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in SoD, this limitation can significantly hinder progress. If there's no one to give unnecessary artifacts to, and you can't pick up a component of an alliance, for example.
this is most often possible on large, custom-made XL SoD maps...
Too many artifacts - discard them at an altar.
I confirm: on very rich, custom XL maps, this problem exists, so you need to constantly keep it in mind, and after each victory over an enemy from whom the main hero has taken a lot of loot, exchange items with someone from the other heroes so as not to get into trouble. I seem to remember having a particularly annoying case: a critical artifact for completing the map (the only one on the entire map! I think it was the Sphere of Vulnerability or something equally valuable) was with an enemy I defeated; but my joy at seeing the valuable items transferred to my inventory was replaced by great disappointment when I realized that the Sphere didn't fit! :smile35: And there was nothing I could do about it! Moreover, the funniest and most annoying thing is that all sorts of trinkets: amulets, rings... - almost all of them went to me!:mad: :smile19: Therefore, it is best, ideally, for the main hero to have only the necessary items - both on the road and in battle!
I also remember that on one large map, the author placed about 20 Four-Leaf Clovers somewhere on the path (on lava) - who knows why: maybe just for beauty. Moreover, it is impossible to bypass them, and the fact that the inventory can be overfilled with this grass doesn't seem to bother the author! :( And Altars, as well as Wells, are often scarce on large maps; when there are enough of them, as luck would have it, there are practically no extra artifacts!
Воскресайте, камінні душі, Розчиняйте серця і чоло, Щоб не сказали Про вас грядущі: їх на землі не було… (Василь Симоненко. Люди – прекрасні)