What is this perk, and how do I get it?
Basically, the idea was to eliminate each unit down to BDP, leaving only single units on the field, and then eliminate the nearest attackers one by one, or however many are left (including those marked as "sworn enemies," and I think ghosts should be included too).
And in this case, the enemy catapults actually help, because they destroy towers, and they don't shoot at single units unnecessarily when it's not needed.
Also, from a certain level, it's useful to pair Silanna's daughter with someone, for example, with a Phantom Fey; she has this ability, like the upgraded lizards... I forgot what this attack is called.
I don't know why, but when Gilva is near the unicorns, almost all my units get poisoned, except for one unit. I'm just unlucky. I tried placing the stacks in different ways. Did Remix have Soldier's Luck? Maybe it works.
I took the mass dispel spell, which I'll replace with Mass Slow when I reach the best archer ghost (or whatever he's called).
QUESTION - is it critical to get the green and purple keys for further progress? Or, if we hide in the castle, will we simply not be given the keys and artifacts, and this won't affect the overall progress?
Because after the green key giver, the head of security gives a quest for Clemira. If you don't take the key, will you not get the quest? And what happens then. Sorry, but I just don't have enough time to check all of this.
It's advisable to upgrade Blessing - then you'll get mass dispel of the same plague. It's also useful to have the elf's mass attack skill against sworn enemies, especially with the third necromancer - the archer. It's worth shooting down the ballista and catapult early on.
Silanna's daughter should be summoned carefully - if she's killed, Greta will have no mana. Keep in mind that she is a child of light, and she receives all light spells cast on other characters.
The green key is critical; without it, you can't complete the quest in the dungeon, and then a whole chain of problems arises. You'll get the purple key anyway - with Clemira and Morcador, you can just sit in the castle - they don't drop artifacts, and you're guaranteed to get the purple key. The quest with Clemira is mandatory: without completing it, you won't get the necromancer's staff, and without the staff and the shadow cloak, Morcador will wipe out Greta's army in the first turn.
And in general, the map is very specific (I haven't encountered anything like it yet, which is what makes it interesting): any step to the left or right leads to the impossibility of completing the map. I, for example, missed one obelisk and now I'm replaying it almost from the beginning... The special thing is that, as far as I understand, it's impossible to avoid the Eternal Night (when Baal chases the player character continuously and with his own teleports) even in theory:eek: Author, is it possible to complete the quest regarding the Eternal Night? Because it's kind of unpleasant to see a failed quest:mad:
Added after 16 minutes
Yes, the map is good, but I can't understand why the mage is stuck. I killed everyone in the trails, on warrior difficulty, in the forest, and 5 attacks of the necromancer, almost without losses. Where should the mage go??? Why doesn't the brown gate open???
Added after 17 hours 13 minutes
)))))))))) And what's the point of killing Baal with a mage if the mission fails?
And in general - as I already wrote, every quest is important for completing the game, one step to the left or right and you can't complete the map. This isn't a normal scenario, but an RPG...
Added after 4 minutes
You can also sit in the castle, a bug occurs if you place the hero in the top slot in the city before the siege.