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Posts from (Dungeon + Necropolis) vs (Sylvan + Orcs)

Dungeon Closed Topic
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Hello everyone! Can you suggest a development strategy for Dungeon and Necropolis against Sylvan and Orcs? We're playing on a generated map (very large or huge). We're in the Dungeon, and they're on the surface. Also, what skills should we prioritize?
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It's a pretty good alliance because Necromancers need a lot of mercury, while Dark Elves don't need it much (mostly for the guild), and vice versa: Dark Elves need a lot of crystals, while Necromancers mostly need them for the guild, so these two races can provide each other with resources. Also, the Orc will have to think carefully about which resistance to develop, as both magics (Chaos and Darkness) are quite dangerous for them, especially since the best specialists in these areas (Dark Elves and Necromancers) will be casting them. I can't offer any tactics for playing as Necromancers because I don't have much experience with that race, but I do have experience playing as Dark Elves. As for magic, I think it's better to develop Chaos because it's convenient for dispelling the Orcs' rage or taking out Sylvans' archers. Also, definitely develop Luck and Enchantment (from this line, I recommend taking skills that reduce mana costs), and Education (from there, only Magic Attraction, and the skill itself is quite useful), and Attack (from there, you can take Mass Haste, but this depends on the situation; if the enemy immediately attacks, it's better to use Chaos right away). All of this is just my opinion, so there may be other options.

Added 2 minutes later
And the skills Arcane Wave and Sense Element are also essential.
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What if we take Fury? And how about Leadership?

Added 6 minutes later
Most likely, I (a dark elf) will be dealing with the Sylvan faction.
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Rage? Do you mean elemental rage? It’s probably not worth relying on it, as there’s no guarantee that the desired skills will appear. It’s quite possible that none of the four slots will contain anything useful for elemental rage when leveling up. And then you could ruin the entire build. Leadership is a good thing, but the chance of it appearing is only 2%... It drops very rarely. There is, however, a hero (I don’t remember the name) who has the leadership skill from the start, but as far as I remember, his specialization isn’t very good. Personally, I increase leadership with artifacts; luckily, there’s a shop right in the city. By the way, in this shop, you can also buy artifacts for a Necropolis ally, but Orcs and Sylvans don’t have that option :-)
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Yes, we thought about that! I was thinking, if not Fury, maybe this tactic would work: Luck - up to a lucky Sorcerer; Chaos - up to Pyromancy (or 3 standard spell slots); Attack - Tactics, Battle, Encouragement; Education; Defense! And which hero should I play against the Sylvan faction?
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What does pyrokinesis do? I seem to have forgotten. A lucky wizard is extremely useful, but getting this skill has become much more difficult for the Warlock... In principle, you can try to level it up, but first, try it in single-player mode. I haven't been able to level up a wizard without sacrificing other skills. Regarding tactics (meaning the skill from the attack line) – if you're going against a Sylvan faction, I wouldn't recommend it, as their troops are quite proactive; they're more likely to reach you than you reaching them. It's better to increase speed with artifacts, especially since the Dungeon faction has three cool units that can reach the enemy (or fly to them) even without a speed bonus. The chance of a defensive skill appearing is also 2%, so it's unlikely you'll level it up. You can choose Sinister as your hero (a cool specialization + he starts with the Magic Bolt spell), or Vayish (he starts with Luck and, most importantly, 25-30 scouts that can be quickly upgraded to aces or rangers, which greatly simplifies clearing the area).
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Pyrokinesis increases fire damage by 33%! And you'll have to choose a tactic, since he's playing as Wingael! And who else should you take against the Sylvan faction: a Raider or a Lizard Rider? And Stalkers or Assassins?
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Pyrokinesis doesn't seem to increase fire element spells by 33%; instead, it deals fire element damage over a certain number of turns... However, you still need to acquire the necessary spells. As far as I remember, there are only two: Fireball and Armageddon. Armageddon is obviously not a viable option, and Fireball might not even appear. Why would you have to use tactics? On the contrary, specializing in Wingael increases the chances of his troops going first, and by leveling up tactics, you can only make his life easier by positioning your troops in front, making it much easier for him to reach them. Forest elves have very high defense, so it's definitely better to take Dark Riders, as ignoring defense will be not just useful, but a necessary skill for them, unlike the Swift Riders' ability. As for the first level, you can technically take either, but I would choose Stalkers; they have quite decent initiative and will definitely manage to become invisible and reach the archers. Of course, the opponent might group their troops in such a way that the archers are inaccessible, but that's where area-of-effect spells from Chaos magic come in handy.
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Pyrokinesis deals 33.3% damage over 3 turns and only affects fire element spells. Vaishan, you also forgot about the wall of fire, which is a very useful spell; it will be unpleasant for a hidden archer to be trapped in a wall. However, if a Sylvan elf develops light magic (which is quite likely), they can simply teleport the unfortunate creature away. Another question is, will the wall appear for the warlock and the teleport for the elf? To reduce the defense of the Sylvan elf, the Fire Lord can also help. Even if it's only for one turn, it still helps. But the Sylvan elf also has a countermeasure: in light magic, there is a perk that provides fire resistance, reducing damage from fire magic by 50% and protecting against the Fire Lord. This tactic is more likely to be used to counter the enemy's tactics. It might even be worth upgrading the defense if it appears, so that the Sylvan elf's troops last longer while the Sylvan elf safely casts spells.
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Well, regarding the Fire Lord, I don't think the Wood Elf will counter it because he can simply ignore it. It's just one ability; there's also the Lord of Lightning and Cold. Unless the Wood Elf knows the Warlock's upgrade plan. In general, the Fire Lord will be very useful with the Wood Elf's high defense. He seems to have forgotten about the Wall of Fire... Maybe he's not used to the fact that it's been moved from the summoning list. The spell is extremely useful; if it's available, it makes sense to take Assassins and attack the archers. It's their turn, and they first take damage from the poison, then make their move, and then get hit by the Wall of Fire. Although, if there are more than 200 Assassins, it's better to attack the dragons; three of them will definitely die. But it depends on personal preference; you can also use Hunters, but they still need to reach the enemy. It's difficult to upgrade Tactics for the Wood Elf due to the low chance of the "Attack" skill appearing. He might not even go for it. And the Dark Elf will lose several levels.

Added 5 minutes ago
Oh, no, there's also Pyrokinesis! So, it turns out that the archers first take damage from the poison, then from the Wall of Fire, on the next turn again from the poison, again from the Wall of Fire, but also from Pyrokinesis?! That's intense! They are weak on their own, so they won't last long...

Added 55 seconds ago
Oh, no, there's also Pyrokinesis! So, it turns out that the archers first take damage from the poison, then from the Wall of Fire, on the next turn again from the poison, again from the Wall of Fire, but also from Pyrokinesis?! That's intense! They are weak on their own, so they won't last long...

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