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10 years ago
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Hello, could you please advise on how to start on random maps as Dungeon, facing strong neutral creatures and with a hero who, at the beginning of the game, has absolutely nothing to kill strong enemy stacks, and therefore, lacking resources, I can't do anything. Which hero is best to choose, how should I develop the town, which upgrades should I prioritize, and which abilities should I choose for the hero? I'm a small fan of this faction, but I'm also curious about how people actually play as them.
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10 years ago
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In the first week, you should first upgrade to Hunters. With Hunters, the usual tactic is: first turn, go invisible, then the hero hits with magic as much as possible, wait with the Hunters until the right moment, then, before they become visible, hit without retaliation. This is how you can easily defeat almost any guard on wood and ore. Later, they are useful for eliminating archers and sorceresses. If you see golems, zombies, stone elementals, and other low-initiative enemies within range, upgrade to Furies and have them run up, attack, retreat, retreat further, and repeat. Furies can defeat any number of slow enemies; it's just a matter of time. You can gain experience for free. In the second week, upgrade Hydras to those that regenerate. Have them stand in a corner and wait while the Furies run out from behind them and attack the enemy. Try to develop the hero towards increasing mana. Don't forget to build the special building that increases knowledge by 1 as soon as possible. Take the Education skill and the perk with the bald man, which also adds mana. Take Spell Lore and the perks that reduce the amount of mana spent. Take Dark Ritual; you may need to use it sometimes if there are few mana wells. Try to get the knowledge boosts, sometimes accepting losses, as knowledge is very important for the Wizard. Be sure to build the second level of magic and learn a powerful Chaos spell there, such as Ice Block or Lightning; accordingly, take the Air Lord or Water Lord in the Chaos branch. The general plan is: the hero levels up as a Chaos mage, trying to increase the mana pool as much as possible (this is really the number one problem for Wizards; enhanced spells are expensive, and knowledge is rarely gained when leveling up). The Wizard's army is small and expensive, so protect each unit; they are very valuable, and try to avoid losses. After building the mandatory Capitol and Castle, decide if you need dragons on the map and if you have enough resources and time. If you do, postpone things like Minotaurs, Riders, and Witches and save up for the dragons and their upgrade. Then, invest in all the magic and decide if you need Dark/Light magic with this setup. Since the Wizard's main stats are spell power and attack, take Chaos, Spell Lore, Attack, and Education. If you're lucky and get Luck (or have a hero with innate Luck), try to upgrade Spell Lore Luck; it's a very useful skill for the Wizard. There is also the option to take Battle to the Last and then, with fourteen Hunters, the number of Lightning and Ice Block spells per battle will double, with 600 damage (and with Luck, 1200), which will defeat almost any enemy, and if it doesn't, you can retreat and come back a second time to finish them off (Dark Elves, when using the Hit&Run tactic, are simply overpowered). In short, Dark Elves, with a well-thought-out approach, are a very dangerous opponent and are loved by many players. Play with them, master them, and you will love them too. P.S. And by the way, I'll add: they have a market of artifacts in the castle, which often helps a lot. If you find a Pendant of Cold there and a Guild perk of Ice Block or Ring, that's great! Or boots +1 to speed with tactics - and the Furies become as fast as archers. And there are also elemental chains; you'll figure it out later, but it's also a good thing. P.P.S. I forgot: Witches have the spell Confusion, and the Wizard has Education, which includes Unraveling. And if the main problem for you becomes the enemy archers, then take Dark Magic and Mind Lord, teach your Witches Confusion, and the archers are no longer a problem; the Witches have a lot of good and useful Dark Magic. In the final stages, the Dark Elf turns out to be not only a strong mage but also has a very powerful army, with his attack! Against neutrals, the Dark Elf plays purely with invisibility, then reaches the main enemy, using this invisibility to inflict a lot of damage and retreats to the castle, where he revives himself, revives all his accumulated army, and comes with a bunch of Minotaurs, Lizards, and Hydras. The Lizards rush in, ignoring defense, and their first attack is death to all living things; then they are successfully beaten and die, but they take one stack of the enemy with them. The Minotaurs also turn out to be very cool guys, and while the enemy is killing the Lizards and Furies, their double attack cuts them to shreds. And then it turns out that 150 Hunters also do a lot of damage + poison + they reached the heart of the enemy in invisibility and stabbed. And the Hydras carry the whole game. They are slow, no one pays attention to them until the very end, when there are already only corpses around, and when the enemy hero realizes that he has no troops or mana left, but there are 30 Hydras left, which he simply has no one and nothing to kill. The end
In reply to Medyan
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10 years ago
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Medyan
Dark Elves, with the right approach, are a very dangerous opponent and are loved by many players. Play as them, master them, and you will love them too.
The problem is that when starting with a hero, you have very few resources and units. For example, I had 60 Dwarven Warriors stationed at the sawmill, and at the beginning, there are only enough resources to build Scouts (and possibly upgrade them) and Furies. After that, there is simply no more ore left, plus there are few mana wells on the map. Why Furies and not Megeras? I agree about spellcasting, knowledge, and so on; after all, this is the strongest race in terms of magic damage, and if you also have a lucky Mage and 325 mana... And how will "battle to the last" double the casting speed of Lightning and Ice Blocks? In general, the biggest problem that arose at the beginning was strong stacks of guards and a low number of units. And which hero should you choose for large maps, and why?
P.S. Medyan, don't think I'm a newbie, but I don't often play as Dark Elves, especially at such a high difficulty level, so I'm asking for advice. I know about elemental chains and artifacts, but all of this requires resources and experience.

