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Heroes Community > Library of Enlightenment > Thread: A few questions about Inferno
Thread: A few questions about Inferno This thread is 2 pages long: 1 2 · NEXT»
hollow
hollow

Tavern Dweller
posted November 02, 2013 10:29 AM

A few questions about Inferno

A lot of people like the Inferno town and say that it is quite powerful. I have always thought that inferno is like the "knight" faction in homm2 (extreamly underpowered). I tried playing it a few times but never seem to succeed with it. What am I talking about:

Imps and Gogs are my early creatures that I have to use to beat some wandering stacks and crypts. Imps just can't fulfill their duty as level 1 creatures. They die like the peasents from homm2. And gogs? To use their full potential I need something like "Bless" spell (which I think is imposible to get from your own mage guild )

Cerberi, I go for them as soon as possible, since I don't feel confidence in level 1 and 2 inferno troops. Cerberi are strong and fast, but again they need the "bless" spell to shine. In week one i try to build castle + cages to get the maximum of the cerberi which is still not enough. Basic growth 5 + castle bonus which doubles + cages I get 13 cerberi/week ,in the mean time castle gets 7 griffins + castle bonus = 14griffins/week without even building Griffin Bastion.

Horned Demons, there is nothing special about them.Nothing! While castle's Crusader has a double strike, the rampart's Silver Pegasi increases the enemy's spell cost, the tower's archmage reduces the heroes spellcost your horned demon will just present on the battlefield. Yeah the upgrade is cheap but useless.

Pitlords. From what I have expirienced these guys have decent damage but they are quite fragile. Their special is demon resurection which I don't really know when and how should I use.

Sultan Efreeti, speed + fireshield + "counterstrike" spell = enemyline breaker. But again I'd chose a Naga over an Efreeti

Archdevil. His no retaliation attack comes in handy (combined with frenzy) but is too expensive 4500g + 1m(almost equal to the black dragon's 5000g + 1s) and has low hp for a level 7 upg.

I want to master Inferno, so could someone actualy explain to me where lies the strenght of the Inferno town and how can Inferno beat any other town. And how one can successfuly use the pitlord's special. If possible mention some strategy/starts/tips. I would be very gratefull.

Thanks in advance

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master_learn
master_learn


Legendary Hero
walking to the library
posted November 02, 2013 10:42 AM

Here is the table of contents,where are linked 3 threads about inferno(you scrol down until you reach "towns") and you can read them.

The advantages can be summed shortly with speed of ADs,speed of ES and demon farming,as well as Armageddon as a spell ES are ummune to.
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"I heard the latest HD version disables playing Heroes. Please reconsider."-Salamandre

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hollow
hollow

Tavern Dweller
posted November 02, 2013 10:58 AM

Thanks, I checked this thread and feel ashamed that I didn't scroll down  enough to see the castle topics... my bad

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demarest
demarest


Known Hero
posted November 03, 2013 09:02 PM

I'm mostly interested in things like how do they handle full crypt day 1 or week 1? I agree that if a town doesn't have clearing power out of the gate, I don't see their long term, high level creature strengths shining. Though this is an indication of my lack of experience with the town or perhaps even the game in general.

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idontcare
idontcare


Known Hero
posted November 03, 2013 11:45 PM
Edited by idontcare at 23:47, 03 Nov 2013.

longterm: get armageddonspell asap
try to catch some dragons (POKEMON!)
?
profit!

also i dont think crypts are your moneymaker 1st week, i rather collect all the stuff thats lyieng around, 2 chests=1 crypt, so why bother

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markmasters
markmasters


Famous Hero
Dragon of justice
posted November 04, 2013 01:32 PM

Where demons lack any special abilities they win in numbers. Take every single unit that isnt your town allignment you can get and used splitted stacks of pitlords to turn them into demons. I usualy use my imps to transform into demons as well

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OhforfSake
OhforfSake


Promising
Legendary Hero
Initiate
posted November 04, 2013 01:44 PM

I think the above tactic is the most redeeming quality of the Inferno town, just remember that not all stacks can be turned into demons, as far as I know.

