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I take experience on the hero, and that's enough. Dungeon is easier because you can defeat many enemies with almost no losses, especially in the early stages.
New here? I'm Roha — want a quick tour?
1. The key phrase is that you got a little lucky at the start.
Yesterday, in 6 out of 7 dungeon runs, I took gold, sulfur, and crystal mines, and a dragon lair on days 7-8. Once, I got them on day 5 (I was lucky that golems were guarding the crystals, and I took them with a hero with one Fury).
You won't be able to defeat 7 stacks of 7-15 Alt Golems before the hero's turn.
And after the hero's turn (Armageddon), all the golems are alive again, and at least 1-2 stacks will survive until their turn.
If you don't attack the golems before the hero's turn:
a) before attacking the golems, you get a gem before your turn, and if you're lucky
b) with Expert Enchantment, you can get a second gem, and at least one of the two will be lucky. In total, about 3,000 damage per stack, and the golems are still in full force. You can even defeat the main hero with his entire army this way.
2Shogun
By "a bit lucky," I meant a decent 3rd-tier hero with reasonable stats, nothing more.
They'll be taking out stacks. Judging by the number of golems, it's around week 4-5 of the game, which means there will be damage available to deal 200 HP to a stack (10 golems). The spell can be cast, and by the time it's their turn, the golems might already be finished off. And you don't necessarily have to position yourself in the central square. Also, don't forget about the ballista and the hero who might have Summon and can take out 10 golems with a simple Fist attack. And what if the archer or swift flyer also has morale? I won't even mention Shackles.
Of course, the Golem Lord is strong, but not invincible. But it definitely makes sense for Razazak with the Battle to the Last ability.
You're quite the storyteller.
1. Even with Spellpower, the hero won't cast twice before the initiative troops. And those troops might already have artifacts.
2. Half of the golems might be gone before the hero's turn.
3. 1000 damage from Armageddon without luck = 32 spell points. That's hard to believe.
Shogun: where in my post does it say that I consider the AI as an opponent? I didn't say that. The AI sometimes makes such stupid moves that... Well, everyone knows that. I was actually talking about which difficulty level is the most balanced. And Veteran is the closest to playing against a human. And I have to play against the AI because there are terrible glitches online. And why is the Dungeon easier on the hero level than the others? They need a lot of resources for the city, including gold. On Veteran, I always only take gold from all the chests, and even then, it's not enough.
By the way, artifacts will also be placed on golems.
If the opponent attacks with high-initiative troops first, the stone will revive all the golems, and some of them will survive until their turn. If they are weakened, it will be worse for them.
And if the heroine is a specialist in fast spellcasting (like Orah, I think), at level 20, she will have very high initiative after casting.
2. But after the hero's turn, they will be back in full force.
It's not that unrealistic. At level 20, with the help of artifacts, it's not that difficult for an academic to have 20 SP. So, with a Phoenix cloak, it's about 3000 HP, without it - about 2000 HP. Of course, you need to find/buy the cloak. So, you are right - let's take 2000 HP of damage from the stone as the base.
P.S. The presence/absence of shackles can be easily checked with an auxiliary hero.
Thanks for the idea with Razazak, I'll test it at my leisure.
1. Give Orcs Fury so that, by absorbing damage, it doesn't go into negative values.
Not necessarily. Because for this, you need to return to the city and then go back.
They will remove the golems in stacks, and the undead piles will not be resurrected. So, "everyone is alive and well" won't work.
Yes, it's not 10, but 11. Its advantage is not in the speed of casting, but in the fact that it goes before the enemy hero, which can be important.
They will remove at least 3-4 stacks from you. Situation: an elf with tactics and a speed aura (or boots). Before the mage or golems go, the
nymphs (-2 stacks), dancing winds (-1), forest archers (-1), and dragons (-1-2, and if they are high dragons, then even more) go. At least 5 stacks are lost, and in general, 1 morale and the loss of the main hero, and the mage hasn't even cast a spell. It's better not to engage in a "Battle to the Last" without a fight.
Okay, let's clarify right away. With 20 spell power and a cloak (which, by the way, is quite rare), the base damage is 945 with an expert cast, and there may not be a second one (most likely, there won't be). We won't go into the central square; there's another 420 damage. Pyrokinesis, if it happens, won't have time to deal much damage, but the "Lord of Fire" will remove half of the defense from the golems, and then they're definitely done for. Where did you get 2000 and 3000 from?
And also, if you sense that they will use "Armageddon," you can take a perk from the "Light" skill that reduces fire damage by 2 times.
If you attack the main hero on the same day, which is not always feasible.
Please. This idea occurred to many on the very first day after purchasing the add-on. It's just that there was information earlier that "Armageddon" would hit high golems, and here's this gift. But personally, I tend to think that in 3.1, at least 3 things need to be adjusted:
1. "Rage" for orcs, so that, while absorbing damage, it doesn't go into the negative. And also, rebalance it so that, all other things being equal, more rage is spent on this absorption, about one and a half times more.
2. Something needs to be done about the stalkers' invisibility. For level 1, it's too much.
3. "Armageddon" should hit golems, because even the stone in the center heals them with PHYSICAL damage.
Not 11, but 14. No one has canceled the Expert Sorcery skill yet, and everyone wants the Academic skill.
Because Golemageddon + fighting to the last is a great evil (tested yesterday)
I think you can simply reduce the duration of Stalkers' invisibility to 2 turns.
Evil. You can only effectively defend against it with Elves and Demons, provided you have Apsuccubi, who can chain-fire and quickly eliminate units with low HP. And also with Orcs, before they nerfed the ability to gain Rage by absorbing damage.
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With Letos, this might even be too much, although I can't say for sure. But 2 turns is definitely closer to the truth than 3.