Skip to content

Posts from Skills for the hero!

No ratings yet — be the first to rate!
Auto-translated
It’s too tedious to describe everything, but anyone who has played the game enough will easily understand. I’ll just say that when playing with the Conflux faction, you absolutely must learn all the elemental magic spells. (As an example, consider random map types). Because Armageddon + Fire Magic + creatures with immunity to fire = victory. EVERY hero MUST learn fire, water, and earth magic. As for combat skills, choose either attack or defense, or both (depending on how many free slots you have left). Logistics or pathfinding are also essential for any hero.
User Avatar
Auto-translated
In theory: To each their own... But not everyone understands that there are skills that are not very useful. They are useful, but not very much...
User Avatar
Auto-translated
I try to build my heroes with the following skills: wisdom, earth magic, water magic, logistics, tactics, diplomacy, leadership, and resistance/artillery. This way, the hero can fight effectively against both warriors and mages.
Мы спасемся? Я не знаю. Верьте...
Геройский Интернационал
Клан Homo homini - основатель клана
Член РКСМ с 07.07.07.
ФЛУДОВСКИЕ ССЫЛКИ!- сообщить о бесполезной теме/сообщении.
In reply to AlexeyPank
User Avatar
Auto-translated
diplomacy
wisdom
earth magic
air magic
defense
attack
logistics
pathfinding/intelligence/fire magic/water magic
User Avatar
Auto-translated
logistics
pathfinding
wisdom
leadership
luck
ballistics
attack/defense/resistance/air or earth magic

in principle, they don't always give you what you want, for example, navigation or witchcraft/shooting... and therefore you have to choose the best of two options, and not from all...
User Avatar
Auto-translated
In WoG, I always take Mysticism (by the way, I also prefer a hero with this specialization). I love magic – it's a cheat skill in this case! Plus, Wisdom and Magic (except for Fire). The remaining 2 slots – whatever works. I play as Tower – I always take Archery. Well, that's basically it...
Если тебе не везёт в жизни, - играй в какую-нибудь другую игру:rolleyes:
Лидер клана "Из многих единое"

Приключения – это сплошные неприятности, только про них почему-то потом интересно вспоминать...
User Avatar
Auto-translated
diplomacy forever! it's the most important thing. a useful skill...
then comes archery, logistics, water magic, luck, wisdom, and ballistics.
........CuRiOuSiTy KilLeD ThE CaT.........

My Tracklist

Всем сюда! Грр...
In reply to ~LeA~
User Avatar
Auto-translated
1) I can't live comfortably without:

Wisdom - where would I be without it?
Earth Magic - because of the city portal.
Air Magic - because of the dimensional door.
Intelligence - mana points never hurt anyone.

2) It's good to have:

Diplomacy - of course, if the monster strength is high.
Logistics - it's good to be able to walk far.
Fire Magic - it's useful in many ways.
Water Magic - Prayer and Cloning.
Attack - it's good to be strong.
Defense - because it's hard to kill.