Armageddon tactic, while it works and is achievable, it's not unique to this town, and conflux and dungeon does it better anyway.

Devils are cool, unique, creatures, and you can get Efreeti early (iIRC), which helps you clear the map thanks to their awesome speed stat.

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idontcare
idontcare


Known Hero
posted November 04, 2013 02:43 PM

ohforfsake, do you mean stacks immune to earthmagic cant be turned into demons? or only immune to magic(psychoeles)

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OhforfSake
OhforfSake


Promising
Legendary Hero
Initiate
posted November 04, 2013 03:26 PM
Edited by OhforfSake at 16:03, 04 Nov 2013.

I think that non-livings units such as undeads and elementals can't be turned into demons, like they can't be turned into skeletons either, iIRC.

Edit: By Necromancy skill, I'm sure the skeleton transformer won't care.
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Maurice
Maurice

Hero of Order
Part of the furniture
posted November 04, 2013 03:43 PM

idontcare said:
longterm: get armageddonspell asap
try to catch some dragons (POKEMON!)
?
profit!


Actually, Efreeti have Fire immunity, so fielding just those works as well. Efreeti are not only easier to acquire as Inferno, they also have a very high speed, meaning they will get to go first in many cases.

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demarest
demarest


Known Hero
posted November 05, 2013 02:44 AM

OhforfSake said:
I think that non-livings units such as undeads and elementals can't be turned into demons, like they can't be turned into skeletons either, iIRC.

Also wanted to point out that artifacts that increase health also increases demon yield. For example, in week 1 army, you have 3 pit lords, which can convert 150 hp. That would be 4 demons, only needing 140 hp. That would otherwise take 35 imps. If you had a ring that increased troop health by 1, it would only take 28 imps.

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted November 05, 2013 09:24 AM

OhforfSake said:
I think that non-livings units such as undeads and elementals can't be turned into demons, like they can't be turned into skeletons either, iIRC.

Edit: By Necromancy skill, I'm sure the skeleton transformer won't care.
So you think if you fight vs hordes of zombies with a necro guy, you won't recieve any skeletons after the fight?

That sounds like a new Mod...but not like good old H3..
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Aegisdivine
Aegisdivine


Adventuring Hero
posted November 08, 2013 06:07 AM

Armageddon seem's to work best with conflux since 80% of the creatures are immune to fire.

It's a still a miss or hit chance. If you don't get Armageddon while rushing mage guild level 4 then your pretty much screwed.

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OhforfSake
OhforfSake


Promising
Legendary Hero
Initiate
posted November 08, 2013 07:24 AM
Edited by OhforfSake at 07:29, 08 Nov 2013.

In my opinion, Armageddon works best with Conflux because they have the fastest immune creature.

While I believe cast + retreat is frowned upon, I don't think the same applies if you stay in the battle. Since exp. req. from level X to X + 1 increases exponentially with X (I believe), it follows one could theoretically (if one can overcome chaining problems) build up a Main Hero who's only slightly weaker (very slightly since most stats comes from arts, and then +prim. stats objects on the map) than usual, while still being able to build up several okay spell casters (the biggest lack would probably be on the artifacts department).

Thereby allowing for sacrificing said hero on the opponent's main and casting Armageddon to remove several thousands worth of hit points from the opponents units, several times.




But that's only a minor side thought, I mainly wrote to say that I don't think it's a good idea to rush for Mage Guild Level 4 in stead of units. Even Dungeon who has the best chances of getting the spell (I think only evil towns [Necro, Inferno, Dungeon] can get it, so Conflux should rather search for the Grail), still won't get it very often.

I think it's rather better to expand your army, conquer more land and towns, and then steadily build up the mage guilds when it's time for that. While the higher level spells sure are comfortable, in the beginning of the game they're not essential anyway.

Edit: Came to think about it, I remember a time I liked Armageddon so much that I'd choose a map with Dungeon, save, cheat to see what I got in the Mage Guild, and restart and redo (save -> cheat) if I didn't get Armageddon. If I got it, I'd simply load the game to remove the cheat (or exit it, I don't remember).

