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{{Towns}}
{{towns}}


The '''inferno town''' is a evil [[alignment]] [[town type]] with [[demoniac]] and [[heretic]] [[hero class]]es. Inferno towns can be found in [[Erathia]]n regions blighted by the emergence of the underworld on the surface. Demoniac and heretic heroes stand in uneasy alliance with these towns. Inferno armies have great hand-to-hand attack units and are only slightly hampered at the lower levels by a lack of flying units
'''Inferno''' is an evil [[alignment]] [[town type]] with [[Demoniac]] and [[Heretic]] [[hero class]]es. Inferno towns can be found in [[Erathia]]n regions blighted by the emergence of the underworld on the surface. Demoniac and heretic heroes stand in uneasy alliance with these towns. Inferno armies have great hand-to-hand attack units and are only slightly hampered at the lower levels by a lack of flying units until the awesome, teleporting [[devil and arch devil]] can be brought into play.  Inferno represent [[Eeofol]].
until the awesome, teleporting [[devil]] and [[arch devil]] can be brought into play.


Inferno's [[native terrain]] is [[lava]].


== Overview ==
== Structures ==
Inferno towns appear in the regions of Erathia where demons rise from hell to the surface. [[Demoniacs]] and [[Heretics]] managed to form an alliance with the inhabitants of Inferno. The Inferno troops are great in hand-to-hand combat. The main flaw of the Inferno army is the lack of shooters, but it's compensated by its relatively fast build tree and the high damage output of its creatures. The fast [[Efreet Sultan]]s, the terrible [[Devil]]s, and the [[Pit Lord]]s with their demon-herding ability make them a serious force.
{{StandardBuildings|Ammo Cart|5|[[Mercury]]}}


Inferno deals with everything that is fire. Although often considered a weak town, Inferno still has some nasty advantages. Put simply, Inferno isn't bad at all, it's just more difficult to play with.
'''Inferno Specific Buildings'''
*[[Birthing Pool]] ([[Imp]] [[horde building]], +8/week))
*[[Brimstone Clouds]] (+2 [[spell power]] to a hero defending against a siege)
*[[Cages]] ([[Hell Hound]] [[horde building]], +3/week)
*[[Castle Gate]] (Unique '''Inferno''' building, allows visiting hero to teleport to another town with a Castle Gate)
*[[Order of Fire]] (+1 [[Spell Power]] to visiting hero)
*[[Deity of Fire]] ([[Grail]] building)


'''[[Inferno creature dwellings]]'''
*Imp Crucible
*Hall of Sins
*Kennels
*Demon Gate
*Hell Hole
*Fire Lake
*Forsaken Palace


==Structures==
[[Image:Inferno-in.png|thumb|500px|Inferno town seen from inside]]
[[Image:Inferno-in.png|thumb|500px|Inferno town seen from inside]]


{{StandardBuildings|5|[[Mercury]]}}
{| class="wikitable sortable" style="white-space:nowrap; text-align: center;"
 
! class="unsortable" | <span title="The type of resource required.">Resource</span>
'''Inferno Specific Buildings'''
! <span title="Cost of building the Citadel, the Castle, and all base creature dwellings, including any associated prerequisites.">Basic</span>
*[[Birthing Pool]]
! <span title="Cost of upgrading all creature dwellings, including any associated prerequisites.">Upgrades</span>
*[[Brimstone Clouds]]
! <span title="All buildings built and fully upgraded.">All</span>
*[[Cages]]
|-
*[[Castle Gate]]
|{{Gold}}||38300||32500||115300
*[[Order of Fire]]
|-
*[[Deity of Fire]] ([[Grail]] building)
|{{Wood}}||45||15||120
 
|-
'''Creature Dwellings'''
|{{Ore}}||55||20||120
*[[Imp Crucible]]
|-
*[[Hall of Sins]]
|{{Crystal}}||0||4||28
*[[Kennels]]
|-
*[[Demon Gate]]
|{{Gem}}||3||9||36
*[[Hell Hole]]
|-
*[[Fire Lake]]
|{{Mercury}}||23||39||86
*[[Forsaken Palace]]
|-
|{{Sulfur}}||3||19||51
|-
!colspan=2| Troop cost/week: !!colspan=2| 28090 {{Gold}} + 4 {{Mercury}}
|}


<br>
== Heroes ==


== Heroes ==
{{Inferno heroes}}
{{Herotable}}
{{Herotable}}
{{Herotablerow Inferno}}
{{Herotablerow Inferno}}
|}
|}
[[List of heroes|List of all heroes]]


== Creatures ==
== Creatures ==
{{Inferno creatures}}
{{Creature table}}
{{Creature table}}
{{Inferno creature table }}
{{Inferno creature table }}
|}
|}
[[List of creatures|List of all creatures]]


==Additional Information==
== Strategy ==
* [[Alignment]]: Evil
* [[Native Terrain]]: [[Lava]]


===Pros===
The [[Castle Gate]] is an enormous advantage. Use it. Often. One of the good things about it is that you only have to upgrade all the creature buildings in ONE town, just use a backup hero to teleport between the different towns to pick up creatures, then teleport to upgrade them all at once at the upgraded town.
 
