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Posts from Sylvan Elves versus Demons.

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In reply to $an4es
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14 years ago
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Elves and demons are races of equal strength. The main thing is experience and what you develop. By the way, it is very beneficial for elves to develop both light and dark magic at the same time.
13 years ago
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I'm playing as Dirael. Summoning magic rules even against demons; the wasp swarm is a game-changer!
Generally, demons are a strong opponent. In battle, you need to solve the following problems:
1. Jaleb's Ballista.
2. Dark Magic.
3. Demonic Gates.
4. Imps!!! This point is often underestimated. Meanwhile, they drain mana, and if you don't kill them immediately, you'll have nothing left to cast with later.
5. Succubi with mind control.

Demons are exactly the kind of case where you need to break through as quickly as possible. Troops must reach them on the very first turn and deliver a crushing blow, after which one same-turn delays, summons, and the ballista will no longer save them. There is no chance in a long battle. From this, we conclude: the hero must be built for maximum damage plus ATB scale pushback, which is also necessary to maintain maximum damage.

Hence, the following build for Dirael:
1. Summoning magic with wasp swarm — for ATB scale pushback. An Arrow Rain charged with a wasp swarm can push back three sworn enemies at once. When choosing sworn enemies, I base it on the need to deal maximum damage. Consequently, it is important not to let the enemy take our units out of the game. Succubi can do this via mind control and horses via fear. Therefore, they should be set as sworn first, and the last slot, obviously, for Archdevils because if they wipe everyone out, there will be no one left to attack.
Further progression in Summoning magic beyond what's essential for the battle with the enemy hero doesn't matter. In the fight against a demon, its task is limited to the wasp swarm and a fast start on the map thanks to that same swarm and fire elementals. Everything else is secondary. Therefore, ideally, it's better not to level Summoning magic beyond Advanced and Fire Warriors.

2. Logistics and Keen Mind. It is important that demonesses and nightmares move as late as possible. Thanks to Keen Mind, the battle will start with us either casting a general haste to get the chance to strike with unicorns and bowmasters, which can push back a couple of stacks, or we'll use the wasp swarm to push back the demonesses and nightmares ourselves. It's better not to level Logistics beyond Advanced.

3. Leadership with Speed Aura and Forest Leader. Speed Aura ensures a fast start to the battle, and Forest Leader provides Retribution in the attack branch. Additionally, 10 dancers on the second week or 20 on the third can help with the start. Combined with fire elementals, this is good fodder for breaking through. So, we already have +1 speed from the aura. All that's left is to find boots and a fast start to the battle is guaranteed.

4. Attack with Retribution and Mass Haste. In total, with good Leadership, our troops will have +40% damage and +30% initiative. Plus +1 to max and min damage. This is exactly the skill that ensures maximum damage. There's no point in taking Tactics, as the probability that demons take it too is very high, so it won't help us reach them quickly, whereas haste and hyper-damage are just right. In general, the combination of Leadership and Attack is by far the most important part of our build, requiring 12(!) skill points. Immediately after getting fire warriors, you need to level one of these skills, ideally starting with Leadership and Speed Aura, as this strengthens the strategy of clearing neutrals using fleeing dryads. By level 7, we can have both fast dryads and fire warriors, and calmly clear even the same-speed melee units.

So, all the above skills can be had by level 20, considering that Arrow Rain had to be taken for Retribution. Add an Enchanted Arrow to this and you get a powerful level 22 hero. At the same time, we chose skills with a reasonably high drop probability, so obtaining such a hero is quite feasible and shouldn't cause major problems. Further progression is not as important. The main thing is to grab a couple of anti-magic scrolls or a Tome of Light so that mind control doesn't ruin your life too much, or similarly, one same-turn delay scrolls and a Tome of Darkness.

5. One skill slot remains. If we are lucky, either Dark Magic or War Machines will drop. In the first case, you can set two Seals of Darkness and get mass slow while having mass haste. We can now answer mind control with mind control, and the demon is NOT scary AT ALL! The second option is nice because with an Enchanted Arrow, we can cast the swarm another two times per turn, and combined with a rain of charged arrows — 5 times! In this case, it's better to shoot at imps and kill them faster so they don't drain mana. They likely won't be able to act more than once. If you have machines, you can even hit them with archers if the opportunity arises because mana has become more important. There is one more plus from machines: it's easier to take out the enemy ballista. Only then will you need to charge the arrow not with a swarm, but with Chaos magic for a while. If the enemy happens to have strong defense and a powerful ballista, this would be quite reasonable. Thus, we have another 4% chance of getting lucky. But even if not, just calmly level up to level 22 following the specified route.

