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Posts from Discussion about Dungeon (Dark Elves).

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20 years ago
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This topic was created specifically for discussing everything related to the Dungeon Faction.

You can find key facts for discussion in the corresponding sections:
Faction description - /topic/40/
Abilities of the Dungeon followers - /topic/81/
Faction history - /topic/96/
Dungeon heroes - /topic/190/
Dungeon army - /topic/163/
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20 years ago
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admin
allows them to improvise on the battlefield, making the effect of the main spells unpredictable for the opponent.

Sorry, but if I am playing as the Elves, will it be predictable for me?
In reply to Elvin
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20 years ago
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I also enjoy playing as elves;). Although the elves you're referring to are Sylvan elves – in Heroes 5, they merged the swamp with part of the elves, resulting in Dark Elves, but the Sylvan elves still remained Sylvan elves:)

It would be interesting if magic were unpredictable even for elves – then magic would become an elusive avenger:)

But since they say that magical intuition is inherent in elves from birth, I think they will be able to control this invisible monster and direct it in the right direction.
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20 years ago
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Is there any information about the creatures?
In reply to Sabir
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20 years ago
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Sabir
Is there any information about creatures available?
Check here :)
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20 years ago
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Scout (Upgrades to: Assassin)
Fresh out of the Temple, Scouts are young pupils performing practical assignments for their final exam, after which they will complete their training and become Assassins. Although they are young and inexperienced, they have strong theoretical and physical training in the art of assassination. They are equally good at ranged attacks and melee combat.
Blood Sister (Upgrades to: Blood Fury)
The backbone of the Dungeon's infantry. These servants of the Dark Dragon have perfected the skills of elven warfare. They are so agile in combat that they can attack and evade a counterattack in a single turn. Therefore, they are excellent for melee combat: they will never get bogged down in endless exchanges of blows.
Minotaur Slave (Upgrades to: Minotaur Guard)
In Dungeon society, Minotaurs are slaves who are used for the most tedious and laborious tasks. However, they are also known for their courage and nobility. They will perform any task assigned to them by their masters with diligence, including military service. Their valor in battle has earned them respect not only among the Dark Elves but also among other peoples.
Dark Raider (Upgrades to: Dark Champion)
The cavalry of the Dungeon. Riding on their ferocious Cave Lizards, they deliver a powerful blow that shatters shields and destroys enemy armor. Their attack is so devastating that even the largest creatures may be unable to withstand it. They usually patrol the Labyrinths of the Dungeon, attacking any enemy who is foolish enough to venture so far into the cave.
Hydra (Upgrades to: Deep Hydra)
Like Black Dragons, these are the oldest inhabitants of the underworld. They were already there when the Dark Elves began to settle the dungeon, and eventually acknowledged the new neighbors. Over time, these two peoples became closer to each other and finally reached a silent agreement based on a mutual desire to keep the caves free from any "light" influence. These are slow creatures. They prefer to lurk in the darkness of their lair and launch a surprise attack on their prey from there. Among other things, they can attack three targets in one turn.
Shadow Witch (Upgrades to: Shadow Matriarch)
These creatures have dedicated their lives to Malassa. For this, they are given superhuman powers that allow them to cast devastating shadow arrows at their enemies. They also possess some spells, both weakening enemies and encouraging their troops to engage in battle.
Shadow Dragon (Upgrades to: Black Dragon)
These are the sons and daughters of Malassa, who usually guard the entrances to the Labyrinth of Shadows. Young dragons (that is, those who are only a few hundred years old) sometimes help the Dark Elves in exchange for previously undisclosed secrets, rare and exotic gifts, or blood-signed agreements. :cool:
In reply to dartRevan
20 years ago
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Is there any more detailed information about the Dark Elf army... like a breakdown similar to that for Necropolis and Inferno?
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20 years ago
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definitely, this is the best faction, even in the early stages – a level 1 creature has an attack of -4, unlike others which have -1, and black dragons are cheaper than archdevils...
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20 years ago
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Blade Masters are great at early levels. They can easily deal with hordes of monsters. I especially liked their ability to attack multiple enemies simultaneously – although this already reminds me a bit of the Barbarian from Diablo...

