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What skills does an Inferno Hero need?
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What are the main skills of the Inferno faction? :smile16:
In reply to Vader
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Vader, I mostly agree with you, but Chaos magic is for the Dark Elves, and dark magic would be better for Inferno. :smile16: :smile16: :smile16: :smile16: :smile16:
In reply to ANTIHRIST
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:rolleyes: Actually, it's the exact opposite. Warlocks wield dark magic and arcane spells, while the magic of Urgash (the primordial dragon of chaos) belongs to the Demon Lords.
Я вернулась... :smile24:
Ну что, не ждали? :smile08:
Пусть за нас говорит сталь! :smile13:
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Why not use summoning magic? I opened a few portals, summoned a phoenix, and life became more interesting.
Умирает не тот, кто устал, а тот, кто остановился.
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Demons have a 2% chance of casting summoning spells. If you're lucky, of course, but otherwise...
Бог есть любовь
In reply to Nowizard
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And haven't you forgotten that summoning Urgash (the firstborn dragon) requires Dark Magic, or didn't you even know that there's such an ability as Summon Urgash? As for summoning, you're mistaken, because Inferno already has the ability to open gates:smile13:.
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Why does no one mention light magic? Sure, it becomes available for study quite late, but when playing against Dungeon and without the possibility of a blitzkrieg, it can be very useful. Dungeon always tries to kill demons in a few stages, i.e., stage number 1: killing imps, stage number 2 (code name: Operation Weasel Climax): the end of Inferno. And from light magic, we need Resurrection and Stone Skin, i.e., we resurrect the imps and apply Stone Skin, although because Resurrection appears quite rarely in Inferno castles, this magic becomes a bit of a "joke."
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Gates, for this is their strength and calling.
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Demons have a great special ability – Call of Urgash. Therefore, on large maps and in campaigns, it makes sense to develop skills that lead to it – logistics, luck, attack, and dark magic. Moreover, there are very useful skills for demons among them. I play as Deleb or Grog. If I play as Grog, I take defense as the 5th skill. For Deleb, there is no choice, as she already has Machine Management (also a useful skill). And for any hero, I try to upgrade Gate Opening as a priority. I voted for these 7 skills.
In reply to Just_a_Human
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Just_a_Human;73236
Why didn't anyone mention Light magic? Sure, it becomes available for study quite late, but when playing against Inferno and without the possibility of a blitzkrieg, it can be very useful. Inferno always tries to kill demons in a few stages, i.e., stage number 1: killing Imps, stage number 2 (code name: Operation Weasel Climax): the end of Inferno. And from Light magic, we need Resurrection and Stone Skin, i.e., we resurrect the Imps and apply Stone Skin, although because Resurrection appears quite rarely in Inferno castles, this magic becomes a bit of a "joke."
Imps often manage to move around before they are killed... so all subsequent "Operations" are canceled.
Light magic is only useful for demons because of "Blessing," as the damage range is very large. But because of this, taking up slots and spending levels... in my opinion, it's not worth it. Expert Mass Haste can be easily obtained through the Speed magic spell, and the hero's remaining moves should be spent on Dark magic spells - Slow, Weakness, Curse, Dispel, Blind, Hypnotize... That's the Dark magic that should be upgraded, especially since it is the strongest of all magic schools in Heroes 5, and demons are specifically designed for it.
In reply to Игрок
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Yes, the magic of Inferno won't hinder them. It would also be good for them to develop luck for more effective opening of gates and attack, for combat frenzy. Education is essential for everyone, and you can also add defense.
Тот, кто находит удовольствие в уединении, либо дикий зверь, либо Бог (с) Аристотель

:smile24::smile24::smile24::smile24::smile24:
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Inferno has two fairly distinct skill development paths. First: this is the path for a long game, focusing on logistics/luck/leadership, i.e., everything that increases troop recruitment. Of course, you can also choose some magic or attack/defense skills, but the core skills will be the defining ones. Second: this is a simple army enhancement option with magic/attack/defense/luck. If there's a battle in a castle, catapult skills are essential. This option can be used in both quick and long games. However, the longer the game, the more necessary it is to acquire education skills as well. Also, in short games, it will be beneficial to upgrade the skills for Hellfire, which will significantly increase damage.
Тьма - это то, что позволяет смертным не забывать, как ярок бывает свет.
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In my opinion, Inferno absolutely needs Dark Magic—without it, the chances of victory drop SHARPLY, even with all mass slots... Also, Attack is a must, upgrading to Mass Haste (it increases damage and is a decent spell). Luck is VERY important: 1 - It increases damage (which is the demons' main strength by birth) 2 - it improves summoning 3- most importantly—soldier luck practically adds another unit, making nightmares truly useful... The rest is a matter of preference.
I prefer Wizardry to weaken the enemy as much as possible with Dark Magic spells before it's too late (in a fair fight, the advantage is usually on the side of any other race); and also Logistics since I play Deleb. The last slot I usually leave empty to fully upgrade all others, but if the game drags on, Education or Leadership fits well there to further strengthen one of Inferno's trump cards—high initiative...
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dark magic (since they don't have much witchcraft)
chaos magic (hellfire enhances + something to hit with)
attack (attack is needed, the race is focused on attack, and since defense is 0, the best defense is attack.)
Gating
leadership (takes gating into account)
logistics (fast, running, and also enhances gating)
you can also add luck.

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