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Posts from Discussion about Dungeon (Dark Elves).

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In reply to Night
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20 years ago
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Night
Dungeon has a building that becomes available after the Magic Guild reaches level 4; it's called either the Chain or the Elemental Portal, whatever. The point is that it allows the Warlock to see what element each unit is composed of. This helps to plan successful attacks. For example, if a Hydra is Water and a Minotaur is Fire, then attacking the Minotaur with the Hydra will increase the damage. The same applies to spells.

That's how it works:)

You only need to build a Magic Guild of level 1, after which you can build the Altar of Chaos for 3000 + 3 sulfur, mercury, crystals, and gems. This building, combined with the Elemental Vision ability, activates chains that provide 5% * racial skill level as additional damage when attacking with a unit or spell of the opposite element. The Altar of Primordial Chaos gives an additional 10% bonus and costs 5000 + 10 ore.

P.S. I wouldn't recommend focusing on these buildings before you have Capitals, Witches, and Dragons. It's best to do it when your army is already substantial, the damage from spells is also high, and the racial skill is upgraded to Expert.
In reply to Magnus
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20 years ago
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Magnus
Well, in Haven, heroes can participate in battles, but they can only ride around on a horse, and also transform one creature into another. Like turning a peasant into an archer, etc.
ANY hero can participate in the battle, my friend:)
In reply to Night
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20 years ago
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Night
Regarding the elemental chains: it's an awesome feature! But what about identical elements? Has anyone noticed that the damage doesn't decrease?

Today I studied it, tested it, and it's really great! By the way, the damage doesn't decrease! I checked!
In reply to Night
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20 years ago
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Night
ANY heroes participate in the battle, my friend:)
Sorry, I didn't express myself clearly. I meant that Knight-Berserkers charge into battle on horseback, while the others just cast spells.
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20 years ago
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What do you think about Dark Ritual? Especially at higher levels, when it costs 200-300 mana:)
In reply to Night
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20 years ago
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Night
What do you think about Dark Ritual? Especially at higher levels, when it costs 200-300 mana:

Personally, I don't take this skill in the early stages of the game!
In reply to mudvaLing
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20 years ago
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I'm just starting out and taking it to unlock access to Secret of Destruction (+2 to knowledge), otherwise, you can't cast many spells with only 10 mana. The Dark Ritual itself is good when you're simultaneously leveling up two heroes – one fights, and the other skips a turn nearby because they spent their mana. On the next turn, they switch places, and resources are captured faster.
20 years ago
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to Phoenix Hey, where did you get such detailed information about the elemental chains? I'm also curious about how the attacked unit changes its element – what does it depend on?
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20 years ago
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By the way, does anyone know if a unit is "made" only from one element, or are there combinations?
In reply to Night
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20 years ago
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Night
By the way, does anyone know if a unit is "made" only from one element, or are there combinations?

I've never seen it, so I guess there aren't any! :cool:
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20 years ago
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Guys, please help! Explain to this old geezer how elemental chains work, in simple terms, because I haven't quite grasped it yet.
In reply to Night
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20 years ago
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Night
By the way, does anyone know if a unit is "made" only from one element, or are there combinations?
I was thinking the same thing... I searched for a long time hoping to find something similar, but there's nothing about it on the internet, so it seems there really isn't any.
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20 years ago
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I was thinking the same thing... I searched for a long time hoping to find something similar, but there's nothing about it on the internet, so it probably doesn't exist...
Did you check out my link?
In reply to Vlad
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20 years ago
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Two elements were present in the beta version for upgraded units, but only one in the release. The chains have been simplified – now, each attack by a unit or spell with an opposing element deals 5% * level of the racial skill as additional damage if the Elemental Vision ability has been taken and the Altar of Chaos has been built. Upgrading this building, the Altar of Primordial Chaos, gives an additional 10% bonus; the effect of the building in other Dungeon cities is cumulative. I would like to discuss the city development plan because, look, the Necropolis players are already giving advice; it's not right for the Shadow League to lag behind. I usually attack only peasants or skeletons on the first day, gathering troops with two heroes. The hero I plan to level up always takes one or two chests for experience first (they are practically unguarded on any map), while the other gathers resources. If the forest and ore are guarded by archers, the first move is with the Guild of Mages (the Eldrit archer destroys them in droves); if not, the order is as follows: 1. Town Hall 2. Guild of Mages 3. Beasts 4. Upgrade to Furies 5. Scouts 6. Upgrade to Assassins 7. Dark Raiders 8. Upgrade to Grim Raiders, buy them, and move on. By this time, it is desirable to take the Tactics ability; then, Furies and Grim Raiders easily defeat Hunters, Marksmen, and even Succubi. 9. City Hall Next, we build a cheap Market, Forge, and Pit of Sacrifice to gain points for the Capitol. It is usually built on the 12th-13th day, and the Hall of Shadows on the 14th. 15. The main hero should return to the city; we build a level 2 Guild of Mages, buy 4 Witches + 4 Raiders + 5-6 Furies and 7-8 Assassins. Now, Grim Raiders with a +9 attack buff and Ice Arrows are enough to defeat Mages, Druids, Liches, and all melee units up to level 6, except Paladins. The hero begins an intensified leveling process and can reach level 13-14 by the end of the 3rd week. In the city, we build Hydras, Minotaurs, a Stronghold, a Castle, and a Resource Tower – in my opinion, it's not worth rushing for Dragons; you'll end up with nothing, and 1-2 Dragons don't make a difference in a 5-player game. Pit of Sacrifice. I never sacrifice native units, only joined units or cheap, low-level undead if there is a city of that type. 1 Fury is given for 32 Skeleton Archers, 40 Imps, 20 Zombies. For a Minotaur, you need about twice as many. Each subsequent increase in the growth rate requires twice the sacrifice.

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