," but the mages will move first due to their high initiative. It might turn out that there's no one to accelerate (this situation is described in the question). In the Human castle, with these conditions, Laslo would be a better choice. Even better, take Rutger with education – this goes back to the first lines of the post.
Unfortunately, these are the agreed-upon game conditions. And, fundamentally, I want to kill the Academic in the late game. I've already tried Laslo; I even gathered 1800 Zealots, 1800 Zealots!!! But he went into Dark Magic instead of Light Magic, and as a result, I had 100 Rakshasa with 45 initiative, and they managed to attack my armored units 5-6 times per round, dealing 100 damage each time without retaliation. And when I finally managed to defeat the Rakshasa, I encountered them, the Golems, 650 Golems, with artifacts for 12 HP, 13 attack, and defense, and they finished off the remnants of Laslo's army. In the end, he had almost his entire army left. In the first round, all troops were destroyed except for the armored units, which died slowly, and the Adepts, of which there were about 150. If the Rakshasa could kill 100 armored units at a time, then only 40 Adepts died. So, I thought, if I train 1000 Adepts, protect them with the remaining armored units with shields, place archers with armor-piercing attacks nearby, and accelerate them with Miv to 20 initiative, then I would at least not fail as miserably as I did with Laslo. 1000 Adepts with 82 HP each is 82,000 HP, and it won't be easy to kill such a stack.
In reply to Dagonet
11 years ago
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Dagonet
Unfortunately, these are the conditions of the agreed-upon game. And, in principle, I want to kill the Academic in the late game. I already tried Laslo, even gathered 1800 zealots, but he went into dark magic instead of light magic.
Choosing "darkness" against the Academic, especially with such a large number of your own troops, is not the optimal solution. A knight hero with a classic build would be better: "light," luck, leadership (empathy), and defense. The last skill could be attack (BB) or education. Since mages have an initiative advantage, I would choose a white-grade castle – their units are tougher. Also, knights and militia can inflict a stunning blow, which will at least reduce the opponent's pressure. With Laslo, knights will stun with a high probability. Despite all this, it is more profitable to train monks than swordsmen. However, the special ability of Myv is easily countered by the Academic: he casts spells more often.
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11 years ago
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In these rules, Mages are among the strongest, if not the strongest, especially if they have high Education. I have already described in one of the topics a battle between Mages and a Dwarf who had Spell Power (my hero had 76 Education points together with artifacts). Among humans, I would try to take Myv and max out her defense (the first strike will be from the Mages, and if the creatures are weak, this strike will be their last). Ideally, try to collect a full set of Dwarf artifacts. It would also be good to collect a Lion set, which would eliminate the need for Empathy and Leadership skills in general. Instead, you can take something else. For example, Logistics with Keen Mind, which will help the hero quickly cast mass Haste and slightly level the playing field in terms of initiative. Also, instead of Luck or Leadership (which can still be increased before the battle with the help of a fountain, a tattered flag, etc.), you can take Sorcery with Distraction, and if there is room left, Dark Magic to support Light Magic (but Dark Magic will not be very effective due to the Magic Mirror) or Education to increase the stats of the same defense. Convert all Monks and some Swordsmen into Knights. Fill the empty slot with creatures from another castle, if available. And hope that the opponent makes some mistake. Regarding Winghael, his troops appear earlier than most Adepts, but without a killing attack and Spell Power, this may not be enough. However, you can try to increase Spell Power, attack with Retribution (and Tactics), Leadership with Aura of Swiftness, and equip the Lion set. Then something worthwhile might come out of it.
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11 years ago
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It would be better if the hero was a knight with the most classic build: "light," luck, leadership (empathy), and defense.
Is luck really a classic choice for a human? Then, attack would be more suitable. And the last skill should be education/logistics.
but darkness won't be very effective due to magic resistance.
Well, theoretically, if vampirism drops in the town, then darkness will be very effective. Combined with a lot of trained paladins. And then you can take acceleration not in light magic, but in attack, taking "magic of speed." But there are risks...
In reply to Ment
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11 years ago
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Ment
Is luck a classic trait for a Human? Then, rather, it's attack. And the last one – education/logistics.

