Inferno: Difference between revisions
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[[File:InfernoBuildingTree.png|600px]] | [[File:InfernoBuildingTree.png|600px]] | ||
In {{hota}} [[Hell Hole|Upg. Hell Hole]] no longer requires [[Mage Guild |Mage Guild Level 2]] (still requires Mage Guild Level 1){{-wh}} | |||
{{Common buildings|Inferno|Ammo cart|+1 {{M}}}} | {{Common buildings|Inferno|Ammo cart|+1 {{M}}}} | ||
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<br> | <br> | ||
===Inferno heroes=== | ===Inferno heroes=== | ||
{{Hero table}} | {{Hero table}} |
Revision as of 18:16, 23 March 2021
Towns | |
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Castle | |
Rampart | |
Tower | |
Inferno | |
Necropolis | |
Dungeon | |
Stronghold | |
Fortress | |
Conflux | |
Cove | |
Factory |
Inferno is an evil alignment town with the demoniac and heretic hero classes. Infernos can be found in Erathian regions blighted by the emergence of the underworld on the surface. Demoniac and heretic heroes stand in an uneasy alliance with these towns. Inferno represents Eeofol.
Inferno's native terrain is lava.
Inferno Creature Dwellings
Inferno Specific Buildings
- Birthing Pool - (Imp horde building, +8/week))
- Brimstone Stormclouds - (+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 - (Unique Inferno building, +1 Spell Power to visiting hero)
- Deity of Fire - (Grail building)
Inferno building tree (Shadow of Death)
In Horn of the Abyss Upg. Hell Hole no longer requires Mage Guild Level 2 (still requires Mage Guild Level 1)
Halls | Fortifications | Miscellaneous | Mage Guilds | Banned spells | ||||||||||||||||||||||||||||||||
Village Hall | Village Hall (existing) |
Fort | Fort
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Tavern | Tavern
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Mage Guild level 1 | Mage Guild level 1
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File:Town Hall large.gif | Town Hall
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Citadel | Citadel
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Marketplace | Marketplace
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Mage Guild level 2 | Mage Guild level 2
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City Hall | City Hall
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Castle | Castle
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Resource Silo | Resource Silo ()
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Mage Guild level 3 | Mage Guild level 3
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Capitol | Capitol
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Blacksmith |
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Mage Guild level 4 | Mage Guild level 4
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Mage Guild level 5 | Mage Guild level 5
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Total Common Buildings: |
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Total Mage Guild: |
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Resource | Basic | Upgrades | All |
---|---|---|---|
38300 | 32500 | 115300 | |
45 | 15 | 120 | |
55 | 20 | 120 | |
0 | 4 | 28 | |
3 | 9 | 36 | |
23 | 39 | 86 | |
3 | 19 | 51 | |
Troop cost/week: | 28090 + 4 |
Inferno heroes
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 | |||
Familiar Familiar | 1+ | 4 | 4 | 1 | 2 | 4 | 7 | 15 | 60 | 60 | Magic channel | ||
Gog Gog | 2 | 6 | 4 | 2 | 4 | 13 | 4 | 8 | 159 | 125 | Ranged (12 shots) | ||
Magog Magog | 2+ | 7 | 4 | 2 | 4 | 13 | 6 | 8 | 240 | 175 | Ranged (24 shots), Fireball attack | ||
Hell Hound Hell Hound | 3 | 10 | 6 | 2 | 7 | 25 | 7 | 5 | 357 | 200 | |||
Cerberus Cerberus | 3+ | 10 | 8 | 2 | 7 | 25 | 8 | 5 | 392 | 250 | No enemy retaliation, 3-headed attack | ||
Demon Demon | 4 | 10 | 10 | 7 | 9 | 35 | 5 | 4 | 445 | 250 | |||
Horned Demon Horned Demon | 4+ | 10 | 10 | 7 | 9 | 40 | 6 | 4 | 480 | 270 | |||
Pit Fiend Pit Fiend | 5 | 13 | 13 | 13 | 17 | 45 | 6 | 3 | 765 | 500 | |||
Pit Lord Pit Lord | 5+ | 13 | 13 | 13 | 17 | 45 | 7 | 3 | 1224 | 700 | Summon demons | ||
Efreeti Efreeti | 6 | 16 | 12 | 16 | 24 | 90 | 9 | 2 | 1670 | 900 | Flying, Fire immunity, Hates Genies | ||
Efreet Sultan Efreet Sultan | 6+ | 16 | 14 | 16 | 24 | 90 | 13 | 2 | 2343 1848 | 1100 | Flying, Fire shield, Fire immunity, Hates Genies | ||
Devil Devil | 7 | 19 | 21 | 30 | 40 | 160 | 11 | 1 | 5101 | 2700 | 1 | Teleporting, No enemy retaliation, Luck -1, Hates Angels | |
Arch Devil Arch Devil | 7+ | 26 | 28 | 30 | 40 | 200 | 17 | 1 | 7115 | 4500 | 2 | Teleporting, No enemy retaliation, Luck -2 1 , Hates Angels |
Strategy
User commentary
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- 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 efreets.
- 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 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 (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.
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 ranged unit, which is one of the weakest in the game, 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, it's a complete disaster).