Inferno: Difference between revisions

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Line 25: Line 25:
| dwellingWood    = 40
| dwellingWood    = 40
| dwellingOre    = 50
| dwellingOre    = 50
| dwellingMercury = {{swh|57|58}}
| dwellingMercury = {{swh|57|58|noicon=}}
| dwellingSulfur  = {{swh|17|18}}
| dwellingSulfur  = {{swh|17|18|noicon=}}
| dwellingCrystal = -
| dwellingCrystal = -
| dwellingGems    = 8
| dwellingGems    = 8
Line 39: Line 39:
| totalWood      = 120
| totalWood      = 120
| totalOre        = 120
| totalOre        = 120
| totalMercury    = {{swh|85|86}}
| totalMercury    = {{swh|85|86|noicon=}}
| totalSulfur    = {{swh|50|51}}
| totalSulfur    = {{swh|50|51|noicon=}}
| totalCrystal    = 28
| totalCrystal    = 28
| totalGems      = 36
| totalGems      = 36
Line 50: Line 50:
| troopCrystal    = -
| troopCrystal    = -
| troopGems      = -
| troopGems      = -
| sp_banned_1_1  = Bless
| sp_banned_2_1  = Death Ripple
| sp_banned_2_2  = Ice Bolt
| sp_banned_3_1  = Animate Dead
| sp_banned_3_2  = Frost Ring
| sp_banned_4_1  = Prayer
| sl_banned_4_1  = Prayer
| sp_banned_5_1  = Magic Mirror
| sp_banned_5_2  = Summon Air Elemental
| sp_banned_5_3  = Summon Water Elemental
| name_1          = Abaddon
| name_1          = Abaddon
| name_2          = Acheron
| name_2          = Acheron
Line 109: Line 119:
* Both Devils/Arch Devils and Cerberi have no enemy retaliation. The [[hate]] between [[Angel and Archangel|Angels]] and Devils gives a slight advantage to the latter, since Devils don't have retaliation, unlike Angels.
* Both Devils/Arch Devils and Cerberi have no enemy retaliation. The [[hate]] between [[Angel and Archangel|Angels]] and Devils gives a slight advantage to the latter, since Devils don't have retaliation, unlike Angels.
* Moreover, hate between [[Genie and Master Genie|Genies]] and Efreeti is also useful to Inferno, because Efreeti are much stronger.
* Moreover, hate between [[Genie and Master Genie|Genies]] and Efreeti is also useful to Inferno, because Efreeti are much stronger.
* The -2 Luck decrease of enemies' Luck is a lot more useful in {{Hota}} than without the mod because it introduced negative [[Luck]]. Negative Luck gives every stack a chance of 1/12, 1/6, 1/4 with -1, -2, -3 luck to do about half damage only. Assuming the opponent has 7 stacks, on average 0.58/1.17/1.75 stacks will only do about half damage every round if the opponent has -1/-2/-3 luck. This is a significant advantage. Additionally equipped with artifacts that decrease the opponent's luck, this can prove to be devastating, especially against wandering creatures who do not have a hero increasing their luck through artifacts.
* The -2 Luck decrease of enemies' Luck is a lot more useful in {{Hota}} than without the mod because it introduced negative [[Luck]]. Negative Luck gives every stack a chance of 1/12, 1/6, 1/4 with -1, -2, -3 luck to do about half damage only. Assuming the opponent has 7 stacks, on average 0.58/1.17/1.75 stacks will only do about half damage every round if the opponent has -1/-2/-3 luck. This is a significant advantage. Additionally equipping artifacts that decrease the opponent's luck, can prove devastating, especially against wandering creatures, who do not have a hero increasing their luck through artifacts.
* Familiars have 7 Speed. You can give them to secondary heroes to increase their movement points without affecting your primary hero's army strength. If you want, you could even hand out Cerberi for a speed of 8.
* Familiars have 7 Speed. You can give them to secondary heroes to increase their movement points without affecting your primary hero's army strength. If you want, you could even hand out Cerberi for a speed of 8.
* The Inferno's slowest upgraded troops, [[Gog and Magog|Magogs]] and [[Demon and Horned Demon|Horned Demons]], are speed 6, higher than the lowest speed of upgraded troops of most towns, except [[Cove]] and [[Factory]].
* The Inferno's slowest upgraded troops, [[Gog and Magog|Magogs]] and [[Demon and Horned Demon|Horned Demons]], are speed 6, higher than the lowest speed of upgraded troops of most towns, except [[Cove]] and [[Factory]].
Line 120: Line 130:
*Only one low-level ranged unit, and [[Gog and Magog|Magogs]] are ambiguous due to their opportunity to kill your own troops (which, on the other hand, may help in Demon farming).
*Only one low-level ranged unit, and [[Gog and Magog|Magogs]] are ambiguous due to their opportunity to kill your own troops (which, on the other hand, may help in Demon farming).
*No [[Bless]] spell in the Mage Guild, while Cerberi have a very big damage range (if they are [[curse]]d, they are very weak).
*No [[Bless]] spell in the Mage Guild, while Cerberi have a very big damage range (if they are [[curse]]d, they are very weak).
* Lava which is Inferno's [[native terrain]] doesn't give any [[movement penalty]] to the enemy.
* Lava, which is Inferno's [[native terrain]], doesn't give any [[movement penalty]] to the enemy.
}}{{end of user commentary}}
}}{{end of user commentary}}



