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Posts from Discussion about Dungeon (Dark Elves). Auto-translated

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#620
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Well, with a fully developed Leadership skill, Battle Domain will always be 5 if your army consists only of Elemental creatures. And the maximum bonus from Vengeance is 25%; if Battle Domain is more than 5, it won't increase the damage anymore. As for the Russian skill build, so you don't have to struggle, you can find it in the game folder (if you have a licensed copy); it's located in the Fan Documents folder. Based on our game yesterday with Vaishan, I can say that Initiative is crucial. When fighting against Elementals, it's essential to eliminate their troops as quickly as possible and prevent them from casting spells. I was very lucky and found two rings: one with +10% to Initiative and another with +20%. My troops moved before all of his (with the exception of the Megeras, which were almost all killed by the Centaurs; the hero was Haghesh). I also had boots for speed (but I couldn't upgrade the speed aura). With this tactic and high Initiative, I dealt significant damage with my first attack (the Executioners, Wyverns, and Cyclops reached the enemy). Vaishan managed to cast spells three times during the battle, and each time it was an enhanced Shock Earth spell dealing 3K damage. Again, I was lucky; the Lucky Charm spell didn't trigger even once, but it probably wouldn't have changed the outcome of the battle; it would have just increased my losses. Honestly, I don't even know what Elementals can do in such a situation. Vaishan's Spellpower of 30 and Emerald Boots didn't help... Ultimately, if he had attacked earlier, he probably would have had a better chance of winning... I don't think I play much better.
O God of Earth and Altar,
Bow down and hear our cry,
Our earthly rulers falter,
Our people drift and die,
The walls of gold entomb us,
The swords of scorn divide,
Take not thy thunder from us,
Take away our pride.


G.K. Chesterton: English Hymnal
In reply to Майор Вихрь
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#621
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Major Whirlwind; 142233
Well, generally, with maximum leadership, the Battle Doctrine will always be 5 if your army consists only of Elemental creatures. And the maximum bonus from Retribution is 25%; if the Battle Doctrine is higher than 5, it won't increase the damage anymore. And you can find the Russian skill descriptions in the game folder (if you have a licensed copy); they are located in the "Fan Documents" folder. Based on our game with Vaishan yesterday, I can say that initiative is key. When fighting against an Elemental Orc, it's crucial to eliminate the Elemental creatures as quickly as possible and prevent him from casting spells. I was very lucky and found two rings: one with +10% to initiative, and another with +20%. My troops moved before all of his (except for the Megeras, which were almost all killed by the Centaurs; the hero was Haghesh). I also had boots that increased speed (but I couldn't upgrade the speed aura). With this tactic and high initiative, I dealt significant damage with my first attack (the Executioners, Wyverns, and Cyclops reached him). Vaishan managed to cast spells three times during the battle, and each time it was an enhanced Shock Earth spell dealing 3K damage. Again, I was lucky; the Lucky Charm didn't trigger, but it probably wouldn't have changed the outcome of the battle; it would have just increased my losses. Honestly, I don't even know what the Elemental Orc could have done in that situation. Vaishan's spellpower of 30 and Emerald Boots didn't help... Ultimately, if he had attacked earlier, he might have had a chance to win... I don't think I play much better.

Hello everyone.
I apologize for interrupting, but I can't resist:smile43:
Could you please clarify the map on which the battle took place? The time of the final battle (at least the week) and the names and levels of the heroes.
I'm so curious:smile09:
#622
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The action took place on the map of the Land of Outcasts. I occupied the upper part of the map, Warlock's Dungeon, and the other two players were disconnected; we agreed not to use towns. As I mentioned, I chose Haggeesh, Warlock, and, surprisingly, the other player played as Warlock as well. I can't say exactly which week it was. But in my army, there were 17 Cyclops, and I built their dwelling on the 3rd week. There were no weeks of plague, so you can roughly estimate the week if it's that important. And in general, we replayed the battle out of curiosity; I just removed the artifacts that boosted initiative beforehand and still won, and the losses didn't increase significantly (unless my memory is failing me, Warlock might correct me ;) ).

