The Tactical Duel Map is the map equivalent of the duel mode. You start with lvl 1 hero and week 6 army strength, level up via sphinx, buy artifacts, learn spells, upgrade and you're ready for battle! Interested in friendly games, tourneys, guides, replays, gameplay discussions or otherwise keeping an eye on the changes? If so join our discord community! More details in the Summary or the Files tabs.

A presentation of the Dungeon faction and how it has been improved.

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IRRESISTIBLE MAGIC

  • Expert Irresistible Magic now bypasses 60% of enemy protection instead of 50%.
  • Elemental Chains no longer receive a bonus from Altar of Elements. Just 10% per racial level.
  • Empowered Spells now unlock Secrets of Destruction as a reliable way to get mana.

irres

SKILLS

With Enlightenment removed from this mode, Dungeon stands in an interesting position. Warlocks start with 12 Spellpower / 5 Knowledge and artifacts are the only way to increase them. You can get enough Spellpower for your nuking needs but you should keep mana on a budget and use elemental chains and/or your units to deliver as much damage as possible.
You can increase your mana directly or indirectly through:

  • Intelligence & Arcane Training, both in Sorcery
  • Erratic Mana in Luck
  • Secrets of Destruction in Irresistible Magic

There is a reason for this. Dungeon with too much mana can potentially demolish other factions/builds, particularly those that are slower or lack damage. Also, there are no Magic Resistance artifacts on the map.


mana


  • Destructive is the classic warlock choice. Other than the standard choices like Cold Death and Ignite, there are also more might-based options like Fiery Wrath, Cold Steel and Chilling Armour. Master of Storms unlocks both stun and freeze effects while Master of Fire gives fire spells armour breaking and earth spells wound effect. Due to the fragile yet offensive nature of the faction, it is recommended to incororate elemental effects to disrupt enemy Atb or amplify your unit damage. Don't just cast spells just based on damage.

  • Dark is now the second primary magic, instead of Summoning. This is for both thematic and practical reasons: Summoning is a rather slow school that takes time to set up while Dark works with both high and low spellpower, allowing for a more might approach. It can also give Dungeon better odds against their natural enemy, the orcs. Mass Decay, Blind and Puppet work well for magic heroes while mass spells and Frenzy are excellent for any might hero.

    decay

  • Summoning is mostly unchanged, other than some improved spells. Conjuration spell now summons manticores and their venom can corrode even the undead. Beware Dark however, while Conjuration summons are immune to puppet the phoenix is not. On the bright side, Cold Death cannot instakill it.
    Firewall has returned to Summoning but sadly, it lacks an empowered version.

    manticore

  • Light is good for any might build. That said, Regeneration and Resurrection can be pretty powerful with a warlock's Spellpower and Guardian Angel can be a fun surprise for the opponent.

  • WarMachines may lack Enlightenment stats but now your ballista causes Fireballs when it hits.

  • Offence is stronger than before and also unlocks Fiery Wrath (which does not stack with the Fiery Wrath from Destructive). Power of Speed is fairly useful for a might build.

  • Leadership unlocks Divine Guidance, Retribution and the faction-unique Aura of Swiftness. In every other faction it would allow more units to reach the opponent on first turn but Dungeon has no speed 7 units. Furies, dinos and dragons would reach regardless but with Swiftness they can pick their targets better.

  • Sorcery is mostly for mana perks but Distract & Teleport Assault can support an aggressive approach.

  • Luck can nicely enhance your elemental chains and Warlock's Luck is easy to get for Destructive casters.


UNITS

dun

- Assassin and Stalker poison is now corrossive to the undead.

- Stalkers can act immediately after going invisible! 3 invisibility uses.

- Hitman 3rd alt added! These guys do not use poison but can go invisible and negate enemy defense when shooting a target within with 4 tiles. High risk high reward unit as you may get exposed before you assassinate your target :) They also have maneuver so when attacked they will retreat and return fire at half damage.

hitman2


- Minotaur Guards are less fragile, a bit faster and their Bravery has been upgraded to 3 morale. Mino Taskmaster's Aura of Bravery has also been upgraded to 2 morale.

- Grim Raider's rider charge has been toned down to 15% while Wheeling Attack has been boosted to 80%! Both dinos get some extra defence.

- Deep Hydras get improved regeneration (70-100hp), Immunity to Slow and +1 Init. Acidic Hydras get -10hp but their Acid Blood splashes for 60% damage!

acid

- Shadow Matriarchs get +2 shots and their Whip Strike also triggers on ranged attacks but lasts 1 turn. It now applies Slow, Suffering or Vulnerability. Random Frenzy is gone :)

- Mistresses can act immediately after going invisible. They gain 3 invisibility uses, +1 Init and Vulnerability Strike.

- Shadow Witches 3rd alt added! They do not have Whip Strike or Confusion spell but can cast Arcane Crystal and Phantom Forces up to lvl 3 units. Chain Lightning that passes through a Crystal will hit the next target with +50% damage.

witch

- Red Dragons gain Immune to Mind Control and Fire Protection. Now they can be used against Dark or Destructive builds even if Blackies will remain the fully immune alt!

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