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The Necromancer's Path.

#220
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I like it. After the stressful previous one, this is much better. It's very important to me that I hate those fat, short creatures, and here we have my favorite race, which is also the easiest to play with two heroes (all the meat goes to the secondary hero until mentoring is available, and the guards can handle themselves). There's a well! The only thing that bothers me is the wandering monk with a reward of 9000. For that much money, giving him something at this stage of the game is pure volunteer work. The bosses weren't a problem and were defeated on the first try without any difficulty (I defeated the last one out of principle without any losses, although I lost about 200 ghosts on the previous one, but I didn't replay it). The map is designed for mentoring (the quest for necromancy clearly indicates this), and with mentoring, Giovanni is not a problem, although the fact of his existence is repulsive in itself. It's better not to finish off the Orc right away; you can level up on him, just don't scare him with too much meat. Just to clarify, this is on Veteran difficulty (I'm protecting my nerves, and I don't like playing author-made maps with high difficulty on a hero – I often have to replay them). It's beautiful. The inaccessible zones are excellently implemented; usually, if you can't go somewhere, there's absolutely no life there (it's like solipsism). Thank you, it's great that I somehow missed such excellent maps before, and I hope I haven't played the next one yet. Giovanni must die... I really want to – that vampire brat is annoying.