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Posts from The most powerful hero of the Dungeon faction.
Because Furies die very quickly due to their low hit points and the fact that enemies always try to attack them. You can't take Furies with you when clearing many neutral creatures, and the neutral creatures that can be fought with the help of Furies are, in most cases, defeated without any serious problems and without using Furies. All of this makes Iranne a questionable choice; what's the point of her special ability if you can't use warriors for that ability when clearing neutral creatures?
Well, Iranna develops quickly. I have very few Fury losses. In general, she actually helps, but I don't see any alternatives to her. Unless, perhaps, if it's just the first-level additional building – then the Warlock is understandable.
That's why it's interesting – how much damage does Leto inflict and how often? It seems to me that it shouldn't be very much... Dark Magic on maps where you can buy magic is effective against many factions.
Eleondor
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explain why Sinithar is not suitable for long-term gameplay.
It is believed that, in general, in long games, by the time the final battle arrives, any Warlock has enough mana to cast enhanced versions of spells for almost the entire battle, and since by this time a lot of units have accumulated, heroes specializing in units (such as Sorgal, for example) gain a certain advantage.
But if you look at it more closely, I've never seen a Warlock hero with more than 230-250 mana. With enhanced spells, you'll quickly exhaust yourself; consider Earth Shock and Meteor Shower. With average stats of 120-130 mana, you'll have a maximum of 3 turns in prolonged battles after 5-6 months. A Sylvan will last longer, especially against Necropolis and Haven.
NerVNotDeaD
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higher education + mana attraction + fluctuating mana + secret knowledge + knowledge boosters on the map + artifacts (we have a shop in the city, right?). Hmm, conclusion: those who really want it will have enough mana.
Irina is also a good hero. Her Furies can easily defeat slow neutral creatures, especially if there are many of them. In general, a hundred or so Furies can eliminate several dozen level 7 creatures in a single turn.
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Граф Орлов
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Slow-moving neutral creatures are easy to kill, and in battles against archers, you will suffer significant losses.
What about Kifre? A good start thanks to the lightning spell, 9-12 minotaurs, and 250 gold per day. Although, in the late game, minotaurs are not capable of dealing significant damage due to their quantity (although it's not that small, 6 creatures of level 3 + a Pit), and their low initiative. But they can withstand a lot of damage and hold out for a long time while the hero casts powerful spells.
Граф Орлов
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The benefits of having Kifrah as a second hero are undeniable; she not only strengthens the main hero's army but also generates income. However, using her as the primary hero... Well, if you have a level 3 starting town, then it's certainly possible and even recommended. In other cases, she's valuable because she can level up and gain very useful skills, enhancing the army's combat capabilities rather than just being used as cannon fodder. Or, you could choose Empathy. That's also a good option. But Waishan also has a decent start, Iranna can easily level up the Mentor skill and set up clever tactics, and Sinithar allows you to save on knowledge points. They seem more promising than Kifrah.
The benefit of having Kifrah as a second hero is undeniable; she not only strengthens the main hero's army but also generates income. However, using her as the primary hero... Well, if you have a good starting position (3 dwellings), then, of course, it's possible and even beneficial. In other cases, she is valuable because she can level up and gain very useful skills, enhancing the army's combat capabilities rather than just using it as cannon fodder. Or, you can go for Empathy. That's also not bad. But Vaishan also has a decent start. Iranna can easily acquire the Mentor skill and set up ambushes. Sinithar allows you to save on knowledge points. They seem more promising than Kifrah.
Vaishan has a worse start; Stalkers are a weak unit and need to be upgraded, which takes 2 turns. Kifrah, on the other hand, can immediately capture a sawmill or mine. The Stalker growth is 7+7, and it cannot be increased in any way (in total, this is 196-210 hit points per week). Minotaurs have 6+6 (420-440 hit points), and their growth can be increased with a Pit. You can also quickly acquire Diplomacy, combined with high leadership, to throw many creatures into the Pits. The poison damage from Stalkers is almost unnoticeable in the late game; you can't produce many of them. Even if you have 400 units, dealing 400 damage over 3 turns from a poisoned creature doesn't seem very effective. Sinithar isn't better in strategy; he has a Magic Arrow spell, while Kifrah has Lightning + Minotaurs, and in the mid and late game, he's not needed at all. Iranna's start is even worse than Vaishan's. Fury units also need to be upgraded to prevent them from being lost. She doesn't have Chaos Magic at the start, and it will take 4-5 turns to upgrade them. And if you encounter Archers at the sawmill? Her usefulness in the late game is questionable; there are too few of them, 5+5 (160-210 hit points) per week, and they die too quickly. Still, this unit is number 1 in terms of being easily defeated. With Kifrah, you can go for Empathy, combined with the Minotaur's Aura of Courage, or for Retribution; I don't even know which is better. You're right about Mentor; that's where the tactic for Iranna is good.
