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Posts from Tactics for Dungeon.

5.0 (1 rating)
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I don't write reports in principle. :)
But opponents don't mind posting these "masterpieces," and that's how the stats turn out.

"Это нам идеально подходит!" [Новосибирск, 2013]
"Красавчик! Если только не читер.." [Киев, 2014]
"Это Вам не шутки - нажрался Dust в маршрутке" [Новокузнецк, 2015]
Сам ты фиш (с) :D
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For fun, I picked Lorelei instead of Shakti; she came with 3 stacks. I played on light, Jebus Cross, upgraded the harpies, and thanks to the terrain I took the external dwelling of minotaurs without losses. Otherwise, Castle is not bad; and if you play on sm-ke, you can easily take consu mini and max dwarves without major losses, plus minotaurs hit pretty well too
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you forgot to try taking the cooldown reduction skill and conscript 2-3 units.
In reply to PlayHeroes_HP
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PlayHeroes
I just took Lorelei for fun instead of Shakti; she came with 3 stacks. I played on light, Jebus Cross, upgraded the Harpies, and thanks to the terrain, I picked up an external dwelling of Minotaurs without losses. The castle isn't bad, and if you play on sm, you can easily take a mini Griffin Conservatory, a maximum Dwarf dwelling without major losses, and the Minotaurs hit pretty well too.

...I hardly understood anything... :D But apparently something very smart and correct was said)))) I really love Dungeon, it's my "specialty", roughly speaking)))...
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I want to defend the harpies. Because they attack without retaliation and return after the attack, they have been compared to 1/2 archers. In reality, they are comparable to archers and even better in some ways. Specifically: unlike archers, they cannot attack from a long distance (in which case, archers attack with half their power) - this is their only "shortcoming" in terms of range. But compared to regular archers, they have TWO advantages: they are not blocked by enemy units at all, and they attack through castle walls with full power. And they don't run out of ammunition. :)
In the end, the Dungeon can be considered a castle with three archers, which is a significant advantage in most battles (but a disadvantage in a smaller number of cases).

P.S. I forgot another "shortcoming" - they cannot attack a unit in the middle of other units, for example, an enemy archer that is protected. But I still think they are equal to archers.
In reply to PlayHeroes_HP
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The_Bloody_fighter
Just for fun, I took Lorelei instead of Shakti; she came with 3 stacks. I played on light, Jebus Cross, upgraded the Harpies, and thanks to the terrain, I took an external dwelling of Minotaurs without losses. The Castle isn't bad either, and if you play on a small map, you can easily take a mini Griffin Conservatory and a maximum Dwarf dwelling without major losses. Plus, Minotaurs deal decent damage.
That's true overall, but Shakti's breakthrough potential is still higher, and in the long run, you can't really make Lorelei your main hero anyway.
But if you're playing a random hero and get Lorelei, then you're undoubtedly right — you can play through Harpies, why not.
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Could you please tell me at what point and how Shakti will acquire the spellbook? Let's assume the situation is as follows: there are a lot of Sanctuaries with level 1 spells near the castle. Our second hero, a Sorceress, arrives who can transfer the learned useful spells to Shakti. For example, the same Haste spell. At the same time, as I understand it, building a Guild of Mages is not part of the standard Dungeon development in the early days, and maybe not even in the first week. So, by the time the Guild of Mages is built, our Shakti is already somewhere on the other half of the map (conditionally) and without a spellbook. How should we act in such situations?
And in general, how and when does Shakti usually get the spellbook?
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It will appear once you build the Guildhall. And actually, it's not necessary to build it specifically in the main city.
Also, nothing prevents a Sorcerer from learning spells of levels 1-2 and transferring the necessary skills to Shaktar when he gets a spellbook.
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За то что нейтралы не бегают за единичкой, для меня это уже стоит того
In reply to Рустам из Ч
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Rustam from Ch

P.S. I forgot another "shortcoming" - they can't attack a unit surrounded by others, for example, an enemy archer that is being protected. But I still think they are equal to archers.
I'd like to point out one not-so-obvious feature of the game - Dendroids are definitely dangerous for Harpies (unbuffed ones). The roots of the Dendroids don't activate immediately after their attack, but only after the turn ends. This means that the Harpy returns to its starting position and remains there until the stack of Dendroids is destroyed, which is quite possible - considering the damage range of the Harpy (1-4), you can tie up a large stack of Harpies with a starting number of Dendroids, which only need to withstand the first attack. The Harpies themselves can no longer reach the Dendroids and are taken out by archers. This is an effective tactic against enemy and neutral Harpies on the map, if the goal is to break through defenses with small forces.
Сначала было слово...
FizMiG v.2.0 *** Очередное обновление справочника! *** http://vk.com/fizmig

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there is no such drawback

Added 6 minutes ago
Analysis and tactics of the Dungeon Castle:
Using warrior heroes, we increase their wisdom with earth, wind, and water magic (you can sacrifice either water or earth), combat spirit + luck (you can also get it with artifacts), attack and defense, tactics, logistics, and pathfinding. This creates an ideal warrior-mage; on small maps, wisdom is not even needed. Playing as Laura, Ajit, or Shakti makes it quite easy to raise stats and defeat mobs and capture lairs in the first week.
In battle, the Dungeon can use both defensive tactics, thanks to archers and harpies, and offensive tactics if your hero has tactics; you can approach the enemy at a direct firing range. The choice of tactics depends on many factors; castles with high creature speed level 7 often go first, while those with low speed get hit first.

level 1 creature
halberdier: 6, 5, 2-3, 10, 5 (sturdy, cavalry bonus does not apply);
centaur captain: 6, 3, 2-3, 10, 8 (fast, bulky);
master gremlin: 4, 4, 1-2, 4, 5 (archer);
imp: 4, 4, 1-2, 4, 7 (weak, foot soldier);
skeleton: 6, 6, 1-3, 6, 5 (average, sturdy);
troglodyte: 5, 4, 1-3, 6, 5 (average strength and HP, weak);
hobgoblin: 5, 3, 1-2, 5, 7 (weak with strong attack);
gnoll: 4, 6, 2-3, 6, 5 (sturdy);
fairy: 2, 2, 1-3, 3, 9 (attacks without retaliation).
level 2 creature
crossbowman: 6, 3, 2-3, 10, 6 (attacks twice);
dwarf: 7, 7, 2-4, 20, 5 (foot soldier, 40% magic resistance);
gargoyle: 7, 7, 2-3, 16, 9 (immune to the "Sacrifice" and "Restoration" spells, has combat spirit);
magus: 7, 4, 2-4, 13, 6 (archer, attacks with a fireball at several nearby units);
zombie: 5, 5, 2-3, 20, 4 (can infect with syphilis for 3 rounds, -2 attack and defense);
harpy witch: 6, 6, 1-4, 14, 9 (attacks with retaliation, enemies do not retaliate against her attack);
raider: 8, 5, 3-4, 10, 8 (one of the best units, hits twice);
lizardman: 6, 8, 2-5, 15, 5 (archer, sturdy);
air elemental: 9, 9, 2-8, 25, 8 (not the best unit, melee without penalty, archer, immune to "Meteor Shower," x2 "Armageddon" and "Lightning Strike" are not effective);
level 3 creature, evil eye is the best unit of its level
griffin: 9, 9, 3-6, 25, 9 (always retaliates, a nuisance, kill with archers or one hit, or blind it, etc.);
noble elf: 9, 5, 3-5, 15, 7 (shoots twice, a terrible killer at a distance, but a gremlin in melee);
iron golem: 9, 10, 4-5, 35, 5 (25% damage reduction from magic, its style is defense);
cerberus: 10, 8, 2-7, 25, 8 (attacks without retaliation, attacks several units in front);
ghost (opera): 7, 7, 3-5, 18, 7 (regenerates, sucks mana for 2, dies well, but also hits well);
beholder: 10, 8, 3-5, 22, 7 (melee without penalty, sturdy, archer, essentially the best at this level);
orc chieftain: 8, 4, 2-5, 20, 5 (meat, archer with decent attack but weak defense and penalty);
snakefly: 8, 10, 2-5, 20, 13 (cool unit, armored, casts "Deep Sleep," weak);
ice spirit: 8, 10, 3-7, 30, 6 (archer, fire damage x2, penalty to cold);

level 4 creature
crusader: 12, 12, 6-10, 35, 6 (mega-killer, especially if the hero is Sorcha + luck);
pegasus: 9, 10, 5-9, 30, 12 (adds 2 mana to the cost of enemy spells, a good tactical unit);
archmage: 12, 9, 7-9, 30, 7 (archer, no penalty in battle and against walls, spells are cheaper, a good unit);
horned demon: 10, 10, 4-6, 40, 6 (walking meat, but sturdy and fat + acceleration can cause a lot of trouble);
vampire lord: 10, 10, 5-8, 40, 9 (a huge nuisance, terror for any archers with a penalty, the enemy does not retaliate against the attack, HP is drained and replenishes vampires and restores their number);
medusa: 10, 10, 6-8, 30, 6 (powerful archer, 8 shots, attacks without penalty, 20% chance to turn to stone, a unit capable of changing the outcome of the battle with its skill);
ogre shaman: 13, 7, 7-12, 60, 5 (warrior, casts "Bloodlust," very thick and strong, but slow);
great basilisk: 12, 12, 6-10, 40, 7 (powerful and sturdy, 20% chance to turn to stone, decides on the battlefield);
fire elemental: 12, 8, 4-6, 35, 8 (immune to fire, ice damage x2, a strong foot soldier);
level 5 creature
fanatic: 12, 10, 10-12, 30, 7 (powerful archer, no penalty in melee);
dendroid: 9, 12, 3-10, 14, 65, 4 (powerful warrior, defender, binds its victims with roots and prevents them from moving, salvation for archers);
master djinn: 12, 12, 13-16, 40, 11 (casts a random spell on its own, enemies of ifrits, in practice, they die quickly);
abyss lord: 13, 13, 13-17, 45, 7 (meat, raises other meat (not upgraded demons from the corpses of allies));
lich: 13, 10, 11-15, 40, 7 (powerful archer, attacks with a death cloud at several nearby units);
minotaur king: 15, 15, 12-20, 50, 8 (foot soldier, always good morale, one of the best damage-dealing units of the level, and also sturdy);
rukh: 13, 11, 11-15, 60, 11 (20% "Lightning Strike," this skill is weak, a weak flyer, but hits hard);
powerful gorgon: 11, 16, 12-16, 70, 6 (Scythe of Death, very sturdy, hits hard, the skill "Gaze" additionally kills a couple of units regardless of level, be it even a azure dragon, death for all serpentine and level 6 and 7 creatures, often works on serpentine creatures, dragons, snakeflies, medusas, hydras);
magma elemental: 11, 11, 6-10, 40, 6 (slow, crap);
level 6 creature
champions: 16, 16, 20-25, 100, 9 (cavalry bonus, powerful, sturdy);
unicorns: 15, 14, 18-22, 100, 9 (powerful unit, 20% reflect spell or blind skill decides in battle);
nagas: 16, 13, 30, 110, 7 (the enemy does not retaliate, very powerful and sturdy, but slow. One of the strongest units of the level);
ifrit sultan: 16, 14, 16-24, 90, 13 (very powerful flying unit, enemy of genies, has a fire shield that gives immunity to fire and always retaliates against enemy attacks, a very good unit of Inferno);
death knight: 18, 18, 15-30, 120, 9 (the strongest unit of the level, ability 20% curse or x2 damage, simply a monster, capable of even killing a bone dragon);
manticore: 16, 14, 14-20, 80, 11 (weak, but balanced with the ability 20% paralyze and the fact that it flies and has a normal speed);
cyclops king: 17, 13, 16-20, 70, 8 (archer, very powerful, but has a penalty in melee, also destroys the wall during a siege);
wyvern monarch: 14, 14, 18-22, 70, 11 (fast, sturdy, strong, the first in the group has 50% poison for 3 rounds, reducing HP each round + very convenient due to the hive of snakes and flies);
psychic elemental: 15, 13, 15-25, 80, 9 (attacks all around without retaliation, impassive, the enemy does not retaliate, immune to magic, a very strong unit);
level 7 units
archangel: 30, 30, 50, 250, 18 (+1 to morale for all in the squad, revives the fallen, enemy of devils, competes for the palm with the ancient beast);
gold dragon: 27, 27, 40-50, 250, 16 (immunity to magic 1-4 levels, average unit of its class, inferior to black);
titan: 24, 24, 40-60, 300, 11 (the best archer in the game, melee without penalty, attacks that do not affect him, such as berserk, blindness, forgetfulness, defeats the Ancient Beast);
archdevils: 26, 28, 30-40, 200, 17 (powerful unit, moves by teleporting, -1 luck to enemies, the enemy does not retaliate, enemy of angels, little HP, but this is compensated by the attack without retaliation);
ghost dragon: 19, 17, 25-50, 200, 14 (weak, but balanced with powerful damage 25-50, -1 combat spirit to enemies, 20% age, the enemy unit's HP is reduced by 50%, fear for everyone except the Ancient Beast, as it is immune to magic);
black dragon: 25, 25, 40-50, 300, 15 (has immunity to magic, hits 2 cells like all dragons, thick, sturdy, reliable, better than any auto);
ancient beast: 19, 19, 30-50, 300, 9 (sturdy and deals terrible damage, ignores enemy armor by 80%, so it tears everyone apart, competes for the palm with the archangel);
chaos hydra: 18, 20, 25-45, 250, 7 (foot soldier, defender, hits everyone around without retaliation, ideal for defense, attack, acceleration, or teleport into the thick of enemies);
phoenix: 21, 18, 31-40, 200, 19 (hits like a dragon, immune to fire, has a chance to be reborn after death, ideal for Armageddons, but weak itself, they have a greater increase than all level 7 creatures)
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I really don't understand why it's necessary to list the stats of all the units in the game... Especially if we're talking about Dungeon. Or do you think no one knows them? Or that there's nowhere to look them up?
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Even Ariputra didn't write such treatises:D
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He just became a captain. :)
"Никто не уходит из героев вечно", - убедился на личном опыте, гоняю в сингле до сих пор :D
In reply to hunter98
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Hey guys, could you please explain something to me? I can’t quite understand why Shakti is chosen as the main hero by default. I understand that the starting bonus for the Trogols is very strong, but by the middle of the game, the Trogol stack loses its strength anyway. Why isn’t Gunnar with Logistics considered as an option? I have nothing against Shakti; I just want to understand why everyone chooses him so confidently.
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A good start is key. With a hundred Trogols, you can easily raid all the nearby Necropolises, Dungeons, and other neutral creatures. And even in the mid-game... three hundred Trogols are usually more useful than three dragons.

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