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What skills does an Inferno Hero need?
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In reply to Его Высокопреосвященство
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The celestial shield cannot be removed by messengers or by dispelling spells, etc. This is stated in the manual and has been verified in practice.
I will no longer try to convince non-believers.
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The celestial shield cannot be removed by messengers or by dispelling spells, etc. This is stated in the manual and has been verified in practice.
I will no longer try to convince non-believers.
And it's not necessary, the shield really cannot be removed (to my great regret), I have checked.
Дайте мне всего шесть строк, написанных рукой самого честного человека, и я найду, за что его можно повесить.
Весьма хороший попутчик... До первого перекрестка.
In reply to Его Высокопреосвященство
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A Gnome Necromancer will never win. But an Orc might, although they won't be able to take the Castle; Gnomes are weak in that regard. Demons in a Castle sometimes have units from guilds 1-3, and you can manage without the Holy spell. Play Humans on editor-made maps; at least there will be a spellbook there.
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A Gnome Necromancer will never win. But an Orc can, although they won't be able to take a castle – Gnomes are weak in that regard. Demons in a castle sometimes have units from tiers 1-3, and you can manage without the Holy Word spell. D. Play Humans on editor-made maps; at least there will be a spellbook or something similar.
Won't win? What about Subjugation? What about Vampire Princes? They have a lot of troops. A Necromancer can defeat Gnomes, although it won't be easy.
Дайте мне всего шесть строк, написанных рукой самого честного человека, и я найду, за что его можно повесить.
Весьма хороший попутчик... До первого перекрестка.
In reply to Его Высокопреосвященство
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His Most Reverend Excellency
Won't he win? What about subjugation? What about vampire princes? Large numbers of troops. A Necromancer can defeat Dwarves, albeit not without difficulty.
Runes are the deciding factor. And Helmar can also help with the undead. With vampires. I don't take princes because they don't have "enemy resistance." It's very helpful. Dwarves have low attack; the undead will weaken them, and they won't be able to break through the thick armor, and runes, the rune of Arcomage, and a Warden Mage will help. I rarely use subjugation myself; I think Berserk is better because the damage is multiplied. So... If you have absolute protection and are prepared, defend yourself, don't attack, use runes, and everything will be fine.
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Runes are decisive. And Helmar can help with the undead and vampires. I don't take Princes because they lack the "enemy has no resistance" ability. It's very helpful. Dwarves have low attack power; they'll weaken the undead, but won't break through the thick armor, so use runes, the Rune of Ecrocima, and a Warden Mage to help. I rarely use Subjugation; I think Berserk is better because it multiplies damage. So... if you have absolute defense and readiness, defend, don't attack, use runes, and everything will be fine.
Runes have the property of draining resources, and they are used only once. An upgraded rune is not an option until you have enough gems, and you will almost always have few gems. The Necromancer won't wait; he'll attack when there's a full resource crisis (usually in the middle of the game, i.e., the peak of Necropolis's power).
You're wrong not to take Princes; their Blindness is no worse than "enemy has no resistance." If it works, the affected unit can be out of the fight for a long time.
The fact that Dwarves have low attack power is a huge disadvantage that the Necromancer will definitely exploit. Mass weakening, vulnerability, and slowing will cause the Dwarves to lose control of the situation if they don't have Light magic. Even if they have Light, you can safely cast Subjugation on, for example, Thanatos.
Дайте мне всего шесть строк, написанных рукой самого честного человека, и я найду, за что его можно повесить.
Весьма хороший попутчик... До первого перекрестка.
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You can weaken and overwhelm with numbers, but it's difficult.
Necromancers do exactly that. That's why they raise the dead.
Дайте мне всего шесть строк, написанных рукой самого честного человека, и я найду, за что его можно повесить.
Весьма хороший попутчик... До первого перекрестка.
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For demons, leadership is good (even though it's only 2%), so focus on developing the Gate Lord and luck. Chaos isn't very effective because the Paladin's spellcasting suffers, and the damage is low unless you take Sap Magic in-game against the League, or Fiery Wrath with fire damage. You can also take Cold Steel from Attack. That's pretty much it... Dark magic is preferable, especially Frenzy and Puppet. You can aim for Spell Power, but skills in Dark and Attack are better, for example, Tactics and Mass Spell in Dark. Definitely! Logistics, Pathfinding, and Swift Gating are essential, and consequently, Teleport Assault is very good. Light is also good, but it usually appears at level 20+. Fire Resistance is particularly good against Dungeon and Academy (especially Nazir, since he's the Lord of Fire), but you can also take defense instead, where Preparation and Hellwrath are good. And of course, machines, because the sum of Attack + Knowledge is the highest for the Paladin, which is a damage modifier for ballistas. Be sure to take Triple Ballista, and then choose either a tent or a catapult. Education is also a good choice, as it increases spellcasting and provides a direct path to: 1. Dark Revelation, i.e., a free level and our favorite morale boost, which is especially useful for demons, of which there are usually +100500 in the army :D
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When it comes to defense, I still prefer Battle to the Last or Stone Skin. IMHO, they are much more useful than Readiness and Fire Vengeance.
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don't say that... the durability of stone isn't that great without light... even with +9 to defense... and you can learn it in light, although it also drops at level 15+, besides, when creating the stone golem, you'll spend 12 mana (but that doesn't matter, because only mages have more mana... and demons will add to it), but you'll only spend 0.5 initiative, and if you have Expert Sorcery, you'll only move 0.2 on the action turn and you'll have time to cast mass haste or mass Righteous Might (and by the way, you'll add to their... as for the battle to the last... well, that's good for dungeon dwellers, they can still take down 1-2 angels or dragons with a vampire... and archdevils: they can summon (if they haven't already) more lords... IMHO, it's better to have readiness... imagine 10 paladins, 30 knights attacking: and they attack them first, 30% chance, then the probability of hellfire, that he'll kill them... and if there's cold steel or Fiery Wrath (or both ;) ) then you'll definitely kill about 7 of them, and the rest depends on probability...
In reply to Vaishan))
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Vaishan))
I wouldn't say so... the durability of stone isn't that great without light... even with +9 to defense... and you can learn it in Light, although it drops at level 15+. Besides, creating a stone golem will cost you 12 mana (but that doesn't really matter, since only mages have more mana than Paladins... and Imps will add to it), but it will only cost you 0.5 initiative. And if you have Expert Sorcery, you'll only move 0.2 on the initiative track and you'll have time to cast Mass Haste or Mass Righteous Might (and by the way, you'll add...). As for the battle to the last... well, that's good for dungeon dwellers; they can take down 1-2 angels or dragons with a Strygoi... and Archdevils: they can summon (if they haven't already) more Lords... IMHO, it's better to have readiness: imagine 10 Paladins, 30 knights attacking: and they attack them first, then there's a 30% chance that Hellfire will hit... and if you have Cold Steel or Fiery Wrath (or both ;) ), you'll definitely take down 7 of them, and the rest depends on probability...

