Posts from Which faction poses the greatest challenge for the Dwarves?
Added 1 minute ago
And besides, Naadir's magic skill was only 29 – below average, I'd say. And no one even remembers the poor dwarves.
although, no, most likely the number of ghosts will be equal to Naadir’s level; I might have overcomplicated things here.
2. I tried the “fight to the last” option, and I can definitely resurrect anyone then. I don’t understand what this is about at all.
3. Gnomes cast spells poorly because they don’t have magic, that’s true, BUT what does this have to do with the ineffectiveness of general spell removal? These are general light spells; the hero moves up the initiative scale more advantageously than with skillful spellcasting; didn’t you know that?
4. The example given is shocking to me. Really – it’s TERRIBLE.
All the advantages of Ingvar were mentioned above... Ingvar will have the entire set of runes, and what do we have? A rune that removes all negative effects, and then darkness disappears, and light remains:smile20:!
Added 7 minutes later
I already said above that the dragons will do if they are teleported or moved with inspiration + rune of battle fury...
I won't say anything about relic artifacts, it depends on how the player collects them, but darkness definitely won't work against dwarves with light (if the player is skilled).
And most importantly, if people here are confident in the strength of Dwarves (and there are several of them), and you don't see their strength, maybe the reason isn't us, but you?
Leadership for Necromancers? Well, that's debatable, to say the least. Maybe only for the Mine Dweller, but in any case, it's not easy to get, and it's clear that it's unlikely to happen at the very beginning.
I agree that one Necropolis isn't enough because it overwhelms the enemy with numbers and darkness or summons...
Give the Gnomes a couple of castles with light magic, and the Darkness faction will have a hard time (we have Eternal Light)... and if we find another Gnomish city... God forbid!!
For the Necromancer, it's better to have Luck + Death's Grasp; that's much more effective! Leadership should only be taken if you've carefully considered the inhabited mines!
There's no need to level up luck for the Necropolis faction; it's enough to take Archmage, as we will be attacking the Dwarves with magic. Even though their units are tough, what's the point? Yes, Avenger, if you're going to speak for everyone, how much have you actually played as the Necropolis faction yourself?
You can defeat all the others, but you need to be cunning against Necromancers... You can't just overwhelm them with brute force...
Added 4 minutes later
And if the Gnome doesn't have a general spell dispel… then, all other things being equal, he's 100% doomed.
Added 15 minutes later
With that much magic, Dispel lasts for, I think, thirty turns. Unholy Ground lasts for 6 turns. Berserk lasts for either 6 or 8 turns, I'm not sure. Blindness lasts for 15 turns. Plague lasts for either 10 or a little less. And the damage from Plague will be around 200 HP per turn, if I'm not mistaken. You'll disable their archers, someone will be controlled, poisoned by Plague – what can the Gnome do? He might get lucky with a Rune of Energy… But he can't rely on that alone.
....
Added 4 minutes ago
And if the Gnome doesn't have a General spell dispel... then, with all other parameters being equal, he's 100% doomed
Added 15 minutes ago
With such magic, Dispel lasts, in my opinion, for thirty turns. Subjugate lasts for 6 turns. Berserk lasts for either 6 or 8 turns, I don't remember exactly. Blindness lasts for 15 turns. Plague lasts for 10 turns or a little less... And the damage from Plague will be about 200 HP per turn, if I'm not mistaken... Your archers will be taken out, someone will be subjugated, poisoned by Plague, what can the Gnome do? He might get lucky and have an Energy Rune... But you can't rely on just that.
Play as Gnomes, test all the runes, and find out what Gnomes are capable of... although the Necromancer is a dangerous opponent, so you need to focus on attacking him, not sitting back:cool: :cool: :smile14:
KGB, do you really think that a Dwarf doesn't have other runes? I can give you an example: a rune that dispels all negative spells – plague and confusion definitely won't work... against a Berserk and Subjugation, there are other ways, for example, light magic + Eternal (anti-magic, Divine Retribution). And if you also take Helmar, then... darkness weakens by 50%, and that's a lot! If you strategically apply light spells, you can succeed: cast Fire Sign on Liches + Priests (Fireball or Wall), Dragons – Energy Rune, then Bears with Stunning Strike... Dwarves with attack skill will also look good, and of course, Battle Dwarfs (Artillery) – the result is 5, and that reduces the number of turns! And the Rune Harmony gives a result of 7 for one turn...
Play as Dwarves, test all the runes, and you'll see what Dwarves are capable of. Although, a Necromancer is a dangerous opponent, but against him, you need to focus on attack, not defense:cool: :cool: :smile14:
Now, about dispelling and runes. Here, I cast a general plague, your turn? Keep in mind that as a mage, I take Enchantment, while your Helmar, if he doesn't take Enchantment, will move much slower. And if he does take it, then goodbye – either Leadership, or Logistics, or Attack...
And which rune will you use? If you have dispels, you won't use Energy, which means you might not reach me... And with the next spell, I cast a general confusion...? And again, what should the Dwarf do?
Use a dispel rune or Thunderclap, for example? And keep in mind that Helmar's general dispel affects an area, not everyone. This is a big difference; I only cast Plague on an area, while other mass spells affect everyone. And Helmar will constantly have to dispel spells, but if he has Retribution constantly, and what? There's no longer time to cast Haste or Stone Skin, plus the Necromancer's casting speed... What will you win with? If your entire army is slowed down and under confusion, and also plagued?
Added 6 minutes later
Plus, if I cast a spell that destroys defense on the Dwarves, their armor won't help... This spell is impossible to remove with anything, neither a rune nor a dispel.
Added 28 minutes later
I develop a Necromancer like this... I take a Dread Lord or a Vampire Princess.
Expert Defense: Toughness, Steadfast, Solid Defense. There, either Stone Skin or Magic Resistance.
Expert Enchantment: Wisdom, Secret Knowledge, Diversion.
Expert Logistics: Scouting, Sharp Mind.
Advanced: Scouting, Secret Knowledge, Magic Attraction (there, either Dark Knowledge or Spellcraft).
Expert Dark Magic: All three Overlords, or just Pain and Mind. Then, take Cursed Land.
And if you choose Eternal Light, I'll take Dark Restoration.
It will be fun with Enchantment, giving a bonus to initiative:smile44:
Berserker, level 6 or 8, I don't remember exactly.