And as I said, in my opinion, in a prolonged game, "Warlock vs. Orc," the Warlock has no chance with the Orc properly developed. The Warlock's troops can barely hold their ground; usually, one Orc unit could eliminate a large part of a Dark Elf unit.
O God of Earth and Altar,
Bow down and hear our cry,
Our earthly rulers falter,
Our people drift and die,
The walls of gold entomb us,
The swords of scorn divide,
Take not thy thunder from us,
Take away our pride.


G.K. Chesterton: English Hymnal
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#623
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we can even provide a recording... Honestly, I don't understand yet what can be done with an Orc in the late game...

Added 4 minutes later
I mean a recording of the battle. My level is 22, and his Major is around level 23. I also built dragons in the 3rd week, but I had one less (16) than he had Cyclops, because I lost one dragon in a battle with a horde of Erls.
Армия баранов под предводительством льва сильнее армии львов под предводительством барана.

God save us everyone
Will we burn inside the fires of a thousand suns...
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#624
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No, if the Haven hero has a spellcasting skill or something else that allows him to speed up his turn in battle, then there is a way to simply prevent the Orcs from reaching his troops, blind them, drive them mad, etc. In general, you need to look at the situation, but Haven has a chance to cope with the Orc.
#625
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Firstly, it won't be possible to blind all the troops, just as it won't be possible to inflict berserk on them. Also, it's not certain whether the Warlock will go first before the Orcish creatures, as few have an initiative lower than 10. In the specific example, even a mass slow wouldn't have helped; even without my initiative artifacts, the defeat would have been complete. Perhaps hit-and-run tactics or hero-suicide squads, trained with the "mentorship" skill, could save the day.
O God of Earth and Altar,
Bow down and hear our cry,
Our earthly rulers falter,
Our people drift and die,
The walls of gold entomb us,
The swords of scorn divide,
Take not thy thunder from us,
Take away our pride.


G.K. Chesterton: English Hymnal
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#626
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Yes, hit-and-run is effective against Orcs... and by the way, what about the Divine Retribution spell? Orcs deal quite a lot of damage to Town Guard troops because they have virtually no defense (Town Guard), which means that with a high spell power, a Warlock can cast Divine Retribution quite effectively... you just need to find it (Town Guard has a shop... maybe a Tower of Light or a Library will appear (Libraries appear quite often in generation), and theoretically, it should work well... it seems.
And I have a question... slightly off-topic... but does antimagic affect Crowd Control (Fury of the Crowd)? Does it provide protection?
In reply to Майор Вихрь
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#627
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Major Whirlwind; 142878
The action took place on the Realm of Outcasts map. I occupied the upper part of the map, the Dungeon of Vaishan, and the other two players were eliminated; we agreed not to use towns. As I said, I chose Haghesh, and Vaishan, surprisingly, played as Vaishan). I can't say exactly which week it was. But in my army, there were 17 Cyclops, and I built their dwelling in the 3rd week. There were no weeks of plague, so you can roughly estimate the week if it's that important. And in general, we replayed the battle out of curiosity; I just removed the artifacts that boosted initiative beforehand, and I still won, and the losses only increased slightly (if my memory serves me correctly; Vaishan might correct me ;) ).

And as I said, in my opinion, in a prolonged "Warlock vs. Orc" game, the Warlock has no chance if the Orc is developed correctly. The Warlock's troops can barely hold their ground; usually, one Orc unit would wipe out a large part of a Dark Elf unit.
In general, in my opinion, the fact that Haghesh gives initiative for each level is almost cheating. And with a good build-up, Fury of the Horde will later destroy entire units. I almost lost once because of that. I was saved by a ballista – three shots + enchanted arrows (Earth Shock, 1500 damage). Well, as for the Dark Elves, I recommend simply not letting the Orcs develop too much, otherwise :smile16:
Хакер - не преступник.:smile28: Взлом - для искусства. Смысл - в свободе.
In reply to Gunslinger
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#628
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Help me understand the concept of elemental affinity, explain it in simple terms. I've read and played, but I still don't get it. P.S. Please don't consider me a noob after this question.
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#629
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I still haven't quite figured it out myself... At first, I thought that units with earth should be attacked with air, those with fire with water, and vice versa. But my observations show that any element can attack any other. And I think I've figured it out: it should be a unit with the opposite element. Which elements are opposite to each other? And does the chain of elements affect the hero's magic?
Каждый может быть героем ...
In reply to StormS-K
#630
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StormS-K;143117
In my opinion, the fact that Haghesh grants initiative for each level is almost cheating. And with a large army, Wrath of the Horde will later completely destroy the entire squad. I almost lost once because of this. I was saved by a ballista – three shots + enchanted arrows (Earth Shock, 1500 damage). Well, I recommend simply not letting the Orcs level up too much, otherwise... :smile16:
Perhaps the developers went too far with Haghesh... On the other hand, even at level 25, she doesn't significantly increase initiative, especially only for 1 turn. However, centaurs move before any (or almost any) archers. Maybe this is intentional, so that under Haghesh's command, centaurs have more chances to move before other archers? So, personally, I'm not 100% sure that they will nerf her.

