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Posts from Magic or Education?

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Which is better, Wizardry or Education?
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15 years ago
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Here it is. From data.pak:

HERO_CLASS_NECROMANCER




HERO_SKILL_NECROMANCY
15


HERO_SKILL_DARK_MAGIC
15


HERO_SKILL_DEFENCE
10


HERO_SKILL_SORCERY
10


HERO_SKILL_SUMMONING_MAGIC
10


HERO_SKILL_LOGISTICS
8


HERO_SKILL_LEARNING
8


HERO_SKILL_OFFENCE
8


HERO_SKILL_DESTRUCTIVE_MAGIC
8


HERO_SKILL_WAR_MACHINES
2


HERO_SKILL_LEADERSHIP
2


HERO_SKILL_LUCK
2


HERO_SKILL_LIGHT_MAGIC
2



10
30
45
15


SPELL_IMPLOSION
SPELL_CHAIN_LIGHTNING
SPELL_BLIND
SPELL_UNHOLY_WORD
SPELL_VAMPIRISM


Note the arrangement of parameters in AttributeProbs.
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15 years ago
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No matter what, the Necropolis army is quite weak, plus it's not very resistant to mind control. And in very long games against, say, Dwarves or Orcs, this has a significant impact. And their large numbers aren't very effective.
As for the 30% chance to negate defense, I know that too; Dwarves also have 30%. But you wouldn't say that the defense of a Dwarf and a Necromancer are equal, would you? I won't even mention runes. But the chance to negate attack for a Necromancer is 10%, like a Mage. But a Mage can significantly improve his stats with minor artifacts. Plus, don't forget that Mages have an artifact market, so they can balance themselves out. Demons and the Tower? Yes, they have less defense. But they have the strongest attack stats. The Dark Knight has additional elemental damage, and the Demon has a lot of summoned creatures, sometimes more than actual units.
Therefore, the Necromancer's army is probably the weakest. But his hero is probably one of the strongest. Darkness is the strongest school, and its units are focused on supporting the hero, such as the ability of Messengers to remove positive spells, like Antimagic. But what good is an army if it gets turned into bone dust early in the game? That's why I say that attack and defense skills, especially in the late game, are very important. +30% defense and +15% attack can play a role. We only give up on attack in favor of spellcasting against Orcs...
Although this is just my personal opinion. I'm not imposing my opinion. Everyone has their own favorite strategy
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14 years ago
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I agree with BATTLEWIZARD, the Necropolis army is weak, but it wins through numbers. And education is indeed better than wizardry.
P.S. Sorry, maybe I'll ask a stupid question, but what is СА?:confused: :confused:
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14 years ago
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Super ability. This ability is located in the center of the skill wheel.
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14 years ago
Спасибо:smile41:
In reply to Ment
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14 years ago
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Ment
Super ability. This skill is located in the middle of the skill wheel.
It is also called an ultimate ability.
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14 years ago
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I usually choose Education, but I don't always choose Magic.
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14 years ago
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I think it's better for heroes to focus on skills that enhance their combat abilities and provide bonuses for their army, rather than magic. This allows them to gain experience faster and not rely on mana reserves or stat boosts. There are also useful skills, such as "Lord of the Dead" for the Necropolis faction, which isn't magical but is extremely helpful. Of course, for those who actively use spells, magic is essential, as it affects the hero's turn frequency, mana reserves, and spell costs. That's how I see it.
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11 years ago
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I took both of these skill lines, keeping in mind that many already have Summoning taking up a skill slot (if mentors are present, switch to Chaos), and we definitely add Darkness as well. And the last skill line is most often Logistics or Offense due to Ranged attacks.
In reply to SuperGuru
11 years ago
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SuperGuru
I took both of these skill lines, keeping in mind that many already have Summoning taking up a slot (if mentors are available, switch to Chaos), and we also definitely take Darkness. And the last skill line is most often Logistics or Offense due to Ranged Attack.
A Necromancer without defense won't last long. He'll fall apart before he has time to cast spells, and the damage from basic attacks is high. Summoning is more reliable, and there's rarely a need to switch it to Chaos. Offense is good for Necromancers, but it's taken primarily for Battle Battle and Speed.
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11 years ago
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Here's the perfect scenario. I generated a map with 8 players initially, and now only 2 remain. The remaining opponent is from the Dungeon faction. The map size is Very Large. I'm playing as Arantir, Vlad, and Lucretia for now. To increase the Necromancer's turn frequency, I want to try a build that includes, among other things, Keen Mind, through Logistics-Scouting and Education-Uncover Secret. And yes, the attack/defense stats are terrible at the moment.
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11 years ago
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I'm talking about the defense skill. Without it, Necropolis quickly falls apart.

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