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Posts from Discussion about Dungeon (Dark Elves).

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In reply to JackFromShadowLand
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I understand the plan – we need to keep attacking him, using invisibility and Chaos magic, right? We definitely can’t let him stall, or we’ll lose. That’s the problem; for everyone else, the longer the battle, the better, but for us, it’s the opposite. By the way, I don’t remember who wrote it, but someone mentioned taking Utopia on the second week – so, the question is: what troops are used, what are the losses, and what’s the tactic for taking Utopia?
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For Dragon Utopia on the second week, you need:
1) Go to Summoning – Crystal (ideal), Mines (you need to upgrade the racial skill so that black dragons can be effectively blown up)
2) Go to Chaos – you need a Ring of Cold and Deadly Chill; the higher the level in the racial skill, the better.
Hero – preferably Leto (in full Dragon Utopia, with levels 4-6-8-8, green and twilight dragons are killed by Plague).
Troops – only Hunters, 1 large stack and 6 units.
Tactics: all go into invisibility, use Plague, then press with Chaos or Summoning. Units cover the approaches to the large stack.
Losses – units; do not allow the full stack of dragons to hit the hunters.
The more mana, the better, but if there is a crystal, 30 mana is enough (3 casts).
I took everything I wrote here /topic/4116/.
I myself took Dragon Utopia with a Ring of Cold or Mines on the Former Friends map, starting on the 3rd week. I played alone; it was impossible without reloads (especially with mines). The crystal did not appear to me; besides, it is sometimes prohibited at some Tournaments.
In reply to ShamanWarlock
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And one more question, are you really level 24-25 by the fourth week?
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On the map "Former Friends," yes, but in general, not always. In this case, I took the Utopia on levels 11-12, gained 2-3 levels, and in the worst case, I completed this map by the middle of the second month, finishing it at level 25. Recently, we played with friends in a hot-seat game, and I, as Waishan, barely reached level 10 by the 4th week because I got a sandy zone on a random map, and I could barely move, and I didn't get the log right away. So, the level depends a lot on the map. If it's a rich map, a Warlock reaching level 24-25 by the end of the first month is quite possible.
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Okay, I understand. I'm starting with Vaish on "Former Friends" (it has a utopia in the middle), and he's severely lacking in mana. My second hero is usually Kifrah. I give one of them Stalkers and the other Furies, and I clear out the mines. Usually, by the middle of the second week, I've cleared out the mines. But I only get upgraded units around day 5 (Stalkers on day 3), so my development is a bit slow. How do you fight with unupgraded units?
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Stalkers are generally a powerful force early on, especially on smaller maps. I try to reach the center and clear it out by the second week at the latest.
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That’s great, of course. I’m also only on the second week, but how do you use Chaos magic with 30 mana to defeat all the dragons, not to mention clearing everything before them?
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The first level on "The Forsaken" should be upgraded on the first day, especially with Vaishan. He won't be able to take Utopia with 30 mana, but with around 50 mana and an expert summoning skill, he can (+upgrade the racial skill), as he has mines. You're guaranteed to have 30 mana by the end of the first week: 1 at the start + the mana upgrade + the Chamber of Intrigue. Also, you can find an artifact for knowledge (or get it at the start).
On some maps, Vaishan is even preferable to Leto, as he can defeat many neutral creatures with almost no mana, using only stalkers.
In short, I also took Utopia with Vaishan, but later than with Leto. I focused on upgrading summoning, not chaos.
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For Dark Elves, I level up:
Logistics
Spellcasting
Chaos Magic
Knowledge
Attack
I remember a hero taking down 6 Archdevils with the Lightning spell (5 mana), not to mention the Shock of Earth spell).
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With the release of version 3.1, the summon spell for the Warlock became even more relevant than Chaos. The fact is that now, neutral creatures don't wait for the hunters to appear; instead, they run forward to find them. There isn't enough time to kill them with Chaos (or Lethos's Plague). If you have the summon spell, they will rush towards the mines and attack the elementals (you need to upgrade the Fire Warriors), instead of searching for the hunters. You can also use the mines to summon a Utopian.
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Yeah, I should give it a try.
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Here's a question, maybe someone knows... As you know, the invisibility of the Ranger lasts for 3 turns. So, when a positive morale bonus triggers, does the invisibility end sooner, or is an additional turn of invisibility granted? Because if the invisibility ends sooner, it's more advantageous not to equip the Lion's Collar (+1 to morale) or similar items when clearing neutral creatures. And, by the way, it drops quite often at the beginning...
In reply to Eldarmoon
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I don't think there's an invisibility skill that lasts for 3 turns on all units, and you can check the duration by right-clicking. I had the same question myself, and I checked before and after, but it doesn't seem to be the case.
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Turns in battle are calculated differently and do not depend on morale. Strangely enough, a turn in Heroes 5 is a time interval between the actions of a creature with an initiative of 10. That is, a creature with an initiative of 10 will perform 10 actions in 10 game turns, while a creature with an initiative of 12 will perform 12 actions in the same 10 game turns. Therefore, the higher the initiative, the more often the creature will take its turn. Those who understand the game mechanics will understand me.
In short, feel free to take the Lion's Necklace and other items that increase morale into battle; this won't make invisibility end faster, it will just mean that your stalkers will get to take their turn more often. (Don't forget to increase my morale)
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Hi everyone! I've been playing Heroes since the third installment, and I only play as the Dungeon faction because I think they're the only ones that are any good. Plus, they have cool faces. Anyway, I'm a die-hard Dungeon player. I'd like to discuss how to deal with the Necropolis faction, especially Deleb and Hafiz. They wouldn't be such a big problem if the Blood Queen always had the "Deadly Chill" spell, but I try to play only with her because it's the easiest way to level up. By the second week, I'm already level 11-13, I have level 4 spells, and about 30 Furies and Harpies, but then Hafiz shows up with 180 Gnomes and 6-7 Archmages and a BALLISTA. So, I first attack him with Harpies, and I don't always even have time to turn invisible because the ballista, the mages' Fireball, and the gnomes often go first. I do split my Harpies into groups of two, though. Maybe I shouldn't split them up, but instead turn invisible with one stack of, say, 30 Harpies, tear through the mages and gnomes, and then retreat, and in the next battle, just finish off the enemy? This strategy works well against, for example, Orcs and the Undead, but not against Deleb. With Inferno, the Summon spell reveals invisible Harpies even before they get to move invisibly, because the Imps and Cerberus have higher initiative than the Harpies. Or am I doing something wrong? What do you guys think about all this? How can I reliably crush the Necropolis rush and send them back to the depths of Inferno?

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