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Which alternate upgrade for Inferno do you like best?
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In reply to Мститель
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Yes, definitely with Grog.
The Dungeon faction can guarantee the death of one creature even without the "Devastating Blow" skill. And their attack is higher than that of the Undead. And in the case of a final battle, you can teleport the Dungeon creatures. They can eliminate a large number of enemies:smile24:. Again, I'll remind you about the "Readiness" skill. It is essential in this scheme. And the Dungeon creatures shouldn't be used. They will be defeated earlier, and we don't need losses.
This scheme is a clear manifestation of an offensive tactic, but in this case, magic of Light would not be superfluous for the Demons (even though it sounds strange). But the losses need to be compensated.
Нет принципиальной разницы между светом и тьмой, потому что каждая из этих эпостасий жизни несёт в себе равносильное преднозначение

Клан "Вершители Асхана" - "Masters of Ashan"
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I don't understand why Cave Ogre is defeated before Cave Lord. Their stats are higher. Besides, Cave Ogre can eliminate more troops with its special attack.
In reply to Мститель
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Here, it depends on the hero's characteristics. If you level up according to the scheme I suggested, the balance of power will shift towards using Cavern Lords rather than Ogres. Depending on the leveling, the ratio of characteristics of army upgrades changes. I was surprised many times when, in some cases, modifications that should have lower attack and defense values compared to another option turned out to be stronger in all parameters. Besides, Lords are more effective. Offense is better when playing duels and against heroes; it's not worth spending resources on neutral creatures and troops. Just attack from a distance or finish them off.
Нет принципиальной разницы между светом и тьмой, потому что каждая из этих эпостасий жизни несёт в себе равносильное преднозначение

Клан "Вершители Асхана" - "Masters of Ashan"
In reply to Drake
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Drake
Depending on the upgrade level, the ratio of characteristics for army upgrades changes for the hero. I was surprised many times when, in some cases, modifications that should have lower attack and defense values compared to another option turned out to be stronger in all parameters.
To be honest, this is the first time I've heard of it. It's unlikely to be true.
In reply to Мститель
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I'm serious, and it's the same for everyone. When upgrading, not everyone pays attention to the characteristics of the creatures directly in the hero's army. I didn't either, and I used to choose upgrades that were more necessary for the corresponding tactics, but one day, deciding to simply compare the modifications out of boredom, I was horrified and saw that with a different upgrade, I would get much more benefit in all parameters. This is reliable information; otherwise, I wouldn't be writing this:smile02:
Нет принципиальной разницы между светом и тьмой, потому что каждая из этих эпостасий жизни несёт в себе равносильное преднозначение

Клан "Вершители Асхана" - "Masters of Ashan"
In reply to Drake
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Drake
I'm serious, and it's the same for all factions. When upgrading, not everyone pays attention to the characteristics of the creatures directly in the hero's army. I didn't either, and I used to choose upgrades that were more necessary for the corresponding tactics, but one day, deciding to just compare the modifications out of boredom...
in what sense?
There are two types of upgrades:
-simple upgrade
-alternative upgrade
Usually, one is aimed at attack skills, and the other at defensive parameters...
Are you saying that when upgrading a hero, the unit's characteristics change?
Or do you mean that secondary skills from attack, such as +1 to minimum and maximum damage, are immediately added to the characteristics of the units of that hero in the statistics window?
In reply to Alex_R
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Yes, exactly – an alternative and standard upgrade! And not in the main window, but... Well, you can see it in the upgrade selection window, when you're improving the units in your hero's army. By holding down the right mouse button on the upgrade icon, you can see its characteristics directly in the army. Take a look sometime.
Нет принципиальной разницы между светом и тьмой, потому что каждая из этих эпостасий жизни несёт в себе равносильное преднозначение

Клан "Вершители Асхана" - "Masters of Ashan"
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If a hero's defense is, say, 17, then 17 is added to the defense of BOTH upgrades.

That is, if one of the upgrades has higher combat stats, they will be higher in any case, regardless of the hero's parameters and build.

This is relevant to the fact that if it is assumed that the Dungeon faction will rush forward, it is still better to take Imps – their stats will be higher in any case.
In reply to Мститель
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Do what I indicated above. What you wrote doesn't reflect reality. I would agree with you, but every time I see something completely different with my own eyes, my opinion can't help but remain the same.
Нет принципиальной разницы между светом и тьмой, потому что каждая из этих эпостасий жизни несёт в себе равносильное преднозначение

Клан "Вершители Асхана" - "Masters of Ashan"
In reply to Мститель
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Avenger
If a hero's defense is, say, 17, then 17 is added to the defense of BOTH upgrades.
Well, I think so too - but this guy here claims that as attack or defense increases, the characteristic changes for the upgrade and alt-upgrade:confused:
Honestly, I don't understand what he meant.
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voted for Archdevils – I somehow prefer teleportation over summoning Lords. Lords are good against Warrior heroes. And I usually use Brood against Mages, although I make them less often. The Killing Blade is really awesome (damage + (damage = number of attacking units) = total damage :smile54:).

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In reply to Imaris
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MoonWolf
The fire hounds seemed really cool. And rightly so: an attack with three mouths, each reaching two squares! Especially if you're playing as the Dog Lord!
The hounds are decent, but they disappointed me with their defense; they were the first to be eliminated!
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A topic shouldn't stagnate:smile12: :smile12: :smile12:
I mentioned Archdevils above, and I'm still impressed by their teleportation ability... the main thing is that the Archdevil has to survive until its turn, and if it does, it becomes a "teleporting archer." It worked out well several times. What other ideas do other forum members have about Archdevils?

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Archdemons are excellent units. I only see one drawback – the summoning of Cave Lords by Archdevils.
Given that the Cave Lords summoned by Archdevils can also summon reinforcements from the gates, I believe Archdevils are slightly stronger.
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I agree with that, but waiting for your creature to die before raising Lords (although if they do their job, they might die anyway) is better than supporting Knights and Cerberuses. And if you have Broodlings, send them into the attack too... the main thing is that the initiative doesn't fail!

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