Latest revision as of 22:54, 7 March 2025

This article refers to the town. For the 4th level fire spell, see Inferno (spell).

Fully upgraded Inferno (HotA)

Inferno is an Evil alignment town, home to the Demoniac and Heretic hero classes.

Inferno represents Eeofol.

The native terrain of Inferno is Lava.

"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 units can be brought into play." Restoration of Erathia Manual

Inferno Buildings[edit | hide]

Toggle Inferno Building Tree

Inferno Building Tree (HotA)
Building Category
Cost Horn of the Abyss
Common Buildings

37000

45

40

-

-

-

-

Mage Guild

6000

25

25

28

28

28

28

Dwellings

58300

40

50

57

17

-

8

Unique Buildings

14000

10

5

-

5

-

-

Total Building Cost

115300

120

120

85

50

28

36

Weekly Troop Cost

28090

-

-

4

-

-

-

Common Buildings[edit | hide]

Halls
Village Hall

-

Town Hall

2500

City Hall

5000

Capitol

10000

Fortifications
Fort

5000

20

20

Citadel

2500

-

5

Castle

5000

10

10

Miscellaneous Buildings
Tavern

500

5

-

Marketplace

500

5

-

Resource Silo

5000

-

5

Blacksmith

1000

5

-

Mage Guild
Mage Guild Level 1

2000

5

-

Mage Guild Level 2

1000

5

4

Mage Guild Level 3

1000

5

6

Mage Guild Level 4

1000

5

8

Mage Guild Level 5

1000

5

10

Banned Spells

Creature Dwellings[edit | hide]

Building
Cost Horn of the Abyss
Creature
Max/Wk
Cost/Wk
Imp Crucible
Upg. Imp Crucible
Hall of Sins
Upg. Hall of Sins
Kennels
Upg. Kennels
Demon Gate
Upg. Demon Gate
Hell Hole
Upg. Hell Hole
Fire Lake
Upg. Fire Lake
Forsaken Palace
Upg. Forsaken Palace

300

5

5

-

-

-

-

1000

-

-

-

-

-

-

1000

-

5

-

-

-

-

1500

-

-

4

-

-

-

1500

10

-

-

-

-

-

1500

-

-

-

4

-

-

2000

5

5

-

-

-

-

2000

5

5

-

-

-

-

3000

-

-

-

-

-

-

3000

-

-

5

5

-

-

4000

-

10

3

3

-

3

3000

-

5

5

5

-

5

15000

10

10

20

-

-

-

20000

5

5

20

-

-

-

38
16
13
8
6
4
2
1900
2280
2000
2800
2600
3250
2000
2160
3000
4200
3600
4400
5400
2
9000
4

Unique Buildings[edit | hide]

Building
Cost Horn of the Abyss
Description
Castle Gate
Order of Fire
Brimstone Stormclouds
Birthing Pool
Cages
Deity of Fire

10000

5

5

-

-

-

-

1000

5

-

-

-

-

-

1000

-

-

-

5

-

-

1000

-

-

-

-

-

-

1000

-

-

-

-

-

-

-

-

-

-

-

-

-

Allows a visiting hero to teleport to any allied Inferno town where another Castle Gate is built.
Gives visiting allied heroes +1 Power permanently.
Gives a garrisoned hero +2 Power while defending in siege combat.
Horde Building. +8 Imp and Familiar growth per week.
Horde Building. +3 Hell Hound and Cerberus growth per week.
Grail Structure. +5000 Gold/day. +50% creature growth. Causes every week the be the Week of the Imp (+15 Imp and Familiar growth per week).

