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DESCRIPTIONS OF THE "CONQUEST" MAP from the first

tournaments for Heroes 5 on the website www.heroesworld.ru


Presented here are the best descriptions by our forum members!


P.S. Original style and spelling remain unchanged...

AlexeyPank


Walkthrough of the tournament map.



On the very first day, build a tavern and take a second hero to run around and collect. Attack Gilraen with Agrail. Keep Cave Demons in reserve—otherwise they'll get shredded. The main task for the first week is to take the mines (the gold one where dendroids are, the stone mine, and the sawmill). Get sulfur for upgrading the kennel from the east, along with the artifact. In the home town on the first week, you need to build the prefecture, the kennel, and upgrade it (see sulfur). Around the third day, take another hero to speed up troop transfers. At the end of the week, send your dogs for upgrade; they'll be delivered at the start of the second week.
At the beginning of the second week, take the southern elven city and head toward the eastern one via unicorns and earth elementals. With cerberi and a phantom, it's easy to defeat them (the main thing is having enough mana). Head to the western city. This city must be taken by the first day of the third week for growth. All heroes near this city are easily defeated. At the start of the third week, I went back to the first captured city; on the way, I visited magic power and broke through a passage. In the first city during the second week, I built archers and upgraded fairies to dryads. Took these dryads and archers and headed back up.
Passing by (toward the gemstone mine), I left the non-upgraded archers and took them to the city for upgrade. In that same week, I built druids and unicorns.
At the very beginning of the fourth week, reinforcements arrived from the western city via a chain. On the fourth week, the main goal is to destroy the druids (to stop growth) and create a continuous chain of heroes to the eastern city. Druids and dendroids are easily wiped out (almost all cerberi even stayed alive). Agrail and two other heroes head to the eastern city. Two heroes act as bait. You need to lure Gilraen out of the city, but so that he doesn't have time to reach Agrail. I positioned Agrail so that by the first day of the fifth week, he would reach the city. At the start of the week, transfer the army to Agrail via the chain (see above). Now his entire army is elven (except for cerberi). Go and take the city. There, upgrade your druids and unicorns. Sell all resources and buy out troops (except dancers, and there wasn't enough for all dryads). On his turn, Gilraen attacks; further details in the description of the final battle.

Final battle with Gilraen (he attacks, I defend in the city)



Gilraen:


Attack - 6;
Defense - 7;
Magic - 3;
Knowledge - 4;
Luck 3;
morale 0;
Mana 40/40

Army:
51 bow masters;
70 death dancers;
23 high druids;
92 dryads;
17 combat unicorns;
7 emerald dragons.

Agrail:


Attack - 13;
Defense - 3;
Magic 6 (+2 from artifact);
Knowledge - 7;
Luck 1;
morale 0;
Mana 42/70

Army:
19 combat unicorns;
30 cerberi;
2 emerald dragons;
4 ancient ents;
65 bow masters;
37 dryads;
24 high druids.

Battle:

In principle, the battle can be won even with auto-battle, but losses are much higher.
Setup before battle—using superiority in archers and druids (+ on towers)—first thing is to wipe out dragons, then archers. Unicorns and ents are for plugging holes in the wall.
Cerberi are to take the first portion of the enemy attack (cannon fodder). Dryads are to cast dispel spells. That's exactly how it went.


G: Catapult breaks the wall

A: All towers fire at druids. Three are wiped out.

G: Death dancers run into the moat, lose eight. Dryads cast wasp swarm on druids, wipe one out.

A: Unicorns stand in the passage and attack dancers, wipe 32, they respond by wiping one.

G: Casts rage on unicorns, failed.

A: Druids use lightning to wipe a dragon, dragon wipes one dragon, that one responds by wiping one.

G: Archers wipe all cerberi. Druids cast stone skin on unicorns.

A: Casts ice arrow at dragons, wipes one. Ballista wipes 10 dryads.

G: Dancers attack unicorns and wipe three, they respond by wiping 19 and blinding them. Catapult hits the wall.

A: Central tower wipes 6 dryads.

G: Dragons wipe 5 unicorns.

