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Posts from Discussion about Dungeon (Dark Elves).

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In reply to Vayshan
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18 years ago
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Vayshan;124349
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 like that. It would also be good to partially weaken 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 better, of course, because of their 1.5x damage, and they don't have a counter.
What is the connection between the aura of courage and Dark Magic? Sorrow? It's unlikely anyone will cast it... It's a good spell, but not a mass spell. Banshee's Cry reduces morale by 1, but +1 will still remain, with or without Minotaurs... This only applies to the Necropolis's special ability... but where will you find such an enemy in reality?
In reply to Игрок
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18 years ago
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Player;124323
Could you explain, I'm very interested:
1) Why are the new Minotaurs better against Necropolis and Inferno, while the old ones are better against other factions and neutral creatures?
2) Why do red dragons become better if magic immunity is not relevant (due to the opponent)?

Good afternoon

1. The ability (morale must be at least 1 for everyone around) – besides the banshee's scream, there are also artifacts that lower morale, and the new Necropolis dragons.
2. Try using their ability, and you'll understand:smile14:

Added 11 minutes later
By the way, yesterday I had a fascinating battle with an Orc in multiplayer (of course, I was playing as a Warlock), and I think I found an algorithm that significantly increases the chances of winning.:smile51:

Unfortunately, I'm short on time (work), so I'll write about it tomorrow.:(

By the way, I have a date today:D with a fellow player. So I might be able to write about both at once.

See you later.
In reply to Shogun
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18 years ago
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Shogun;124529
.

See you soon.
We are looking forward to the description, screenshots are welcome!!1:smile13:
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18 years ago
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Yeah, tactics are definitely helpful against Orcs... I'm actually planning a battle with a friend right now. He's playing as Orcs, and I'm playing as... well, you know. In our previous games, I always lost. Either he had a bunch of crossbowmen or the Rakshasa had an initiative of 35... This time, I can't afford to lose.
In reply to Shogun
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18 years ago
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Shogun;124529
Good afternoon.
The ability (morale must be at least 1 for everyone around) – besides the banshee's scream, there are also artifacts that lower morale, and new dragons for the Necropolis.
Dragons give -1, meaning +1 morale remains (since it's initially +2), and using the banshee's scream when you don't have the spell of terror is only possible due to a lack of powerful spells in the spellbook, which is rare for a Necromancer who already has upgraded dragons. It's much better to cast mass spells of darkness, berserk, enthrall, raise dead, summon phoenix, and many other things, rather than -1 to morale. Therefore, the situation where morale drops below +1 is more exotic than realistic...
And artifacts... can be found by any race, not just the Necropolis, besides, there are more artifacts that raise morale, and they can also be found on your hero. + various objects on the map that increase morale are also present...
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18 years ago
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I think one of the Orcs has an upgrade at level 5 that reduces the morale of enemy units on adjacent squares by 3. Or am I mistaken?
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18 years ago
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Yeah, Executioners are like that, and Nightmares have the same ability...
In reply to Vayshan
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18 years ago
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Vayshan;124582
Yeah, against Orcs, tactics will definitely help... I'm about to have a battle with a friend. He's playing as Orcs, and I'm playing as Haven, of course. In the previous games we played, I lost. Either he had a bunch of crossbowmen or the Rakshasa had an initiative of 35... This time, I can't afford to lose.
Your friend is playing as Haven:smile54:Do you have a save from the final battle? Maybe I can offer some advice((;)
P.S.: What map is this?
18 years ago
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VAyshan - you didn't understand me about Megeras and Furies! Megeras are for clearing out (eliminating neutrals), and Furies are for the endgame!
And if the Riders have the opportunity to reach and eliminate enough enemy units from a key stack in one turn - it's better to do it! (They ignore defense, but does Orcish Rage ignore it? I haven't noticed, but I'm still curious, maybe someone has noticed).

