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| ==Necropolis== | | ==Inferno== |
| * Units are unaffected by negative [[Morale]] or by [[Mind spells]].
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| * Reliable units are [[Vampire Lord]]s, [[Power Lich]]es and [[Dread Knight]]s.
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| * Expert level Necromancy allows 30% of the creatures killed in combat to be brought back from the dead as skeletons. The percentage points can be increased with [[Necromancy Amplifier]](s) and [[Soul Prison]].
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| * There are also artifacts that can increase the skill: [[Amulet of the Undertaker]] increases the percentage points by +5%, [[Vampire's Cowl]] by +10% and [[Dead Man's Boots]] by +15%. With these increase, Necromancy secondary skill may rise up to 70%. Additionally, two heroes specialize in Necromancy, [[Isra]] and [[Vidomina]]. Combining either of them with the amplifier and artifacts, it is possible to reach 100% skill level in necromancy, which means that possibly all the creatures killed in combat will be brought back as skeletons.
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| * If you can upgrade your Estate early, you should do so. The Vampire Lords are one of the best 4th-level creatures in the game. Since they draw life from their enemy, and resurrect themselves, they can be used to solely take out large numbers of low-level creatures. Combine with [[Counterstrike]] to get even better effect.
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| * The level 3 spell [[Animate Dead]] (which the necromancer hero [[Thant]] has built in) can resurrect units in combat.
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| ==Tower== | | ===Pros=== |
| * Since the Tower town has three ranged units, it is excellent at defending cities. The only problem is against fast and flying attackers, such as [[Dragon]]s, [[Angel]]s etc. If the defending hero has expert [[Slow]], use it. If not, use expert [[Haste]].
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| * A good thing is to upgrade your [[Workshop]] early, then move around the map and pick up [[Gremlin]]s for free and upgrade them to [[Master Gremlin]]s at your town, this way you get massive firepower very fast.
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| * Split your [[Gargoyle]]s into three stacks to defend your [[Gremlin]]s.
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| * In the middle and end game your Gremlins are usually dead, and Gargoyles are not useful anymore. It's a good tactic to replace their place with 1 Genie each. Thus you will have 1 strong pack+2x1 stack of genies that means you can cast spell 4 times each round! If the enemy kills them, good for you, because probably getting rid of a little unit number stack that casts spells compared to killing other high health point/many units stacks is a huge damage waste given high tier spell power with lots of damage and spells requiring a fixed deducted amount of mana each turn - like swatting a single [[Sprite]] instead of killing a stack of [[Scorpicore]]s, you can replace first round caster [[Genie]] slots after combat easily and the [[Gremlin]]s would be dead soon into combat anyway.
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| * [[Giant]]s are not much use until you upgrade them to [[Titan]]s, which are the best ranged unit in the game, have no [[Melee Penalty]], and generally kick butt.
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| ==Inferno==
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| * This town has the highest chance to get the [[Blind]] spell in the Mage Guild. | | * This town has the highest chance to get the [[Blind]] spell in the Mage Guild. |
| * [[Cerberus]] are very powerful with Bless/Haste/Counterstrike. | | * [[Cerberus]] are very powerful with Bless/Haste/Counterstrike. |
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| * [[Efreet Sultan]]s are very good at clearing a map: they have speed, damage, and enough health. They can also be used in a [[Dracageddon]] combo. | | * [[Efreet Sultan]]s are very good at clearing a map: they have speed, damage, and enough health. They can also be used in a [[Dracageddon]] combo. |
| * [[Castle Gate]]: A life-saver on maps where you control more than one Inferno town. | | * [[Castle Gate]]: A life-saver on maps where you control more than one Inferno town. |
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| | ===Cons=== |
| * [[Arch Devil]]s are very expensive. | | * [[Arch Devil]]s are very expensive. |
| * [[Imp]]s and [[Familiar]]s are incredibly weak first level units, and have no redeeming features save their speed (the [[Familiar]]s' [[Magic Channel]] ability is hardly noticable). | | * [[Imp]]s and [[Familiar]]s are incredibly weak first level units, and have no redeeming features save their speed (the [[Familiar]]s' [[Magic Channel]] ability is hardly noticable). |
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| ==Dungeon==
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| * Three powerful heroes: Gunnar with Logistics specialty, and Jeddite and Alamar with Resurrection spell
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| * The Battle Scholar Academy instantly levels-up starting heroes.
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| * City Hall second.
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| * Upgrade your level 2 creature dwelling as soon as possible: harpy hags have a great base speed (9) and their attacks cannot be retaliated against.
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| * Invest in a Citadel early on.
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| * Castle walls and at least 3 different stacks by end of week 1.
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| * Mana Vortex: doubles your max spell points once a week.
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| * Black Dragons are potential for "Dragogeddon" tactic beacause of their spell immunity. Additionally Warlock gain more power than other hero classes.
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| * Portal of summoning may be used to gain additional creatures
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| * The weekly income with Capitol and the Resource Silo is enough to recruit all the units without any external mines.
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| * Haste your minotaurs/minotaur kings. They are brutes which do a lot of damage and you _want_ them to strike at the enemy as soon as possible. Plus, save obstacles, a hasted minotaur king can reach nearly any point of the battle field.
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| ==Barbarian Breakout (Allies)== | | ==Barbarian Breakout (Allies)== |
| * Invest in a Citadel early on. | | * Invest in a Citadel early on. |
| * City Hall first. | | * City Hall first. Castle walls and at least 3 different stacks by end of week 1. |
| * Castle walls and at least 3 different stacks by end of week 1.
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| * Barracks and Monastery on days 6 and 7. | | * Barracks and Monastery on days 6 and 7. |
| * The frozen land to the south does some help in delaying their attacks for a day or two which help a little. | | * The frozen land to the south does some help in delaying their attacks for a day or two which help a little. |