A: Towers wipe two druids. Archers wipe 3 dragons. Moat catches dryads and wipes 14. Unicorns wipe 39 dryads.

G: Archers wipe all unicorns.

A: Dragon wipes 10 dancers and 10 dryads.

G: Unicorns wipe the dragon.

A: Ents stand in the passage, wipe a dragon. Druids wipe 7 druids. Casts phantom on archers (to distract).

G: Casts stone spikes at archers (wipes phantom) and wipes 3. Druids cast stone skin on archers.

A: Ballista fires at unicorns. Dryads remove skin from unicorns.

G: Dryads cast swarm on archers, wipe two. Catapult hits the wall.

A: Towers wipe 7 archers.

G: Dancers hit ents, they respond by wiping one.

A: Archers wipe 37 archers.

G: Archers wipe 13 dryads.

A: Moat entangles unicorns, wipes one. Casts ice arrow at unicorns, wipes 2. Druids use lightning to wipe 7 druids.

G: Dryads attack ents. Unicorns wipe one ent. Madness didn't work on archers.

A: Ents wipe 10 dryads.

G: Druids wipe 18 dryads.

A: Ballista wipes an archer. Archers wipe 5 unicorns.

G: Catapult broke the wall.

A: Towers wipe 6 archers.

G: Dryads attack ents.

A: Agrail wipes 2 unicorns, druids wipe 2 unicorns.

G: Archers wipe 2 dryads. Unicorns blind ents.

A: Archers wipe 4 unicorns.

G: Deadly shot wipes an ent. Dryads attack an ent. Druids wipe 5 archers.

A: Ballista wipes a druid.

G: Catapult hits the wall.

A: Central tower wipes a druid.

G: Unicorns blind ents.

A: Towers wipe 1 druid and 1 archer.

G: Dryads wipe an ent.

A: Agrail wipes 2 dryads. Dryads—a unicorn. Druids—a dryad.

Battle over.

Bandit

Walkthrough of the tournament map + Description of the battle with Gilraen


I will provide the main thoughts on the walkthrough and the primary battles. Naturally, I won't describe every single fight. At your choice, I can explain any moment or any battle in detail.

Key moments:


1 Upgrade imps. Imp clone is the main breakthrough force until 14 elves from the lower castle arrive.

2 Magic is necessary—raise dead, stopping lightning and naturally the already available clone. Raise dead and lightning are taken in the nearest lower elven castle.

3 Necessary skill—soul eater (otherwise hellfire consumes all mana and it's game over).

4 Do not lose a single elf before the final battle. This is possible. If they are attacked in some fight—do not deploy them. Example—battles with fairies or dryads. Deploy only 2 cave demons. The battle proceeds without losses. (Naturally, do not deploy demons for 1 battle with an Elf. For some reason, the Elf always starts the attack with them and definitely kills one).

Main battles


1. earth elementals—wiped by elf clones without losses. Split demons to lower elemental defense. Distract part of the elementals with clones, let them in group by group and shoot them down. It's a good idea to create an imp clone—it can in turn summon another group of imps, which will then be used to finish off any breakthrough elements. Don't spare mana—stupid hellfire will eat it all anyway. And mana doesn't restore from elementals. No losses.

2. Harbingers of Death—you don't have to fight them, but it's more interesting to win, and we really need knowledge, plus it shortens the path for the future troop delivery chain. Losses are inevitable in this battle (47 imps). Use imp clone and stopping lightning.

3. Druids on the road. Lose 28 imps and 8 succubi. Played on auto. Could be better, but this result is sufficient.


4. Battle with ents—the most interesting battle (39 of them), standing before the druid glade. Lost only one of my own ents and 2 imps in the battle (doesn't always happen, sometimes I lose two ents). Deploy only elves and ents and a couple of units of fodder for one hit (placed 2 imps in 2 piles). Use elf clones (21 elves). If you move an ent one step forward—two elf clones hide behind him. As arrows run out, push these clones to their death. Periodically use stopping arrow and if things get really bad—resurrect ents once (then both will be lost). Do not attack with your own ents—go into defense. Try to shoot down some group immediately—we'll take the necessary mana from them.