Dyrman
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Kifira is valuable for her leadership in the early game. As mentioned, Empathy is a very valuable skill for the Dungeon faction. She is more effective than a third-tier Sorceress. However, in certain situations, it is better to recruit different heroes.
Kifrah is valuable for her leadership in the early game. As mentioned, Empathy is a very valuable skill for the Dungeon faction. She is more effective than a third-tier Sorcery hero. However, in certain situations, it's better to choose different heroes.
The weakest aspect of the Warlock is the fragility of his army. The Warlock's army needs to last as long as possible while the hero casts powerful spells – and this is Kifrah's significant advantage in the late game. Armored Minotaurs with 40 HP will hold the line while Kifrah casts spells. Any other hero will run out of steam faster; Furies and Griffins will be defeated much faster than Minotaurs, by a factor of 2-3. Yes, with their initiative, Minotaurs won't deal much damage, but the hero will deal a lot of damage while the Minotaurs hold the line.
The weakest aspect of the Necromancer is the fragility of his army. The Necromancer's army needs to hold out for as long as possible while the hero casts powerful spells – and this is where Kifrah's strength lies in the late game. Armored Minotaurs with 40 HP will hold the line while Kifrah casts spells. Any other hero will run out of steam faster; Furies and Griffins will be defeated 2-3 times faster than Minotaurs. Yes, with their initiative, Minotaurs won't deal much damage, but the hero will deal a lot of damage while the Minotaurs hold the line.
I don't quite agree that the army should hold out for as long as possible. Even without throwing Chaos spells, the Necromancer's army is very strong. And even without mods, Necromancers have the easiest time clearing mines, as you take a Sinister, use Griffins to become invisible, and bombard with spells. Usually, a skilled Necromancer clears all the mines first. But Necromancers and Castle factions really have weak armies.
Added 7 minutes later Dyrman
Kifrah is valuable for her leadership in the early game. As mentioned, Empathy is very valuable for the League. It is more effective than the third-tier Sorcery skill. However, in certain situations, it is better to take different heroes.
Leadership is an absolutely useless skill for the Necromancer. To acquire Empathy, you need Education with the Guardian, which forces you to give up Mentoring, which is also necessary. Instead, you take a secondary hero, level him up through Mentoring, level up Chaos, take Griffins, and go bombard the enemy hero. 2-3 such heroes, and the enemy army will lose a huge number of troops. This clearly gives more benefit than Empathy, and Diplomacy is also a useless skill. Besides, Sinister (or as I call him, "Sinka") looks very solid in the late game, because you may not have a lot of Knowledge, so you won't be able to cast many enhanced spells.
The weakest aspect of the Warlock is the fragility of his army. The Warlock's army needs to last as long as possible while the hero casts powerful spells – and this is where Kifre's strength lies in the late game. Armored Minotaurs with 40 HP will hold the line while Kifre casts spells. Any other hero will run out of steam faster; Furies and Griffins will be defeated much faster than Minotaurs, by a factor of 2-3. Yes, with their initiative, Minotaurs won't deal much damage, but the hero will deal a lot of damage while the Minotaurs hold the line.
I disagree with this. Minotaurs, especially in the late game, almost always act as observers in battle. First, all the high-initiative creatures are eliminated, and then a horde of enemies pounces on the Minotaurs. We must not forget that in the late game, the effectiveness of Chaos noticeably decreases; it's not very effective against Orcs. And if the opponent is a Dark Mage, then there will be a "hello" from the Minotaurs to their own troops.