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Registration ends today evening! The games will start tomorrow Friday 11/05. Streams or replays to be expected in the server :)
I forgot an actually important one.
- Attacking with a weak unit stack and subjecting yourself to a painful retaliation, while your magic-focused hero is capable of dealing with the enemy units directly (with Summoning, Dark or Destructive magic). Not all hero builds have the same win condition. More might-heavy builds depend on dealing damage with their units but if your hero can do the heavy lifting, there is little need to put your units in harm's way. Sometimes it's better to just defend.
Added extra obstacles for a better overview of what each arena can spawn.
Ingame there are 4 obstacles!
Added extra obstacles for a better overview of what each arena can spawn.
Ingame there are 4 obstacles!
Added extra obstacles for a better overview of what each arena can spawn.
Ingame there are 4 obstacles!
Added extra obstacles for a better overview of what each arena can spawn.
Ingame there are 4 obstacles!
Added extra obstacles for a better overview of what each arena can spawn.
Ingame there are 4 obstacles!
Added extra obstacles for a better overview of what each arena can spawn.
Ingame there are 4 obstacles!
Added extra obstacles for a better overview of what each arena can spawn.
Ingame there are 4 obstacles!
The Star Axis is unique to Dungeon. Allows Warlocks to boost spellpower without sacrificing offence but they still lose a little defence and knowledge.
Dungeon does not need this to go magic but it can be a spicy option..
Mana is a little tight so you'll have to be careful when using the Axis!
The Crystal of Revelation can help might classes follow a more magical approach or magic classes to get a little more oomph at the cost of a few might stats.
Available to Haven, Inferno, Necropolis, Fortress and Academy.
The Mercenary Camp is a tool for magic-heavy classes to follow a more might path. Necropolis and dungeon have access to it.
Lava battlefields have a more diverse landscape, with easily recognisable obstacles. The Sun Stag and the Deep Naga are summons.
Djinn Illusionist alt can go invisible or make clones up to tier 5.
Meanwhile, Succubus Channeler can boost inferno spellpower, making destructive and summoning a viable choice!
Featuring the Celestial summon and the knight errant 3rd alt for haven.
Featuring the behemoth and deathknight 3rd alt upgrades.
For the record, behemoths ignore part of enemy defence and death knights instakill on hit 15% of enemy stack.
Starting area contains:
- 2 sphinixes, left one gets you to lvl 10, the right one to lvl 20
- 3 Artifact Merchants
- 2 Mage Vault, one for 4 lvl 4 spells, the other for 4 lvl 5
- 1 quest hut for +1 of each primary stat
- Opponent military post so that you know who you face
Starting area contains:
- 2 sphinixes, left one gets you to lvl 10, the right one to lvl 20
- 3 Artifact Merchants
- 2 Mage Vault, one for 4 lvl 4 spells, the other for 4 lvl 5
- 1 quest hut for +1 of each primary stat
- Opponent military post so that you know who you face
Each terrain has 3 zones that influence what battlefield you get: On the left you get beach arena, in the middle land arena and on the right river arena.
Elvin23
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