5. Final step—kill the elf in the city. Attack Gilraen with hero Agrail.

Agrail has:


17th level,

sum of skills 25 (12, 1, 4, 8),

mercury 4,

Mana 80.

army size
- 8 ents,
8 dryads,
7 unicorns,
40 archers,
1 cave demon,
20 imps,
41 demons.

Has—ballista,
cart.

Gilraen has:


12th level, (4,7,3,4)

army size
- 6 unicorns,
2 ents,
55 dryads,
32 bow masters,
42 dancers,
11 high druids.

Briefly on the battle—the battle is very easy (screenshots attached). First thing, hit elves with elves, block the exit from the castle with ents. Then periodically use stopping lightning, resurrection and clone on elves. Calmly slaughter everyone with elves. Finish off single units with dryad magic.

On the map.

Day 1.

Build a tavern. Buy both heroes. Rutger takes imps, leaves them in the castle for upgrade and runs to the gold.
Transfer his native army to A.

(A - Agrail, main hero). Second hero stays in the castle. A hits an elf—get advanced gate opening and advanced sorcery in the hut, take the money chest.

Day 2.

Upgrade imps. Bring them to A. Not enough time to deliver. Rutger takes gold and runs to buy demons. A breaks through dancers, takes money, breaks through stone mine (doesn't take it himself).

Day 3.

A hits fairies. Takes castle and runs to the gold mine passing through 1000 experience. Build a tavern in the elven city. Rutger bought demons and runs to A. Marbas transfers imps to A, takes peasants and runs to stone mine. Get soul eater.

Day 4.

Build level 1 magic in elf city. A breaks through gold mine and runs to the elven castle. No time for +1 spell power, nor is it needed for clone. Marbas takes gold mine. Rutger a pile of wood.

Day 5.

Build level 2 magic in elf city. A enters, learns magic. Hit skeletons and break through same sawmill. Take it with A. Two heroes pick up resources and take stone mine.

Day 6.

Build money in both cities. A breaks through unicorns and ents near the wood. (No time to enter +1 attack, and not enough money for the wood). Build a chain of 2 secondary heroes, picking up resources from skeletons along the way.

Day 7.

Build elves. (We won't build anything else here for now) A enters arena (+2 attack) and runs to earth elementals. Align the chain. The main thing here is to place heroes so that when neutrals appear, the chain doesn't break (achieved experimentally).

Day 8.

Rutger takes 500 coins in the garden. Buy hero Nibros. Buy up 14 elves and fairies. Transfer via chain to A. A breaks through elementals and runs through the spring to the Ent house. Gets secret knowledge. Distribute unnecessary troop fodder among secondary heroes so that if needed, they can catch enemy secondary heroes.

Day 9.

A takes 2 ents. Run to the 2nd elven castle. Secondary heroes follow, picking up resources on the way.

Day 10.

A takes castle, hits harbingers of death, takes +1 knowledge. Gets expert logistics. Build unicorns in the castle. Buy hero Grok, equip him with small, unnecessary troops. Grok follows right behind A. Other heroes move closer, take wood mine, run to gold.

Day 11.

Build Stronghold. A kills the strongest secondary hero. Takes +1 attack. Grok kills two others and blocks the third. Start building a chain from secondary heroes. The point of the chain is to transfer troops from the castle and ent dwellings to A in 1 day.

Day 12.

Build markets in first two cities. A breaks through druids on the road, buys elves and runs to ents via flag. Grok follows him. Secondary heroes continue building the chain, capturing almost unnecessary mines along the way.

Day 13.

A hits ents, turns and runs to the last enemy castle. Gets expert sorcery. Grok takes all troops from A and smashes druids in the glade.

Day 14.

Build ents. Transfer remaining army to A. A runs to the last enemy castle, smashing fodder on the way. Main thing is not to get too close. Stand at a distance of one move, so that you just barely have enough to run and take the castle (together with the elf). Otherwise, the elf jumps out of the castle and we lose one turn. Align the chain.

