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Posts from Discussion about Dungeon (Dark Elves).

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Hmm... 60 hit points is roughly equivalent to level five when compared to other factions.
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if the Orc's summoning ability is suppressed, the Phoenix will be weak... in any case, there will be few Minotaurs, and you won't be able to create high-level Phantoms, and the Hornet Swarm will be ineffective...
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Guys! 1) What prevents you from downloading both? But this will prolong the game. 2) If an Orc focuses on weakening Summoning and Chaos magic, it will hurt him more – first, he won't weaken anything effectively, and second, his creatures will be significantly weakened. 3) If there are nearby neutral castles, for example, on a "Key to Victory" map, and you can scout them, then you can develop a strategy with Sylvan and Dungeon! This is awesome! 4) Orcs really need to be eliminated as early as possible. 5) Even weakened Chaos magic can deal significant damage!
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Yes, it's better to level up two schools at once. An Orc can't max out two resistances. And the chance of each resistance appearing is only five percent. By the way, in version 3.0, to get some cool Dark Magic spell, all you need is a Dragon Utopia. The Tribes of the East are glitching for some reason – for example, they gave me Holy Word, Vampirism, and some other stuff... Even though I only leveled up Chaos. And these spells didn't appear in the spellbook... And they didn't give me Earth Shock, which is what I was actually looking for...
In reply to DgeroM
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DgeroM;124005
Guys! 1) What prevents you from upgrading both? But this will drag out the game.
2) If an Orc upgrades Weakness to Summoning and Chaos, it will only hurt him – first, he won't weaken anything effectively, and second, his creeping will be significantly weakened.
3) If there are neutral castles nearby, for example, on a map with the "Key to Victory" scenario, and you can view them, then you can upgrade Sylvan with Dungeon! This is awesome!
4) Orcs really need to be eliminated as soon as possible.
5) Even weakened Chaos magic deals good damage!
What's the deal here...?
It's not worth upgrading resistance for Orcs. Take a triple ballista, upgrade fire arrows in attack, and raise Blood Rage... and that's it for everyone... you simply can't defeat Cyclops (with -70% damage due to racial ability, consider it 3 times more health), and the ballista and centaurs will slowly shoot everyone down... But a Warlock is an exception; it's worth taking Chaos Nullification against him...
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I still need to get to the third level of Fury. And against centaurs, you can use Stalkers. With their invisibility, they can easily reach the enemy, but you can't hide centaurs. And the poison will also reduce the centaur's Fury.

Added 57 minutes later
I was just playing duels against a Dark Elf. I wanted to test invisibility from the perspective of an opponent of Dark Elves. And I didn't understand something. So, the turn of the Stalkers came, and they became invisible. But when their next turn came, they were visible to me, but remained semi-transparent. They made their move, and I couldn't see them again. But I knew where they were. So, I don't understand: is this only against the AI, or is it always like this? Then what's the point of invisibility if a human opponent knows where the Stalkers are and can send a squad there to wipe them out? Has anyone tested this in a duel on the anniversary edition?
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Yeah, playing against the Stronghold is really tough:((( Someone mentioned that they need to be pressured in the very early stages... I tried, and let me tell you, there are three possible scenarios: 1) Your opponent is the AI - then there's a chance, albeit a doubtful one (neither Harpies nor Fury can jump over walls). 2) Your opponent is a newbie. Well, in that case, everything is clear:)
3) Your opponent is a more or less experienced player (who has at least seen the skill wheel) - then it's just suicide!!! The Stronghold has a hero named Tilsek (or something like that, the one who specializes in Orcs). He can get a ballista at level 6 that attacks 3 times, ignoring defense - that's the end of everything, he can rush anyone he wants, and you won't be able to defend yourself very well, even in your own castle!
And you're talking about attacking in the first month:)
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Well, not level 6, but at least level 8, but that doesn't change anything. Tilsek rusher is tougher than Deleb. Usually, level 10-11 is enough – take three Cyclops, a hundred Centaurs, and Shamans to cast Haste on them... meanwhile, the Ballista deals 500 damage per turn, and to destroy it (1100 HP)... good luck...
In reply to Игрок
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So, esteemed gentlemen, I've finally had enough time to play version 3.0 and gather my thoughts:D

So, let's begin (specifically regarding the Necromancer):smile10:

1. Skill Wheel
It has become much more extensive, and many previously unavailable upgrade tactics have appeared, but:
- it has become much more difficult to find the necessary perks:(
- someone tell me WHY they gave everyone Spellpower:confused:

2. Alt Upgrades
- Scouts are very good; you can really do in the first week what you used to start doing in the second week, and even then, only if the starting level of the city was higher than 1 (death to mages and archers). Against fast melee units and flyers, Aces are better.
- I prefer Furies (2 higher initiative)
- Against undead and demons, the new Minotaurs are better; against everyone else and neutrals, the old ones are better.
- The old Riders are better (they don't want enemies to line up diagonally:smile53:
- Against neutrals, the old Hydras are better; against the enemy, the new ones are better.
- For me, the old ones are better (very subjective)
- Against humans, orcs, and non-caster neutrals, the new ones are better; against everyone else, the old ones are better.

3. Does anyone know what to do with the Academics now:smile31:
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Hydras are definitely better in the new version, in my opinion. Regeneration with that much initiative and HP is almost useless anyway. As it is, the enemy attacks the hydras, takes damage from the corrosive blood stream, and receives a regular counterattack. The main thing for mages is to prevent them from crafting artifacts. Otherwise, they'll put +20 initiative on their creatures, and it will be a problem.

Added 5 minutes later
And I still haven't been able to level up a Lucky Sorcerer... Before, you could get him almost immediately from Waisan. Now, you also need some stupid magic resistance and a dark ritual. I took all of that, but the Lucky Sorcerer still hasn't appeared. So, I'll have to manage without him...
In reply to Shogun
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Shogun;124289


2. Alt upgrades
- Scouts are very good; you can really dominate in the first week, doing what you used to start in the second week, and even then, only if the starting level of the city was higher than 1 (death to mages and archers). Against fast melee units and flyers, Assassins are better.
- I prefer Furies (2 higher initiative).
- Against Necropolis and Inferno, new Minotaurs are better; against everyone else and neutral creatures, the old ones are better.
- Old Riders are better (they don't want enemies to line up diagonally:smile53:)
- Against neutral creatures, old Hydras are better; against enemies, new ones are better.
- For me, the old ones are better (very subjective).
- Against humans, orcs, and non-caster neutral creatures, new ones are better; against everyone else, the old ones are better.

Could you explain, I'm very interested:
1) Why are new Minotaurs better against Necropolis and Inferno, and old ones better against everyone else and neutral creatures?
2) Why, if magic immunity is not relevant (due to the opponent), Red Dragons become better?
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Regarding new minions, I don't think it's a good idea. Breaking the best synergy for the Tribes of the East (minions + Yetis) – thanks, but no thanks.
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I think everything is clear here. New Minotaurs are needed against factions that have strong Dark Magic, as they have an aura of courage or something similar. It would also be good to partially disable the Necropolis's Banshee's Cry. The combination of Riders and Minotaurs doesn't always work due to the large difference in initiative. And Dragons are, of course, better because of their 1.5x damage and the fact that they can't be retaliated against.
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actually, it's not a good idea to just rush with Riders and immediately get beaten up! The strategy works like this: the engagement happens in the middle of the field, and both sides perform well there.
The new Hydras are, in my opinion, useless (except maybe against Demons and Orcs), because regeneration gives them time to destroy the enemy with spells. The new Furies are much better for creeping than the old ones.
By the way, yes! What about the Academy units? It's not easy to outsmart them or rush them... and I won't even talk about their development... what should I do!?
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And what if raiders can reach the enemy's sixth or seventh-level creatures in one turn? Is it worth sacrificing even one, but very powerful, attack for a couple of bites? Especially since, as far as I remember, the bite deals either half or half of the maximum damage, without ignoring defense. Regarding hydras, it depends on the player, but I never factored in their regeneration because they move infrequently. I would also argue about furies. They are still killed at the beginning, and 21 hit points don't really save them. And the damage spread... The maximum is only one unit higher, and the minimum is two units lower. And the initiative is two less. And, in my opinion, immunity to weakening is useless. The enemy will still destroy them by any means, rather than casting spells. Against Academy creatures, you need to develop the skill from the attack line, I don't remember the name, but it gives +30 to initiative. And if you also find an artifact... Then minor artifacts won't help the mages much (if they add initiative).

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