Heroes[edit | hide]

Name Class Expansion Source Specialty Skill 1 Skill 2 Spell
Fiona Fiona    Demoniac Demoniac   1 - Restoration of Erathia  Hell Hounds Advanced Scouting  Advanced Scouting   
Rashka Rashka    Demoniac Demoniac   1 - Restoration of Erathia  Efreet Basic Scholar  Basic Scholar   Basic Wisdom  Basic Wisdom  
Marius Marius    Demoniac Demoniac   1 - Restoration of Erathia  Demons Advanced Armorer  Advanced Armorer    
Ignatius Ignatius    Demoniac Demoniac   1 - Restoration of Erathia  Imps Basic Tactics  Basic Tactics   Basic Interference  Basic Interference Horn of the Abyss 
Octavia Octavia    Demoniac Demoniac   1 - Restoration of Erathia  Gold Basic Scholar  Basic Scholar   Basic Offense  Basic Offense  
Calh Calh    Demoniac Demoniac   1 - Restoration of Erathia  Gogs Basic Archery  Basic Archery   Basic Scouting  Basic Scouting  
Pyre Pyre    Demoniac Demoniac   1 - Restoration of Erathia  Ballista Basic Logistics  Basic Logistics   Basic Artillery  Basic Artillery  
Nymus Nymus    Demoniac Demoniac   1 - Restoration of Erathia  Pit Fiends Advanced Offense  Advanced Offense    
Xeron Xeron Map Editor   Demoniac Demoniac   2 - Armageddon's Blade  Devils Basic Leadership  Basic Leadership   Basic Tactics  Basic Tactics  
Ayden Ayden    Heretic Heretic   1 - Restoration of Erathia  Intelligence Basic Wisdom  Basic Wisdom   Basic Intelligence  Basic Intelligence   View Earth 
Xyron Xyron    Heretic Heretic   1 - Restoration of Erathia  Inferno (spell) Basic Wisdom  Basic Wisdom   Basic Scholar  Basic Scholar    Inferno 
Axsis Axsis    Heretic Heretic   1 - Restoration of Erathia  Mysticism Basic Wisdom  Basic Wisdom   Basic Mysticism  Basic Mysticism    Protection from Air 
Olema Olema    Heretic Heretic   1 - Restoration of Erathia  Weakness Basic Wisdom  Basic Wisdom   Basic Ballistics  Basic Ballistics    Weakness 
Calid Calid    Heretic Heretic   1 - Restoration of Erathia  Sulfur Basic Wisdom  Basic Wisdom   Basic Learning  Basic Learning    Haste 
Ash Ash    Heretic Heretic   1 - Restoration of Erathia  Bloodlust Basic Wisdom  Basic Wisdom   Basic Eagle Eye  Basic Eagle Eye    Bloodlust 
Zydar Zydar    Heretic Heretic   1 - Restoration of Erathia  Sorcery Basic Wisdom  Basic Wisdom   Basic Sorcery  Basic Sorcery    Stone Skin 
Xarfax Xarfax    Heretic Heretic   1 - Restoration of Erathia  Fireball Basic Wisdom  Basic Wisdom   Basic Leadership  Basic Leadership    Fireball 

Creatures[edit | hide]

 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   Summon demons 
Efreeti  Efreeti   6 16 12 16 24 90 9 2 1670 900 Gold   Flying, Fire immunity, Hates Genies 
Efreet Sultan  Efreet Sultan   6+ 16 14 16 24 90 13 2 2343 Horn of the Abyss 1100 Gold   Flying, Fire shield, Fire immunity, Hates Genies 
Devil  Devil   7 19 21 30 40 160 11 1 5101 2700 Gold 1 Mercury   Teleporting, No enemy retaliation, Luck -1, Hates Angels 
Arch Devil  Arch Devil   7+ 26 28 30 40 200 17 1 7115 4500 Gold 2 Mercury   Teleporting, No enemy retaliation, Luck -Horn of the Abyss, Hates Angels 

Town Names[edit | hide]

Unless specified by the mapmaker, towns will generate with a random name. Inferno towns will use one of these following names:

Abaddon Acheron Ashcombe Ashden
Blackburn Brimstone Candent Cinderspire
Daemon Gate Enkindle Firebrand Gehenna
Hellwind Stygius Styx Tartaros

If there are more Inferno towns on the map than possible names, they will use names taken from other towns.

The Inferno Lost Lore[edit | hide | hide all]

The following is a short story that was written by a New World Computing employee and published on the now-defunct fansite "The Nether Gods".

