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The idea was that if you take a lot of skills at the beginning, you'll have trouble acquiring the necessary abilities later on. I think it's unnecessary to explain the difference between an ability and a skill. It's always best to limit the number of skills you take at the start, especially if you plan to acquire abilities like readiness, lucky charm, retribution, and so on.
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.
What about attack and defense? If they appear, I think you should definitely take them. Besides, if you're developing ranged units, fire arrows in attack will be very useful. Well, and if you're not developing ranged units, there's a quite useful speed spell.
The defensive build is more suitable for the late game when machines are not as relevant. However, it's worth noting that the demon has decent knowledge and attack stats, and the ballista will deal significant damage. Also, the Stone Skin perk is always useful, especially if the demon doesn't learn magic.
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.
Which demon doesn't love dark magic? Considering the insane amount of mana and the availability of these spells in the guild. I think it's possible not to take Darkness if you're focusing on a rush strategy rather than a late-game one. In the late game, Darkness is essential. After all, he's the only one who can choose not to learn this magic, right?) On the other hand, he has a drawback. I take Luck, Darkness, Attack, Logistics, and Leadership. Machines - if it's a Deleb. I usually play with Inferno without machines because it's more interesting. Defense... I don't know. Being an Inferno and having to withstand attacks is something I really dislike. It's not fun, and it doesn't fit the lore. And I like to play according to the lore xD Besides, due to the low defense, the skill itself won't give as much as I'd like, although it will alleviate the suffering to some extent. But it's not my choice.
For the demon, I always take attack (speed magic), luck, logistics (fast gate opening), and defense (you need to hold out until reinforcements arrive). For magic, I choose either magic or chaos, along with the Fire Lord. If education appears before magic, I take it without hesitation instead of magic.
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...
Yes, at the beginning, Imps seem weak, but with the right build: "Call of Urgash" and "Full Gate Opening" (of course, you'll need the "Amulet of Mastery"), Imps can almost defeat anyone!!! Especially Necromancers!
I agree!:D Once, at the beginning of a scenario, I chose a random artifact, and I got the "Amulet of Mastery." I hadn't seen the skill wheel yet and didn't know what it did, but this amulet helped me defeat five opponents at the Veteran level. So, if you find it, victory is almost guaranteed!:smile49:
I agree!:D Once, at the beginning of a scenario, I chose a random artifact, and I got the "Amulet of Mastery." I hadn't seen the skill wheel yet and didn't know what it did, but that amulet helped me crush five opponents at the veteran level. So, if you find it, victory is almost guaranteed!:smile49:
What?))) You're getting something mixed up; the Amulet of Mastery is a relic, and it can't be given at the start by definition! Only minor artifacts are given. And if you find the Amulet of Mastery, it will give +5% to the number of summoned creatures and allow Archdevils/Demons to summon reinforcements. That's certainly cool, but I wouldn't say it affects the outcome of the battle as much as you describe. It's not always advantageous to rush.
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...
What's the problem with holding out for one turn until the gates open? Is defense absolutely necessary, taking up an entire slot? And besides, a slight reduction in damage isn't that significant; I'd say it only marginally reduces the damage received from archers and fast-moving enemy units. Moreover, it's often more useful to not summon Cerberuses and Unicorns, but to attack instead, as speed and initiative allow. Especially if the Cerberus is an alternate unit, and the enemy has gathered their troops in a formation, as they always do, protecting their archers. And also to break the formation with Nightmares and immediately reduce the number of the enemy's most dangerous unit. Of course, this is if it's a final battle. If it's a simple, routine battle, then, of course, you need to open the gates. But even here, defense isn't critical and plays an even smaller role. That's what I think. As for Chaos... I don't know. A Warlock is a Warlock, but such a Chaos unit will only be effective at the beginning, clearing out creeps. In the late game, it won't be decisive at all.
I wouldn't say that defense is just a small reduction in damage. 30% is almost a third. Regarding archdevils, I meant that before their turn, fast enemy units (like paladins, for example) can easily reach our side, and then there's no time for a gate. As for nightmares... I think it's actually more profitable to summon them through a gate because any self-respecting demon has a fast gate opening, and the initiative of nightmares often allows you to both summon reinforcements and attack immediately. Although, in general, you need to calculate the entire gate strategy; sometimes it's more profitable to just attack. Why wouldn't Chaos be dominant? Against factions like Haven or humans, a Fireball spell with a Demon Lord targeting paladins, archangels, or dragons, etc., can be very effective.
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...
Super ability is not needed at all for Demon Lords. I think that the following skills are needed: Dark Magic, Light Magic, Luck (Wide Gates), Spells (Distraction), and something of your own choosing, for example, Attack. It is essential to manage to take Light Magic.
ДУРАКОВ ОЧЕНЬ МАЛО, НО ОНИ РАССТАВЛЕНЫ ТАК ГРАМОТНО, ЧТО ВСТРЕЧАЮТСЯ НА КАЖДОМ ШАГУ. Прошу прощения у Arandor-а. Я слишком резко отреагировал. Просто очень люблю спорт. Извини...[/SIZE]