{{About|This article is about town type called Inferno. For the spell of the same name see [[Inferno (spell)]]}}{{towns}}
'''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]].
'''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]].
Revision as of 23:40, 14 January 2018
This article is about town type called Inferno. For the spell of the same name see Inferno (spell)
Inferno is an evil alignmenttown type with Demoniac and Heretichero 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.
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.
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.