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Posts from Mages – their development.

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19 years ago
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This question worries me a lot!!! At high difficulty levels, there are not many resources available, so you need to plan the city's development very carefully. Here is my plan for the first week: 1. Build a Magic Tower. 2. Recruit Goblins. 3. Build a Town Hall. 4. Build a Forge. 5. Recruit Mages. 6. Recruit Golems. 7. Build a Stronghold. For this plan, it is important to have resources as a starting bonus. Maybe there is a better development plan; please help:confused:
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19 years ago
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Vladislav;72059
This question worries me a lot!!!
At high difficulty levels, there are not many resources available, so you need to start developing your city very strategically.
For the first week, I have a plan:
1. Raise the Magic Tower.
2. Build Gremlins.
3. Build the Town Hall.
4. Build the Forge.
5. Build Mages.
6. Build Golems.
7. Build the Stronghold.
For this plan, it is important that the initial bonus includes resources.
Maybe there is an even better development strategy? Help me:confused:
That's a good building plan, but it only works for maps where the Academy city is already developed, i.e., it doesn't start at level 1! Judging by your description, you already have a tavern, because it's simply impossible to build a Magic Tower on day 1!:rolleyes: However, the plan is indeed worthy... I prefer to build a tavern on the first day, get a second hero, give the troops to the main hero, and send him scouting or use him as a "bait"...::cool:
In addition, I try by all means to develop as quickly as possible to get Titans and Rakshasa, even at the expense of some buildings (I delay building Gargoyles, and Djinns also suffer...)
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19 years ago
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Yes, there is already a tavern in the city:smile01:
Although, on the other hand, this plan will help with development at the "hero" level:smile02:, if you choose a resource as a bonus (it will be enough for both mages and golems). I usually take Hafiz as the hero (if he appears), and 70-80 gremlins at the start give an undeniable advantage:smile02:.
19 years ago
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I think the development strategy starting from an empty town is as follows: 1. Tavern 2. Village Hall 3. Gremlin Workshop 4. Magic Guild 1 5. Blacksmith 6. Arcane Forge 7. Mage Tower
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19 years ago
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Guys, let's share some info on leveling up mage heroes.

Added after 9 minutes
Personally, I like to level: Summoning magic (a vital skill for mages... specifically the phoenix rules and elementals are pretty strong), Education (a skill that strengthens a mage by 1.5 times), Sorcery (the mage becomes uncontrollable, especially ORA—casts 3 times while the enemy hero takes their turn), Luck (I love it when the phoenix deals double damage to enemy shooters :) , and it helps Archmages too - they don't have a long-range combat penalty and hit everyone in sight). And finally, you can take Logistics or Light magic (resurrection is a good way to minimize losses in battle)
In reply to Malder
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19 years ago
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I agree with many points, but not all. And why do they need luck when there are minor and regular artifacts? Moreover, Luck doesn't have good additional skills, like other abilities. Regarding light magic – it's useful, but not always!!!
And another nice feature is that all the necessary skills for a mage lead to super abilities, and those are good for mages. The only downside is that it takes a long time to get there, and it's difficult to get attack, which is very needed, especially with ranged attacks!!!
In reply to Владислав
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19 years ago
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Vladislav;89608
I agree with many points, but not with everything. And what do they need luck for when there are minor and regular artifacts? Moreover, luck doesn't have good additional skills, like other abilities. Regarding light magic – it's useful, but not always!!!
And another nice feature is that all the necessary skills for a mage lead to super abilities, and those are good for mages. The only thing that bothers me is that it takes a long time to get there, and it's difficult to get attack, but it's very necessary, especially with ranged attacks!!!