So I was playing this map with Dungeon, and it was before I knew I could get some ~200 (iIRC) trogs by choosing Shakti week 1 + a little luck. Anyway I wanted to go for Black Dragon + Armageddon, but I wasn't really expanding on the map, and it was Small, and the computer was quickly all over me. I managed to get a single Black Dragon in week 2, and just before I was about to lose, I finally got Mage Guild Level 4 and proceeded to wipe out all opposition from there.

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MaximB
MaximB

Tavern Dweller
posted December 01, 2013 01:41 PM

The Inferno in HoMM3 is not weak at all.

The devils are actually very strong, port anywhere, attack with no retaliation is very good, also combined with the spell that gives you extra retaliation is awesome.
Effriti with huge movespeed, flying ability and very good damage.
Only with those 2 creatures you can take castles.
Horned demons aren't so bad either, and pit lords while not worth the upgrade are also good.
Cerberi with no retaliation and mass attack...

Free Town portal to other Inferno towns.

Inferno in HoMM3 is not weak at all.    
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 01, 2013 01:46 PM

MaximB said:
pit lords while not worth the upgrade


Noob.

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demarest
demarest


Known Hero
posted December 02, 2013 02:54 AM

I think what he means to say is that you can't realistically give a nod to demons and then turn around and talk down on the very creatures capable of simultaneously cutting your losses and making more demons.

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nizami
nizami

Tavern Dweller
posted December 11, 2013 07:34 PM
Edited by nizami at 21:05, 11 Dec 2013.

N.B.: For the sake of Inferno players I've composed a chart where exactly shown the number of demons raised by 1-14 pit lords (it repeats every 7 pit lords so you can easily extrapolate the data to infinity), the needed number of imps/gogs for fodder, summary HPs and gold price.

http://speedy.sh/a6FrG/pit-lords-efficiency.xlsx

I'm not sure if someone else did it before me but anyway I'm glad to do it.

hollow said:
I have always thought that inferno is like the "knight" faction in homm2 (extreamly underpowered)



I doubt a town with one of the most easily accessible 6lvl creatures (at least in comparison with cavaliers, cyclopses and nagas requiring an insane amount of resources) can be underpowered. Not to mention that Efreeti is a really strong monster: costing just 100 gold more than Wyvern, it has a much bigger damage (16-24 vs 14-18), speed (9 vs 7) and longevity (90 vs 70).

Quote:
Horned Demons, there is nothing special about them.Nothing!


Being more unexperienced (though and now I'm still far from daring to call myself skillful) I underestimated them too. Their power lies in numbers just as with skeletons but that's less evident and more effortful to achieve than with necromancy.

Quote:
Pitlords. From what I have expirienced these guys have decent damage but they are quite fragile. Their special is demon resurection which I don't really know when and how should I use.

Generally speaking, the single yet a very serious trouble with demon raising is the price: 1. upgrade of Hell Hole (requiring 2nd level Mage Guild) 2. fodder troops expenses (paying 450 for 9 imps or 375 for 3 gogs to gain one 250g demon).

But I find it achievable to get needed money using efreeti + cerberi + demons clearing monsters on the 1st week. I prefer not to buy out imps or gogs at all to save gold for high level dwellings: usually the starting army of two heroes gives a sufficient number of them anyway. Also, the single purpose they serve is distracting enemy's attacks so it's not a big loss for your military potence. Finally,  you can choose Octavia as a starting hero with her +350 g/t specialty that is helpful too.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted December 12, 2013 12:17 PM

I just realised how powerful Diplomacy is, if you go all-out on Pit Lords. Just have all the "free" joiners ram into enemy troops and then raise them as Demons once they're dead. Upgrade as necessary for a scary number of (Horned) Demons.

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OhforfSake
OhforfSake


Promising
Legendary Hero
Initiate
posted December 12, 2013 12:36 PM

While true, you only get at maximum 1 unit pr. unit for both necromancy and demonology.

Hence high level units may be more valuable if they are not to be turned.
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Living time backwards

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