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Posts from "Ashes' Will" - "The Last Soul" [2nd campaign, 1st mission]

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Of the prizes, the most useful is "+10 vampires". The deck is so-so, especially since when I tried to take it—law of irony—the skeleton lying by the graveyard had the exact same deck. You stand there like an idiot, with two decks in your hand and no army... total fail. In other words, such an artifact exists on the map, so taking it is pointless. "+6 liches" is also alright, but if only they were upgraded... as it is, losses during the capture of the first Castle are high. With vampires, they are relative—a few archers, all skeletons (normal), all zombies (not necessarily). With liches, however, I lost everyone except the liches and skeleton archers.

I played on "Hero difficulty, version 3.1 from Buka".

The Castle should be taken on the last day of the first week; we capture the graveyards (+40 skeletons) and raise them all, as there is enough dark energy for this. Don't rush the Castle immediately; instead, veer slightly south, where the resources are guarded by skeleton archers, and the mercury mine by skeletons (or vice versa). Join them and then go take the Castle; don't waste moves picking up resources if you don't have Logistics.

In total, you have 93 skeleton archers, 140 skeletons, 22 vampires, 53 carcasses, and other critters.

After capturing the Castle, we hire 2 heroes (the initial army is small, and neutrals need to be cleared), transfer the armies, and send them on reconnaissance. First, capture the sawmill and the ore mine (unguarded near the second Castle), occupy everything we can (all buildings with creeps), and don't forget the mill.

Clear the area of creatures like this: when you have dark energy (i.e., once a week), kill the living opponents. Preferably without losses. This can be done using only vampires, putting the others in reserve. (For those who don't know, hold Shift and drag the creature to the creature image panel). When you accumulate 70 vampires, any critter is killed without losses or mana spend. Try not to lose warriors, as we have to take a second Castle.

The enemy hero usually stays in the Castle if his army is at least 1.5 times smaller than your main hero's. However, he might covet the collector (auxiliary hero) at the mill if he has at least one skeleton. He usually wipes out the collector and occupies the ore mine. That's where his moves end. He cannot bring "Greater Liches" with him (which is exactly why it's impossible to occupy the Castle in the first few days), a hundred or two of skeletons with maces, or a horde of rotting carcasses. Take advantage of this. In such cases, it's desirable to have the main hero one move away from the mine. Since the AI doesn't consider the possibility that my hero can reach him using a portal, he calculates by distance. Additionally, it's preferable for the hero to be able to block the exit from the mine, but not reach the mine itself by 2-3 horse-steps (maybe it's because of this, and not the portal). Then it's a done deal. That's how I blocked his exit and destroyed him on the next turn. Without the hero and two weeks' worth of creature growth, taking the second Castle is easier.

To keep losses relative while taking the second Castle, you need to have 100 Greater Vampires with you (previously chat with the witch; for 50 zombies, 10 units of glowing ore (plutonium) and oral lesbian sex, she reveals the secret of upgrading creatures). Also, accompanying creatures. In my case, these were 22 liches (12 died during the take), 180 zombies (useless, just there for show), 400 skeleton shooters (about a hundred of those fell too), and 110 Greater Vampires (40 survived).

Level up the hero like this: Expert Dark Magic, Fallen Knight - Supervision - Weakening Strike (reduces our vampire losses), Mind Controller (Mass Slow will help when taking the second Castle, 100% Mass Dispel will ensure minimal losses when taking the green Castle). If you get it—Expert War Machines - Catapult - Sulfur Rain. But this is optional, as vampires will be the main strike group for the entire mission. Therefore, it's easier to take Defense (you'll definitely get it; a knight always gets it) - Expert Defense and Arrow Evasion - always useful when taking Castles. Don't take anything else—the level 12 threshold makes any other skills ineffective in this mission. Prayer especially—it's nonsense for undead. If there's no choice, level up Counterattack—at least it's something—or Luck (always useful). If you're a Logistics nerd—Pathfinding - Death Step. Although I think it's redundant. With maxed Dark Magic, I captured the green Castle with a loss of 5-7% of my army (half of which was due to towers).

Take the second Castle by the end of the second month, around week 2-3. Otherwise, it's not profitable—the losses during the capture won't have time to pay off.

