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Hmm, I think I got confused. Chaos is more of an ultimate skill for Elves.
It works very well with the Druids' stronghold and the enchanted ballista. Necromancer artifacts drop, and as I mentioned before, the spells from the stronghold and the dragon significantly boost your power. On the first pages, you can find builds for defeating Necromancers using up to 4 Chaos spells + a dragon on your hero. Now, there's also a reduction in mana costs when the dragon is alive...
I found two bugs: 1) If Baal attacks Karlam after Karlam receives the Scepter, and it's not a mage who initiates the battle, then Karlam-Demon's army will consist not of Cave Lords, but of creatures from the Academy, which he will then use to fight against Baal. For obvious reasons, it's impossible to break through to the city in this case. 2) If Greta is in the castle garrison before the battle with Baal, the game will freeze when Karlam transforms into a demon.
Overall, the map is excellent. Also, a big plus for the built-in mod that increases the size of the text message window.
Thank you for the feedback. I will recheck the function that triggers the final quest.
I tried out a battle against Ainurel in the latest version of the map, and here are the losses I sustained: https://yadi.sk/i/VsuwZap4UW2W8w, and some of the main units are listed below. By this time, Greta was an attractive 19th-level lady with stats of 10-15-3-14, taking into account the artifacts that Karlam had given her. He gave her green boots and a dragon ring, so Greta managed to run down to the dungeon to kill the liches and another squad down there.
She had 276 nymphs, 135 forest archers, 66 elder druids, and 195 dancers. I didn't deploy any unicorns (19 of them). The ents didn't move at all; they stood in the corner, and the dragons covered the gap in the gate.
If we consider the nymphs, archers, and druids, I took two weekly reinforcements, both with a built Castle, and some additional troops arrived, and the head of security also brought some guys. I don't think I can get any more troops for this battle.
I didn't use Silanna's daughter here.
If anyone is interested, the essence of the battle is not very complicated. We destroy the ballista and the tent (to prevent phantoms from harassing us). I also destroyed the catapult, but I don't know why because the Castle was reduced to a Fort, and she didn't have time to destroy all the walls. Therefore, this gives us +2 turns with archers; I'll replay it now.
In general, after the ballista and the tent... the enemy's troops are not very smart, so the fairies fly around, trying to lure them into the roots. The enemy flies to them, but they don't attack when they are waist-deep in the roots. Then, if the enemies break free, they can be flown back behind the enemy lines with a phantom or the fairies themselves, and instead of attacking the Castle, these guys return to chase the fairies. They're just stupid.
Ideally, it would be to get a good attack and land a critical hit on the specters, which are cursed. It's also good to take out the vampires early because they don't fly to the rear (they're smart, kind of). The dragons (5 of them) covered the gap in the gate, and the messengers (cursed) are the first to try to enter the gate, and it's best if there are fewer of them there, so the dragons will last longer (I put regeneration on them). And then we slowly take them down. Ainurel also messed up; instead of casting "Pants" on the phantom, he cast "Slow" on it – everyone in the garrison was laughing.
In terms of skills, it turned out like this: https://yadi.sk/i/Gnv4r2DRNDb00w. Ideally, the summoning skill should be the simplest, just for the phantom, but that's what happened. For the light magic, "Storm Wind" is not very useful here because it's best to quickly take out the vampires and specters while they are in the roots. If we consider that we can subtract 3 levels from the summoning skill, then if we can take "Skilled Light" + "Punishing" + "Protection" + "Eternal Light," then the initiative will increase even more.
QUESTION to the author: Does Greta get the "Ring of Broken Spirit" after the battle, and will it be useful in any way later on, or can it be sold?
Added 8 minutes ago Gerter
It's very good under the druid channel and with the enchanted ballista.
Okay, I'll check it out in the mentor's basement now. I'll add gold with a cheat, take a house with machines, and see how much mana it will take.
UPD: I replayed it, and I don't understand; it turned out that the catapult only fired 3 times at the gate, and on its next turn, it fired at the towers, and then I destroyed it. The walls remained intact, and there was only a passage through the gate. In the end, the Castle was reduced to a Fort.
