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Posts from Mages – their development.

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In reply to Слоныш
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19 years ago
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Hey everyone, try this cool trick.
Level up your Dark Magic skills (especially "Mind Control" and "Berserk") – cast "Mark of the Mage" on a particularly powerful enemy. Then, cast it on someone else... Voila, two units are out of the fight. If you're playing against the Undead, "Berserk" will be more useful than "Mind Control."
This works very well with the Ogre. At higher levels, she can knock out half of the enemy hero's army.
(Thanks for your valuable advice – I'll definitely use it... Keep sharing secrets on this topic.)
In reply to Malder
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19 years ago
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Who would argue that "Wizard's Sign" is a useful item?:smile20: Even if you're casting a simple lightning spell.
In reply to Слоныш
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19 years ago
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:) Sunny. I agree with you 100%. "Suggestion" is just much cooler than lightning, no matter how you look at it. :)
In reply to warlockI
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19 years ago
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warlockI;85221
I think the development tactic 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
As with most here, I play the Russian version, so I want to ask: does Village Hall provide 500 gold daily or 1000? If it's 500, I've never seen a town without this basic building. If it's 1000, then it's impossible to build it without Magic Guild, and the sequence is incorrect.
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19 years ago
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It’s really strange. The Village Hall is supposed to generate 1000 gold and is indeed located after the Magic Guild in the build queue! And I have a suggestion: we are, after all, RUSSIANS, so let’s communicate in our great and mighty language!
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19 years ago
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I like their summoning magic the most. Especially in the 5th part, campaign 6. The banishment spell played a crucial role there.
In reply to Malder
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19 years ago
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Chaos (Magic Depletion, Fire Wrath). Sorcery (Counterspell, especially against Necromancers, and Unstable Mana). Attack (Ranged Attack, Fire Arrows, and Cold Steel). Education (Scholar and Magical Reward with Graduate. Alternatively, you can take Magic Affinity. Then, don't invest in anything else in Education except for the main skill). And also, Mechanics. In total, this gives an additional 20% damage, which is very useful. Well, the rest is obvious. As an alternative, you can focus on magic. But I almost never do that. Maybe that's why I win?:) You can also buy it from the Artifact Merchant. In general, the Tower is the strongest Castle, and the Dwarves are also quite strong.
The Phoenix is very helpful, and the statement about the weakness of the mage army is incorrect. Without artifacts, their army is weak and cannot withstand any other army without the help of the Phoenix or other hero spells.
You say their army is weak? Have you considered that they don't need to go anywhere? And who do you think is weak there? The Titan or the Rakshasa? Or maybe the Djinn? Yes, you can attack a couple of units at once, for example, with Dragons, but they won't survive. The Academy has the strongest army, and I won't even mention the patched-up artifacts. Only the Archmages become a little weaker in a prolonged game.
In reply to DerRauch
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19 years ago
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It's best when the wizard has a well-developed summoning magic skill (especially banishment against demons. It saved me in the "Hope of Zephyr" mission) and dark magic + machine control + luck + mana above 400).
In reply to Lady Neona
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19 years ago
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Summoning magic (elementals and phoenixes are very useful), Chaos magic (I really like casting Meteor Shower and Rain of Fire), Logistics is highly desirable (since mage heroes have a low movement range), and Luck wouldn't hurt either.
In reply to MagicMan
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19 years ago
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MagicMan;99909
Summoning Magic (elementals and phoenixes are very useful), Chaos Magic (I really like casting Meteor and Rain), Logistics is highly desirable (since mage heroes have low movement range), and Luck can also be useful.
I think Chaos Magic is completely useless for Academy heroes, except maybe at the beginning of the game, and even then... Summoning Magic and Light Magic are the only ones they really need, and they don't need Luck, it's better to take Defense, because Luck can be obtained through minor artifacts, and that will be enough.
In reply to Malder
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19 years ago
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2. Salomon's Chaos magic is very useful. An explosion with the "Mark" spell is deadly to enemies. It won't outperform Dungeon magic, of course, but it will be very close. As for whether Light magic is needed here, I'm not sure. In general, Light is needed for warriors when the hero moves less often, and the troops should move more often. But for mages, on the contrary, Darkness is more useful, so that the hero moves more often than the enemy's troops, because he is the main force.
In reply to Alan
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19 years ago
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Alan;104673
2 Salomon, Chaos magic is very useful. An explosion combined with the Mark spell is a death sentence for enemies. It won't surpass Shadow League, of course, but it will be very close. As for whether Light magic is needed here, I'm not sure. In general, Light is needed for warriors when the hero moves less often, and the troops should move more often. But for mages, on the contrary, Darkness is more useful, so that the hero moves more often than the enemy's troops, because he is the main force.
2 Alan, I have a completely different opinion. When playing as an Academician, especially against a strong opponent, I generally don't have the opportunity to cast Explosion during a battle, because the damage that Explosion deals, even with a spell power of 20-25, is not comparable to the role that Summoning magic plays (Phoenix, Phantom, Elementals, Reanimate Dead, etc.). Light magic (General's Blessing, Anti-Magic, Resurrection) can also be useful. So, in my opinion, it's not worth leveling up House magic for Academicians at all, because during a battle, you rarely have time for it, as sometimes you have to cast Phoenix every time, because the opponent uses Banish. And Light magic will not affect the hero's "initiative" in any way, because Academicians have Sorcery leveled up.
In reply to Alan
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19 years ago
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Alan;104673
I'm not sure if light magic is needed here. In general, warriors need light when the hero moves less often, but the troops should move more often. But for mages, darkness is more suitable, so that the hero moves more often than the enemy's troops, because he is the main force.
Resurrection is already worth taking up an entire spell slot. Preserving an army from battle to battle is invaluable!
And in general, mass blessings wouldn't hurt anyone:rolleyes:
In reply to Владислав
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19 years ago
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How do you build up the Academy in version 2.1? Please write how to build a Castle on Hero and Veteran difficulty levels.
In reply to Malder
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19 years ago
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Armies where the main strength lies in the units need light and dark magic, while in armies where the main strength lies in the hero, chaos and summoning magic are more appropriate.

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