Hmm. In principle, you are right. But I think it would be better if mages had defense instead of attack (because mages mainly play with phoenixes and elementals. So, the army needs to be able to withstand attacks). Ranged attack is a good skill (especially when there are many titans... but this happens very rarely), in most cases, defense helps a lot (especially against necromancers and elves - defense is definitely more useful than attack). Maybe I'm wrong... but everyone has their own fighting style. (Please continue to share the features of playing as mages. In particular, about magic upgrades)
In reply to Malder
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19 years ago
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If, by chance, your guild ends up with a Shield and Wall of Fire instead of a Phoenix and Elementals, and your library contains something like Meteor Shower or Chain Lightning, then it might be worth leveling up Chaos magic as well.
In reply to Феанор
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19 years ago
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I basically agree. Chaos magic is pretty good. But the Magic Guild might give you Darkness instead of Chaos. It's a risky move. (It's best to upgrade the guild to level 4. Then you'll definitely know what to focus on). But this is only when you want to learn unconventional schools of magic (Darkness or Chaos).
Yes, by the way, what does everyone prioritize learning first? And also, should you spend a level on the Magic Mirror?
In reply to Malder
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19 years ago
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The problem here is that you can't build a Guild of level 4 or 5 right away, but you will have to choose a skill. You probably need to leave space for 1 skill, just in case. Otherwise, you might miss out on Berserk or Meteor Shower in the Guild.
In reply to Malder
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19 years ago
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Malder;89906
And one more thing. Magic Mirror – is it worth spending a skill point on it?
The Magic Mirror, combined with Chaos Magic, provides a very useful ability: reducing damage from all attacking spells by 20% (and from this skill, in turn, you can get fire damage to all attacks of your units – not bad for traditionally weak-in-attack mages).

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Feanor;89911
The problem is that you can't build guild levels 4 and 5 at the same time, but you will have to choose a skill. You probably need to leave room for 1 skill, just in case. What if Berserk or Meteor Shower turns out to be available in the guild?
Personally, I take both Dark Magic and Chaos Magic. Dark Magic provides the ability for mass "curses," of which slowing is especially good. Chaos Magic gives such a useful ability as Lord of Cold (or Lord of Storms, whichever you prefer) – the ability to deprive a particularly dangerous enemy of their turn.
In reply to Слоныш
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19 years ago
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In my opinion, the best skills for a Mage are Summoning, Chaos, Learning, and Sorcery. A Mage doesn't need anything else.
In reply to Lord Vampire
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19 years ago
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I don't use the Summoning Magic at all... Mages have strong enough troops; you can do without Phoenixes. When truly powerful heroes with huge armies clash, 1000+ Phoenix hit points are removed in one go...
Massive speed-up (or slow-down) changes the outcome of the battle much more significantly. Especially in combination with mini-artifacts on units that increase initiative.
In reply to Слоныш
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19 years ago
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Slonysh;90055
I don't take Summoning Magic at all... Mages' troops are strong enough, you can get by without phoenixes. When truly leveled-up heroes with huge armies clash, a phoenix's 1000+ hits are wiped out in one go...
Mass Haste (or Slow) change the outcome of the battle much more. Especially in combination with mini-artifacts on units that boost initiative.
Now let me explain why I take summoning specifically. It's just that I don't play long battles as Mages, one month maximum, very rarely a month and a half or two, so the Phoenix helps a lot; and regarding the strength of the mages' army, that's not true—without artifacts, their army is weak and cannot withstand any other army without the help of the Phoenix or other hero spells.:smile14:
In reply to Lord Vampire
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19 years ago
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What are its weaknesses? It has many archers and a couple of "tanks" – rakshasas and golems (their endless counterattack + immortality, provided by gremlins, allows you to throw golems into the thick of battle without hesitation), high-initiative caster djinns (they are soft, but a mini-artifact that gives bonuses to health, defense, and reduces damage from spells makes them very, very durable), and those universally disliked "boxes" that, however, quickly reach the enemy and have a lot of magic immunities.
In general, I don't like small maps; I've written about this somewhere before. I like to level up a hero and acquire new skills...:rolleyes:

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