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The Audacious Mage
First Mission
Backstory: Zehir, son of Cyrus, the Archmage of the League of Silver Cities, decides to avenge his father's death and punish his killer, Markel. The first step on this path is the capture of Kadashman, a former city of mages, now defiled by the undead.
Main Objectives:
After the drunken rampage caused by Markel, the Silver Cities became centers of advanced bureaucracy and debauchery (read: Necropolises). The state of mages declined, queues for sausage and processed cheese appeared, the crisis grew, and no "subbotniks" or picnics could restrain the unrest... of the masses, naturally... The High Council of Mages thought it over and decided: we need a hero capable of breaking through the cursed iron... bony curtain; let's give him a polli... magic wand, put him on a tan... uh... elephant, and let him fend for himself. Just at that moment, the son—a vocational school dropout—of the former local boss, the now-deceased Cyrus (he really shouldn't have competed with Markel in "who can drink more"!) happened to be available. The son's name was Ziher. M-da! Quite a... telling little name... Oops! I misspoke! His name was Zehir... hm... though, what difference does it make? In principle, the mages' idea made sense, since Zi(e)he(i)r had a very specific reputation, which he regularly reinforced at all sorts of buffets and student gatherings; in short, he was stronger than his daddy in this regard, and could possibly even compete with Markel himself!
The mission begins in the western part of the map. You have a decent army, in principle, but I would recommend strengthening it with genies by choosing the corresponding option before the mission. Although there are few of them, they will be much more useful than the rest. The main goal, the city, is located almost in the center of the map, slightly to the south. That's where we head, killing various small demons along the way (it's not worth messing with anyone stronger than Cerberi or ghosts — that's a completely irrelevant activity. An exception should be made for the creatures guarding the sources that permanently improve stats, but only after capturing the castle. You still need to reach level 10 anyway...). When getting into fights, don't expose your troops to attack; let the genies cast, the shooters shoot, and the hero wield his club (summon elementals only in critical situations, for example, in battles with ghosts and Cerberi — so as not to lose troops). Also, genies can kill 14-16 imps in a single hit... The approaches to the city are blocked by outposts with fairly weak guards, while in the castle sits a hero with... o-o-o... just a massive army... there are probably only 25... thousand of them... he-he... just kidding, I'm kidding... just 25-30 units, from skeletons to (Oh horror!) ghosts. Summon elementals (it's great if they are water mages, as in my case, problems solve themselves; just don't cast "Ring of Frost" if it doesn't cover 3 or more squads, otherwise the magic will run out, and all your troops will be crowding under the gates, sadly watching the shootout between gremlins and the hero with the fortress guards... and there were gorgons flying there too (those creatures always amazed me, how do they even move? And how to kill them? Only by pouring cement on them and burying them in the ground... :) )). After taking the city, we hit the level cap and the mission ends. Yes, the longer you dawdle toward the city, the stronger the guards will be...
Now a few words about hero development. Initially, he has Artifact Mastery and Green magic. I would add Holy magic (resurrection is always relevant); Chaos magic (what's there to explain?); the-one-I-don't-remember-the-name-of: casting speed, wisdom, reduction of spell cost, etc. (a mage should sit in a pri... phew! should cast quickly, right?); Logistics is a must — we don't need a slow-poke hero (though for some reason it wasn't offered to me). Further — at your discretion...
First Mission
Backstory: Zehir, son of Cyrus, the Archmage of the League of Silver Cities, decides to avenge his father's death and punish his killer, Markel. The first step on this path is the capture of Kadashman, a former city of mages, now defiled by the undead.
Main Objectives:
- Reclaim Kadashman
The once great and beautiful city of mages, Seyham, has been turned by Markel into Kadashman — a Necropolis where death reigns. But fate favors Zehir, and currently, this city is weakly defended; its capture could mark the beginning of the liberation struggle for the Silver Cities. - Zehir must survive
While achieving the set goals, Zehir must survive to continue the cause he has started. - Reach level 10
Zehir will have to work hard to liberate his homeland. To achieve his goal, he must become the greatest wizard among the great.
However, war is a good teacher, and in a short time, Zehir is capable of mastering the wisdom of magic and the subtleties of warfare.
After the drunken rampage caused by Markel, the Silver Cities became centers of advanced bureaucracy and debauchery (read: Necropolises). The state of mages declined, queues for sausage and processed cheese appeared, the crisis grew, and no "subbotniks" or picnics could restrain the unrest... of the masses, naturally... The High Council of Mages thought it over and decided: we need a hero capable of breaking through the cursed iron... bony curtain; let's give him a polli... magic wand, put him on a tan... uh... elephant, and let him fend for himself. Just at that moment, the son—a vocational school dropout—of the former local boss, the now-deceased Cyrus (he really shouldn't have competed with Markel in "who can drink more"!) happened to be available. The son's name was Ziher. M-da! Quite a... telling little name... Oops! I misspoke! His name was Zehir... hm... though, what difference does it make? In principle, the mages' idea made sense, since Zi(e)he(i)r had a very specific reputation, which he regularly reinforced at all sorts of buffets and student gatherings; in short, he was stronger than his daddy in this regard, and could possibly even compete with Markel himself!
The mission begins in the western part of the map. You have a decent army, in principle, but I would recommend strengthening it with genies by choosing the corresponding option before the mission. Although there are few of them, they will be much more useful than the rest. The main goal, the city, is located almost in the center of the map, slightly to the south. That's where we head, killing various small demons along the way (it's not worth messing with anyone stronger than Cerberi or ghosts — that's a completely irrelevant activity. An exception should be made for the creatures guarding the sources that permanently improve stats, but only after capturing the castle. You still need to reach level 10 anyway...). When getting into fights, don't expose your troops to attack; let the genies cast, the shooters shoot, and the hero wield his club (summon elementals only in critical situations, for example, in battles with ghosts and Cerberi — so as not to lose troops). Also, genies can kill 14-16 imps in a single hit... The approaches to the city are blocked by outposts with fairly weak guards, while in the castle sits a hero with... o-o-o... just a massive army... there are probably only 25... thousand of them... he-he... just kidding, I'm kidding... just 25-30 units, from skeletons to (Oh horror!) ghosts. Summon elementals (it's great if they are water mages, as in my case, problems solve themselves; just don't cast "Ring of Frost" if it doesn't cover 3 or more squads, otherwise the magic will run out, and all your troops will be crowding under the gates, sadly watching the shootout between gremlins and the hero with the fortress guards... and there were gorgons flying there too (those creatures always amazed me, how do they even move? And how to kill them? Only by pouring cement on them and burying them in the ground... :) )). After taking the city, we hit the level cap and the mission ends. Yes, the longer you dawdle toward the city, the stronger the guards will be...
Now a few words about hero development. Initially, he has Artifact Mastery and Green magic. I would add Holy magic (resurrection is always relevant); Chaos magic (what's there to explain?); the-one-I-don't-remember-the-name-of: casting speed, wisdom, reduction of spell cost, etc. (a mage should sit in a pri... phew! should cast quickly, right?); Logistics is a must — we don't need a slow-poke hero (though for some reason it wasn't offered to me). Further — at your discretion...