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Thread: Demon Lord's stat progression | Forums

  1. #1
    Hi everyone,

    I was just playing through the custom scenario in the demo and I noticed that my hero's statistics were advancing in a pretty unusual way: all attack and knowledge, no defense and spellpower at all. A demon being all-out attack-oriented I get, but what's the point of having a huge mana reserve if your spells are utterly pathetic and you get better results just plain attacking?

    Is this normal for Demon Lord heroes, or is it just a special setting for this map, to further encourage the use of "teleport creatures"? Or is it a bug?
    ==============================

    "Heroes are like coffee. Some like them dark and bitter, others prefer theirs light and smooth."
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  2. #2
    Hi everyone,

    I was just playing through the custom scenario in the demo and I noticed that my hero's statistics were advancing in a pretty unusual way: all attack and knowledge, no defense and spellpower at all. A demon being all-out attack-oriented I get, but what's the point of having a huge mana reserve if your spells are utterly pathetic and you get better results just plain attacking?

    Is this normal for Demon Lord heroes, or is it just a special setting for this map, to further encourage the use of "teleport creatures"? Or is it a bug?
    ==============================

    "Heroes are like coffee. Some like them dark and bitter, others prefer theirs light and smooth."
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  3. #3
    Yes, the Demon Lord is one of the most might-oriented heroes in the game. So while he can do some decent spell-casting, you're better off with buff/de-buff spells instead of direct damage ones. The only way you'll really get a high spell power stat with him is via artifacts. With this in mind, Destructive Magic is NOT the way to go with a Demon Lord. The other 3 schools however, fit rather nicely with him.

    As for the "teleporting creatures" (actually called "gating") ability...yes, you should most definitely utilize that to the maximum. That rule goes for ALL heroes of ALL factions. The racial abilities and hero specializations are the keys to getting the most out of your heroes' armies.

    [i]"The Wheel of Time turns, and Ages come and pass, leaving memories that become legend. Legend fades to myth, and even myth is long f
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  4. #4
    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by C_h_u_c_k_l_e_s:
    As for the "teleporting creatures" (actually called "gating") ability...yes, you should most definitely utilize that to the maximum. That rule goes for ALL heroes of ALL factions. The racial abilities and hero specializations are the keys to getting the most out of your heroes' armies. </div></BLOCKQUOTE>

    Oh, I meant the actual "Teleport Creatures" adventure spell that comes with the level 4 (I think) Mage Guild. The best use I had for my huge mana pool is to keep summoning reinforcements without needing to go back home.

    It's just weird to have so much mana and so little to do with it. Even dark/light spells wear off in an instant with such low power. And isn't destruction one of the main spell schools of Inferno anyway? What's the point of a mana recovery racial ability, if they have boatloads of it, but bad at casting? It makes no sense!

    *head explodes*
    ==============================

    "Heroes are like coffee. Some like them dark and bitter, others prefer theirs light and smooth."
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  5. #5
    They're not "bad" at casting...they're just better at different types of casting. Just because you're not getting loads of damage out of Icebolt doesn't mean you shouldn't cast it. The abilities that coincide with those spells add extra features to them that more than offset the damage output. But truthfully, I tend to stay away from Destructive Magic with Inferno for exactly the reason you mentioned. Spell power. I lean quite heavily towards Dark Magic (MAYBE Light magic occasionally). There are some EXCELLENT spells in that school and they're not anywhere near as dependant upon Spell Power as Destructive Magic is. Check out some of the higher level Dark Magic spells.

    Frenzy (basically h3's berserk coupled with bloodlust)
    Blind (ALWAYS a useful spell...but now it's level 4)
    Puppet Master (hypnotize)...this isn't your old H3 hypnotize spell. It doesn't have that stack size limitations IIRC.
    Curse of the Netherworld...Armageddon to all non-undead units. :O) Nice

    [i]"The Wheel of Time turns, and Ages come and pass, leaving memories that become legend. Legend fades to myth, and even myth is long f
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  6. #6
    It is rather extreme how the builds work out. I mean, in previous Heroes games Barbarians had a natural hatred toward magic and even THEY were better at casting than these Demon Lords.

    I mean, I can see having preferences for certain stats, but NEVER raising half of them is too much.
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