Talk:Dungeon: Difference between revisions

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== Strategy ==
== Minor corrections ==
 
* Dungeon armies are possessed of a variety of long [[ranged attack]]s, have effective damage dealing troops, and have the ability to greatly disrupt the strategies of their enemies.
 
* Upgrade your level 2 creature dwelling as soon as possible: harpy hags have a great base speed (9) and their attacks cannot be retaliated against.
* [[Haste]] your minotaurs/minotaur kings. They are brutes which do a lot of damage and you want them to strike at the enemy as soon as possible.
** Plus, save obstacles, a hasted minotaur king can reach nearly any point of the battle field.
 
*Spells '''not''' appearing in a [[Dungeon]] [[Mage Guild]] are [[Death Ripple]] (all battlefield damage to living creatures) and [[Animate Dead]] (ressurecting undead) (both more of a [[Necropolis]] thing), [[Prayer]] ([[attack]], [[defense]] and [[speed]] enhancement by 2 or 4 points) and [[Air Elemental]] (one of the four elemental summoning spells).
 
*The units would, given [[Orb of Vulnerability]] (because of the [[Black Dragon]]s and their [[spell immunity]] to all spells) require 4th level [[Armageddon]], [[Fire Magic]] at Expert and 4 [[spell power]].
 
*Or, to not damage ones own units, the [[Armageddon's Blade (artifact)]], if tier 7 creatures of [[Rampart]] and some other immune units are not part of the opponent or can be killed later.
 
*Maybe [[Orb of Vulnerability]] and [[Armageddon's Blade (artifact)]] do not mix in terms of doing [[Armageddon]] on the opponent but not suffering from the battlefield-wide ill effects of the spell.
 
*Cities with [[Resource Silo]]s that produce +1 Ore and +1 Wood each day like [[Castle]] ([[Angel]]s are +1 gem, [[Archangel]]s are +3 gems), [[Necropolis]] (only [[Ghost Dragon]]s require minerals, 1 mercury each), [[Stronghold]] ([[Ancient Behemoth]]s require 1 crystal) and [[Fortress]] ([[Chaos Hydra]]s require Sulfur) might be better off in the beginning, a [[Dungeon]] town is self-sufficient in terms of minerals with a [[Resource Silo]] only lacking money to profit from level 7 creature growth safe plague.
 
*Although dungeon is quite expensive, it has good magical capabilities (e.g. [[mana vortex]]) and powerful troops like [[black dragon]]s, which are among the strongest creatures in [[Erathia]].
 
== Pros ==
* Two ranged units, both of which have no [[melee penalty]].
* Mana Vortex: doubles your max spell points once a week.
* Black Dragons are potential for "[[Dragogeddon]]" tactic because of their spell immunity. Additionally Warlock gain more power than other hero classes.
* The [[Battle Scholar Academy]] instantly levels-up starting heroes.
* Three powerful heroes: Gunnar with Logistics specialty, and Jeddite and Alamar with [[Resurrection]] spell
* Portal of summoning may be used to gain additional creatures
* The weekly income with [[Capitol]] and the Resource Silo is enough to recruit all the units without any external mines.
* By using "[[Dragogeddon]]" tactic you can easily overcome Necropolis tactic to acumulate large amounts of "[[Skeletons]]" and destroy them easily with little to no efforts.
 
== Cons ==
* Dungeon is quite expensive to build-up.
* [[Manticore and Scorpicore|Manticores and Scorpicores]] are one of the weakest level 6 units.
* Difficult to build level 7 creature dwelling
 
== Discussion ==
 
=== Minor corrections ===
Surely most of the stuff under the "spells" subheading in the "Structures" section should be on the "Mages Guild" page or "Spells" page or something?  Not the "Dungeon" page?
Surely most of the stuff under the "spells" subheading in the "Structures" section should be on the "Mages Guild" page or "Spells" page or something?  Not the "Dungeon" page?
Also, "Mushroom Rings" is missing as one of the Dungeon Buildings.
Also, "Mushroom Rings" is missing as one of the Dungeon Buildings.
Line 42: Line 5:
:Good suggestions! I added Mushroom Rings and made also a tine change to the description. But you are more than free to edit the text further. –[[User:Kapteeni Ruoska|Kapteeni Ruoska]] ([[User talk:Kapteeni Ruoska|talk]]) 07:04, 24 June 2015 (CEST)
:Good suggestions! I added Mushroom Rings and made also a tine change to the description. But you are more than free to edit the text further. –[[User:Kapteeni Ruoska|Kapteeni Ruoska]] ([[User talk:Kapteeni Ruoska|talk]]) 07:04, 24 June 2015 (CEST)