However, when I reached the Hydras, they seemed to have too little initiative. Of course, I won, but the Hydras didn't manage to bite anyone.

I saw Blade Masters attacking three opponents at once in the video posted by an admin
20 years ago
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"Definitely, this is the best army; even in the early stages, the level 1 creature has an attack of 4, unlike others who have 1, and black dragons cost less than archdevils......" based on the stats, it seems Dungeon really rules... but when it comes to hero specializations, things get messy... all the Castle bells and whistles (dispel magic protection, dark ritual, knowledge of elements, etc.) are aimed primarily at magical damage... but what, for example, is a Dungeon player supposed to do if an opponent in a network game found the Sphere of Forbidding, plays as Undead, and comes to kick some ass with a couple thousand skeletons???? Humans have training... Inferno has Hell Gates... Elves have Hated Enemy... how does Dungeon manage in such a situation??? IMHO - he's toast...
the only "non-magical" special upgrades he has are Hesitation (drop in enemy initiative and morale) + it's laughable to say - "Last Aid" - hacking the enemy with your own tent:)))) everything else is typical for everyone or concerns magic... a Necromancer will tear him to shreds.......
In reply to Ellin
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20 years ago
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Fortunately, there are no "spheres of prohibition" in Heroes of Might and Magic V. (at least not in the beta).
Besides, the "magical chains" skill is more related to combat, as the damage when a unit "breaks" them increases with the hero's attack. As for the battle with the Necromancer, there was such a case in the test: after applying 4 combo points with Assassins to skeleton archers, I finished them off with black dragons, which have opposite elements. The result was: 15 black dragons took out about 3100 skeletons (out of 4000) - I hope that's enough?;)
20 years ago
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"I hope that's enough?"
:))) That's perfectly enough:))) I just recently had a negative experience in 3.58 - a player came online and started attacking with 16,000 skeletons... and when I tried to counter him with something, he got very upset:)
But overall, it's definitely more convenient:)))
So, here's my only question... before, Minotaurs were the main melee force... now, judging by the stats, they seem a bit weaker than I'd like... is that really the case????
In reply to Ellin
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20 years ago
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The Minotaurs have been significantly nerfed. Now they are just slow, but quite durable units, used at the beginning of the game to “hold the line” against archers until the hero takes them out with magic (because it’s a waste to use Furies, as they are irreplaceable against melee units). Later on, they are usually not used against neutral creatures and are stockpiled in the castle.
20 years ago
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What about the special ability "Last Stand"? Shouldn't it help against neutral creatures? Does it deal decent damage compared to a ballista?
In reply to Ellin
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20 years ago
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Phoenix_1973 I have an opinion that's hard to argue with: Dungeon is the weakest faction. And it's significantly weaker than all the others. This opinion is based on playing the beta, on the highest difficulty level. Because the other difficulty levels are simply too easy in terms of resources, and you don't get any satisfaction from instantly building things. And the balance can't be assessed that way.
Here are some observations. If I'm wrong, please refute them, because my experience playing as Dungeon is very limited due to the faction's obvious weakness.
1. Unit growth. No matter how good the stats are, they can't compensate for such a small number of troops. They are destroyed in an instant, and controlling creeps (for example, 100 Imps) becomes an extremely difficult task.
2. Hero. Okay, maybe the spells don't work, maybe the guild system is bad. But you still need to gain knowledge points. Getting 3 knowledge points at level 10 is a rare event. Who will he defeat with such low mana?
3. Black Dragon. Now the most useless unit in the game. It used to be immune to magic, but now it's killed by some simple attack. But it's still immune to spells like blessings.
4. The cost of units is extremely high. The Castle requires all types of resources, while the Academy only requires gems.
5. What will the Dungeon player do when their empowered Chain Lightning is reflected by Magic Mirror or Spell Resist and damages their own army? The army will be decimated. All of its advantages in spells are an illusion. It's a hostage to its own spells, but it won't be able to use them in a battle against an Academy player.

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