These are 10 skills that create the ideal hero for me.
Прошу прощения: за знания орфографии русского языка.
User Avatar
Auto-translated
logistics and pathfinding, earth and air magic, wisdom, attack, and defense, and either ballistics or fire magic. - I think a hero with these skills is almost perfect. Diplomacy is also good, but I don't like playing with it because it becomes too easy!
User Avatar
Auto-translated
I always start as a warrior (or use the Tome to build a warrior) ... because by level 20, a warrior's Defense and Attack are predominantly higher .. which is quite important in a clash with a mage hero, and against a mage, you take resistance (how many times Magic Explosion simply went into sand).
Next regarding skills: Logistics is a must (to catch up to the enemy faster), Earth Magic (a slowed enemy is easy prey), Air Magic (combined with a slowed opponent - Haste increases your units' speed by 2-3 times, and that is definitely death), Tactics (successful army positioning often gives a strong advantage over the opponent ... if you use slow+haste, of course).
In the end, 3 skills remain: Offense + Defense (preferable) ... no comment.
One left: well, here it's Leadership/Luck/Pathfinding/Intelligence and that's basically all.
Auto-translated
I believe a hero should be versatile. I don't divide them into classes; instead, I develop them as either a battlemage or a spellcaster. Logistics is promising, but on larger maps, Wisdom (the ability to cast spells up to level 5), Attack (30% more damage), Defense (-15% damage), Resistance (removes an upgrade from 3 units), Earth (most importantly, slowing, and then regeneration, explosion, and portal), and Air (most importantly, speed; the rest is just mana expenditure) are all essential! Ranged attack is also important if your army has actual ranged units (whose damage is comparable to, say, 30 Death Knights) or if you have cities like Stronghold, Swamp, Castle, or Conflux. Pathfinding is also useful (you can't prevent them from having to travel far... on larger maps). Now, let's highlight the least useful skills (in descending order): 1. Eagle Eye. Undisputed leader. Useful on any map. 2. Scouting. You can roughly estimate the number of enemies anyway, plus or minus half. There's also the "Vision" spell. A few thieves won't make a huge difference to an army with a 20th-level hero. Useful on any map. 3. Tactics. In a battle against the AI, it will act on its own; you won't have to drag Dendroids across the entire battlefield. In a battle against a human player, cast "Haste," and the ranged units will attack someone on the first turn. 4. Ballistics. But there's Earthquake, Haste, Teleport, Air Shield, and more! 5. Navigation. Okay... I think maps with water just lengthen the game and take up unnecessary skill and artifact slots. 6. Estates. Useful if the map has few gold mines. 7. Leadership and Luck. You can use artifacts instead. Although they are good on medium-sized maps. Especially Leadership – you won't have to worry about a unit "deserting" at a critical moment. 8. Diplomacy. As someone correctly pointed out, it's a "cheater" skill. 9. Intelligence. A decent skill if the map is smaller than large, and you need to cast spells like "Regeneration" or "Portal" frequently.
Auto-translated
I largely agree with Boston. I never divide heroes into mages or warriors; it's simply foolish to develop them in only one direction. As for secondary skills, I take (if possible): Logistics – absolutely essential! Earth – slowdown, portal, implosion Air – acceleration, flight, dimensional door Fire – curse, berserk Attack And then, whatever comes up – defense, intellect, water magic. I don't disdain scouting. I never take mysticism, magic, ballistics, artillery, or diplomacy (simply not interesting). I only take wisdom when playing as Tower or Dragons.
In reply to r00t
Auto-translated
Overall, I agree. What do you think of this combination of skills that you don't like: Inferno - Intelligence, Wisdom, Magic, Fire Magic. Even on the hardest difficulty level, in the first week, we build Efreet, on the 4th floor we get Armageddon, and... well, that's it for everyone...
For variety, you can also play like that.
Auto-translated
Golden Mage set:
1. Wisdom, of course
2. Magic (preferably all 4, but 2 will suffice: Earth (resurrection, portal to the city, explosion) and Air (door and flight))
3. Intelligence (mana)
4. Logistics and Pathfinding (you always run out of moves)
5. Diplomacy
6. Attack and Defense (it has never hurt anyone, and especially not mages who struggle with this)
Without points 1-4, it's always difficult; 5-6 for good measure, and you can do without the rest.
And some skills just make you want to spit. Especially when there's nothing to choose from.
User Avatar
Auto-translated
Necromancer, I choose without hesitation: 1. NECROMANCY 2. Earth Magic (the portal is very useful, I don't even feel like playing without it) 3. Wisdom 4. Intelligence 5. Literacy (I don't remember the exact name - it's a skill that allows you to learn a new spell each week) 6. Mysticism 7. Logistics 8. Pathfinding 9. Air Magic 10. Luck If offered, but usually not offered to a necromancer - attack, defense, resistance, warfare... If I'm playing a Death Knight - attack, defense, resistance, necromancy, warfare, earth magic, logistics, pathfinding, and if I'm lucky, mysticism.

Statistics

Welcome our newest member: Emil