Added 50 minutes later
Medyan
There's simply no one and nothing to use. The end.
What about a faction hero for the "Hero" difficulty level, plus strong neutral creatures at the beginning of the game?
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10 years ago
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furies or megaras, the difference is small, I think megaras have more damage, so I prefer them, but it's not crucial. Dwarven warriors are one of those slow units, and megaras can break through them. You'll have to run around a lot; you can take some single units to distract them, but in the end, they can be defeated. Battle Discipline increases the number of spells cast until all your troops are killed. That is, the opponent waits three turns while they are invisible, then kills the first single units and then the next single units. All this time, boulders and lightning bolts from the sorcerer are flying at them. In this sense... As for a strong hero, there are many options. Sinithar is my favorite with his innate lightning spell. Or Vaishan with luck and great archers. At one time, Leto was also a favorite, especially if he gets lucky with plague at the beginning of the battle. Something like that.
In reply to Medyan
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10 years ago
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Medyan
Furies or Megeras, the difference isn't that big. I think Megeras have more damage, so I prefer them, but it's not crucial.
Dwarven Warriors are slow units, and Megeras can break through them. You'll have to run around a lot. You can take some single units to distract them, but in the end, they can be defeated.
Battle Delay increases the number of spells cast while all your troops are still alive. That is, the opponent waits three turns while they are invisible, then kills the first few units, and then the next few units. All this time, the wizard is casting spells and lightning bolts at them. That's the idea.
As for a strong hero, there are many options. Sinistar is my favorite, with his innate lightning spell. Or Vaishan with luck and powerful ranged units. I used to like Leto, especially if he gets lucky with plague at the beginning of the battle. Something like that.
The only problem is that there aren't enough altars for Furies and Megeras at the beginning of the game, and Beasts can't even scratch them. I figured that out about Battle Delay.
Okay, I'll go try Vaishan. I always used to take Sinistar, but people say he's not very good.

Added after 1 hour 41 minutes
And only now I realized the beauty of ranged units and dark rituals =3

Added after 4 hours 12 minutes
Anyway, I was able to start with Vaishan (I can't even imagine how to start a game without him), and even though I didn't capture all the mines, I leveled up the hero to level 15 and already killed the green player's main hero. Unfortunately, nothing has dropped from Chaos magic yet (although it's already developed), but everything is going well so far, even though I have very few troops
In reply to Друманин Дрин
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10 years ago
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Drumanin Drin
The only problem is that there aren't enough alt buildings for Furies and Megeras at the beginning of the game, and even Beasts don't have time to scratch them. I thought the same about BDP (Build-a-Base).