Day 15.

Buy hero Deleb (she closes the chain). Sell all resources except mercury. Buy out all troops except dancers. Also not enough money for half the dryads. (Don't forget to buy 7 elves on the way and of course ents in dwelling). Transfer army to A. Attack bow masters on the way and attack the castle. Victory.

DeMoN


Description of the battle with Gilraen


I am defending in the castle (Intil)

Gilraen attacks !!!

Agrail has:


17th level

Attack-13

Defense-1

Magic-6

Knowledge-7

morale-1

Luck-2

Mana-70/70


troop count;


Green dragons-4pcs

Ancient ents-8pcs

High druids-4pcs

Bow masters-26pcs

Death dancer-3pcs

Gilraen has:


12th level

Attack-4

Defense-7

Magic-3

Knowledge-4

morale-0

Luck-2

Mana-40/40


troop count;


Green dragons-3pcs

Combat unicorns-12pcs

High druids-19pcs

Bow masters-23pcs

Death dancer-60pcs

Dryads-75

First of all, before the battle, I divide the High Druids into 2 parts (2 groups of 2 units). The amount and damage of the druids' magic depend on this. Since the computer placed its troops in one pile, the druids always hit there until they run out of mana (using the "Stone Spikes" spell), dealing damage to Bow Masters, High Druids, Green Dragons, Death Dancers, and the ammunition cart.
The computer's crowd is still standing.
The computer (the hero himself) only kills my Ents, while my hero hits with the "Ring of Frost" spell in the same place as my High Druids (until 8 mana remains). This spell hits almost all units.
Since dragons cannot fly in within one turn, to my delight, they get stuck in the spikes of my Castle.
It is at this time that I shoot them down to the end with my hero and druids.

Then I shoot the dryads with the druids.

From the remaining mana, I create a double of the High Druids (2 units)

My opponent meanwhile finishes off the Ancient Ents.

And I pray that they don't take down the towers and break my fence—I hit the enemy unicorns and death dancers with my hero and remaining druids!!!

Gilraen used magic once: "Stone Spikes" (when I summoned the double).


When I killed Gilraen, I waited for growth, bought up the entire army, and went to hit 39 Ancient Ents.

During the battle, I simply cloned the Bow Masters, spending all my mana (clone bonus: 50% miss chance).


The next day during the final battle, I had 4 mana and with the remnants of my army (Ancient Ents-5 and Bow Masters-12), I killed 24 High Druids and 6 Ancient Ents.
I divided the 12 Bow Masters into 2 and placed them in the corners of the field.

The Bow Masters shot at the High Druids, and my hero finished them off.

My Ancient Ents stayed on defense.

After killing the High Druids, I used my hero's shooters to kill the Ancient Ents.

After the battle, I had left: 1 Ancient Ent and 10 Bow Masters.


fanat

Final battle with Gilraen (he attacks after skipping a turn)

Battle with Gildraen:


Agrail (in the castle with three towers) is level 16


Army size:


Pit Fiend - 2

Hunter Master - 6

Succubus - 18

Senior Druid - 4

Familiar - 135

Horned Demon - 69

Treant - 4

Gildraen (attacks the castle after skipping a turn) is level 12


Army size:


Emerald Dragon - 3

Silver Unicorn - 12

Hunter Master - 46

Senior Druid - 19

War Ballerina - 60

Sprite - 75

Battle Description:


The key to victory is the Berserk spell. We cast it on the war ballerinas and they attack everyone who enters the strike radius: hunter master, senior druid, sprite. The Treants in Agrail's army serve as meat for Gildeaen's arrows; this allows the pit fiends to conduct an attack (naturally, a Fireball into the archers' area). After two turns, the archers pose no threat at all. After breaking through the wall, only dragons and sprites will be able to enter past the moat (of which not many are left after the tower strikes, so they don't represent a serious threat); we kill the dragons using horned demons, familiars, remaining archers, and the hero himself. The dragons die quite quickly and do no particular harm. Unicorns get stuck in the same thorns, and by the time they get out, only 1-3 will remain at most (mine didn't even come out, but maybe something will go differently during a check), plus we cast Berserk on the ballerinas once more and they attack the unicorns. In general, without dragons, the army is nothing, so we finish off the remnants and here it is—VICTORY !!!
Further according to the Walkthrough: next turn after the battle ends, population growth, buy up archers and druids, and then it's just a matter of technique. The only thing worth doing is buying dragons and adding them to the army using creature summoning. Final step—capture the northwest castle; capture the southern one with a second hero (first the south, then clear out the forest gang with Agrail and immediately go west bypassing the shadows). The final battle is quite simple; it's won in any case.


