When you're building up your hero - how many magic schools would you ideally want ? (like if you find a conflux town with a magic university in the beginning of a scenario)
For example, when you're leveling-up your beastmaster, would you get earth+water or earth+air or maybe all three of them ?
Heroes 3 - How many magic schools ?
- Salamandre
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Agree. But if you play slow factions as stronghold, fortress or necro you will be heavily penalized if no air or water. Earth is first to get, then depends of race, map design, game settings and your tastes as well.
Personally I prefer water over air, if I was restricted to only two schools. Cure/dispel are enough, and the higher water spells as forgetfulness, prayer, teleport and clone have a better use than air spells.
Personally I prefer water over air, if I was restricted to only two schools. Cure/dispel are enough, and the higher water spells as forgetfulness, prayer, teleport and clone have a better use than air spells.
- GreatEmerald
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- Round Table Knight
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- HodgePodge
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Well I always get Earth, Town Portal and Resurrection makes it a game changer.
And I'll want Water for Prayer and Cure, and Summon Boat depending on the map
And Fire depending on the map... maybe I start Dracageddoning, if not Berserk can be really handy
And if I can't get one of Fire/Water due to being some might hero, I'll get Air for the Haste. So typically I'll end up with 3 ideally.
And I'll want Water for Prayer and Cure, and Summon Boat depending on the map
And Fire depending on the map... maybe I start Dracageddoning, if not Berserk can be really handy
And if I can't get one of Fire/Water due to being some might hero, I'll get Air for the Haste. So typically I'll end up with 3 ideally.
- Slayer of Cliffracers
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Ideally one wants a single school because you can then get yourself intelligence, sorcery, wisdom and also other combat/logistics skills.
You won't be able to cast that many spells, so you want a few devestating one's that will win you to game quickly.
You won't be able to cast that many spells, so you want a few devestating one's that will win you to game quickly.
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http://www.celestialheavens.com/forums/ ... hp?t=11973
http://www.celestialheavens.com/forums/ ... hp?t=11973
I can't justify only 1 school except under very special circumstances. Even if you are going purely defensive, you probably want either mass dispel/cure or mass haste to catch your opponent off guard and everyone needs Earth.
I think I found the problem.Slayer of Cliffracers wrote:Ideally one wants a single school because you can then get yourself sorcery
Depends on the hero and the scenario. I use approximately two.
I can justify one school under some circumstances (Often warriors - only water magic or only air, wisdom is not needed.).
Sorcery is not much useful skill, mysticism and intelligence shouldn't be also overestimated.
I can justify one school under some circumstances (Often warriors - only water magic or only air, wisdom is not needed.).
Sorcery is not much useful skill, mysticism and intelligence shouldn't be also overestimated.
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