And if you've already scored mind control or anti-magic scrolls, or a Tome of Light or Darkness by then, it basically doesn't matter what you take — we'll kill the demon anyway. Almost any skills will look decent. If we take Luck, we get Soldier's Luck and magic resistance, all of which certainly fit into the concept of maximum damage from the first turns. Light Magic also looks good. In this case, I would definitely take Fire Protection and Bestowing Blessing to remove harmful effects. Also fits well enough. Chaos Magic may also have a place, but only if we are against Jaleb, who put everything into the ballista. Firstly, Chaos magic will help destroy the ballista faster. Secondly, Fireball reduces defense, which fits the maximum damage concept. Thirdly, summoned creatures will take 2 times more damage from Chaos magic if we take Exorcism in Summoning. Fourthly, you can get another 10% damage, as well as +2 to Knowledge, which is useful given the enemy imps draining mana. In short, Chaos Magic is also an option, but only if you know that Jaleb spent skill points in the attack branch specifically on the ballista. Then Chaos magic will work well. The main thing will be to take down the ballista, and we'll deal with the rest. Defense would look normal if you know the demon didn't build up the ballista, but the troops. Then it's a very necessary thing. At the same time, it will protect our troops from our own in case of mind control.

What I wouldn't take for Dirael against a demon is Education, because this skill is good for a prolonged battle, and we need to cut the enemy down quickly. I wouldn't take Sorcery either, as we won't manage Counterspell anyway because of the imps, and we won't be casting much since it's better to shoot with an Enchanted Arrow.

That's all for skills. I can only conclude that Dirael successfully fights demons with her Summoning magic. Most importantly — she starts much faster than Wing, which provides good opportunities to stock up on anti-magic and mind control scrolls or Tomes of Light and Darkness. Wing can only reproduce Arrow Rain with pushback if he goes into Chaos magic instead of Light. But then something would need to be done about Dark Magic.

Conclusion: Dirael is cooler than Wing even against demons! Why do people always discuss how to build that nerd?! He's frail. :)

Added after 32 minutes
Now a bit about Dirael's army:
1. If the troops aren't very large, it's better to take fairies that cast swarm. They will help kill demonesses. This is more important than slightly increasing their damage. Moreover, if they step out immediately, demons will quickly tear them apart with their attack. Another plus from them: while they are casting, they don't need to move and can cover the shooters. There won't be any Tactics. So they might extend the shooters' lives a bit along with the ents. Although against demons, shooters are just fodder; they won't survive anyway. It won't be possible to leave them good cover because troops must be sent forward. But if fairies remain, it might be possible to cover the shooters along with the ents. Or maybe they need to be thrown forward. Depending on the situation. In any case, some flexibility in tactics is preserved and the ability to protect shooters from someone being summoned right under their noses. I think this is more important than a single point of damage.
2. Dancers. We take those that hit in an area. There's nothing to discuss here — maximum damage concept.
3. Bowmasters if there is Soldier's Luck, and straight-shooters if not. In the first case, we can delay the demonesses' turn. This is important because then we can further delay their turn with the hero. And meanwhile, demonesses will be hit by fairies with their swarm, druids with their lightning, and even dragons if they can reach them. So bowmasters with Soldier's Luck rule. But if it's not there, it's better to shoot as hard as possible just to destroy the stack faster.
4. Druids with horns. I don't need Mana Channeling. It's good for a prolonged battle when the hero casts a lot and a lot of mana has to be spent. But here, firstly, everyone needs to be wiped out quickly, and secondly, the enemy has imps; they will take some mana anyway, which somewhat devalues mana channeling. And that's not all. The ballista also needs to be killed, and druids happen to have a mass spell from Earth magic. It will be very good to both take down the ballista and damage the demons. Therefore, there is only one option here — horned ones.
5. Unicorn with Resistance Aura. Well, that's clear: fewer fireballs from the ballista, fewer mind controls, and we blind them too.
6. We take more attacking trees. The main thing is a fast battle.
7. IDK. I don't know here. I haven't used the new dragon grade much. Maybe it's better, I don't know. But I prefer the old one, as it can be well-directed at demonesses if they aren't covered too tightly. The second one has some kind of uncontrollable fire.
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13 years ago
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ramzez, 1. I still don't understand how you plan to cast so many spells when your imps will drain at least half of your mana. With Keen Mind, your hero will go first, okay, the Demon Lord has a 15% chance of getting Logistics, and this guy can also take Keen Mind, which leads to the second unstated problem --> 2. What will you do if the demon goes first and happily casts Berserk on the archers or, say, a mass slow? Sure, you'll fire a volley of arrows with the Swarm, and then the situation on the battlefield will be restored)) Hmm, and then, as a follow-up, Berserk on the archers or Ents (let them kill their own archers), your knowledge will be roughly the same, and considering the imps, you won't be able to out-spell the demon. A couple of volleys + an enchanted ballista will be enough for you, but what then?
13 years ago
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ramzez, 1. I still don't understand how you plan to cast so many spells when your Imps will drain at least half of your mana. With Keen Mind, your hero will go first, okay. The Demon Lord has a 15% chance to get Logistics; this guy can also take Keen Mind, and this leads to the second unstated problem --> 2. What will you do if the Demon goes first and happily casts Berserk on the Archers or, say, a mass Slow spell? Sure, you'll fire a Rain of Arrows with the Hive, and then the situation on the battlefield will be restored)) Hmm, and then, as a follow-up, Berserk on the Archers or Ents (let them kill your own Archers), your Knowledge will be roughly the same, and considering the Imps, you won't be able to out-magic the Demon. A couple of Rain of Arrows + an Enchanted Ballista will be enough for you, but what then?