Well, theoretically, if vampirism drops in a town, then Darkness will be very effective. In combination with a bunch of trained paladins. And then you can take acceleration not in light magic, but in attack, take "magic of speed." But there are risks...

The opponent will counter with knights, gargoyles, or golems, and no amount of vampirism will help. Mass stone skin or mass evasion look more appealing.
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10 years ago
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Is there a universal way to choose a magic school in the late game (so that there are no minimum summons and so on)? I used to play as Warlocks (and realized that in the late game they are simply useless against all races, as they only have Chaos or Chaos + summons – effective against Orcs and Mages), but now everything seems more interesting. Please advise...

Added after 15 minutes
And one more question: at what point (1, 2, 3, or 4 weeks) should I craft the first artifact (initiative or defense + health) to speed up the game?
In reply to Teodor
10 years ago
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Teodor
Is there a universal way to choose a magic school in the late game (so that there are no minimum summons that fail, etc.)? I used to play as Warlocks (and realized that in the late game they are simply useless against all races, as they only have Chaos or Chaos + summons – against Orcs and Mages), but now everything seems more interesting. Please advise...

Added after 15 minutes
and one more question: at what point (1, 2, 3, or 4 weeks) should I make my first artifact (Initiative or Defense + Health) to break through quickly?
For the late game, a Mage needs Light-Dark, with all the mass spells, Empathy + mini-spells for Initiative + a lot of Knowledge + Ogre, and the hero moves without stopping. In the fifth slot, you can take a Log, as an option, with attack with bonus and ranged attack or defense.
In reply to Vadimh
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10 years ago
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Vadimh
For the late game, a mage needs Light-Dark, with all the mass spells, Empathy + minions for initiative + a lot of Knowledge + Aura, and the hero moves without stopping. In the fifth slot, you can take a Log, as an option for attack with BB and ranged attacks, or for defense.
So, the question is, Aura doesn't make him move like crazy, it's the Warriors with Empathy who move quickly(((
In reply to Teodor
10 years ago
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Teodor
So, the question is, why doesn't Aura work as intended? Warriors with Empathy move quickly instead.
Please read the description of the Empathy skill.
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10 years ago
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Vadimh
Read the description of the Empathy skill.
For each activation, it grants +0.1 to Attack Bonus (ATB), plus the morale bonus. So, if 7 units out of 4 activate it, that's already +0.4, while Sorcery can give a maximum of +0.3. Conclusion: Empathy is better...
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10 years ago
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Teodor
So, the question is, why doesn't Aura work as aggressively as it should? Warriors move quickly with empathy(((

It's not the warriors who move quickly, but the hero with empathy.

The bonus for Haven at level 20 is +1 Initiative. That is, instead of 10, like everyone else, it's 11. Not that much.

Often, for the late game, light magic is useful for Academy, but you can also try dark magic (it depends on the opponent).

For mass spells, enchantment is generally useless, especially in the late game when there will also be a huge amount of mana (unless you take counterspell).

And in the late game, without minions, the Academy hero is doomed.
Defense is essential.

The enemy will most likely cast Slow or Haste, if they can, so you need to be prepared.
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10 years ago
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Here, they say that mages need 2 schools of magic, because otherwise, we won't have time to fully utilize 2 schools in the final stages, and we'll miss out on some defense/attack spells. How is it better to develop your skills in the late game against:
1. Orcs
2. Undead
3. Demons
In reply to Teodor
10 years ago
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Teodor
well, for each trigger, it gives +0.1 to ATB (Attack Bonus), so if 7 units with a morale of 4 trigger, it's already +0.4, while spellcasting gives a maximum of +0.3. Conclusion: morale is better...
Considering the high initiative in the late game due to minions and speed, let's assume an average initiative of 20 for the stacks, and with +5 morale, it's effectively 30 initiative. The hero's initiative is 10, so each stack will get to go 3 times before the hero goes, without considering morale. The leadership skill should trigger on average 10 times (in 21 turns). 1 * 0.1 = 1.0 ATB from morale versus 0.3 from spellcasting; in this case, morale is 3 times better than spellcasting. And considering that the initiative can be much higher, it's an incredibly powerful advantage. Of course, it's not easy to max out all of this, but the effect is very strong.

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