Information for those who are not yet aware of the latest news from heroescommunity, in particular from JollyJoker and Elvin.
So, in short:
Information from the current beta version, something may be changed before the release.
All (or almost all) units have resistance to darkness (not 100% confirmed) and vulnerability to light (confirmed). Most units are quite weak, but have high damage and initiative. Favorite schools of magic are darkness and earth, forbidden ones are light and, apparently, air (not confirmed).
Assassin/Shade - perhaps the weakest melee unit in the game. The main feature is stealth (passive ability). The principle of operation is similar to the fifth-level unit - the enemy does not see, we attack without retaliation. Taking damage, attacking, or the enemy being on an adjacent cell - reveals the assassin. Stealth is turned on/off after two turns without an attack; we stand for 2 turns in stealth and don't attack anyone - we are revealed, we stand/move for 2 turns revealed - we automatically become invisible. At the beginning of the battle, the assassin is already hidden :smile28:. An upgrade, upon attack, poisons with magical poison; immunity to poison is ignored (undead, with immunity to poison, will be out of luck)).
Stalker/Chakram Dancer? (not confirmed) - ranged unit, attacks not only the target but also those standing nearby. There is not much else to say - it is still being balanced, the developers have not yet decided on its abilities, penalties in melee combat/when shooting, etc.
Shadow Lurker/The Watchers - ranged unit, attacks with darkness, probably has no penalty for distance and is in spirit form at the beginning of the battle (like elementals, ghosts, etc.). Deals additional sustained damage.
There is no tank in the core, nor healers, 2 ranged units and a melee damage dealer. Clearing neutral creatures at the start is very easy - two ranged units and an "invisible" unit)).
Minotaur/Minotaur Guard - the most powerful minotaur in the entire series, 90 hit points for the basic unit.
Abilities:
Preemptive strike - deals retaliation before the enemy attacks. Counterstrike III and Bloodrage IV are useless against them (apparently)
Mighty Slash - active ability like the regular cyclops, but pushes back 2 cells and also has a cooldown (very useful if your ranged units are blocked by the enemy).
And that's just for the basic unit! Nothing is known about its upgrade yet.
Manticore/Scorpicore - Little is known. Apparently, it poisons, destroys physical defense, and has an ability to paralyze, but the information is not complete and not accurate.
Faceless/Faceless Puppeteers - attacks with darkness, teleports, strikes, and returns without retaliation, and also casts something else. The upgrade casts mind control once per battle. In general, it's incredibly strong.
Shadow Dragon/Black Dragon - Attacks, most likely, with physical damage :mad:, has an active ability for breath (darkness damage, weakens, apparently removes buffs). The upgrade has immunity to ANY magic and 30% resistance to ALL magical damage types; liches, weavers, radiance, and other magical damage dealers will have big problems.
And there are still more abilities here!
One of the unique buildings gives dragon immunity and resistance to the ENTIRE ARMY for several turns of the next battle.
Attacking mages are in deep ....... !!! :D
They say that among the reputation abilities of the High Elf heroes, there is something even more overpowered, but nothing is known yet.
In general, testers claim that the High Elves turned out to be extremely strong; it is fun and easy to play as them (weakness does not interfere), it is very difficult to play against them, especially in duels. However, they may be nerfed for the sake of balance.
The Dark Elves no longer have a matriarchy and constant infighting. The leaders of all major clans are men; priestesses of Malassa can be of any gender. Retcon. Although I like the matriarchy more :smile05:.
There are currently 2 neutral creatures, one with the ability to become invisible/hidden like the assassins, and it is also in the fourth tier. And the second is a classic champion...
The High Elves will not be in the add-on, not even as neutral creatures...
Nothing is known about the racial ability, as well as about the 10 reputation skills of the Dark Elf Hero.
That's all for now ;-) I repeat once again, in the release, the developers may change/remove/add/modify, etc.!!!
описание Темных Эльфов
история Тёмных Эльфов
армия Тёмных Эльфов
обсуждение фракции DUNGEON 6ки
Маласса знает...
Маласса за всеми наблюдает...