1. A couple of scrolls with Antimagic or a Tome of Light solve the Berserk problem.
2. There is a mass Haste spell in the Attack branch to counter Slow, as I wrote. Plus, we have a horse - some of the Slow effects won't apply. Plus, either a Tent, or Luck with Magic Resistance, or Light Magic, or Shadow Seal. It's not scary at all. :)
3. If the Demon takes Keen Mind, that's good. It means he'll have to forgo Urgash's Call. :)
4. Imps. They go once, and then they are wiped out by the troops. It's rare to find someone clever enough to hide them behind a 4-tile area. Otherwise, the Dragons solve the problem. But even if he hides them, there are Archers, Druids, and Fairies. There is an opportunity to simply ignore the 4-tile area and break through to the Imps. In some cases, Demonesses can wait for one and a half turns - they are enemies and will be under the Rain of Arrows. In short, there are many ways to solve the problem; one of them will work.
5. I don't need more than two Rain of Arrows and Ballista shots. Then the troops will handle it themselves.
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13 years ago
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Demons don't need more than one turn, so there's no point in hiding them. Scrolls and tomes will appear if you're lucky. For mass speed boosts, you need to spend a turn, and therefore you can't use the "wasp swarm" ability, which your entire tactic is based on.
13 years ago
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Demons don't need more than one turn, so there's no need to hide them. Scrolls and tomes will appear if you're lucky. For mass speed boosts, you need to spend a turn, and therefore you can't use a barrage of arrows with the wasp swarm, which is the basis of your entire tactic.

The demons won't take all the mana. They have less initiative than the elven units. Not all demons will take mana, but only those that remain. If you don't hide the demons, they will be torn apart. Dragons have an initiative of 14, and fairies have 14 or 15. Others also have a decent initiative. After the speed boost, the demons will only move after the archers, dancers, unicorns, dragons, and fairies. In my elf build, I have +1 speed, and attack and leadership are upgraded. Do you think anything will remain of the demons if they are not hidden? :)

The chances of getting control over the enemy are also not 100%. They also need to build a level 5 mage guild, and they also need to be lucky enough to have a spell there. I have enough time to get scrolls.
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13 years ago
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ramzez
I'm playing as Dirael. Summoning magic rules even against demons; the wasp swarm is a game-changer!
Generally, demons are a strong opponent. In battle, you need to solve the following problems:
1. Jaleb's Ballista.
2. Darkness magic.
3. Demonic Gates.
4. Imps!!! This point is often underestimated. Meanwhile, they suck mana, and if you don't kill them immediately, you'll have nothing left to cast with later.
5. Succubi with mind control.

