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#15
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I completed this one too. Unlike the others (except for the Elf), it has a fairly large final map. The Mage entered without a level 5 Archer, which sometimes caused problems. The second hero scavenged artifacts from the wandering guards on level 4, stole the Amulet of Misfortune, the Vampire Blade, and a regeneration armor, which made the main Mage much stronger. He used Djinns and Sorceresses, and for the final map, he took regular Golems and Dwarves. On the first day, he sent 4 Golems to an ally with a special mission – to defeat the enemy. The road was guarded, so he had to go around it, which took longer. He fiercely explored the map until he lost his Angel. He managed to summon a small army of Pikemen before finally being trapped. He didn't manage to cause much trouble – he stole a Leprechaun artifact, a Mage artifact, and a couple of Dweller artifacts. The Gray Guard quickly devoured the altars from the start, so it wasn't immediate. The Mage quickly leveled up Hypnosis, but he fell behind afterward – he mainly decided the battles. Later, Sorceresses, Djinns, and a hero joined. As a result, he leveled up quite well – full Order, full Tactics, full Logistics, Nobility 5-5-3-5, Life 3-3-1-4, and he only lacks the Portal spell from the Order spells. The second hero also leveled up. Battle 4, 1 Archer skill, no Melee or Resistance, Nobility 3-2-2-4, Life 2-1-1-1, full Order except for one Charm, Death 2-2-0-2. He lacks three spells – Portal, Teleport, and General Slow. The final map, with the hero as a tactician and artifacts providing +60 attack/defense, a Leadership Helmet, a Chalice, the Amulet of Misfortune, an Amulet of Fire, 30 Titans, 300 Golems, a thousand Dwarves, 184 Djinns, and 13 Sorceresses, should be no problem. The map is small, but I had to explore it – there was no Nature (I found a scroll later), the Boots of the Sands were found late, and I had to constantly look for the Yellow resource and keep an eye on the Green resource. Added 4 hours 1 minute ago I also completed it with the Necromancer. The Necromancer, who entered with full Tier 3 Order, full Death, Tier 4 Chaos, Archer, and Defense skills, started gathering Vampires. He received the first enemy castle and 3 arrows on the first day. The Monks and Crusaders were there for some reason, and they went to the mine and stayed there. The Necromancer and the castle were defeated on the third week, on the first day. There was no Tent, it was far away and surrounded by dozens of Devils. He decided to risk the garrison, first taking health, damage, and cold potions. With the help of Freezing, Web, Teleport, and buffs from Chaos and Nature, he defeated everything. He immediately attacked the Necromancer, who didn't reach the castle due to the swamp. At the time of the attack, he had approximately 45 Vampires, lost a couple, and exited the battle with 17 HP – there was no healing or nectar, and the HP slightly damaged the garrison, which could have played a role. On the same day, he also took the castle, remaining with 6 HP from the Phoenix. After that, it was a tedious process of gathering experience, crystals, and altars. He took the city on the third week, won the map on the third month and second week, while he was gathering everything. The battle never appeared, Resistance increased from 2 to 4, he leveled up full Chaos (but without the main spell) and a little Order. There were no Order guilds, but that was okay. What is noteworthy is that he was severely lacking gold for the army (he had 350 Vampires, but he wanted more skeletons). Even the -10% gold artifact didn't help much. 11 Champions, 23 Skeletons, and about 150 Ghosts are what he managed to buy. He didn't take the gold mines because he didn't want to make the already long map exploration even longer