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Plus, a rebuilt town has no restrictions on further construction.
In what sense? You can't build a second capitol there.
The map isn't tailored for a mentor, but if the player desperately needs a different build for the final battle, it might be useful. Theoretically, it's more of a formality.
The mentor isn't just a formality or for the ending; it's vital in the Dwarf lands. First, the enemy changes after you pass through the gates. Second, the player is given two heroes, and their skills may not match the situation. Third, the main character's development level by the time they meet the knights may require skill adjustments. One of them might accidentally fit in.
In the end, I gave Lorik both runes and necromancy. But it's worth noting that he's not a necromancer by class. He's only a dwarf in appearance.
Lorik is already rewarded with the "leadership" veriga; now, he'll also get the knowledge of runes. You can't play without a mentor here. Lorik already has the built-in "thunderclap" rune; he doesn't need anything else in that area.
Regarding the vampires. They are limited to the basic upgrade to weaken the final green enemy. With upgrades, it would be much harder to defeat him.
But you can build an upgraded fort in the human lands; the green enemy won't appear there.
Giovanni has all the high-level Dark spells. If you get the training through a mentor, it will become clear why he's there.
Can you believe that the player has gone through almost the entire map and climbed into this corner of the most remote area, and they're missing some spells? I managed to take out the traitor, but I still don't understand how I got to this point. It's not surprising that most players get a different ending.