Demons are exactly the case where you need to break through as quickly as possible. Troops must reach them on the very first turn and deliver a crushing blow, after which one same-turn controls, summons, and the ballista will no longer save them. There is no chance in a long battle. From this, we conclude: the hero must be built for maximum damage plus ATB scale pushback, which is also necessary to maintain maximum damage.

Hence, the following build for Dirael:
1. Summoning magic with wasp swarm — for ATB scale pushback. An Arrow Rain charged with a wasp swarm can push back three sworn enemies at once. When choosing "sworn" targets, I proceed from the need to deal maximum damage. Consequently, it is important not to let the enemy take our units out of the game. Succubi can do this via mind control and horses via fear. Therefore, they should be set as sworn first, and the last slot, obviously, for Archdevils because if they wipe everyone out, there will be no one left to attack.
Further upgrading Summoning magic beyond "Advanced" has little significance for the battle with the enemy hero. In the fight against a demon, its task is limited to the wasp swarm and a fast start on the map thanks to that same swarm and fire elementals. Everything else is secondary. Therefore, ideally, it's better not to upgrade Summoning magic beyond Advanced and Fire Warriors.

2. Logistics and Keen Mind. It is important that the demonesses and nightmares move as late as possible. Thanks to Keen Mind, the battle will start with us either casting a general Haste and gaining the ability to strike with unicorns and bowmasters, which can push back a couple of stacks, or we'll use the wasp swarm to push back the demonesses and nightmares ourselves. It's better not to upgrade Logistics beyond Advanced.

3. Leadership with Speed Aura and Forest Leader. Speed Aura ensures a fast start to the battle, and Forest Leader provides Retribution in the attack branch. Additionally, 10 dancers on the second week or 20 on the third can help with the start. Combined with fire elementals, this is good fodder for breaking through. So, we already have +1 speed due to the aura. All that's left is to find boots and a fast battle start is guaranteed.

4. Attack with Retribution and Mass Haste. In total, with good Leadership, our troops will have +40% damage and +30% initiative. Plus +1 to max and min damage. This is exactly the skill that ensures maximum damage. There's no point in taking Tactics, as the probability that demons will also take it is very high, so it won't help us reach them quickly, whereas haste and hyper-damage are just right. In general, the combination of Leadership and Attack is by far the most important part of our build, requiring 12(!) skill points. Immediately after getting fire warriors, you need to upgrade one of these skills, ideally starting with Leadership and Speed Aura, as this strengthens the strategy of clearing neutrals using fleeing dryads. By level 7, we can have both fast dryads and fire warriors, and calmly clear even those melee units that aren't the slowest.

So, all the above-mentioned skills can be acquired by level 20, considering that Arrow Rain had to be taken for Retribution. Add an Enchanted Arrow to this and you get a powerful level 22 hero. At the same time, we chose skills with a fairly high drop probability, so obtaining such a hero is quite feasible and should not cause particular problems. Further upgrading is not as important. The main thing is to grab a couple of anti-magic scrolls or a Tome of Light so that mind control doesn't ruin your life too much, or similarly, scrolls of mind control and a Tome of Darkness.

5. One skill slot remains. If we are lucky, either Darkness magic or War Machines will drop. In the first case, you can set two Seals of Darkness and get Mass Slow while having Mass Haste. We can now answer mind control with mind control, and the demon is NOT scary AT ALL! The second option is pleasant because with an Enchanted Arrow we can cast the swarm another two times per turn, and in combination with a rain of charged arrows — 5 times! In this case, it's better to shoot at imps and extinguish them quickly so they don't suck mana. They likely won't be able to move more than once. If you have machines, you can even hit them with archers if the opportunity arises because mana has become more important. There is one more plus to machines: it's easier to take out the enemy ballista. Only then will you need to charge the arrow not with a swarm, but with Chaos magic for a while. If the enemy happens to have strong defense and a powerful ballista, this would be quite reasonable. Thus, we have another 4% chance of getting lucky. But even if not, just calmly level up to 22 following the specified route.