Creating a Demon horde easily: Attack any creep on the map. Blind it, so the battle lasts as long as you want. Cast Fire Wall/Fireball/Inferno/Meteor Shower on your Imps. When they die, raise Demons, then finish the enemy.
 
Another good thing about the [[Castle Gate]] is that one hero can be used to defend all towns.
 
After the lich the magog is the only one with attack in area but is compatible with Frenzy and Bless.
 
The manual states that Inferno armies have great hand-to-hand attack units, and are slightly hampered at the lower levels by a lack of flying units until the devils arrive. The statement is supported by the fact that compared to their levels, many of the Inferno's creatures have relatively high speed values and maximum damage values. However, lack of flying units is untrue in the sense that efreeti and efreet sultans are definitely noteworthy adversaries. While Inferno troops are great for attacking they are not strong defenders which means that combat strategy with Inferno should be based on first strike.
 
Another weakness in Inferno's army is lack of shooters. Gogs and magogs are the slowest creatures in Inferno's arsenal, which makes them a somewhat liability considering the mobility of heroes. Additionally, usefulness of magogs' special ability to throw fireballs is controversial as they may inflict damage to allied troops as well.
 
=== Pros ===
* [[Castle Gate]]: A life-saver on maps where you control more than one Inferno town.
* [[Castle Gate]]: A life-saver on maps where you control more than one Inferno town.
* [[Pit Lord]]'s [[Summon Demons|Demon summon]] ability: Lets you horde demons.
* [[Pit Lord]]'s [[Summon Demons|Demon summon]] ability: Lets you horde demons.
* [[Efreet Sultan]]s are very good at clearing a map: they have speed, damage, and enough health. They can also be used in a [[Dracageddon]] combo.
* [[Efreet Sultan]]s are very good at clearing a map: they have speed, damage, and enough health. They can also be used in a [[Dragogeddon]] combo.
* As I experienced, this town has the highest chance to get the Blind spell in the Mage Guild.
* This town has the highest chance to get the [[Blind]] spell in the Mage Guild.
* Cerberus are very powerful with Bless/Haste/Counterstrike.
* Both Devils/Arch Devils and Cerberi have no enemy retaliation.


===Cons===
=== Cons ===
*[[Arch Devil]]s are very expensive.
*[[Arch Devil]]s are very expensive.
*Lacking in the [[Heroes|Hero]] department.
*Lacking in the [[Heroes|Hero]] department.
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*The Inferno produces the least hit points per week of all the towns.
*The Inferno produces the least hit points per week of all the towns.
*Only one ranged unit, and small tier units have low mobility.
*Only one ranged unit, and small tier units have low mobility.
===Strategies===
The [[Castle Gate]] is an enormous advantage. Use it. Often. One of the good things about it is that you only have to upgrade all the creature buildings in ONE town, just use a backup hero to teleport between the different towns to pick up creatures, then teleport to upgrade them all at once at the upgraded town.
Creating a Demon horde easily: Attack any creep on the map. Blind it, so the battle lasts as long as you want. Cast Fireball/Inferno/Meteor Shower on your Imps. When they die, raise Demons, then finish the enemy.
Another good thing about the [[Castle Gate]] is that one hero can be used to defend all towns.
===Town Costs===
["Basic" includes Citadel, Castle & any prerequisites:
"Upgrades" also includes prerequisites]
{| class=wikitable
!Resource!!Basic!!Upgrades!!All
|-
|{{Gold}}||38300||32500||115300
|-
|{{Wood}}||45||15||120
|-
|{{Ore}}||55||20||120
|-
|{{Crystal}}||0||4||28
|-
|{{Gem}}||3||9||36
|-
|{{Mercury}}||23||39||86
|-
|{{Sulfur}}||3||19||51
|-
!colspan=2| Troop cost/week: !!colspan=2| 28090 {{Gold}} 4 {{Mercury}}
|}




[[Category: Towns]]
[[Category: Inferno]]

Revision as of 06:30, 10 February 2017

Towns
Castle Castle
Rampart Rampart
Tower Tower
Inferno Inferno
Necropolis Necropolis
Dungeon Dungeon
Stronghold Stronghold
Fortress Fortress
Conflux Conflux Armageddon's Blade
Cove Cove Horn of the Abyss
Factory Factory Horn of the Abyss

Inferno is an evil alignment town type with Demoniac and Heretic hero classes. Inferno towns can be found in Erathian regions blighted by the emergence of the underworld on the surface. Demoniac and heretic heroes stand in uneasy alliance with these towns. Inferno armies have great hand-to-hand attack units and are only slightly hampered at the lower levels by a lack of flying units until the awesome, teleporting devil and arch devil can be brought into play. Inferno represent Eeofol.

