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What skills does an Inferno Hero need?
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Chaos Magic, Summoning Magic, Logistics, Leadership, Luck, Gate Opening.
All together – an invincible power.
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Logistics is useful for everyone, of course, especially for Chaos and Darkness magic, when attacking.
In reply to Dark_Knight
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Dark_Knight;87611
Chaos Magic, Summoning Magic, Logistics, Leadership, Luck, Gate Opening.
All together – an unbeatable power.
I don't know about Summoning, but I agree with the rest.

Added 3 minutes later
Yes, by the way! If the focus is on the number of troops, you can have some fun with Hellfire. Naturally, with its enhancements – Fiery Retribution (defense) and Blazing Inferno (chaos).
In reply to Dark_Knight
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Dark_Knight;87611
Chaos Magic, Summoning Magic, Logistics, Leadership, Luck, Portal Mastery.
All together – an unbeatable power.
What about Dark Magic? If you develop skills according to the skill wheel, it's the main magic for Inferno. Portal Mastery is innate to them, but what does Leadership give? I never take it, maybe I should.
In reply to Werevolka
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Olga;91949
and what does leadership give you?
When playing as Inferno, I usually choose a standard set of skills. I prefer to create a powerful army with the help of my hero, so that everything is useful in battle to defeat enemies and nothing interferes or distracts. My choice is Attack and Defense first, then I take Luck and Leadership. Luck is clear, it won't hurt anyone, but Leadership is especially important to me. I almost always choose it when playing as races with high initiative (including demons). After all, Leadership gives a noticeable bonus when it triggers - for each unit of morale, my troops get a 10% chance that their next turn will come 50% faster. Therefore, if the morale is at its maximum, i.e., 5, the army will be able to move 50% more often than without it! You have to agree that this is quite a lot! And for dessert, I usually treat myself to Dark Magic - it's so nice to cast a mass Slow spell and start tormenting enemies often with the help of Leadership and strongly with the help of Luck (it's like a real pleasure!).
This is, of course, a template for skills, so different options exist - you can take Logistics or Mechanics instead of Defense (especially if you are playing as Deleb), there is no clear scheme, I adapt depending on the specific situation...
Иногда они возвращаются :smile27:
Бросайте флуд и оффтоп из раздела пятерки в Флудовские ссылки или мне в личку.
In reply to SteN
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SteN;91953
When playing as Inferno, I usually choose the standard set of skills.
I've seen the term "standard set of skills" used for different factions many times. Where can I find this standard? Or does everyone have their own standard?
In reply to Boris K
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For each faction, there is a rather vague set of standard skills, which, in principle, doesn't exist as such, so everyone decides for themselves what exactly should be chosen. The selection of such skills can simply be dictated by the player's own preferences, the chosen tactics for waging war, the size of the map, the strength of the opponent, the artifacts found, the speed and method of development, the characteristics of the faction and its heroes, and finally, just randomness (once, while playing as demons, I had to choose between Navigation and Scouting). There are war heroes, magic heroes, and balanced heroes. Therefore, for me, it is preferable for powerful wizards to take various schools of magic, Spell Power, and Education, while for warriors, the set includes Attack, Defense, and whatever will be
Иногда они возвращаются :smile27:
Бросайте флуд и оффтоп из раздела пятерки в Флудовские ссылки или мне в личку.
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SteN;91953
When playing as Inferno, I usually choose a standard set of skills. I prefer to create a powerful army with the help of the hero, so that everything is useful in battle to defeat enemies and nothing interferes or distracts. My choice is Attack and Defense first, then Luck and Leadership. Luck is obvious; it won't hurt anyone. But Leadership is especially important to me. I almost always choose it when playing as races with high initiative (including demons). After all, Leadership provides a noticeable bonus when it triggers: for each point of morale, my troops get a 10% chance that their next turn will come 50% faster. Therefore, if the morale is at its maximum, i.e., 5, the army will be able to move 50% more often than without it! You have to agree that this is quite a lot! And for dessert, I usually treat myself to Dark Magic – it's so nice to cast a mass Slow spell and start tormenting enemies often with the help of Leadership and strongly with the help of Luck (it's like a porno romance)))
Of course, this is just a template for skills, so different options exist – you can take Logistics or Mechanics instead of Defense (especially if you are playing as Deleb), there is no clear scheme; I adapt depending on the specific situation...
In my opinion, the first thing you need to develop in a demon is not Attack and Defense, but Ballistics (because it is very difficult to start playing as someone other than Deleb, and I don't think it's justified), then "pump" Summoning – it's a very important and therefore primary skill, and then, as you progress, Dark Magic, Attack, and Luck. And Defense is completely useless! What does it give to a demon? It's not clear... there are much more useful slots. I usually don't develop the fifth slot (because you definitely need to fully develop the racial skill, Attack, and Dark Magic) – it will only interfere. But if everything is already filled, then Leadership or Education (whichever comes up, Leadership is better).
As for summoning magic in demons, Fire Wars is a very worthwhile and impressive skill. Therefore, if summoning magic appears (which is unlikely – only 2%), then... I don't even know... you can take it.
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Not every map has summoning spells. If you're going to take a second school of magic, Chaos is a better choice (in my opinion). I think that with its weak magic and strong attack, Darkness is sufficient.
In reply to Boris K
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Chaos + luck + attack + dark magic + defense = everything a demon lord needs :smile44:
In reply to Lady Neona
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The demon has two tactics: 1) For a long game: Luck (take Deadly Blow), Gating, Darkness, Logistics, Attack (with Devil's Strike), Education, and for the finale, Call of Urgash! 2) For a short game: Luck, Gating, Chaos (Drain Life is a must!), spellcasting with Corpse Explosion, and if possible, defense with Fire Retribution. P.S. I vote for the long-game skills. :)
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Definitely, you should upgrade the "Call of Urgash" skill! And if not, instead of "Assault" and "Darkness," you can take "Leadership" (Gate Keeper) and "Summoning" (Fire Wars), if they are available!
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Chaos is best used against Dark Elves (enhanced + lucky, plus elemental chains) – it will deal 4 times more damage.
You can also have Elves level up Chaos along with the Enchanted Ballista!
Validity will rescue the world
In reply to M@ximus
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M@ximus;100528
Chaos is best used with Dark Elves (Enhanced + Lucky, plus elemental chains) – it will deal 4 times more damage.
You can also have Elves upgrade Chaos along with the Enchanted Ballista!
Nah, IMHO, on small maps, Chaos is more useful for any race, especially when specializing in it, plus Hellfire is useful on such maps, so it makes sense to take Wasting Flames. :)
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