Inferno: Difference between revisions

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| {{switch_content|tag1=sod|tag2=hota|content1=[[file:{{PAGENAME}}BuildingTree.png|600px|left]]|content2=[[file:{{PAGENAME}}BuildingTree(HotA).png|600px|left]]<br />In {{hota}}{{-wh}}, [[Hell Hole|Upg. Hell Hole]] requires [[Mage Guild |Mage Guild Level 1]] instead of Level 2.}}
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Revision as of 02:54, 23 August 2024

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

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 with the Demoniac and Heretic hero classes. Inferno represents Eeofol.

"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." RoE manual

Inferno's native terrain is lava.

Inferno building tree

Building Category Cost
Common
 Wood
45
   Ore
40
       Gold
37000
Mage Guild
 Wood
25
 Mercury
28
 Ore
25
 Sulfur
28
 Crystal
28
 Gem
28
 Gold
6000
Dwellings
 Wood
40
 Mercury
58 Armageddon's Blade
57 Horn of the Abyss
 Ore
50
 Sulfur
18 Armageddon's Blade
17 Horn of the Abyss
   Gem
8
 Gold
58300
Unique
 Wood
10
   Ore
5
 Sulfur
5
     Gold
14000
Total Building Cost:
 Wood
120
 Mercury
86 Armageddon's Blade
85 Horn of the Abyss
 Ore
120
 Sulfur
51 Armageddon's Blade
50 Horn of the Abyss
 Crystal
28
 Gem
36
 Gold
115300
Troop Cost / Week: 28090 Gold, 4 Mercury

Common Buildings and Mage Guild

Halls Fortifications Miscellaneous Mage Guilds Banned spells
Village Hall Village Hall
(existing)
Fort Fort
Wood
20
Mercury
Ore
20
Sulfur
Crystal
Gem
Gold
5000
Tavern Tavern
 Wood
5
           Gold
500
Mage Guild level 1 Mage Guild level 1
 Wood
5
   Ore
5
       Gold
2000
 Bless
Town Hall
Wood
Mercury
Ore
Sulfur
Crystal
Gem
Gold
2500
Citadel Citadel
Wood
Mercury
Ore
5
Sulfur
Crystal
Gem
Gold
2500
Marketplace Marketplace
 Wood
5
           Gold
500
Mage Guild level 2 Mage Guild level 2
 Wood
5
 Mercury
4
 Ore
5
 Sulfur
4
 Crystal
4
 Gem
4
 Gold
1000
Death Ripple Ice Bolt
City Hall City Hall
Wood
Mercury
Ore
Sulfur
Crystal
Gem
Gold
5000
Castle Castle
Wood
10
Mercury
Ore
10
Sulfur
Crystal
Gem
Gold
5000
Resource Silo Resource Silo (1 Mercury)
     Ore
5
       Gold
5000
Mage Guild level 3 Mage Guild level 3
 Wood
5
 Mercury
6
 Ore
5
 Sulfur
6
 Crystal
6
 Gem
6
 Gold
1000
Animate Dead Frost Ring
Capitol Capitol
Wood
Mercury
Ore
Sulfur
Crystal
Gem
Gold
10000
Blacksmith
Blacksmith
Wood
5
Mercury
Ore
Sulfur
Crystal
Gem
Gold
1000
Mage Guild level 4 Mage Guild level 4
 Wood
5
 Mercury
8
 Ore
5
 Sulfur
8
 Crystal
8
 Gem
8
 Gold
1000
Prayer
Mage Guild level 5 Mage Guild level 5
 Wood
5
 Mercury
10
 Ore
5
 Sulfur
10
 Crystal
10
 Gem
10
 Gold
1000
Summon Air Elemental Magic Mirror Summon Water Elemental
Total Common Buildings:
 Wood
45
   Ore
40
       Gold
37000 
Total Mage Guild:
 Wood
25
 Mercury
28
 Ore
25
 Sulfur
28
 Crystal
28
 Gem
28
 Gold
6000

Creature Dwellings

Structure Base Cost Upgrade Cost Creature Max
Grw
Upg Cr
Cost
Cost/
Week
 Imp Crucible 
 Wood
5
   Ore
5
       Gold
300
             Gold
1000
Imp Imp
Familiar Familiar
38 60 Gold 2280 Gold
 Hall of Sins 
     Ore
5
       Gold
1000
   Mercury
Horn of the AbyssShadow of Death
         Gold
1000
Gog Gog
Magog Magog
16 175 Gold 2800 Gold
 Kennels 
 Wood
10
           Gold
1500
       Sulfur
Horn of the AbyssShadow of Death
     Gold
1500
Hell Hound Hell Hound
Cerberus Cerberus
13 250 Gold 3250 Gold
 Demon Gate 
 Wood
5
   Ore
5
       Gold
2000
 Wood
5
   Ore
5
       Gold
2000
Demon Demon
Horned Demon Horned Demon
8 270 Gold 2160 Gold
 Hell Hole 
             Gold
3000
   Mercury
5
   Sulfur
5
     Gold
3000
Pit Fiend Pit Fiend
Pit Lord Pit Lord
6 700 Gold 4200 Gold
 Fire Lake 
   Mercury
3
 Ore
10
 Sulfur
3
   Gem
3
 Gold
4000
   Mercury
5
 Ore
5
 Sulfur
5
   Gem
5
 Gold
3000
Efreeti Efreeti
Efreet Sultan Efreet Sultan
4 1100 Gold 4400 Gold
 Forsaken Palace 
 Wood
10
 Mercury
20
 Ore
10
       Gold
15000
 Wood
5
 Mercury
20
 Ore
5
       Gold
20000
Devil Devil
Arch Devil Arch Devil
2 4500 Gold
2 Mercury
9000 Gold
4 Mercury
  


[[File: Creature portrait small.gif link=]] [[|]]
[[File: Creature portrait small.gif
link=]] [[|]]
Total Dwelling Cost:
 Wood
40
 Mercury
57 Horn of the Abyss58 Shadow of Death
 Ore
50
 Sulfur
17 Horn of the Abyss18 Shadow of Death
   Gem
8
 Gold
58300
Weekly Troop Cost: 28090 Gold
4 Mercury

Unique Buildings

Structure Effect Cost
Castle Gate Allows a visiting hero to portal to any friendly Inferno town with another Castle Gate.
 Wood
5
   Ore
5
       Gold
10000
Order of Fire Gives a permanent +1 power to a visiting hero.
 Wood
5
           Gold
1000
Brimstone Stormclouds Gives +2 power to defending Hero during sieges.
       Sulfur
5
     Gold
1000
Birthing Pool Horde Building. Growth +8/week for Imp Imp / Familiar Familiar
             Gold
1000
Cages Horde Building. Growth +3/week for Hell Hound Hell Hound / Cerberus Cerberus
             Gold
1000
Deity of Fire Grail Structure. +5000 Gold/day, +50% creature growth
Causes every week to be The Week of Imp (+15 Imp Imp / Familiar Familiar growth).
n/a
Total Cost:
 Wood
10
   Ore
5
 Sulfur
5
     Gold
14000

Heroes

Banned secondary skills:

Some skills are not available for certain hero classes, which means they can only acquire them from Scholars, Witch Huts (except for Necromancy and Leadership, if not allowed by a map-maker), Seer's Huts, Events or Pandora's Boxes.

Necromancy Necromancy is not available for demoniacs.

Necromancy Necromancy and Interference Interference Horn of the Abyss are not available for heretics.

Creatures

Town names

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.

User commentary

[Show user commentary]
[Hide user commentary]
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 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.
  • 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