Kolbazzer

Tournament map Walkthrough + description of the battle with Gilraen


Key moments of the map:


1. There is no point in capturing mines (except for the sawmill and ore) near the first captured castle, as total losses will be high.

2. Mines can simply be taken near the second captured castle.

3. In the first week, it is necessary to capture the first castle, as this will allow archers to be built in the first week, thereby increasing their number.

4. The Inferno castle makes no sense, as army growth there is small. Replenish the army only through captured castles.

Day 1

Upgrade imps, buy them up and stop by the Imp Cauldron for more imps on the way.

Day 2

Attack Gilraen; after the fight, stop by the hut to upgrade the Sorcery skill.

Day 3

With Agrail, kill the ore mine guard. Capture Vinlen. Buy a hero and capture the ore mine.

Day 4

Agrail reaches the experience stone. After killing the sawmill guard, Agrail captures it, then kills the skeletons and takes the money (in the treasure chest); now we have enough for the town hall in Vinlen. The second hero captures the fairy growth.

Day 5

The second hero transfers the army to Agrail. Agrail increases attack.

Day 6

Agrail visits the fountain of eternal youth, then kills the blade dancers and takes the artifact (+2 to spellcasting).

Day 7

Agrail visits the fairy circle, then kills the unicorns.

Day 8

Agrail takes the treasure chest and visits the magic stream (we already have 140 mana; it won't be too much). The second hero buys up the army and moves toward Agrail.

Day 9

The second hero gives the army to Agrail and collects freebies.

Day 10

Agrail upgrades armor, visits the fountain of luck and the fairy circle. Kills earth elementals.

Day 11

Agrail moves toward the city of Fyeris.

Day 12

Agrail captures the city of Fyeris. Buy a third hero and start capturing adjacent "free" mines.

Day 13

Agrail learns the Ring of Frost spell from the stone.

Day 14

Agrail catches up to and kills the computer's heroes and positions himself so that on the next day, the third hero can bring the purchased army.

Day 15

The third hero buys up the army in Fyeris and gives it to Agrail, while continuing to capture mines. Agrail visits the experience stone.

Day 16

Agrail visits +1 attack and kills druids. Buy archers on the way.

Day 17

Agrail moves toward Intilly and visits the watchtower on the way.
Computer's turn: To my surprise (this time), Gilraen left the castle and headed toward the Dragons.

Day 18

Agrail positions himself so that he can reach the city of Intil on the next turn (here is my chance to conquer the city without a fight !!!).
P.S. In previous games, Gilraen did not leave his castle, and I had to position myself so that he couldn't reach me in one turn, and then when he came close... take the castle "without a fight." As they say, fishing with live bait (luring out the opponent).

Day 19

Attack Intil (the guard there is not important... just one hero with one dryad). Build the castle (this will improve our chances of victory when Gilraen attacks).

Day 20

Sit and wait for an attack on the castle :) But before that, we'll reduce the opponent's mana and remove all bonuses like luck and morale :), i.e., attack with the left hero and imps.
Computer's turn:
Gilraen attacks hero Agrail in Intil castle.