For the capture of the green Castle, it's better to take this setup—Archliches (Greater Liches make no sense since the strike group is vampires, and they will resurrect themselves), Vampire Lords (Stun in a crowd is very handy), Rotting Zombies, Harbingers of Death, Ghosts (though it doesn't matter, they still won't manage to drain mana from demons), split Skeletons into archers in a ratio of 7 to 3 respectively (place defenders between the skeleton archers and liches to reduce damage from shots; if you have maxed Dark Magic and 100% Mass Dispel, this point is optional)
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capture the graveyards and the Necropolis.
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Guys, I've gathered an army and both parts of the key, but I can't physically get into the forge. How do I get there? There's a portal there, but where's the other one?

Finally found it!
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This time, I'll give her Wizardry, Logistics, Chaos, or Education. She already has Darkness, and something else. Although, her lifespan is still short, and it's a pity, actually.
Просто мне нравятся брюнетки...Поэтому и - Лукреция :rolleyes: Асха всё обращает во благо (с).:cool:
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The mission turned out to be easier than I thought. When I approached the city where the demons were, I was a bit nervous at first, but I attacked and won, and even half of my troops survived. I also leveled up my Knight using a similar method, and I focused on Chaos, Spellpower, and Logistics. However, I leveled up my Necromancer differently; I think I gave up on Chaos and took something else instead, but I don't remember what it was anymore.
In reply to FireCool
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FireCool
The mission turned out to be easier than I thought. When I approached the city where the demons were, I was a bit nervous at first, but I attacked and won, and even half of my troops survived. I also leveled up my Ornellan Knight in a similar way, with Chaos, Enchantment, and Logistics skills. As for the Ornellan Necromancer, I leveled her up differently; I think I gave up Chaos and took something else instead, I don't remember.

Probably Summoning, although its use for her isn't very clear. Basically, it's only useful for raising the dead when her Magic skill is high, and for those who like yellow birds, it's a nice bonus too.
Просто мне нравятся брюнетки...Поэтому и - Лукреция :rolleyes: Асха всё обращает во благо (с).:cool:
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In the last mission, it's easiest to play with a single stack, and in that case, the Celestial Shield is decisive, and the Hive is also powerful.
In reply to Vadimh
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Vadimh
In the last missions, it's often easiest to play with a single stack, and in that case, the Celestial Shield is effective, and the Hive is also powerful.

As for me, I've honestly never used the Summon Hive spell. In what situation is it most useful? Well, I did use it with the Sylvan faction.
Просто мне нравятся брюнетки...Поэтому и - Лукреция :rolleyes: Асха всё обращает во благо (с).:cool:
In reply to SuperGuru
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SuperGuru
To be honest, I've never used the Hive Call spell even once. In what situation is it most useful? Well, I used it with the Sylvan faction.
The Hive Call spell prevents the nearest stack from moving. For example, it's useful for holding back Cyclops in the yellow castle in mission 4.
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Vadimh
The Hive prevents the closest stack from moving; for example, it's good for holding back Cyclops in the yellow Castle in mission 4.
I haven't noticed this advantage of the Hive. Was it added in the third game? And here's another question: I've seen you mention the Hive several times, saying it can be used to carry the game. At what number of magic points does it become powerful? Or are you referring to this specific advantage, the inability for the opponent to move?
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The manual (it's located in the "fun documents" folder, along with the skill wheel) contains a lot of useful information about the game mechanics. Bees push back a stack by 0.6 attack points; the frequency of the hive's moves depends on the hero's spell power, and the hive's initiative is 10 + 0.25 * spell power. The hive's initiative should be noticeably higher than the initiative of the stack it will be holding, and you should also keep mana in mind.
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Vadimh
The manual (it's in the fun documents folder, along with the skill wheel) contains a lot of useful information about the mechanics. Bees push back a stack by 0.6 attack points, the frequency of the hive's moves depends on the hero's spell power, and the hive's initiative is 10 + 0.25 * spell power. The hive's initiative should be noticeably higher than the initiative of the stack it will be holding, and you also need to remember about mana.
Okay, thanks, I really forgot about the manual. And what is initiative?
In reply to FireCool
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FireCool
Okay, thanks, I completely forgot about the manual. And what is "ini"?
Initiative.
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Are there any differences in the walkthrough between versions 3.0 and 3.1?
Просто мне нравятся брюнетки...Поэтому и - Лукреция :rolleyes: Асха всё обращает во благо (с).:cool:
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Yes. Some bugs have been fixed, and some abilities have been tweaked.

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