Inferno
Towns | |
---|---|
Castle | |
Rampart | |
Tower | |
Inferno | |
Necropolis | |
Dungeon | |
Stronghold | |
Fortress | |
Conflux | |
Cove | |
Factory |
Inferno is an evil alignment town type with Demoniac and Heretic hero 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.
Inferno's native terrain is lava.
Structures
Inferno Specific Buildings
- Birthing Pool (Imp horde building, +8/week))
- Brimstone Clouds (+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 (+1 Spell Power to visiting hero)
- Deity of Fire (Grail building)
- Imp Crucible
- Hall of Sins
- Kennels
- Demon Gate
- Hell Hole
- Fire Lake
- Forsaken Palace
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 |
Heroes
Template:Herotable Template:Herotablerow 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
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.
- Pit Lord's Demon summon ability: Lets you horde 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.
- 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.
Cons
- Arch Devils are very expensive.
- Lacking in the Hero department.
- 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.