=== Talk page & strategy section ===
== Heroes' Ranking (FULLY MY OPINION) ==
Why is the strategy section here? Or is this some kind of "savepage"? Another issue I personally have with these, is that they seem gibberish to me. –[[User:Kapteeni Ruoska|Kapteeni Ruoska]] ([[User talk:Kapteeni Ruoska|talk]]) 17:02, 19 March 2018 (CET)
 
# [[Alamar]]. Dungeon is a gorgeous town which enjoys having two heroes with Resurrection, and generally it has a very strong team of heroes, providing a wide range of protagonists. However, there is only one first place, and I would give it to Alamar who is capable of not only resurrecting his troops, but also learning his teammates this extremely important ability. To be a good "number two" is in my opinion even more important than to be a good "number one" - Alamar is ideally compatible with heroes who cast other powerful spells (e.g. Solmyr), and if you have both Loynis and Alamar, Dungeon will get Prayer which is banned there. Not to mention Stronghold and Fortress where Alamar is the one most wanted.
# [[Malekith]]. Not the other heroes with 4 level spells? However, the most beloved tactical manoeuvre in Dungeon is the notorious Dragogeddon, which means that you learn Armageddon and use only Black Dragons in your army, as even the Red ones are susceptible to this spell and therefore useless for that powerful combo. Therefore, Expert Sorcery will allow Malekith to deal immense damage - and to save lives of Black Dragons themselves, as they die forever, being immune to Resurrection. The faster you burn your enemy, the lower will be your losses (if any).
# [[Jeddite]]. Resurrection, Advanced Wisdom, and seven free slots allow you to form an ideal top-flight hero, who will lead your troops to fame, glory, and immortality - the latter unless they are Black Dragons.
# [[Sephinroth]]. She is possibly among the most underrated heroes in the game. Her specialty doesn't give any buffs to troops or magic, and her starting spell is not the one you most want to get, but Crystal farming is useful in a magical town, and Intelligence together with Mana Vortex will allow her to collect enormous amounts of spell points. Rampart players should have a look on Sephinroth, and if you have both towns, the brotherhood of dragons will become even stronger due to her specialty.
# [[Deemer]]. Would have been higher if not having Scouting. Meteor Shower is a strong thing, which works brilliant till the endgame. It's a pity that Deemer has no chance of learning every magic school alongside with Intelligence, Logistics, and Sorcery all together, nor can he learn other heroes his powerful spell.
# [[Gunnar]]. If you prefer might heroes, Dungeon also gives you a wide choice. Who will bring Beholders and Medusas to fierce battles as soon as possible, considering their low speed prior to upgrade? In fact Dungeon doesn't suffer from being slowed down like Rampart or Stronghold, but in Heroes 3, there are no speed limits, therefore Logistics is never an extra secondary skill.
# [[Dace]]. Minotaurs, who are Dungeon's brute force, get fully trained under their chieftain. As well as Gunnar, he also has Tactics which is helpful for Dungeon since dragons can be forced to kill their own troops. Such a great hero is only seventh in this ranking table!
# [[Ajit]]. It's always good to have a fast shooter, as you can kill the enemy's ranged units before they engage into the battle, and avoid negative spells on your shooting units. Ajit is definitely strong, but perhaps his primary skills (Leadership and Resistance) debuff him, therefore disallowing Ajit to become a pure "number one". Nevertheless, with speed 8-9 Evil Eyes are extremely efficient both hand-to-hand and from the distance.
# [[Synca]]. Manticores aren't the best sixth level units, and are not buffed very often, but Synca has another advantage which helps a lot, namely Scholar. She will learn powerful spells from Alamar, Deemer, or Jeddite, and is useful when hired in a Tavern of any other faction town.
# [[Damacon]]. There aren't many fans of gold-bringing heroes, but Damacon has seven free slots, and Advanced Offense is a cool thing itself. Dungeon has better heroes, but any of its protagonists would be happy to have such a powerful servant, and you shouldn't forget that Dungeon is an expensive town.
# [[Lorelei]]. We should understand why does Dungeon have so many heroes with unpopular secondary skills, as otherwise this town would become totally imbalanced and invincible. Overpowered Harpy Hags who can reach Red Dragons' speed under Lorelei are balanced by Leadership and Scouting skills, which lead to her inability to become a comprehensively competent hero without disadvantages. Pure "number two" who should learn Logistics and fly through the map like a big harpy. Unfortunately, Water Magic is banned for Overlords, while Harpies have big damage range, thus Bless is vital for them.
# [[Shakti]]. A specific hero who gives you additional cannon fodder, but is also useful for an early rush if you decide to play for Dungeon in a Stronghold style. Necropolis players wait for him in the Tavern.
# [[Darkstorn]]. Thirteenth place occupied by a good warlock with a useful spell (Stone Skin) is just a symbol of Dungeon's force. I always penalize heroes for having Eagle Eye, Learning, Mysticism, Scouting etc., and will maintain here my consistent policy (Darkstorn has Learning). After all, these rankings aren't meant to say you which hero is better and which one is worse.
# [[Arlach]]. Ballista is a good war machine for small maps, but on bigger ones, its importance is rather low, and Dungeon cannot produce it. Arlach can be a good support hero, though.
# [[Geon]]. Eagle Eye specialty hero is completely different from what does Dungeon need, but Slow is arguably the best spell in the game, so Geon will help you if your Mage Guild hasn't produced it, collaborating with Alamar or Synca.
# [[Jaegar]]. While Eagle Eye can theoretically help Dungeon get Prayer, if you didn't hire Loynis in a Tavern, Mysticism is possibly even more useless for Nighon, as Mana Vortex is among the greatest inventions ever between all Heroes III civilizations. Many people ask themselves when building 4 level Mage Guild, what will they get - Resurrection and Town Portal, or Sorrow and Water Walk; and for a Dungeonist entering the Tavern, the question is: will there be Alamar or Jaegar?--[[User:Dread Knight|Dread Knight]] ([[User talk:Dread Knight|talk]]) 22:37, 26 August 2021 (UTC)


