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I suggest that we describe here the combinations of creatures that you have used or are using in the game. Ideally, indicate the tactical application of this combination, its main advantages; the approximate stage of the game at which the creatures can be obtained and when the combination is relevant, and, if it is relevant, the type of hero.
I will post my own later :o
O God of Earth and Altar, Bow down and hear our cry, Our earthly rulers falter, Our people drift and die, The walls of gold entomb us, The swords of scorn divide, Take not thy thunder from us, Take away our pride.
I don't think the hero's specialization plays a major role, but I used these combinations as a Mage.
Combination 1 (recruited on "Islands of Freedom"):
Sea Wolves with the "Frenzied Attack" ability + Pirates
+
the remaining three stacks – whatever you like (I have: Inquisitors – resurrect, Cavaliers – tanks, archers – Skeletons) =)
+ wife with artifacts
+ it is desirable to upgrade the skills:
in the "Magic" branch:
and in the "Strength" branch:
+ spells:
(both are area-of-effect)
Tactics:
On the first turn, double-cast: "Haste" (attack units reach any enemy) + "Battle Cry" (all our units move before the enemy) Pirates and Cavaliers attack two stacks, Sea Wolves with "Frenzied Attack" – the remaining three
In the screenshots (1280x1024): the beginning of the first round , the beginning of the second round , the finale .
Result: 2 rounds, all chests collected, without losses =)
Combination 2 (recruited in "Elind"): (About elves – a little later) =)
My hero is currently level 19, and I'm clearing out the lands of the dwarves, after which I'll go to complete quests in Ellinia.
Currently, the following creatures are used in my army:
1. Snakes
2. Royal Snakes
3. Cavaliers
4. Cyclops
5. Elves
Feanora recently underwent a "miraculous" transformation from a human back into a frog. I didn't actually lose anything except for a pretty picture. Now, she increases the attack of snakes by 100%. As a result, units 1 and 2 deal the most damage in my army.
I took Cavaliers because they are quite strong and deal good damage.
Elves, as you know, are among the best archers. They can be hidden in the rear; they are snipers.
Cyclops deal less damage than elves, but they are the creatures that can be targeted – they have good defense, high health, and resistance to physical damage.
The general tactic is as follows:
If the enemy ranks consist of fairly strong melee units, then:
Elves and Cyclops destroy archers; if there are no archers, they attack the most dangerous units. All other units wait in the first turn. Depending on the battlefield, after the enemy's turn, an opportunity to attack them may appear (it is very convenient for snakes to do this thanks to their attack range of one cell). Spells that can be used include targeting Cyclops, mass haste, or mass accuracy, or slowing down a particularly fast enemy. Next, if the enemies are still strong, I create artificial obstacles on the map with spirits and slow them down again. I temporarily forget about the slowed enemies, mainly attacking the fast and dangerous ones. As a result, I win with almost no losses. If there are losses, I can work on resurrection. However, this trick doesn't work against demons and their abilities. Or, rather, not always. If there are mainly archers, I use haste and/or teleport to go straight to them. However, it is not possible to deliver all troops at once. I actively use 2 reserve slots. I keep "backup" Cavaliers and Royal Snakes there. If they die in battle, I replenish the unit from the extra pocket. I either resurrect or protect the rest.
P.S. This combat setup has become my standard. I don't know how long I will continue to use it, but before this, I often changed the creatures.
P.P.S. Heroin, good job! It's just that I didn't have such a set of pirate artifacts... Randomness :(
O God of Earth and Altar, Bow down and hear our cry, Our earthly rulers falter, Our people drift and die, The walls of gold entomb us, The swords of scorn divide, Take not thy thunder from us, Take away our pride.
I'm at level 13 (playing on the second-to-last difficulty level).
I'm on the "Dungeon Maps" quest, searching for Lucky...
In my army:
1. Inquisitors (a nightmare for the undead)
2. Monks (the first to be deployed)
3. Knights (finally bought them; found a unit in Castle near the starting location)
4. Royal Serpents (the leader of the attacks)
5. Archers (they deal decent damage, but I'd like to replace them)
- Cyclops are gone; Knights have taken their place. After I acquired the Resurrection scroll, they became a burden. The Mark spell can be used just as effectively on a Knight. Also, their small number became a problem; there's nowhere to buy more yet, but their leadership is increasing.