Inferno's native terrain is lava.

Structures

Template:StandardBuildings

Inferno Specific Buildings

Inferno creature dwellings

  • Imp Crucible
  • Hall of Sins
  • Kennels
  • Demon Gate
  • Hell Hole
  • Fire Lake
  • Forsaken Palace
Inferno town seen from inside
Resource Basic Upgrades All
Gold 38300 32500 115300
Wood 45 15 120
Ore 55 20 120
Crystal 0 4 28
Gem 3 9 36
Mercury 23 39 86
Sulfur 3 19 51
Troop cost/week: 28090 Gold + 4 Mercury


Heroes

Template:Herotable Template:Herotablerow Inferno |}

Creatures

 Name   Town   Lvl   Att   Def   Dmg-   Dmg+   HP   Spd   Grw   AI Val   Cost   Special 














Imp Imp 1 2 3 1 2 4 5 15 50 50 Gold  
Familiar Familiar 1+ 4 4 1 2 4 7 15 60 60 Gold   Magic channel
Gog Gog 2 6 4 2 4 13 4 8 159 125 Gold   Ranged (12 shots)
Magog Magog 2+ 7 4 2 4 13 6 8 240 175 Gold   Ranged (24 shots), Fireball attack
Hell Hound Hell Hound 3 10 6 2 7 25 7 5 357 200 Gold  
Cerberus Cerberus 3+ 10 8 2 7 25 8 5 392 250 Gold   No enemy retaliation, 3-headed attack
Demon Demon 4 10 10 7 9 35 5 4 445 250 Gold  
Horned Demon Horned Demon 4+ 10 10 7 9 40 6 4 480 270 Gold  
Pit Fiend Pit Fiend 5 13 13 13 17 45 6 3 765 500 Gold  
Pit Lord Pit Lord 5+ 13 13 13 17 45 7 3 1224 700 Gold   Summons demons
Efreeti Efreeti 6 16 12 16 24 90 9 2 1670 900 Gold   Flying, Fire immunity, Hates Genies and Master Genies
Efreet Sultan Efreet Sultan 6+ 16 14 16 24 90 13 2 1848 1100 Gold   Flying, Fire shield, Fire immunity, Hates Genies and Master Genies
Devil Devil 7 19 21 30 40 160 11 1 5101 2700 Gold , 1 Mercury  Flying, No enemy retaliation, Luck -1, Hates Angels and Archangels
Arch Devil Arch Devil 7+ 26 28 30 40 200 17 1 7115 4500 Gold , 2 Mercury  Flying, No enemy retaliation, Luck -1, Hates Angels and Archangels

Strategy

The Castle Gate is an enormous advantage. Use it. Often. One of the good things about it is that you only have to upgrade all the creature buildings in ONE town, just use a backup hero to teleport between the different towns to pick up creatures, then teleport to upgrade them all at once at the upgraded town.

Creating a Demon horde easily: Attack any creep on the map. Blind it, so the battle lasts as long as you want. Cast Fire Wall/Fireball/Inferno/Meteor Shower on your Imps. When they die, raise Demons, then finish the enemy.

Another good thing about the Castle Gate is that one hero can be used to defend all towns.

After the lich the magog is the only one with attack in area but is compatible with Frenzy and Bless.

The manual states that Inferno armies have great hand-to-hand attack units, and are slightly hampered at the lower levels by a lack of flying units until the devils arrive. The statement is supported by the fact that compared to their levels, many of the Inferno's creatures have relatively high speed values and maximum damage values. However, lack of flying units is untrue in the sense that efreeti and efreet sultans are definitely noteworthy adversaries. While Inferno troops are great for attacking they are not strong defenders which means that combat strategy with Inferno should be based on first strike.

Another weakness in Inferno's army is lack of shooters. Gogs and magogs are the slowest creatures in Inferno's arsenal, which makes them a somewhat liability considering the mobility of heroes. Additionally, usefulness of magogs' special ability to throw fireballs is controversial as they may inflict damage to allied troops as well.

Pros

  • Castle Gate: A life-saver on maps where you control more than one Inferno town.
  • Pit Lord's Demon summon ability: Lets you horde demons.
  • Efreet Sultans are very good at clearing a map: they have speed, damage, and enough health. They can also be used in a Dragogeddon combo.
  • This town has the highest chance to get the Blind spell in the Mage Guild.
  • Cerberus are very powerful with Bless/Haste/Counterstrike.
  • Both Devils/Arch Devils and Cerberi have no enemy retaliation.

Cons

  • Arch Devils are very expensive.
  • Lacking in the Hero department.
  • Imps and Familiars are incredibly weak first level units, and have no redeeming features save their speed (the Familiars' Magic Channel ability is hardly noticable).
  • The Inferno produces the least hit points per week of all the towns.
  • Only one ranged unit, and small tier units have low mobility.