How can there not be enough, when both buildings only require 5 ore each, and you have 10 at the start? It might not be enough for Hunters, because then you either have to not build a tavern on the first turn, or take it from someone else. And what's the problem with defeating Warriors? Even Beasts can handle them; just run them around so the Warriors can't reach them and have the hero shoot.
In reply to MasteR
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10 years ago
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MasteR
How can there not be enough, when both buildings only require 5 ore each, and there are exactly 10 at the start? It might not be enough for the Hunters, because then you either have to not build the Tavern on the first turn, or take it from someone else. And what's the problem with defeating the Warriors? Even Beasts can handle them; just have them run around so the Warriors can't reach them and have the hero shoot.
Taverns are available on the first turn, but if you try to build both Hunters and Sorceresses, you won't be able to build one of these upgrades due to the lack of ore. And you're wrong about the Warriors; try putting 60 Warriors, divided into 3 stacks, against 9 Beasts, and they won't let you escape and will kill you.
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10 years ago
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Yeah, in this case, the AI calculates everything very accurately and doesn't let you just run away; it positions itself so that it can always reach you.
It's really difficult to break through with 60 Warriors on the third day; the hero isn't leveled up yet, and he can only take down two of them at a time, and he only has enough mana for two spells. So, for the Tribes of the East, this is definitely a bottleneck.
In reply to Medyan
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10 years ago
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Medyan
Yeah, the AI in this case always calculates very accurately and doesn't just let you run away; instead, it positions itself so that it can always reach you.
It's really difficult to break through on the third day with 60 Warriors. The hero isn't leveled up yet, and he takes them down two at a time, but he only has enough mana for two spells. So, for the Tribes of the East, this is a real bottleneck.
By the way, yes, it's very rare to be able to run away so that you won't be caught, but the computer is cunning and always knows how to position itself. And I, meanwhile, had already played a game and barely won; no attacking skills from Chaos and no Lucky Charm Wizard dropped until the end of the game (when only the enemy hero and 1 skeleton remained), and no enhanced versions of spells dropped either. In general, without an army and spells, I was on the verge of losing against Vaishana.
In reply to Medyan
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10 years ago
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Medyan
Yeah, in this case, the AI calculates very accurately and doesn't just let you run away; it positions its units so that it can always reach you.
It's really difficult to break through with 60 Warriors on the third day. The hero isn't leveled up yet, and he can only take down two of them at a time, and he only has enough mana for two spells. So, for the Tower, this is a real bottleneck.


For some reason, I can always run away. Here, the Warriors' Defense skill might trigger and put you at risk of taking losses.

Added 3 minutes later
Drumanin Drin
There are taverns available on the first turn, but if you try to build both a Hunter's Hall and a Mercenary Guild, you won't be able to build one of these alternate upgrades due to the lack of ore. And you're wrong about the Warriors; try placing 60 Warriors, divided into 3 stacks, against 9 Beasts, and they won't let you escape and will kill you.

Hunters only need wood, and Furies only need ore. What's the problem with building both? The only thing is, if I'm lucky and there are no Archers at the lumber mill, I'll build a tavern on the first turn to double my army and get a "gatherer" and a scout.
In reply to MasteR
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10 years ago
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MasteR
For some reason, it always works out to be able to retreat. Here, at most, Battle Dodge might trigger on the Warriors and put the risk of taking losses.

Added 3 minutes later


For the Hunters, you only need wood; for the Furies, only ore. What's the problem with building both? The only thing is, if you're lucky and there aren't Archers on the lumber mill, I put a tavern on the first turn to double the army and get a "gatherer" and a scout.
Don't forget that there are different types of terrain, and they don't always play to your advantage. I would still look at rolling 9 Beasts and 60 Warriors divided into 3 groups, and heroes of level 1. Personally, I couldn't escape, and they occupied a sufficient area, and the Beasts don't run as far as the Furies.
Well, maybe I was wrong, but I don't think that even 9 Hunters and 9 Furies could help much here.
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10 years ago
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Dungeon in Tribes of the East is too straightforward for breaking through defenses; mana would be helpful. There are mainly 3 important stacks for this: Imps, Furies, and Cave Hydras. One is good at the start against archers and sorcerers, the other easily defeats slow infantry, and the third carries many breakthrough attempts, especially against archers and infantry without retaliation.
In reply to Magistar
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10 years ago
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Magistar
The Dungeon faction in Tribes of the East is too simple for breaking through defenses; it would be better if it required mana.
There are mainly 3 important unit stacks for this: harpies, furies, and cave hydras. One is good at the start against archers and spellcasters, the other easily defeats slow infantry, and the third carries many breakthrough attempts, especially against archers and infantry without retaliation.
Only the hero has few resources, and building a town can be problematic, and if the necessary skills don't appear, the breakthrough suffers greatly.
In reply to Друманин Дрин
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10 years ago
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Drumanin Drin
Only on a hero, there are few resources, and it can be problematic to build a town, and if the necessary skills don't drop, then the attack power suffers greatly.
Well, for example, zombies, golems, and other slow infantry can be carried by beasts; they just won't be able to attack without taking damage in return, and you'll have to run away from them and attack with the hero. It's slow, but what can you do? But there should be enough resources on the hero to build a building for the first-tier units, and with them, a lot can be overcome.
In reply to Magistar
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10 years ago
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Magistar
Well, for example, you can use beasts to take down zombies, golems, and other slow-moving units, but they won't be able to attack without taking damage, so you'll have to run away from them and attack with your hero. It's slow, but what can you do? And you should have enough resources on your hero to build a building that upgrades your first-tier units, and with them, you can overcome many challenges.
I agree, with Furies and Megeras, you have a better chance of breaking through these types of creatures.

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