- I tried Elf Shapeshifters, but the Serpents are better (especially considering Phaenor's transformation).
- I'd gladly take Cavaliers (instead of the Monks), but there are only 11 of them for sale... not enough.
- Next, magic: the Mark-Magic Source-Resurrection combination ensures victory in almost every battle. The necessary condition: the opponent has ranged units or units that don't retaliate.
- And, of course, the Knight under attack (preferably with Mark-Hide Armor-Magic Source and Defend), the Serpents run around, taking out the most dangerous enemies, and the other three stacks shoot at the enemy from safe positions
I'm somewhere between you two. :) Level 16 (but soon to be 17), troops:
1) Inquisitors
2) Gunners
3) Dwarves
4) Ancient Bears
5) Alchemists
Plus, I have monks in reserve, and I'm upgrading them to Inquisitors in the castles. Here's the situation: you can have a huge army in reserve, but you can't upgrade them, as leadership doesn't allow it. Of course, you can upgrade everyone in the castle, but I don't feel like it yet. I'm not sure what to do with the Alchemists yet; there aren't many of them, and after two potions, they don't offer much benefit, but they've saved the day in difficult single battles many times, taking out three units at once with a single shot. I think I'll find better archers and replace them. I've almost cleared out the Dwarves now; I need to liberate the castle at the behest of their leader (forgot his name). Damn, a bunch of Demonesses have spawned, and I have to fight 3 stacks against 7, and I only manage to win with huge losses. Is there any way to disable the Demonesses' special ability? Because I can't dispel it...
Demonesses – although they are cute, they are extremely unpleasant creatures. In battle, with their teleport and seduction, they simply ruin all tactics; they move quickly on the map, and it is not always possible to avoid them. The most effective method for a Warrior is not to wait for the teleport of their creatures, but to attack. A bonus to initiative from the start, tactics, and mass acceleration are essential. And have fewer humanoids in the army; otherwise, with your current set of units, everything except the bears will periodically miss their attacks on them.
By the way, when they recruit their creatures, you can use spells against them. For example, I slowed down the recruited snakes and kept my distance. As a result, they did not harm me, although the unit was neutralized for two rounds.
Recently, I gained the ability to hire black dragons – the strongest creatures in the game in terms of stats. But they didn't impress me much. First, the fire damage makes them almost useless against demons and other dragons (but I must admit, they mow down thorns and ents with ease). Second, their damage is not very high. In general, I have noticed that low-level creatures generally deal more damage than high-level creatures. Perhaps this is because I am playing as a Warrior, who gives a good bonus to combat stats, and it is more advantageous to use numerous armies. If this really has a significant impact, then a Mage will probably benefit more from using high-level creatures.
I also recently appreciated zombies. With developed resilience and an upgraded Dark Commander, they become simply beasts. In my case, they receive +7 to attack and +2 to initiative (if I'm not mistaken) from the Dark Commander, +1 initiative from one artifact, they start the battle with a +2 bonus (upgraded in the Warrior branch), and I have boots that give +1 to the speed of the slowest warrior. As a result, a bunch of fat and terribly strong undead start with an initiative of 6, a speed of 3, and can also be accelerated (another +2), and they have an ability that doubles their speed, which is "built into" the creature. Now I'm thinking about who to replace with zombies
O God of Earth and Altar, Bow down and hear our cry, Our earthly rulers falter, Our people drift and die, The walls of gold entomb us, The swords of scorn divide, Take not thy thunder from us, Take away our pride.
Well, I've made good progress, and my army now looks like this: 1 Black Dragons, 5 units 2 Red Dragons, 7 units 3 Inquisitors, approximately 150 4 Necromancers, 72 units 5 Bone Dragons, 10 units Reserve: 1 Ancient Ents, 10 units 2 Dark Knights, 82 Hero Level 27
It works well in general, plus a lot of useful spells, and all the spirits of wrath...
Added 1 minute ago The combination of Demon Portal and various dragons works well.