"My friends, in all my studies of Erathia, there is but one thing that fills me with dread more than the silent, cold death of the Necropolis, and that is the twisted, black-hearted evil of the Infernos. Foul creatures, ripped from the depths of the Hells and beyond, are bound into the service of the Demoniacs and Heretics who call them forth. They serve unquestioningly, and without fear, but are always looking for the one chance to break free from their master. Fortunately, I have never actually seen one of these creatures loose.
None of the creatures of the Inferno cities are native to this land. Because of this, there are few actual dwellings to be found. Instead, a great number of altars, halls, towers and pyres need to be erected in order to summon the Inferno's armies.
The lowliest creature to be found here is the Imp. Honestly, they are like rats, and no matter how many times you think you have killed them all, more seem to appear. Through research I was able to determine that once an Imp becomes a Familiar, it can create a dimensional rift within the city, allowing an even greater influx of these vermin.
After the Imps come the summoning halls of the Gogs and the furnaces of the Hell Hounds. Both appear in great numbers, though fortunately nothing near the influx of the Imps and Familiars. The Hell Hounds, when properly summoned, can not only take the form of a stronger Cerberus, but in the best cases can also be summoned in greater numbers.
As many of you have asked, there are in fact Demons to be found in Erathia. They, along with the weaker Hell Hounds and the stronger Pit Fiends, seem to make up the bulk of many armies of the Infernos. Strong alone, and deadly in great numbers, these creatures make even the holiest and hardiest of souls tremble.
Yet there are two creatures that outclass those that I have already mentioned. The first, summoned from great towers, are the Efreet. These monsters bear a striking similarity to the Genies, riding about on great waves of fire that always surround them. However, even the Efreet Sultans quiver with fear in the presence of the purest of all evil creatures, the Devils. Though they pledge their service willingly (for the right price, of course), it always seems like they come to this land for their own reasons.
Fear these creatures, friends, for they represent all that opposes Good. So ends today's lesson."

User Commentary

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Some may find the information in this section subjective or irrelevant.

  • 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 devils can be brought into play, as well as strong and fast efreet.
  • Castle Gate is a significant advantage of Inferno. It enables to only upgrade creature dwellings in one town, and use the gate to transfer them to be upgraded between towns. However, it's useless if the map has only one Inferno, where Castle Gate is possible.
  • 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, unlike Lich, is compatible with Frenzy and Bless (the latter not present in Inferno).
  • 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 (fixed in Horn of the Abyss as they can target any hex).

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. Consider using Marius whose specialty is Demons as your main hero if using this strategy (she will increase Demons' speed as well). If using this strategy, there is almost no need to spend time and resources to upgrade Imps and Gogs or to even build the upgraded buildings since the upgrade does not increase their health (see Summon 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. Consider splitting them into many stacks of 1 unit only in the early game without carrying any other creatures to reduce losses and to increase your hero's movement points.
  • 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. The hate between Angels and Devils gives a slight advantage to the latter, since Devils don't have retaliation, unlike Angels.
  • Moreover, hate between Genies and Efreeti is also useful to Inferno, because Efreeti are much stronger.
  • The -2 Luck decrease of enemies' Luck is a lot more useful in Horn of the Abyss than without the mod because it introduced negative Luck. Negative Luck gives every stack a chance of 1/12, 1/6, 1/4 with -1, -2, -3 luck to do about half damage only. Assuming the opponent has 7 stacks, on average 0.58/1.17/1.75 stacks will only do about half damage every round if the opponent has -1/-2/-3 luck. This is a significant advantage. Additionally equipping artifacts that decrease the opponent's luck, can prove devastating, especially against wandering creatures, who do not have a hero increasing their luck through artifacts.
  • Familiars have 7 Speed. You can give them to secondary heroes to increase their movement points without affecting your primary hero's army strength. If you want, you could even hand out Cerberi for a speed of 8.
  • The Inferno's slowest upgraded troops, Magogs and Horned Demons, are speed 6, higher than the lowest speed of upgraded troops of most towns, except Cove and Factory.

Cons:

  • If all buildings can be built, Inferno costs the most gold to fully build up. (Castle Gate alone costs 10,000 gold and is not essential; Furthermore, Imps' and Gogs' upgraded buildings are not necessary when using the Demon Farming Strategy).
  • Lacking in the Hero department. (When using Demon Farming, Marius is not terrible at least, and Octavia gives gold when playing at Difficult/Impossible Difficulty).
  • Imps and Familiars are weak first level units, and have no redeeming features save their speed (the Familiars' Magic Channel ability is hardly noticeable). (But, they can be sacrificed to be raised as Demons).
  • The Inferno produces the least hit points per week of all the towns. (But it can Summon Demons which partially makes up for it. Also, it has a 20% chance of getting Resurrection in the Mage Guild).
  • Only one low-level ranged unit, and Magogs are ambiguous due to their opportunity to kill your own troops (which, on the other hand, may help in Demon farming).
  • No Bless spell in the Mage Guild, while Cerberi have a very big damage range (if they are cursed, they are very weak).
  • Lava, which is Inferno's native terrain, doesn't give any movement penalty to the enemy.

See also[edit | hide]