And if you've already scored mind control or anti-magic scrolls, or a Tome of Light or Darkness by then, it basically doesn't matter what you take — we'll kill the demon anyway. Almost any skills will look decent. If we take Luck, we get Soldier's Luck and Magic Resistance, all of which certainly fit into the concept of maximum damage from the first turns. Light magic also looks good. In this case, I would definitely take Fire Protection and Bestowing Blessing to remove harmful effects. Also fits well enough. Chaos magic may also have a place, but only if we are facing Jaleb, who put everything into the ballista. Firstly, Chaos magic will help destroy the ballista faster. Secondly, Fireball reduces defense, which fits the maximum damage concept. Thirdly, summoned creatures will take 2 times more damage from Chaos magic if we take Exorcism in Summoning. Fourthly, you can get another 10% damage, as well as +2 to Knowledge, which is useful given the enemy imps sucking mana. In short, Chaos magic is also a thing, but only if you know that Jaleb spent skill points in the attack branch specifically on the ballista. Then Chaos magic will work well. The main thing will be to take out the ballista, and we'll deal with the rest. Defense would look normal if you know the demon didn't upgrade the ballista, but the troops. Then it's a very necessary thing. At the same time, it will protect our troops from our own in case of mind control.

What I would NOT take for Dirael against a demon is Learning, because this skill is good for a prolonged battle, and we need to cut down the enemy quickly. I wouldn't take Sorcery either, as we won't manage Counterspell anyway because of the imps, and we won't be casting much since it's better to shoot with an Enchanted Arrow.

That's all for skills. I can only conclude that Dirael successfully fights demons with her Summoning magic. Most importantly — she starts much faster than Wing, which provides good opportunities to stock up on anti-magic and mind control scrolls or Tomes of Light and Darkness. Wing can only reproduce Arrow Rain with pushback if he goes into Chaos magic instead of Light. But then something would need to be done about Darkness magic.

Conclusion: Dirael is cooler than Wing even against demons! Why do people always discuss how to build that nerd?! He's frail. :)

Added after 32 minutes
Now a bit about Dirael's army:
1. If the troops aren't very large, it's better to take fairies that cast swarm. They will help kill demonesses. This is more important than slightly increasing their damage. Moreover, if they push out immediately, demons will quickly tear them apart with their attack. Another plus: while they are casting, they don't need to move and can cover the shooters. There won't be any Tactics. So they might extend the life of the shooters a bit along with the ents. Although against demons, shooters are just fodder; they won't survive anyway. It won't be possible to leave them good cover because troops must be sent forward. But if fairies remain, it might be possible to cover the shooters together with the ents. Or maybe they'll need to be thrown forward. Depending on the situation. In any case, some flexibility in tactics is preserved and the ability to protect shooters from something being summoned right under their noses. I think this is more important than a single point of damage.
2. Dancers. We take those that deal area damage. Nothing to discuss here — maximum damage concept.
3. Bowmasters if there is Soldier's Luck, and straight-shooters if not. In the first case, we can delay the demonesses' turn. This is important because then we can further delay their turn with the hero. Meanwhile, fairies will hit demonesses with their swarm, druids with their lightning, and even dragons if they reach them. So bowmasters with Soldier's Luck rule. And if not, it's better to shoot as hard as possible just to destroy the stack faster.
4. Druids with horns. Channeling is not needed. It's good for a prolonged battle when the hero casts a lot and has to spend much mana. But here, firstly, everyone needs to be wiped out quickly, and secondly, the enemy has imps; they will take some mana anyway, which somewhat devalues Mana Channeling. And that's not all. The ballista also needs to be killed, and druids happen to have a mass spell from Earth magic. It will be very good to both destroy the ballista and damage the demons. Therefore, there is only one option here — horned ones.
5. Unicorn with Resistance Aura. Well, that's clear: fewer fireballs from the ballista, fewer mind controls, and we blind them too.
6. We take more offensive trees. The main thing is a fast battle.
7. IDK. I don't know here. I haven't used the new dragon grade much. Maybe it's better, I don't know. But I prefer the old one, as it can be well-directed at demonesses if they aren't covered too tightly. The second one has some kind of uncontrollable fire.

