On topic, Magus999 brings up an excellent point - defense decreases the attack bonus of your opponent. Especially the heroes with relatively slow units will regularly have to withstand initial beatings (Fortress, Tower, Necropolis and, paradoxically, Stronghold) and they really need to invest in Defense to preserve their army.
In player vs player the difficulty is usually 160% (second hardest). Impossible makes the start a bit slower and some factions are at a disadvantage that require meny different resourses, like dungeon 1 of each resource for beholders if i recall correctly. 1. Aurora_Fatalis. • 8 yr. ago.
If you take a might hero, the University will make sure you CAN get magic skills, if your might hero doesn't get any. The massive speed of your initial creeping forces lets your heroes cover more ground than everyone else initially. The mid level creatures have no real purpose except delivering creatures with spell immunities.
Might heroes are actually better than Magic. Logborn heroes (those that are Logistics specialists) are some of the best in the game, and all Crag Hack or Tazar needs is Expert Air or Earth to tear any magic user apart. Conflux in general and Necro on large maps or in the hands of a great farmer are the only things that are truly OP.
Well from my knowledge Might heroes can learn all of the 1st tab skill sets (Economic, Might combat etc) but less on the magic, up to tier 2 for most sets Magic heroes instead can learn all magic skills but only up to tier 2 for most non magic sets Restrictions Haven: No Dark Magic Necro: No Light or Fire Magic Not sure about the other 3 as I
The idea of this mod was to create 2 new skill ranks — Master and Grandmaster, which are gained right after Expert rank, as well as a completely new hero class — adventurer. Add file Advanced Classes Mod 1.09 Update
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heroes of might and magic 3 best skills