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[HMM V TOURNAMENT] "Ghostbusters"

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For now, I will write the first half of my walkthrough description. I hope that my result will be no lower than the middle of the table. After all, a walkthrough as a Necromancer differs greatly from other races.

Walkthrough of the "Ghostbusters" tournament WOLF64

Main thoughts on the walkthrough.
1. The amount of undead raised depends on the Necromancy skill and the amount of Dark Energy (DE).
Most neutrals on the map, after being killed, can be raised as ghosts or phantoms after the battle. Rare exceptions are elementals, angels, and dragons.
Therefore, you should not clear everyone in a row on the map, but try during the walkthrough to leave enough neutrals for each week from which ghosts can be raised.
2. When raising undead, preference should be given to ghosts rather than phantoms or spirits. Since a ghost costs 9 DE points, while phantoms and spirits cost 13 DE.
3. Maximum Dark Energy = 200 + Hero Bonus + Building Bonus.
Hero_Bonus: each hero contributes to the total DE resource depending on their level. Their mastery in the "Necromancy" skill serves as a multiplier for the size of their contribution.
Building_Bonus: The city building "Bone Pillar" provides a contribution equal to 150 DE points; the Grail building "Tomb of the Forgotten" also provides 150 DE points (already built at the start of the game).
Tomb of the Forgotten is already built, so the Bone Pillar must be built on week 1 – as it will provide a bonus starting from week 2.
4. The main hero, Vlad, must be leveled up to the maximum on week 1, and he must learn the Mentorship skill. Buy another 5 Necromancer heroes, who should not fight anyone, and on the 7th day, Vlad will raise their levels by several (thanks to Mentorship).
Furthermore, it is necessary that all auxiliary heroes obtain the Expert Necromancy skill.
The main hero will do this on the 7th, 14th, and 21st days – increasing the experience of secondary heroes.
5. Near the city, behind the garrison, cave hydras, together with fire elementals, guard a necessary artifact – the Necromancer's Amulet. It reduces the cost of raising undead by 10%. Therefore, until we get it, it is better not to raise ghosts after battles. This is because raising ghosts with the amulet costs less, specifically 8 DE, and phantoms – 11 DE.
6. On week 1, you must capture the dragon utopia (inside are 9 green and 6 twilight dragons). After defeating them, they give artifacts – the turban and chainmail of enlightenment (set art – gives +45% experience) and the dwarf king's helmet (+4 to knowledge). Also, great spells – summon phoenix and subjugation.
7. On week 2, you must defeat the phoenixes guarding the Amulet of Mastery.
And collect all 4 necromancer artifacts – the Embrace of Death: Necromancer's Amulet, Cloak of Deadly Death, Staff of the Underworld, and Ring of Sinners. When all 4 arts are collected, the cost of raising undead is reduced by 25%, plus the Necromancer's Amulet reduces it by another 10%. Then, raising ghosts will cost only 6 DE points, and phantoms and spirits – 8 DE.
The Amulet of Mastery gives Perfect Necromancy and also increases the amount of DE (it should be worn on the 14th and 21st days).
8. To get the key to the green tent (behind the green border guard are 133 spirits who always join), the Amulet of Mastery is required. But we need it before the 22nd day to get a lot of DE. Therefore, do not go to the key-bearer before the 4th week!
9. In the east of the map is a prison guarded by Lava Dragons. In the prison is a hero – Ibba, who knows all spells and has an army of 125 bears.
Therefore, it would be good to free her on week 2 and have the main hero learn a bunch of spells. Thus, there is no need to build the magic guild above level 2 in the city.
10. 125 bears can be converted into ghosts in the city. But the number of ghosts received depends on the Necromancy skill and the main hero's experience. Therefore, the later the conversion of bears is performed, the better (the greater the number of ghosts will be). On the 27-28th day, the main hero will have maximum experience.
Additionally, by the 4th week, the main hero must use the mentor to destroy two unnecessary skills – magic attraction and mentorship. And instead, learn new ones – keeper of secrets and lord of the dead. The latter skill – lord of the dead – increases the necromancy skill by 5%. This will also affect the increase in the number of ghosts when converting the bears.
11. The Path of War skill is absolutely necessary. Since the map author came up with special zones,
and even with scripts, in some cases, a hero can lose up to 99% of their movement. For example, if they stop at the garrison, the hero's turn ends. Special zones are mines. Therefore, in some cases, when a hero runs to a neutral or
enemy, after the battle, the hero's turn (movement) may be reset to zero. But with the help of Path of War, a few steps remain – and you can still move the hero (for example, jump into the city using a portal).
12. Extra ghosts are also given by the Inhabited Mines skill. If you capture mines on weeks 1 and 2, 5 ghosts will settle in them. And if you capture them on weeks 3 and 4 – then 10 ghosts. Therefore, I captured the mines no earlier than the 15th day. There are 13 mines on the map, which is 130 extra ghosts. The main hero performed the capture of the mines, as all of them, except for two near the city, were inhabited by undead and earth elementals. This is extra experience, which will be taken into account when converting bears into ghosts.
By the way, I also leveled up the IM skill for secondary heroes, so that any of them could capture the 2 mines near the city (wood and ore).
13. In battles with wolves, you must wait until each squad howls (summons its clone), and only after that kill all the wolves. It turns out that we kill twice as many wolves as at the beginning of the battle. Accordingly, twice as much experience and more phantoms can be raised!