Damn man, I love you!!!! Also noticed a long time ago that the "queen of fleas" rules!!! Now playing with a friend on a hero; we limit time to 4 min per turn (harsh but interesting). Favorite map is Star (idk if you know it). The most important thing is a fast start!!! + breaking through mages and bows at the main mines (crystals) and extra gold mines!!! I agree with almost everything, but I'll dispute a few things. If there are no tactics, might it be more profitable to upgrade native lands? (and boots become not very necessary). I assumed this from the fact that on this map there is grass almost everywhere and the demon will definitely fly at me in any place I suggest. Also, in terms of tactics, fire warriors and swarm are very mana-expensive; I usually have about 40-50 by the end of the 2nd week. First, I upgrade Summoning — by the way, why do you suggest upgrading only to Advanced? Expert Summoning would strengthen the swarm! And that helps with clearing!!! After Summoning, I try to upgrade Logistics. It helps run to wells and choose easier creeps. Often upgrade armor with bdp (mega cheat for rush and same-level own-tier scrubs). Describe the mage breakthrough in more detail or send some demos. I'll be glad for any of your advice, answers, remarks!!! Write back!!! Read all your recent messages. Dira good! Elves imba! IMHO!!!:smile42:
13 years ago
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Umka-Gold, hooray!!! Finally, someone here understood me. Everyone else was just: Wing, Ossir. There was still one smart guy left. It wasn't for nothing that I was explaining things here. :) Thank you, Umka!!! You are absolutely right about the native lands. You are also right about summoning: an expert summoner increases the number of summoned creatures by a factor of two compared to an advanced summoner, and the Hive is also very effective. It's just that with summoning, I always take summoners right away. And when it comes to the expert summoner, I don't take it if I get the desired skill. I don't take a new skill before the summoners. Your thoughts about mana have strengthened my belief that I need to take Wisdom. And ideally, right after summoning. This would be better than Logistics - there really isn't enough mana, so what's the point of running fast? This is the only thing I would do differently than you. Battle Doctrine is a great idea, yes. Ideally, take it right after Wisdom with Magic Affinity. I already wrote about how to defeat mages in the thread about a fast start: take Battle Doctrine, buy a secondary hero, take the meat from him, divide it into 7 stacks of 2, and kill the mages with Fire Warriors. For more details on clearing the map, see the thread about starting as the Elves. I respect you, Umka! :)
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13 years ago
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ramzez
Umka-Gold, hooray!!! Finally, someone here understood me. Everyone else was just: Wing, Ossir. There was still one smart guy. It wasn't for nothing that I was explaining things here. :) Thank you, Umka!!!

You are absolutely right about the native lands. And about summoning - also: skilled summoning increases the number of Fire Warriors by a factor of two compared to advanced summoning, and the Hive also benefits greatly. It's just that with summoning, I always take Fire Warriors right away. And when it comes to skilled summoning, I don't take it if I get Wisdom or Defense. I don't take a new skill before Fire Warriors. Your thoughts about mana have strengthened my belief that Wisdom should be taken. And ideally, right after summoning. This would be better than Logistics - there really isn't enough mana, so what's the point of running fast? This is the only thing I would do differently than you. Battle Deployment is a great skill, yes. Ideally, take it right after Wisdom with Magic Attraction.
I already wrote about how to deal with mages in the thread about a fast start: take Battle Deployment, buy a secondary hero, take the meat from him, divide it into 7 stacks of 2, and kill the mages with Fire Warriors. For more details on clearing, see the thread about starting as the Elves. I respect you, Umka! :)
Ramzes, Logistics is usually not needed right away, but still. It depends more on how the creeps are generated. If there are few archers, specters, and mages, then it's not needed until the beginning of the next week. But I can't do without Logistics because the Demon always takes it, and if I don't take it, he will force me into a rush when it's convenient for him, not for me (90% chance of losing). I still can't imagine how to defeat the mages. I usually have 40 of them, divided into 4 groups, and they will definitely break through your defenses with their attacks, and Battle Deployment also triggers morale(((( Sometimes there are guys with a magic ball, and it becomes even more difficult((( I'll check out your thread now. By the way, a big advantage of this tactic is that it is not very resource-intensive, both in terms of resources and unit losses!!!!
13 years ago
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Umka:
1. The chance of Logistics appearing is 15% (!). If, after a skillful summoning with Fire Warriors, you choose another skill, the chance of Logistics appearing later will only increase. Especially if you choose a popular skill, rather than one with a low probability. The hero will be at level 4 after the summoning. At what level do you encounter the enemy hero? Surely not before level 10? If not, then by level 8, you can already have Battle Doctrine and calmly acquire Logistics. Or you can take Wisdom with Attraction, and then Logistics at level 7. That's what I do. But on the other hand, you can also take Logistics (if you don't put 3 points into it in a row), and then other skills. You know best how successfully your hero clears out the neutrals and what he needs more: strength or speed.
2. I'll write more about countering mages in the thread about starting as the Elves.