Agrail has:



Level 16, (stats: 10/3/6/7/0/1/64)

7 Unicorns

14 Dryads

3 Succubi

2 Cave Demons

2 Green Dragons

33 Bow Masters

37 Death Dancers

Gilraen has:


Level 13, (stats: 5/7/3/4/0/2/28)

34 Bow Masters

63 Death Dancers

15 High Druids

83 Dryads

10 Unicorns

5 Ancient Ents

Undoubtedly, the opponent's strong points are:

34 Bow Masters (since they shoot painfully)

15 High Druids (since they cast magic and shoot too)

Good armor (7 vs 3)

The opponent's weak points include:

Having 23 mana (which was reduced by attacking with a hero bought the turn before, with an army of imps :) )

Low spell power (only 3 vs 6)

Attack (5 vs 10)

And naturally, the fact that he attacks the castle gave me an advantage in battle (as they say, sit back and shoot yourself out, don't stick your head out).

My strongest points are undoubtedly 33 Bow Masters and 2 Cave Demons (the latter contribute to the fight with one fireball and armor reduction), as well as 2 Green Dragons (while they are being destroyed... I'm not just idling either)

Tactical description of the battle:


Before the battle, place all shooters near the Unicorns (so magic doesn't hit them unnecessarily).

The main focus of the battle was on destroying all shooting-magic troops of the opponent (including the ballista) by means of our shooters and mass magic from the hero (Level 7 Spellcasting helps greatly in this).

Then, through wait (hero), clone the archers (after all, there are 33 of them).

Through wait, because after cloning they try to be taken down by everyone possible.

Generally, we sit in the castle and don't stick our heads out, and whoever tries to climb in (through holes or fly over), we kill !!!

After the battle, I had the following troops left:

33 Bow Masters and 2 Cave Demons (when playing manually)

from 3 to 10 Bow Masters (in auto-battles :) )

Day 21

Wait for army growth.

Day 22

Buy up the army and go to the druids.

Day 23

Go to the druids.

Day 24


Kill the ents.

The final battle was easy (stats: 12/3/4/7/0/2 although there was only 1 mana):

My troops before the battle:

4 High Druids

2 Ancient Ents

40 Bow Masters

5 Dryads

Against:

24 High Druids

6 Ancient Ents

Undoubtedly, 40 Bow Masters decide everything here (after all, they take out 6 Druids per shot).

We destroy the druids with our Archers, Druids (via Stone Spikes magic to hit two at once), and once with heroes (the druid who has no "pair" left after archers destroy a druid's "pair").

Then we make a block with our ent and dryad... so the enemy ent doesn't reach the archers... and destroy the enemy ent with all forces.

After the battle, I had the following troops left:

1 Ancient Ent

40 Bow Masters

1 Dryad


Map completed (in 24 days) on day 3, week 4, month 1.

*Paladin*

Final battle with Gilraen - final turn


Attack Gilraen with hero Agrail.


Agrail has:


Level 24,

Army size:

24 Emerald Dragons

89 War Unicorns

95 High Druids

216 Bow Masters

357 Fire Demons

95 Ancient Ents

232 Imps

Ammunition cart

Ballista

Gilraen has:


Level 22,

Army size:

12 Emerald Dragons

45 Ancient Ents

779 Death Dancers

507 Bow Masters

706 Dryads

75 High Druids

60 War Unicorns

Ammunition cart

First aid tent

Ballista

BATTLE DESCRIPTION.


The battle began.

Emerald Dragons: attack. Emerald Dragons took 1457 dmg (died: 7)

Emerald Dragons: attack. Ancient Ents took 1213 dmg (died: 6)

Ancient Ents: attack! Emerald Dragons are entangled!

Ancient Ents counterattacked. Emerald Dragons took 504 dmg (died: 2)

War Unicorns: defense.

Imps stole 58 mana. Gilraen is furious.

Imps: open gates.

Death Dancers: attack. Emerald Dragons took 3168 dmg (died: 16)

Emerald Dragons: successful counterattack.

Bow Masters took 1192 dmg (died: 77)

Emerald Dragons: successful counterattack.

Death Dancers took 949 dmg (died: 67)

Emerald Dragons: attack. Fire Demons took 653 dmg (died: 43)

Emerald Dragons: attack. Bow Masters took 599 dmg (died: 37)

Fire Demons counterattacked. Emerald Dragons took 451 dmg (died: 2)

High Druids: attack. Dryads took 1182 dmg (died: 147)

Dryads: attack. Emerald Dragons took 996 dmg (died: 5)

Bow Masters: successful attack. Bow Masters took 1816 dmg (died: 114)

Bow Masters: attack. Bow Masters took 915 dmg (died: 57)

War Unicorns: attack. Emerald Dragons took 764 dmg (died: 1)

Agrail: casts "Battle Frenzy" spell. Death Dancers are affected.

Ballista: successful attack. Dryads took 350 dmg (died: 44)

Fire Demons: attack. Emerald Dragons took 480 dmg (died: 2)

Emerald Dragons counterattacked. Fire Demons took 129 dmg (died:
9)

Fire Demons: victory inspires us!

Ancient Ents; attack. Emerald Dragons took 1294 dmg (died: 1)

Gilraen; "Ice Bolt" spell. Ammunition cart took 108 dmg (died: 1)

Bow Masters: attack. High Druids took 1000 dmg (died: 28)

Bow Masters: "Stopping Arrow"!

Bow Masters: attack. High Druids took 1034 dmg (died: 30)

Bow Masters: "Stopping Arrow"!

High Druids: casts "Stone Skin" spell. Ancient Ents are affected.

Ballista: successful attack. Imps took 71 dmg (died: 8)

Ancient Ents restored 10 health (0 revived)

Ancient Ents: defense

Imps: defense

War Unicorns: defense

Death Dancers: attack. High Druids took 1917 dmg (died: 54)

Death Dancers: attack. Bow Masters take 2660 dmg (died: 166)

Death Dancers: attack. War Unicorns took 1292 dmg (died: 16)

Death Dancers: attack. Dryads took 4115 dmg (died: 514)

Battle to the last! Dryads avoided death with 1 health.

Death Dancers: attack. Ancient Ents took 433 dmg (died: 2)

Dryads: successful counterattack. Bow Masters took 4 dmg (died: 0)

Dryads: successful counterattack. Death Dancers took 2 dmg (died: 0)

Dryads: successful counterattack. High Druids took 3 dmg (died: 0)

Dryads: "Summon Wasp Swarm" spell. Imps took 12 dmg (died: 2)

Fire Demons: open gates.

Bow Masters: attack. War Unicorns took 522 dmg (died: 6)

Bow Masters: successful attack. War Unicorns took 983 dmg (died: 13)

Agrail: casts "Battle Frenzy" spell. Death Dancers are affected.

War Unicorns: attack. Fire Demons took 787 dmg (died: 52)

Fire Demons: counterattack War Unicorns took 568 dmg (died: 7)

War Unicorns: victory inspires us!

Imps stole 6 mana. Gilraen is furious.

Imps: defense

Imps: defense

War Unicorns: casts spell. War Unicorns blinded!

War Unicorns: successful attack. War Unicorns took 1374 dmg (died: 17)

Battle to the last! War Unicorns avoided death with 1 health

Ballista: attack. War Unicorns took 82 dmg (died: 1)

Death Dancers: attack. Bow Masters took 1524 dmg (died: 95)

Battle to the last! Bow Masters avoided death with 1 health

Death Dancers: attack. High Druids took 704 dmg (died: 20)

Battle to the last! High Druids avoided death with 1 health.

Death Dancers: attack. Dryads took 5798 dmg (died: 1)

Death Dancers: attack. Ancient Ents took 558 dmg (died: 3)

Gilraen: "Death Shot" spell

Ancient Ents took 300 dmg (died: 1)

Bow Masters: attack. Imps took 10 dmg (died: 1)

Bow Masters: attack. Imps took 8 dmg (died: 1)

Bow Masters: victory inspires us!

High Druids: casts "Stone Skin" spell. Death Dancers are affected.

Ballista: successful shot. Imps took 66 dmg (died: 8)

Ancient Ents restored 10 health (0 revived)

Agrail: casts "Battle Frenzy" spell. Death Dancers are affected.