I remember it like it was yesterday:
14 Emerald Dragons (mana regeneration);
12 Red Dragons (fire breath);
10 Black Dragons (flying with fire);
Approximately 150 Archmages (double damage attack);
Approximately 250 Inquisitors (resurrection + rage);
A super tactic that led to an unconditional victory without any losses:
1) Gather rage (if needed);
2) Place ice around the enemy monsters and attack through it with dragons; there is no counterattack :) , + after destroying the ice blocks, you get an additional +6 to attack for free + for destroying an enemy stack, +6 to attack: p
3) Inflict terror on weak ranged units of levels 1-3: D 2 stacks per turn.
4) The enemy is completely paralyzed: D
4) Resurrect with Inquisitors if necessary, or with a resurrection spell.
5) If the battle seems long, you can cast triple ice (it dealt about 3000 damage) a couple of times :)
6) Place mana spheres and replenish mana to the maximum.:)
7) The enemy is doomed and discouraged by such audacity: D
You can, of course, taunt the enemy, but at first it seems funny, and then it gets boring: rolleyes:
P.S. If you defeat the Kraken but don't marry the pirate, the final boss will not be counted as defeated, as happened to me:(
P.S.S. Does anyone know how many quests there are in total, 100?
(I completed 96) I simply forgot about one, but I was too lazy to go back:)
Sincerely, VDV_forever
VDV_forever, there are a total of 96 quests in the game. I couldn't complete 4 of them, and I failed 2 :(
Regarding the topic: One of the pirates has a quest that rewards you with a ring that gives amazing bonuses to "all female warriors." And female warriors are all female humanoid creatures. This brings to mind both types of fairies, succubi, and dryads. Personally, I combined the ring with fairies (2 stacks). Due to the large starting rage reserve and maximum morale, they almost always dealt critical hits of around 20,000 damage, and their initiative was incredibly high (no unit ever went before the fairies :D), and they had great speed... Towards the end of the game, I started using a trick. I equipped my army with two types of elven archers. The fairies' turn: they attack the archer units. Using the Reaper's Time Machine and teleport, I move them back to their starting positions (so that their strong melee units don't damage them). The elves finish off the remaining archers. Then, I wait for the enemy to approach, and if necessary, I slow down the most dangerous ones. And the fairies happily beat up the enemies without taking any damage. The archers help. Resurrection saves from random losses. This tactic doesn't work well against heroes, as they usually have high defense.
O God of Earth and Altar, Bow down and hear our cry, Our earthly rulers falter, Our people drift and die, The walls of gold entomb us, The swords of scorn divide, Take not thy thunder from us, Take away our pride.
Here's a combination that's often criticized as being overpowered: Place Giants in the front, target them with Mark and Magic Source, resurrect Giants with Inquisitors, cast Blessing on the Inquisitors, and then refresh Mark and Blessing as needed. This allows you to defeat any army of monsters with little to no losses.
Военное дело просто и вполне доступно здравому уму человека. Но воевать сложно.
Well, the demon combination didn't work out very well for me. I let all the giants pass by. :) But overall, most of the non-essential battles are completed with minimal losses, using various monster combinations.
I personally didn't use this combination much because the effectiveness of resurrection decreases with each round. The target is not affected by monsters of level 5 (at least for the Warrior), and they quickly eliminate the Inquisitors. Therefore, my favorite tactic was as follows: Appreciating the Ruby of Ang, I saved it and, in battle, cast Mass Blessing, and the Fairies would eliminate the left stack of the enemy's troops with their first attack. Dryads would eliminate half of the right stack with their second attack. After that, I would cast Glower's Armor on the Dryads, from which they could summon Thorns, sing Lullaby, and chant War Chant. In the second round, after waiting for the monsters to fully retaliate against the Fairies, I would send them back in time, and in the third round, they would deal another devastating blow, after which the remaining troops would finish off the rest.
Военное дело просто и вполне доступно здравому уму человека. Но воевать сложно.
In the early stages of the game, a combination of Archmages, Priests, and Peasants is effective. Archmages cast a shield on the peasants, Priests cast a blessing, and the peasants, with their increasing +10 attack bonus, become a powerful fighting force.
Военное дело просто и вполне доступно здравому уму человека. Но воевать сложно.
In the early stages of the game, a combination of Archmages, Priests, and Peasants is effective. Archmages cast a shield on the peasants, Priests cast a blessing, and the peasants, with their increasing +10 attack bonus, become a powerful fighting force.
Where do the peasants get the +10 bonus from?! :eek: