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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)