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Heroes Community > Library of Enlightenment > Thread: perfect magic hero
Thread: perfect magic hero This thread is 2 pages long: 1 2 · «PREV
Aculias
Aculias


Responsible
Undefeatable Hero
Pretty Boy Angel Sacraficer
posted January 17, 2002 11:12 AM

Dont forget if you have recanters, or the orb of uhh the one that lets no one casts spells then there is no need for wisdom or any other spells like intellegence, sorcery etc.
Especially if you spot one of those artifacts early in the game, you would not need to build your mage guilds much orless you are waiting for spell to get you around.
If you ever find the orb, you probally would not need any of the element skill.

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Dreaming of a Better World

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Conn
Conn


Responsible
Famous Hero
God slayer
posted January 17, 2002 12:00 PM

Quote:


Water for clone any and mass bless.  oh ya and mass prayer and mass dispel and dimmesion door




DD in the water school??? Srange...


If we are talking about a pure magic hero, then i would add diplomacy. It helps alot, esp early on in yhe game... If we are talkinh about a usefull magic hero... well, just check all the previous posts...
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Whatever does not kill us, only makes us stronger

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sos
sos


Known Hero
posted January 17, 2002 04:40 PM

Aculias, you are totally wrong

This game is not just one big final battle at the end, where if you are might hero with the red orb you dont need any magic school. How about fighting monsters, dwarven treasuries, griffin conservatories, utopias - magic helps there a lot (especially on expert). What about adventure spells like town portal, DD or Fly? You will be much better with at least 1 magic school on expert in any case.

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Aculias
Aculias


Responsible
Undefeatable Hero
Pretty Boy Angel Sacraficer
posted January 18, 2002 03:41 AM

Quote:
Aculias, you are totally wrong

This game is not just one big final battle at the end, where if you are might hero with the red orb you dont need any magic school. How about fighting monsters, dwarven treasuries, griffin conservatories, utopias - magic helps there a lot (especially on expert). What about adventure spells like town portal, DD or Fly? You will be much better with at least 1 magic school on expert in any case.


Mostly a suggestion of many ways to beat an opponent.
Mostly you wont see those arties for a while,actually you are more right because since you wont see those arties in a while, then how would you know when to take wisdom in or not lol.
What would you do in my situation?
In a random map extra large.
Right  away I can see a pack of behemoths guarding the orb & you had a choice between Loynis Or that castle hero that has the archery skill.
If you decide to take the archer would you decide to not have anything to do with any kind of magic skill maybe exceptions of E & A magic, Or would you become a wizard & a fighter?
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Legolust
Legolust


Adventuring Hero
Aurora Australis
posted January 19, 2002 11:41 PM

hm... a logistics spetiality can be veru usefull... but htere is always Dimesion Door
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I don't believe in anything that bleeds and doesn't die...

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Legolust
Legolust


Adventuring Hero
Aurora Australis
posted January 19, 2002 11:45 PM

Quote:
Because I love air magic!

Ow and PS your name is that the ELF from LOTH?

no legolas is from LOTR (if you ment lord of the rings that is)
mine is legoLUST... im so funny roght
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I don't believe in anything that bleeds and doesn't die...

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Milena
Milena


Responsible
Supreme Hero
in supreme disgrace
posted January 20, 2002 07:51 PM

Aculias

not every map has Orb of Inhibition, esp. the small and medium maps. XL has 40-70% of having it and all in all, this is too small. :-O
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Milena

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InU
InU

Tavern Dweller
Newbie forever!
posted January 21, 2002 05:11 AM

I think that necro skill isnt 5% more each level...
Its 5% more of your current skill, not 5% total added.

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Patience, Perseverance and Practice!

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attila
attila


Known Hero
Young Warrior
posted January 21, 2002 05:36 AM

Quote:
I think that necro skill isnt 5% more each level...
Its 5% more of your current skill, not 5% total added.



If i recall right its 1.5 per lvl. Not 5% per lvl why the gaem says 5% I not sure.

my Hero Would be umm Gird if it had 2 be magic mainly cuse Sorcery helps and she can sac artis 4th lvl heroes most people dont play with

Skills

1. Wizdom
2. Sorcery
3. Air Magic
4. Earth Magic
5. Offence
6. Logics
7. Resitance
8. Intellegence

Those not in any certian order
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¤¤¤ Attila ¤¤¤

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TheJester
TheJester


Adventuring Hero
posted January 21, 2002 05:49 AM

Necro theory

Have you guys considered Water Magic for Necropolis?  Isn't it sweet when a leigon+ of Skeletons teleport all the way across the field, to assist the Vampire Lords and Dread Knights.  What about cloning your throng+ of Pwr. Liches, which you accumalated by the Cloak of the Undead King.  Maybe a combo of the two spells could let your skels steal the show.
Plus, Summon/Scuttle Boat come in handy and so does Water Walk.
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sos
sos


Known Hero
posted January 21, 2002 05:04 PM

This must be the n-th time I explain how hero skill specialties work. For every level increase the hero gains 5% bonus to the skill level it currently has. For instance, level 1 Isra with basic necromancy (10%) will have a bonus of 5% * 10% = 0.5% so her total necromancy skill will be 10.5%. Now, at level 20 she will have a bonus of 20 * 5% = 100% or in other words she will double watever her skill percentage is. Level 20 Isra with expert necromancy (30%) will have 60% necromancy (30% (expert) + (5% * 20) * 30% (bonus)), but level 20 Isra with basic necromancy will have only 20%. All artifacts that increase the percentage (vampires coat, dead man boots, etc) are added after that.

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Dingo
Dingo


Responsible
Legendary Hero
God of Dark SPAM
posted October 22, 2003 04:02 AM

1. Wisdom - Duh
2. Earth - Town Portal, Impolsion, Ressurection, Animate Dead, Slow, etc.
3. Air - Haste, Lighting, Chain Lighting, Dimension Door, etc.
4. Intelligance - Double Spell points
5. Balistics - So you can cast magic first in sieges
6. Water - Prayer, Bless, Clone, etc.
7. Fire - Berserk, Blind, Armagdon, Curse, etc.
8. Sorcery - Very Good with Specialty
9. Armorer - Last longer = More Magic spells cast.

This should be in the Library.
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The Above Post/Thread/Idea Is CopyRighted by, The Dingo Corp.

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silx87
silx87


Supreme Hero
posted October 22, 2003 05:48 AM

Quote:
This must be the n-th time I explain how hero skill specialties work. For every level increase the hero gains 5% bonus to the skill level it currently has. For instance, level 1 Isra with basic necromancy (10%) will have a bonus of 5% * 10% = 0.5% so her total necromancy skill will be 10.5%. Now, at level 20 she will have a bonus of 20 * 5% = 100% or in other words she will double watever her skill percentage is. Level 20 Isra with expert necromancy (30%) will have 60% necromancy (30% (expert) + (5% * 20) * 30% (bonus)), but level 20 Isra with basic necromancy will have only 20%. All artifacts that increase the percentage (vampires coat, dead man boots, etc) are added after that.

well....lvl1 does not count as a lvl actually...the specialty counts as the 1st extra lvl...


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FireSpirit
FireSpirit


Famous Hero
with warm hands
posted August 03, 2004 03:24 PM

1 Wisdom
2 Earth
3 Water
4 Air
5 Sorcery
6 Loguistics
7 Intelligence
8 Offense

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Evil_Warrior
Evil_Warrior


Famous Hero
Duke of Demon
posted February 15, 2006 02:49 PM

Perfect Magic hero should have:
Wisdom
Air Magic
Water Magic
Fire Magic
Earth Magic
Resistance
Sorcery
Intelligence

Mysticism is not quite important
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