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Posts from Discussion about the INFERNO faction – Demons and Devils.

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18 years ago
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I decided to change my faction. I used to play as Inferno, but with the introduction of new upgrades, I again want to feel the flames of Hell, and I also think that Elves are the most difficult opponents for Inferno... Oops, I'm getting off topic... Anyway, the title says it all... ;)

Here's what I'm interested in:

1. Most important: Hero leveling. And hero selection.
2. Castle development.
3. The best time to conduct the final battle (it's better to play longer, rush as quickly as possible, or something else).
4. Choosing troop upgrades.
5. Conducting the final battle (describe the battle strategy).
6. I forgot something, I'll add it later... For now, try to answer these questions.

P.S.:) I won't say anything about the map, let's first write for a medium-sized map, and then for a large one.

Sincerely, Prizrak.
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18 years ago
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My choice is Deleb the Engineer. => We recruit machines with ballistas and a tent. Also, we upgrade the attack with fire arrows, and those with a penchant for the unusual can try Chaos magic. The approximate level of the hero by the end of the game is 15-17. No later, because the elf starts to become too powerful from that point on).
In reply to Amko
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18 years ago
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Can I talk about the upgrades? Thanks :)
1. It depends on number 6, and on what kind of Druids the enemy has. If they are new (Druids), then, of course, Imps, but otherwise, you can use Lesser Devils.
2. No comment - Elders.
3. The new ones, naturally :)
4. If they say that you shouldn't delay, then so be it. Succubi won't be very useful in the final stages, so Temptresses.
5. Since you'll have to deal with various Ents and Unicorns that block the path to the Druids and Archers, then Nightmares.
6. Here, I don't know... Can you help me?:o
7. I think Archdevils will be more useful, because, as already mentioned, you need to hurry, and with small numbers, the new ones will be better.
That's all :)
18 years ago
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Well, I'll try to add my two cents. 1) The strengths of the Inferno faction are opening portals and troop initiative. From this, we get: a) It's not worth attacking the Elves early on, as there is nothing to counter the Hunters (they have high initiative, and it won't be possible to block them with troops or summoners). b) In the mid-game, focus on Dogs and Horses – develop tactics and gain the ability to block archers (remember that Inferno has one of the highest initiatives in the game, meaning our high-initiative units go first and can reach the enemy on the first turn). c) In the late game, in my opinion, Inferno can't rely on anything other than summoned creatures. With summoned creatures, you can tear through everyone (block archers, and our melee units will defeat everyone one-on-one). If there are no summoned creatures, you can only rely on enhanced gating, i.e., perks from Luck, Leadership, and (if available) Nimnus's skill (I'm not sure about the name), as well as from Phantom (achieved in two ways: either through Sorcery-Wisdom or through Summoning). So, the tactic is to summon reinforcements with all troops, and then, as the hero progresses, cast Phantom. This creates such a large number of troops that it becomes practically impossible to separate the wheat from the chaff (main troops from summoned ones). Therefore, by distracting attention and having extra troops, we can achieve victory. And... 2) You can take someone like Daleb or Leto (or even Orson, the Necropolis with a tent – I don't remember the name, etc.) and try to rush (week 2 – maximum 3, later it becomes problematic), but this is relevant for all factions. That's it. If I forgot something, I apologize – it's a holiday. P.S. Try the Light skill for the Inferno faction – Mass Divine Power is great, and you only need 2 (preferably more) levels.
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18 years ago
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Hmm... The highest investment... And Wingel... Even inferno units can't compete with him! Regarding Castle: the leveling is inconvenient. Phantom might not appear, and, in my opinion, magic is an unnecessary skill for demons.