Against Orcs, the tactic is:
Hero: Irania. You need Mentorship, Chaos with Fire - this is the minimum (it would also be great to have Sorcery).
Aggressive, very fast creeping up to level 19. By the end of the third week, it should be done! And then we start training Hit-and-Run units. We just run and hit-and-run, hit-and-run, hit-and-run. Then we try with Irania herself; if we see that the enemy isn't being eliminated, we retreat, heal, and hit-and-run again. The trick is that it's quite expensive for the Orcs to build and maintain high-level units. As a result, if we eliminate Executioners, Centaurs, and Cyclops (which is doubtful), we can consider it a victory. If Tilseck has Hit-and-Run, there's no point in killing the Ballista. But in the endgame, it would be very helpful to eliminate it early. Also, you should be wary of Orcish Warriors, but it's still not too scary. And one more thing - DON'T FORGET TO USE CHAINS! THEY ARE DECISIVE!
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18 years ago
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Unfortunately, the save file didn't survive... It was from the time of the Hammers of Fate... I've already deleted them. And that was version 2.0, and they seem to have fixed the Haven training in 2.1.
In reply to DgeroM
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18 years ago
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DgeroM;124706
VAyshan - you didn't understand me about harpies and furies! Harpies are for clearing (killing neutrals), furies are for the final stage!
!
What are you talking about! It should be the other way around! When playing against neutrals, you should play in such a way that furies are not killed at all, so the amount of their HP doesn't matter, but in the final stage...
In reply to DgeroM
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18 years ago
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What's wrong with playing as Haven against Orcs? It's fun at first, 30 Assassins are powerful... As for my build, I focus on Education (which gives Magic Affinity), Sorcery (abilities that reduce mana costs), Attack (Haste spell), Luck, and Chaos Magic. I also take Chains and Arcane Wave. But right now, I'm having trouble with a lucky Sorcerer.
18 years ago
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Player - you must be joking, right? In "Creeping," it's not that important, but in "Final," it's a serious advantage! The Furies will die anyway; the question is how many times and when they'll manage to attack! Therefore, in "Final," Furies are 100% effective. The "Haven" mage's resistance to weakening is unlikely to be critical. But to have more of these units by the "Final," you need to train mages in "Creeping." A stray bullet is a stray bullet, even in Africa...
Vayshan - it's unlikely you'll be able to defeat a skilled Orc without a "Hitran." Therefore, "Iran" is preferable because it allows you to train "Hitran" units. Luck is no longer as important as it used to be. At least, if you don't want to prolong the game and get completely crushed by the Orc, I suggest you forget about luck, focus on Chaos, Education, and Magic.
In reply to DgeroM
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18 years ago
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DgeroM;124809
Player - you're probably joking, right? In Creeping, initiative isn't that important, but in Final, it's a serious argument! The Furies will die anyway, the question is only how many times and when they will manage to attack! Therefore, in Final, Furies are 100%. The Haven's resistance to weakening is unlikely to be critical. And to have more of these units in Final, you need to buff them with Haven. A stray bullet is a stray bullet, even in Africa...
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No, I'm not joking. For a good start, every Fury counts, so making sure they are attacked and hit by stray bullets is not a good idea. Initiative and speed allow you to prevent this. The survival rate of Furies should strive for 100%. And those extra 2 initiative points are a good help in this, and in Final, lives are much more valuable both in terms of the damage the unit will inflict and in terms of the fact that all the Warlock's units should be as tough as possible so that he can cast spells more times.
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18 years ago
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DgeroM – I disagree about luck. Isn't 50% double damage good? And it's perfect against Orcs with their Berserk ability. Also, the Lucky spell from the Luck skill line doesn't need any explanation. It's just harder to get now... And regarding the second level – in my opinion, it's better than Fury in any case. Increasing the number of hit points by 5 won't save them. But initiative is a strong argument, both against neutral creatures and against a hero. And the minimum damage is only 2 less, while the maximum damage is only 1 more. Therefore, there's a higher chance that they will deal less damage than Fury.

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