2 Starhan & Cheri@
As far as I know, each squad receives a random element at the beginning of the battle, and when attacking an enemy squad with the opposite element, additional damage is dealt. When the elements trigger for both squads, they change. Elements also affect Chaos magic spells. We know the element of Chaos spells; we just need to find the right enemy stack. Fire is opposite to water, and earth is opposite to air.
O God of Earth and Altar,
Bow down and hear our cry,
Our earthly rulers falter,
Our people drift and die,
The walls of gold entomb us,
The swords of scorn divide,
Take not thy thunder from us,
Take away our pride.


G.K. Chesterton: English Hymnal
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#631
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The exact description of the "Sense Elements" ability can be found in the fan-made guide. Elements are assigned to units at the beginning of each week, not before each battle.
Армия баранов под предводительством льва сильнее армии львов под предводительством барана.

God save us everyone
Will we burn inside the fires of a thousand suns...
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#632
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Well, I have an idea against the Stronghold... I would take summoning magic and use mines to the fullest, as well as buff Plague and Cursed Lands. First, they reduce enemy morale, and second, they deal good overall damage during battles. I haven't tried it, but I'll say this... what if you suddenly attack with a bunch of Hydras? They reduce morale, and then the creatures should be finished off... and in general, we need to think about which schools to use against the Stronghold... there's a choice of 4 schools.
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#633
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Well, in our battle against the major, everything happened before the hero's turn. They attacked, dealt huge damage to my troops, and even a ground shock dealing 3000 damage didn't help me. My opinion is that you should level up a warlock-warrior instead of a warlock-mage (against the Stronghold), i.e., increase attack and defense in every possible way. Chaos magic isn't very effective against orcs; you can even ignore magic altogether. There are only two heroes on the battlefield and fourteen stacks of creatures, and by the time the hero moves, it's already too late. And if you do level up magic, focus on summoning or chaos, but not for damage, but for things like fire lords, ice lords, or storm lords; I think it will be more useful. Ideally, instead of magic, focus on defense, but it rarely appears as a skill. Or take a hero with the "Vengeance" skill, level it up, and the damage will increase by 40% plus elemental damage, which is another 40%, and with luck, all bonuses are doubled... The damage turns out to be simply amazing. But I haven't tested it against a human player.
Армия баранов под предводительством льва сильнее армии львов под предводительством барана.

God save us everyone
Will we burn inside the fires of a thousand suns...
#634
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Warlock-warrior. Sounds funny) But still, developing a hero's stats can lead to a focus on magic. The attack will not be very large (comparable to the defense of an Orc), and regarding retribution, an Orc can also develop it, although it's not that easy; it's not always possible to get what you need. But ignoring Chaos is a mistake, Vaishan. It's very difficult to skip a 15% skill, especially to replace it with a 2% defense. But if the development goes well for both the Orc and the Town Guard, then, in my opinion, the victory will depend on the artifacts that boost initiative. Whoever goes first wins. In the absence of initiative artifacts, things become less clear. In any case, this needs to be tested in practice against a real player, so Vaishan and I are planning a new game).
O God of Earth and Altar,
Bow down and hear our cry,
Our earthly rulers falter,
Our people drift and die,
The walls of gold entomb us,
The swords of scorn divide,
Take not thy thunder from us,
Take away our pride.


G.K. Chesterton: English Hymnal