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What skills does an Inferno Hero need?
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In reply to Amko
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Amaranth;198479
Yes, that's true, but the catch is that without these skills, you can't take some other useful perks.

It's not just that. At the beginning of the game, these perks really help you defeat stronger neutral creatures.
Я видел, как Небо окутала Тьма, и Небо смирилось с Судьбой,
Горящие реки сходили с ума, пытаясь остаться водой,
Земля пропустила коварный удар, раскрывшись на шаге вперёд,
Взлетел разъярённым драконом Огонь и понял, что тоже умрёт...
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In a long game, you can also level up the Special Ability. These abilities are essential for her. Moreover, almost everything on the demon's path enhances the hero. Even if you can't level up the Special Ability, the hero will still be strong.
In reply to Boris K
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Of course, opening portals, hellfire (+ withering flames - chaos), quick portal opening (logistics) - and when mana runs out, to avoid wasting a hero's turn just to replenish it (with a soul eater) - exploding corpses (sorcery) - my hero often consumes souls :D ... well, yes - combat machines too, quite often, and they drop frequently...


- Информация... -вступление...

Твой друг назвал меня принцессой,
А ты сказал, скрывая страх:
Таких принцесс в старинных пьесах,
В конце, сжигали на кострах...
In reply to T@mar@
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Tamara
exploding corpses (spell)
The damage of the corpses is too low. A Fireball with 1-2 units of magic is insignificant. Besides, it can also hit your own units. And luck/attack/defense wouldn't hurt, to put it mildly.
Mdans
It's not just that. At the start, these perks really help in defeating stronger neutral creatures.
Hellfire won't help much, because at the very beginning, even a demon has little mana, and its damage is negligible.
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FAQ по Heroes VI
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Machine control and Dark Magic. Because a ballista is a cool thing in the hands of a demon, and Dark Magic is one of the coolest schools in the fifth game. And luck and logistics, in my opinion, are needed by all heroes.
In reply to Amko
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Nazgul :tease: ;198531
Infernal fire won't help much, because at the very beginning, even a demon has little mana, and its damage is negligible.

It will help to defeat a difficult neutral creature with a few gate-enhanced units. And you can restore mana with the Corpse Eater.
Я видел, как Небо окутала Тьма, и Небо смирилось с Судьбой,
Горящие реки сходили с ума, пытаясь остаться водой,
Земля пропустила коварный удар, раскрывшись на шаге вперёд,
Взлетел разъярённым драконом Огонь и понял, что тоже умрёт...
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Withering Flame is SUPER! Chaos magic is cooler than dark magic, even though it doesn't lead to a super ability....:smile51: :smile51: :smile51:
Стрелы истинного рейнджера не знают промаха
и разят ненавистных врагов королевства...:smile13:
In reply to WoodElf
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WoodElf
Draining Flame is SUPER! Chaos magic is cooler than dark magic, although it doesn't lead to super abilities....:smile51: :smile51: :smile51:
Chaos magic is certainly powerful!

But to use it, you need a high magic stat, and demons have a very low one.

However, that magic stat is sufficient for general dark spells.

Draining Flame is indeed super. But is it worth it, considering we lose the efficiency of the hero's turn?
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I don't like Dark and Light magic in the early levels; when you max out your spellcasting skills, you won't even remember those spells. Although, 4-5 spells from Dark magic are very dangerous, and Light magic only becomes frequently used at level 5.

As for Chaos magic, it should be used like this: take a Fire Lord, attack with Fireball, reduce defense (with Fire Lord), and then hit with all your might using Hellfire; only ashes will remain.
And when playing as Marbas, you can just obliterate everything with Armageddon.
Стрелы истинного рейнджера не знают промаха
и разят ненавистных врагов королевства...:smile13:
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I don't like Dark and Light magic at the early levels...
Yes, especially considering the damage range of Imps; the first-level blessing is basically useless:rolleyes:. With the speed boost, given their initiative, it's not very helpful either. Regarding Darkness: the Scatter ability is devastating. Very devastating.
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FAQ по Heroes VI
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Only Alastor has it working properly; with everyone else, there's always some kind of issue.
Стрелы истинного рейнджера не знают промаха
и разят ненавистных врагов королевства...:smile13:
In reply to WoodElf
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Alastor simply has it from the start, and it burns the mana of enemy mages.
Otherwise, Scattershot is one of the most devastating spells.
Tomorrow holds no promises
Except the ones we've made
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I believe that if you don't aim for super-powerful abilities, Dark Magic is worse for demons than Chaos.

Usually, I choose Deleb, and for him, I take:
Machines - Rapid-Fire Ballista
Attack - Fire Arrows
Logistics - Quick Gate Opening
Luck - Wide Gates
Chaos - Withering Flame

And after that, his favorite mechanical toy becomes something to be feared, because even weaker units...
Стрелы истинного рейнджера не знают промаха
и разят ненавистных врагов королевства...:smile13:
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Dark magic, and in particular, general spells, allow,
firstly, to somehow justify the huge amount of mana (some of which is clearly superfluous),
secondly - the effectiveness of the hero's turn is increased. A small witchcraft parameter will not prevent casting very useful general spells.

And attacking with Chaos is fundamentally wrong. You can simply ignore the demonic, chaotic, ridiculous damage.

Even the Fire Lord (considering the ability to cast a devastating beam as a general spell, and not just for one turn) does not justify the use of Chaos demons.

So I wouldn't advise anyone to level up Chaos for demons.

I even tried to somehow justify it, but nothing comes to mind, except perhaps strengthening Hellfire.

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