: Continued discussion on my talk page. --[[user:imahero|imahero]] 18:01, 19 March 2018 (CET)
== Banned spells ==
Question for all factions. How did the forbidden spells become known, where was this information found? -- ''[[User:Nick Bud|Nick Bud]] ([[User talk:Nick Bud|talk]]) 12:47, 9 February 2024 (UTC)''

Latest revision as of 12:47, 9 February 2024

Minor corrections[edit | hide | hide all]

Surely most of the stuff under the "spells" subheading in the "Structures" section should be on the "Mages Guild" page or "Spells" page or something? Not the "Dungeon" page? Also, "Mushroom Rings" is missing as one of the Dungeon Buildings.

Good suggestions! I added Mushroom Rings and made also a tine change to the description. But you are more than free to edit the text further. –Kapteeni Ruoska (talk) 07:04, 24 June 2015 (CEST)

Heroes' Ranking (FULLY MY OPINION)[edit | hide]

  1. Alamar. Dungeon is a gorgeous town which enjoys having two heroes with Resurrection, and generally it has a very strong team of heroes, providing a wide range of protagonists. However, there is only one first place, and I would give it to Alamar who is capable of not only resurrecting his troops, but also learning his teammates this extremely important ability. To be a good "number two" is in my opinion even more important than to be a good "number one" - Alamar is ideally compatible with heroes who cast other powerful spells (e.g. Solmyr), and if you have both Loynis and Alamar, Dungeon will get Prayer which is banned there. Not to mention Stronghold and Fortress where Alamar is the one most wanted.
  2. Malekith. Not the other heroes with 4 level spells? However, the most beloved tactical manoeuvre in Dungeon is the notorious Dragogeddon, which means that you learn Armageddon and use only Black Dragons in your army, as even the Red ones are susceptible to this spell and therefore useless for that powerful combo. Therefore, Expert Sorcery will allow Malekith to deal immense damage - and to save lives of Black Dragons themselves, as they die forever, being immune to Resurrection. The faster you burn your enemy, the lower will be your losses (if any).
  3. Jeddite. Resurrection, Advanced Wisdom, and seven free slots allow you to form an ideal top-flight hero, who will lead your troops to fame, glory, and immortality - the latter unless they are Black Dragons.
  4. Sephinroth. She is possibly among the most underrated heroes in the game. Her specialty doesn't give any buffs to troops or magic, and her starting spell is not the one you most want to get, but Crystal farming is useful in a magical town, and Intelligence together with Mana Vortex will allow her to collect enormous amounts of spell points. Rampart players should have a look on Sephinroth, and if you have both towns, the brotherhood of dragons will become even stronger due to her specialty.
  5. Deemer. Would have been higher if not having Scouting. Meteor Shower is a strong thing, which works brilliant till the endgame. It's a pity that Deemer has no chance of learning every magic school alongside with Intelligence, Logistics, and Sorcery all together, nor can he learn other heroes his powerful spell.
  6. Gunnar. If you prefer might heroes, Dungeon also gives you a wide choice. Who will bring Beholders and Medusas to fierce battles as soon as possible, considering their low speed prior to upgrade? In fact Dungeon doesn't suffer from being slowed down like Rampart or Stronghold, but in Heroes 3, there are no speed limits, therefore Logistics is never an extra secondary skill.
