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Tips and Hints Different solutions, tips and hints.

 
 
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Old 04-25-2009, 11:28 AM
Vilk Vilk is offline
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Quote:
Originally Posted by Amidamaru86 View Post
Spells that are good to upgrade:

Fireball
Ice Snake
Firestorm
Sheep
Blind
Hipnotyze
Ressurection
Sacrifice
Slow (optional)
Pain mirror (optional)
Battle Cry (optional)

Also you need around 80 mana on impossible only, the rest should be bonuses from items, in the end you should have like 140 mana(with items) +6 regeneration each turn
This list is a bit limited, I'm feeling it's the best magic system I ever seen in term of balance, meaning that ton of spells are great to use in some cases.

When playing a mage a priority could be the Alchemy skill, when it is at the top it half the cost of crystal that's huge in comparison with other hero classes. I definitely second the care to have about crystal use, but with Alchemy on max asap I'd suggest more: Learn all spell at level 1. Don't learn all spells at level 2 but only good selected choice. Learn only few spells at level 3.

My own list of spells that are my favorite candidates for level 3:
  • Resurrection (target units level 4)
  • Demon Slayer (mass) keep for later game
  • Hypnosis (target units level 4 and bigger pack)
  • Magic Spring (for the best efficiency for this handy spell)
  • Haste (mass) if you plan use some slow army
  • Magic Shackles (mass)
  • Precision (mass)
  • Bless (mass) worth more for some troops to have an idea of the gain don't compare the min and max but average and max.
  • Weakness (mass)
  • Gift (target units level 5)
  • Battle Cry (mass)
  • Blind/Sheep/Pygmy (target units level 4) all 3 are quite close and get one or two is handy. Sheep costs much more mana but disable the troop and make it easy to attack, Pygmy cost less mana and can allow kills much more, Blind cost less mana than Sheep but don't change unit type.
  • Lightning (the point of this attack spell is that some items increase its power unlike other attack spells and if I'm not wrong unlike fire/poison/cold no units has a special protection against it. The negative point is that at level 3 you can't always use it without to hit your own units so you need at least one other attack spell to the max)
Clearly all are optional and many other worth to be increased to level 3, as already mentioned you need restrain your choice. those I listed are only my favorite candidate to be perhaps increased at level 3 with a mage with at least int 15 (to have spells duration increased by 1).

About the mage hero mana level, 80 for impossible? Then I wonder how low at normal. For a mage the Higher Magic skill is an incredible skill but it requires ton of mana and then a good option seems to pick mana very often during mage level up.
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