Added 2 minutes later
P.S. I'm probably just a pessimist:)......................
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18 years ago
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It's strange that I never noticed that a topic like this hadn't been created before.
Now, please post your questions here so as not to create a bunch of separate topics.
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18 years ago
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Demons are a very strong faction (not every faction can defeat 18 greased Rakshasa with 21 level 2 creatures on level 10), but unfortunately, they have almost no ranged units, only melee fighters, which makes it very difficult for them to defeat Sylvan. It's practically impossible! But they can easily defeat Undead and Orcs.
18 years ago
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Why is that? An easy victory over the Elves is just a matter of luck. After all, mass confusion is still a factor. And if you're not lucky with that, you'll definitely be lucky with blindness or berserk, which is also a good way to neutralize the archers. Not to mention the enchantresses, who can also control them if they want to. Unless, of course, the elven archers are defeated first.
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18 years ago
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IMHO, I agree with Major: we pump up the demons with Dark Magic and cast mass confusion, and with the Succubi (we take them), we can try to take control of the Dancers, Faeries, or even the Archers. If the game is played on a large map, when leveling up the hero, we focus on gating, i.e., the hero is Nimue. We can try to level up the secondary skills – fortunately, unlike the Scholar, we have to level up the skills we need. It would be good to find a ring with a bonus to initiative and boots +1 to speed. If the map is small and the focus is on rushing, we take Daleb with machines or Grok with teleport. For leveling up, a speed aura and surprise attack would be good. It is better to complete the final stage at the end of the 2nd week, while the opponent's army has not yet acquired large squads of "tanks." We rely on Succubi, Cerberi, and Nightmares, i.e., in battles with neutrals, we protect them as the apple of our eye. Regarding upgrades: 1) 100% Imps – to deprive the Elves of buffs from Light Magic (and dispel). 2) Naturally, Greater Demons (the ones that jump). 3) New hounds – to reach the Archers. 4) Succubi 5) New Nightmares – IMHO, the draining aura is more useful than reducing morale. 6) We take the old ones. A couple of casts of Chaos Magic won't hurt us. Besides, they can be cast on dragons. 7) Archdevils, because they are faster.
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18 years ago
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Another point: to prevent enemy units (especially Elven ones) from running out of turns too quickly, you can (and should) upgrade the "Sharp Mind" skill. Fortunately, a Demon only needs to focus on scouting to achieve this. And that's it. Cast "Mass Confusion" and I wouldn't want to be in the enemy's shoes!
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18 years ago
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Another point: to prevent enemy units (especially Elven ones) from moving too quickly, you can (and should) upgrade the "Sharp Mind" skill. Fortunately, a Demon only needs scouting for this. And that's it. Cast "Mass Slow" and I wouldn't want to be on the receiving end!
But what about the high Elven resistance? Unique units, magic resistance from luck, and bots focused on resistance. If you take "Battle Uprising," the Inferno units will move before the Unique units. This is just to avoid arguments, like "the Unique units won't just stand there and immediately rush into the enemy group."
In short, you can effectively avoid spellcasting.
And in general, to win against the Elves, you need to somehow exert initiative and build up defense in some areas (I'm not just talking about the ability, but also about stats), and it would be good to get better upgrades to have more time to use "Berserk," "Inspire," etc.
In short, focus on magic and good defense. If you manage to get initiative, then you can confidently attack.
In reply to Gunslinger
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18 years ago
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The Devil race is very cool, especially I like the pets and demonesses. I like the pets because they cast spells like "Fireball" and "Meteor Shower". And I like the demonesses for their Chain Lightning ability, and also the Seductresses, because they temporarily lure enemies to their side.
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17 years ago
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The faction is decent, but the units are too slow. As for the Infernal Gate, I'm not entirely convinced; I mainly use it against neutral creatures because against opponents, it's often better to strike first rather than waste time opening the gate.
In terms of units, they're all generally good, except for Pit Lords and Devils. Pit Lords suffer from low initiative and low Chaos damage, while Devils are expensive and difficult to develop.
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17 years ago
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I would prefer to take Grog with teleportation.
1. A combination of imps and Pit Fiends will give an extra magic attack.
2. Greater Demons.
3. I prefer Cerberuses. After all, retaliation is a good thing.
4. Succubi. For their chain shot.
5. Nightmares with a life drain aura.
6. Cave Lords.
7. Archdevils.
In reply to Successful
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17 years ago
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Successful;193120
The race is decent, but the units are very slow. The Hell Gates are also questionable; I mainly use them against neutral creatures because against opponents, it's often better to attack first rather than spend time opening the gates.

I disagree! The Hell Gates ability is very important for demons, just as the Undead Raising ability is for necromancers. The ideal heroes for demons are those who add initiative (it's a pity that the standard heroes don't have this useful ability), Gatekeepers, Master Gatekeepers, and of course, Engineers (Daleb).

And here are some very important skills: Dark Magic, Attack, Logistics. And as a result, at level 25, we get Urgash's Call. For those who don't know, this is an instant army summon that costs only 30% initiative. It would be great to add Nimue or Daleb to this. I also advise studying Luck - a 10%-35% chance (and another +5% for each point of luck) to open double gates.

I advise everyone to befriend Sequel.

P.S. Who would have thought that a necromancer needs to learn Leadership to get Death Herald, Diplomacy, and Rally Troops? :D And what do we get? Of course, an unstoppable undead army.

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