  7. Dace. Minotaurs, who are Dungeon's brute force, get fully trained under their chieftain. As well as Gunnar, he also has Tactics which is helpful for Dungeon since dragons can be forced to kill their own troops. Such a great hero is only seventh in this ranking table!
  8. Ajit. It's always good to have a fast shooter, as you can kill the enemy's ranged units before they engage into the battle, and avoid negative spells on your shooting units. Ajit is definitely strong, but perhaps his primary skills (Leadership and Resistance) debuff him, therefore disallowing Ajit to become a pure "number one". Nevertheless, with speed 8-9 Evil Eyes are extremely efficient both hand-to-hand and from the distance.
  9. Synca. Manticores aren't the best sixth level units, and are not buffed very often, but Synca has another advantage which helps a lot, namely Scholar. She will learn powerful spells from Alamar, Deemer, or Jeddite, and is useful when hired in a Tavern of any other faction town.
  10. Damacon. There aren't many fans of gold-bringing heroes, but Damacon has seven free slots, and Advanced Offense is a cool thing itself. Dungeon has better heroes, but any of its protagonists would be happy to have such a powerful servant, and you shouldn't forget that Dungeon is an expensive town.
  11. Lorelei. We should understand why does Dungeon have so many heroes with unpopular secondary skills, as otherwise this town would become totally imbalanced and invincible. Overpowered Harpy Hags who can reach Red Dragons' speed under Lorelei are balanced by Leadership and Scouting skills, which lead to her inability to become a comprehensively competent hero without disadvantages. Pure "number two" who should learn Logistics and fly through the map like a big harpy. Unfortunately, Water Magic is banned for Overlords, while Harpies have big damage range, thus Bless is vital for them.
  12. Shakti. A specific hero who gives you additional cannon fodder, but is also useful for an early rush if you decide to play for Dungeon in a Stronghold style. Necropolis players wait for him in the Tavern.
  13. Darkstorn. Thirteenth place occupied by a good warlock with a useful spell (Stone Skin) is just a symbol of Dungeon's force. I always penalize heroes for having Eagle Eye, Learning, Mysticism, Scouting etc., and will maintain here my consistent policy (Darkstorn has Learning). After all, these rankings aren't meant to say you which hero is better and which one is worse.
  14. Arlach. Ballista is a good war machine for small maps, but on bigger ones, its importance is rather low, and Dungeon cannot produce it. Arlach can be a good support hero, though.
  15. Geon. Eagle Eye specialty hero is completely different from what does Dungeon need, but Slow is arguably the best spell in the game, so Geon will help you if your Mage Guild hasn't produced it, collaborating with Alamar or Synca.
  16. Jaegar. While Eagle Eye can theoretically help Dungeon get Prayer, if you didn't hire Loynis in a Tavern, Mysticism is possibly even more useless for Nighon, as Mana Vortex is among the greatest inventions ever between all Heroes III civilizations. Many people ask themselves when building 4 level Mage Guild, what will they get - Resurrection and Town Portal, or Sorrow and Water Walk; and for a Dungeonist entering the Tavern, the question is: will there be Alamar or Jaegar?--Dread Knight (talk) 22:37, 26 August 2021 (UTC)

Banned spells[edit | hide]

Question for all factions. How did the forbidden spells become known, where was this information found? -- Nick Bud (talk) 12:47, 9 February 2024 (UTC)