Bow Masters: attack. Death Dancers took 347 dmg (died: 24)

Bow Masters: successful attack. Death Dancers 761 dmg (died: 55)

Bow Masters: fire strike. Death Dancers took 77 dmg

Fire Demons: defense

Bow Masters: successful attack. Imps took 19 dmg (died: 2)

Bow Masters: attack. Imps took 8 dmg (died: 1)

Imps: attack. Ballista took 372 dmg (died: 1)

Imps: defense

War Unicorns: defense

High Druids: casts "Stone Skin" spell. Ancient Ents are affected.

Ancient Ents: attack. Imps took 1182 dmg (died: 80)

Death Dancers: successful attack. Bow Masters took 4879 dmg (died: 1)

Death Dancers: successful attack. Ancient Ents took 2784 dmg (died: 16)

Death Dancers: successful attack. High Druids took 3568 dmg (died: 1)

Ancient Ents: attack! Death Dancers are entangled!

Ancient Ents counterattack: Death Dancers took 208 dmg (died: 14)

Ballista; attack. Death Dancers took 65 dmg (died: 5)

Gilraen: "Death Shot" spell

Ancient Ents took 300 dmg (died: 2)

Agrail: casts "Destruction Beam" spell. Death Dancers are affected.

Magic resistance: "Destruction Beam" spell failed.

Ancient Ents restored 10 health (0 revived)

Imps: defense

Ancient Ents: attack! Death Dancers are entangled!

Ancient Ents: successful attack. Death Dancers took 3591 dmg (died: 257)

Death Dancers: counterattack. Ancient Ents took 950 dmg (died: 5)

Bow Masters: successful attack. Death Dancers took 1040 dmg (died: 74)

Bow Masters: attack. Death Dancers took 662 dmg (died: 47)

Bow Masters: fire strike. Death Dancers took 77 dmg.

War Unicorns: defense

Death Dancers: attack. Ancient Ents took 688 dmg (died: 4)

Ancient Ents: successful counterattack. Death Dancers took 3280 dmg (died: 234)

Battle to the last! Death Dancers avoided death with 1 health!

High Druids; "Stone Spikes" spell. Death Dancers took 158 dmg (died: 1)

High Druids; "Stone Spikes" spell. Ancient Ents took 158 dmg (died: 0)

High Druids; "Stone Spikes" spell. First aid tent took 158 dmg (died: 1)

Fire Demons: successful attack. Ammunition cart took 1084 dmg (died: 1)

Fire Demons: victory inspires us!

Fire Demons: defense

Agrail: casts "Destruction Beam" spell. Ancient Ents are affected.

Imps: defense

War Unicorns: defense

Ballista: successful attack. Ancient Ents took 105 dmg (died: 1)

Fire Demons: successful attack. Ancient Ents took 242 dmg (died: 1)

Bow Masters: attack. Ancient Ents took 606 dmg (died: 4)

Bow Masters: attack. Ancient Ents took 349 dmg (died: 2)

Bow Masters: "Stopping Arrow"!

Bow Masters: fire strike. Ancient Ents took 77 dmg.

Gilraen: "Death Shot" spell

Ancient Ents took 300 dmg (died: 1)

High Druids: attack. Ancient Ents took 130 dmg (died: 0)

Ancient Ents: attack! Ancient Ents are entangled!

Ancient Ents: attack. Ancient Ents took 744 dmg (died: 4)

Ancient Ents: attack! Ancient Ents are entangled!

Ancient Ents: attack. Ancient Ents took 62 dmg (died: 1)

Ancient Ents: successful counterattack. Ancient Ents took 942 dmg (died: 5)

Battle to the last! Ancient Ents avoided death with 1 health!

Imps defense:

Agrail: attack. Ancient Ents took 289 dmg (died: 1)

AGRAIL WINS THE BATTLE!!!

Combat losses:


24 Emerald Dragons

37 Bow Masters

104 Fire Demons

58 High Druids

103 Imps

14 Ancient Ents

Ammunition cart


P.S. After Agrail's victory over Gilraen, final victory is achieved as all missions are completed.

Единый справочник по Героям Меча и Магии

ТУРНИРЫ ПО ГЕРОЯМ 1!:smile13:

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