Write down the map size, what hero you have, and on what week the battle with the Demon takes place? With a Demon, after upgrading Logistics and Summoning, you can end up with no skills at all in battle (!), as the Imps will eat all the mana. You need to think about either upgrading Wisdom so that you have enough mana for at least a couple of spells, or upgrading troops so that spells become secondary.
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13 years ago
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ramzez
Umka:
1. The probability of Logistics appearing is 15%(!). If, after a skillful summoning with Fire Warriors, you choose another skill, the probability of Logistics appearing further increases. Especially if you choose a popular skill, rather than one with a low probability. The hero will be at level 4 after the summoning. At what level do you encounter the enemy hero? Surely not before level 10? If not, then at level 8, you can already have Battle Mage and calmly acquire Logistics. Or you can take Wisdom with Attraction, and then Logistics at level 7. That's what I do. But on the other hand, you can also take Logistics (if you don't put 3 points into it in a row), and then other skills. You know best how successfully your hero clears out the neutrals and what he needs more: strength or speed.
2. I'll write more about breaking through mages in the thread about starting as the Elves.

Tell me, what is the map size, what hero do you have, and on what week does your battle with the Demon occur? With a Demon, after developing Logistics and Summoning, you can end up with no skills at all in battle (!), as the Imps will eat all the mana. You need to think about either developing Wisdom so that you have enough mana for at least a couple of spells, or developing troops so that spells become secondary.
The map is large, the hero is Deleb (a woman with a ballista). He usually comes to the beginning of week 3 to reinforce troops and teleport me. This has a very negative impact on the hero's finances. The main battle is no earlier than 2 months, but during this time, he often comes to me, not letting me go far((( He quickly develops Machines and Logistics, and because of this, he can clear out almost any creep. Then he develops Attack and Magic of Death.
I have also thought about the probabilities of skills appearing. Sometimes, if you develop only one skill, instead of 4 skills when leveling up, they give you only 2(((
Now, instead of Education, I'm trying to develop Horned Druids faster, they help replenish mana! It's even worth sacrificing Archers or Dancers when building on the first week!
Another question. Ramzes, how do you deal with Hell Hounds on creeps in the first week? Sometimes there are many that regenerate! You can't deal with them with just Fakes(((
13 years ago
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Umka:
1. If I had known that such a situation would arise, I wouldn't have approved taking the "Native Lands" skill. If an elf spends 6 skill points on Logistics and takes "Skilled Summoning" with Fire Warriors, he will already be level 11. In a battle with a demon, the following can happen: Imps will drain mana, and only one useful skill will remain - "Native Lands."
2. You can reduce the skill point cost for Logistics by upgrading it to Advanced and then taking other skills. Or you can take "Keen Mind." In this case, the hero will move before the Imps and push them back with the "Hive" ability. Consequently, before the Imps' turn, the hero and Furies will have time to attack them with the "Hive" ability, as well as the Archers and Druids.
3. Choosing Education instead of Druids is original, at least because one doesn't contradict the other. You can, of course, skip it. The main thing is to make sure that you don't run out of mana in the battle with Jaleb. Leveling up Druids instead of Archers or Dancers is a good idea. For Jaleb's Ballista, our Archers are just cannon fodder, and, of course, Blades are no match for Druids. The only benefit of Archers is that they can help take down the Imps before they are shot down.
4. I deal with the dogs in the first week the same way I deal with Archdevils - I go around them through the forest. Dire, of course, starts quickly, but there must be at least some rules of decency. :)
5. What level is your hero at the end of the first week, and what level does he reach in the second week on this map?
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13 years ago
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It's not a given that a hero will be able to defeat demons.

Also, it would be better for the demon to choose Chaos, then the elves will be completely defeated.
Смысла нет, но вы держитесь там. Удачи, здоровья, хорошего настроения!
И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день



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13 years ago
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Is Chaos more dangerous to an elf than darkness? And what about demon chaos? I wouldn't have thought so.
 

К А
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13 years ago
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I also think that the demon darkness is more dangerous for the Elves, including in the Jalek map against Dira – the overall slowdown is unpleasant. Damn, can anyone say for sure: who goes first – the improved demons or the Elven hero with Keen Mind? And what does "creeps" mean?

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