Inferno: Difference between revisions
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Some skills are not available for certain hero classes, which means they can only acquire them from [[Scholar (Adventure Map)|Scholar]]s, [[Witch Hut]]s (except for [[Necromancy]] and [[Leadership]], if not allowed by a map-maker), [[Seer's Hut]]s, [[Event]]s or [[Pandora's Box]]es. | Some skills are not available for certain hero classes, which means they can only acquire them from [[Scholar (Adventure Map)|Scholar]]s, [[Witch Hut]]s (except for [[Necromancy]] and [[Leadership]], if not allowed by a map-maker), [[Seer's Hut]]s, [[Event]]s or [[Pandora's Box]]es. | ||
{{ | {{ss|Necromancy}} is not available for [[demoniac]]s. | ||
{{ | {{ss|Necromancy}} and {{ss|Interference}}{{-wh}} are not available for [[heretic]]s. | ||
==Creatures== | ==Creatures== | ||
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* Another good thing about the [[Castle Gate]] is that one hero can be used to defend all towns. | * 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. | * After the [[Lich and Power Lich|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. | * 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). | * 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). | ||
* A good tactical idea is to use only Arch Devils and Efreeti, cast [[Anti-magic]] on Arch Devils and then [[Armageddon]]. It would also ruin [[Dragogeddon]] tactics as Arch Devils are faster than [[Green Dragon and Gold Dragon|Gold]] and [[Red Dragon and Black Dragon|Black Dragons]]. | |||
* [https://www.celestialheavens.com/viewpage.php?id{{=}}444 Strategy Guide for Inferno from Jolly Joker on Celestial Heavens] | * [https://www.celestialheavens.com/viewpage.php?id{{=}}444 Strategy Guide for Inferno from Jolly Joker on Celestial Heavens] | ||
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*[[Imp]]s and [[Familiar]]s are weak first level units, and have no redeeming features save their speed (the [[Familiar]]s' [[Magic Channel]] ability is hardly noticeable). (But, they can be sacrificed to be raised as Demons). | *[[Imp]]s and [[Familiar]]s are weak first level units, and have no redeeming features save their speed (the [[Familiar]]s' [[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). | *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 | *Only one low-level ranged unit, and [[Gog and Magog|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 [[curse]]d, | *No [[Bless]] spell in the Mage Guild, while Cerberi have a very big damage range (if they are [[curse]]d, they are very weak). | ||
* Lava which is Inferno's [[native terrain]] doesn't give any [[movement penalty]] to the enemy. | |||
}}{{end of user commentary}} | }}{{end of user commentary}} | ||
Revision as of 09:01, 29 September 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. 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 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 building, allows visiting hero to teleport to another town with a Castle Gate)
- Order of Fire - (Unique building, +1 Spell Power to visiting hero)
- Deity of Fire - (Grail building, makes every week/month the special week/month of Imp, +5k gold, +50% creature growth)
Inferno building tree (Shadow of Death)
Resource | Basic | Upgrades | All |
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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 |
In Horn of the Abyss Upg. Hell Hole no longer requires Mage Guild Level 2 (still requires Mage Guild Level 1)
Common buildings
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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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 is not available for demoniacs.
Necromancy and Interference are not available for heretics.
Creatures
User commentary
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Pros
Cons
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