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Posts from Discussion about Dungeon (Dark Elves).

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18 years ago
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Still, if you level up the Fire Lord, Armageddon will be more useful than Shock, at least because it also reduces defense by 50%.
In reply to Dracon Малласа
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18 years ago
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Still, if you level up the Fire Lord, Armageddon will be more useful than Shock, at least because it also reduces the enemy's defense by 50%.
Yes, and it will also kill half of its own army, if not more. So, I'd rather use Shock or at least Meteor Shower; then the enemy will be completely doomed:D))))
In reply to Dracon Малласа
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18 years ago
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Dracon Mallasa;186372
Still, if you level up the Fire Lord, Armageddon will be more useful than Shock, at least because it also reduces the enemy's defense by 50%.
It reduces defense not only for the enemy but also for us. So, there's really no point in it, unless you have the "fire resistance" perk, but that's a given... By the way, the Fire Lord also works on Chaos Demons.
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18 years ago
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But Armageddon can save the day, resulting in a draw if you're losing)). Otherwise, I use enhanced lightning spells and rings. The only downside is that there isn't enough mana for a long battle. By the way, what will happen if you collect the complete set of Sar-Issa?

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Vayshan;186163
Well, Lethos's plague mainly works against neutrals, and even then, only at the beginning. Its main value is the presence of Darkness, and if the map is large, you can find high-level Darkness creatures. Chaos is no longer effective in the late game, and even in battle, Tier 5 units can't withstand the impact. Like all races, it has its drawbacks and doesn't claim to be the best. As do the other races.


If you fight against Orcs with Lethos, who lack magic resistance, it will be fine. At the beginning, use plague, then berserk, etc.:smile54:
In reply to Ден160794
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18 years ago
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Den160794;186423
But Armageddon can help, resulting in a draw if you're losing)). Otherwise, I use enhanced lightning spells and rings. The only downside is that it doesn't provide enough mana for a long battle. By the way, what happens if you collect the complete set of Sar-Issa?
It's better to use Fireball instead of the ring, although it depends on what you find. Regarding the Sar-Issa set:
» If there are 2 items: Doubles the mana and magical power of all spellcasters in the hero's army.
» If there are 4 items: After casting a spell, the hero is pushed back on the ATB scale by 10% less than usual.

It's quite good for a Warlock, but the main advantage of the set lies in its individual items, which are very powerful.
18 years ago
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By the way, I found a bug in the skill tree – the "Surprise Attack" skill is granted after finding a path, not after scouting.
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18 years ago
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Seriously? I should check it out. I've never downloaded it, so I don't know for sure.
In reply to Dracon Малласа
18 years ago
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kerg123;186666
By the way, I found a mistake in the skill wheel: the "Sudden Attack" skill is granted after finding the path, not after scouting.
Dracon Mallasa;186701
Really? I'll have to check. I've never leveled up this skill, so I don't know for sure.
It's been known for a long time that there are errors in the skill wheel located in the game's directory.
And the updated and corrected version, Skillwheel_rus.3.0.1a.exe, has been released for a long time. Besides the error in the Warlock's skills ("Sudden Attack"), the Demon Lord's skill ("Master of Gates") was also fixed, and maybe some others (I don't remember anymore).

P.S. I just checked. The file archive on heroesworld seems to have an older version of the skill wheel (version 3.0). The administration should update the file (the latest version is available on Google Drive, for example).
In reply to Loken
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18 years ago
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I'm answering late, but I've been busy.
Loken;185911
Are we back to tinkering with the random number generator? Are we back to using previously unknown and incomprehensibly derived formulas for stat changes? It seems we've been through this before....

But the facts speak for themselves - when I level up a Warrior hero, I always use the method described above, and it works. (i.e., by level 20, even without considering artifacts, the attack is no less, and in most cases, greater than magic.
Loken;185911
I can't say that I always have three dozen of all sorts of artifacts in my inventory, and before each battle, I carefully configure a set, selecting the necessary ones: [br][/br]I wear what I have. Over time, I replace them with better ones if I find them....

When leveling up a Warrior, I generally don't wear artifacts that boost spell power (except in rare cases), and I remove artifacts that boost knowledge before fighting neutrals.
Loken;185911
Hmmmm. Perhaps, again, this is a method for true players who can't do it any other way: [br][/br]But can you do this if you're not playing against the computer? And wouldn't it be better to put a bucket on your head beforehand to protect your face from blows?....

The example with the Helmet of Chaos is given to test the effectiveness of this method, not for use in the game.
Loken;185911
Hm. Did I miss something? Is Dark magic no longer available for Dark heroes? o_O....

The probability of obtaining Dark spells for a Dark hero is equal to the probability of obtaining Light spells (one to two spells of levels 1-3), since both magics are non-primary
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18 years ago
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I don't know, but this stat-boosting trick has never worked for me. I've tried it about six times with different factions, both with education boosts and with artifacts that boost a specific stat from the very beginning... and in the end, that target stat was just a normal one. I guess I'm just unlucky.
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17 years ago
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I have a question: how do you fight demons? They have a lot of imps that drain mana, and their attack and defense are high. A Warlock is useless without mana. What are your thoughts?
In reply to ShamanWarlock
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17 years ago
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Well, Warlocks also have a high initiative, so perhaps the Furies will manage to destroy the Imps. Demons only excel in attack, and their defense is simply laughable (as is the case with Dark Elves). I would play as Iranna (education, mana attraction - one of the defenses against mana drain), spellcasting, summoning, attack, defense, or luck. Don't forget to create Phantoms of the Furies. Another option is Lethos, dark magic (mass slowing and weakening will be a very unpleasant surprise, especially for demons)...
In reply to Мститель
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17 years ago
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Devils and temptresses are always well-protected... We conduct several battles with some skilled units, specifically targeting the devils. We eliminate them with magic, using the remaining magic from the devils, and then, along with the rest of the army, we proceed to the main battle. If the demon goes to the gate, that's excellent; we can strike ourselves. If not, we absorb the attack from the dogs and horses and eliminate the creatures here. We eliminate the temptresses with a second magic attack, and the ballista targets Deleb first (it should be cold damage). If things are really bad, we wait for the last moment, use our healing ability, and retreat to the castle. There, we leave a few skilled units beforehand. If the enemy manages to attack before the reinforcements arrive, then that's the last line of defense. We attack with magic, we attack with towers; in general, if we survive with the reinforcements, victory will be ours. We go to his castle, bombard the enemy with powerful spells, and hold our ground with hydras. So, something like that...
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17 years ago
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So, is it exclusively about hit and run tactics? Or just without it? With hit and run, any strategy becomes easier to implement!
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17 years ago
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The number of Imps increases by 16 + 24 + 32 each subsequent week. On the 4th week: 64 + 40 = 104, which is -26 mana. A Warlock with +6 knowledge + 2 from the graduate = 80, multiplied by 1.5 for magic attraction, equals 120 secret knowledge * 1.2 = 144, and multiplied by ~1.0625 for fluctuating mana, equals 153. However, due to the formation of knowledge stats, it will not be +6, but +10-12, resulting in approximately 200 mana, which is realistically achievable. All of this is approximately at level 22-25. That is: Chaos +5 (cold) + 1 (fire) Education +6 Sorcery +6 Native +6 Total: 200 - 26 ~ 174 mana for battle, and this is considering dark magic, which is not insignificant. And of course, much depends on the map. A Dark creature should never be drawn out for too long. Unless, of course, in 3.2 they make Chaos dependent on the number of weeks that have passed since the beginning of the game.

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