The effect of "Sorcery" does not stack with the effects of mass spells - therefore, the shift on the initiative track will be the same in both cases
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Don't say that... Stone Skin's effectiveness isn't that great without Light magic... even with +9 to defense... and you can learn it in Light magic, although it drops at level 15+. Besides, when creating a Stone Skin spell, you'll spend 12 mana (but that doesn't really matter, because only mages have more mana than Paladins... and Imps add to it), but you'll only spend 0.5 initiative, and if you have Expert Sorcery, you'll only move 0.2 on the action bar and have time to cast Mass Haste or Mass Righteous Might (and by the way, you'll add...). As for the "fight to the last"... well, that's good for Cavern Lords; they can take down 1-2 Angels or Dragons with a Vampire. And Archdevils: they can summon (if they haven't already) more Lords. IMO, Readiness is better. Imagine: 10 Paladins, 30 Horsemen attack. They attack first, then there's a 30% chance that Hellfire will hit... and if you have Cold Steel or Fiery Wrath (or both), you'll definitely take down 7 of them, and the rest depends on probability.

Well, +9 to the defense of the entire army is a lot, and it will only shift the balance by 0.5. If you're teaching Light magic to demons, then Stone Skin might not be necessary. But! Light magic is rarely offered, and you still have to find the spells. But this way, you get a solid army buff for just one level, which is more than enough. About Readiness: demons (units) have one of the lowest defenses in the game (excluding levels 6-7), and it doesn't increase with heroes. So, are you going to defend in the final battle with demons?:smile07: No amount of Readiness will help you, and trained Paladins definitely won't be able to withstand them, I assure you. If you don't attack with demons right away, you can summon reinforcements, but Readiness won't "activate" then. About Battle Deployment: you probably haven't seen how experienced players break through many Phoenixes with Battle Deployment on weeks 3-4, many Archmages (probably already an army by week 4), etc. And how can you use pairs of Imps to hold passages or block enemy archers for several turns? Ask Antonag, he has replays of how he breaks through strong neutrals with Battle Deployment.
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Inferno benefits greatly from logistics, as it allows for surprise attacks, which is a formidable advantage.
Фигню сморозил...
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Does anyone know if this build will be effective in a long game on a large map? All enemies are random, except for one (Dungeon). Here is the skill wheel, just in case.

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