UPD2: I replayed it with the goal of reducing losses and destruction. The losses were 4 archers and about 30 nymphs. The city became level 23, and after 2 turns, I destroyed the catapult. The replay is available for those who are interested
If anyone is interested, the essence of the battle is quite simple. We destroy the ballista and the tent (so that it doesn't poison the phantoms). I also destroyed the catapult, but I don't know why because the castle was reduced to a fort, and it didn't have time to destroy all the walls. Therefore, you can get +2 turns with archers; I'll replay it now.
Reducing it to a fort is the least, the catapult will definitely move at least once. Next (this is usually if the central tower is destroyed) - all walls and buildings on gold will be destroyed, the most difficult (this is if the catapult destroys everything in the battle) - it's all the same, but the upgraded dwellings will also become basic. This will not affect the possibility of rebuilding and the city level.
Aynurel also messed up; instead of casting "Pants" on the phantom, he cast "Slow" on it - everyone in the garrison was laughing.
Aynurel is designed this way - whether the player can level up properly by the time he arrives, so there are no scripts for him other than speeding up the machines.
The summon is needed here, ideally, just for the phantom.
The summon is also very good for the heavenly shield/wall - to defend the dragon and close the holes in the walls (it saves a lot against the last enemy with strong troop speed buffs)
Greta receives the Ring of Broken Spirit after the battle - will it be needed in any way later, or can it be sold?
The ring is needed for the quest, without which one necromancer will be very unpleasant). The quest is given by the witch, the same one who offers skills to choose from.
The ring is needed for a quest, without which one Necromancer will be very unpleasant. The quest is given by the witch, the same one who offers skills to choose from.
Damn. Well, can I at least sell something? I need money.
Damn. Can I at least sell something? I need money.
Everything else is fine; it seems like the trident and the dragon crown drop from the first level, but they're useless if you're not playing Chaos with machines.
I checked out Repka, and yeah, everything becomes much easier if you use all the available options to the fullest. Maybe I should level up?:smile51:
No need to buff anything there; it's already intense, and people are complaining. We'll see what happens next.
There are still many random parameters. Before the battle, I had a luck of 4 and a defense of 5, and I also got a random initiative boost. It requires a lot of replaying, it's a hassle.
I just checked – I was fighting an Engineer in the Week of Retribution, and we were constantly under acceleration.
UPD: I won against Gilva. The main losses were due to Silanna's daughter wiping out her fairies and dancers. I got tired of resurrecting them, and the entire garrison was laughing at me, but without the fairies and dancers. I'll replay it. I saved the archers, druids, unicorns, dragons, and ents.
The idea of summoning Exiles in the basement is actually quite good. It's especially useful when you're tired of everything at the end, and those ghosts take so long to hit... and there are only a few left in the squads, and then it's Exile-Exile-resurrect someone-Exile again. This back-and-forth certainly helps you progress.
He attacked again, this time on Sunday evening, so I didn't get the weekly bonus. But I don't think it's critical. Let's see what happens next.
Added 9 hours 59 minutes ago Gerter
You need the ring for the quest, without which one Necromancer will be very unpleasant. The quest is given by the witch, the same one who offers skills to choose from.
So, these Necromancers are quite annoying for now.
Added 56 seconds ago Gerter
Everything else can be obtained; the trident and dragon crown drop from the first level, but they're useless if you're not playing with machines on Chaos.
Of course, the crown and ring give +1 to everything.
Added 51 minutes ago I completed Gilva without any losses and resurrected everyone who suffered at the end. But it was so annoying that I forgot to save the replay. Maybe I'll replay it later with a beer if anyone is interested.
The idea of taking unicorns with magic resistance is not a good one. Because someone will inevitably get poisoned, meaning you have to remove the poison en masse, so the resistance from the unicorns is useless.
I separated the archers and druids into different areas. I placed unicorns with the druids and vampires opposite them, and they dealt with the vampires together; that was their task. They did it perfectly. The Child of Light is resurrected or regenerates well. And there will be plenty to resurrect. So, don't worry; if you also give the unicorn divine power, it will have a good attack.
It's tedious, but there were no problems. At the end, when there are few enemies left, the Exile ability is like a balm for the soul – bam, and it's all over; the base is clear
In the quest involving the ring and the skull, it says that the sorceress can help boost the morale of the troops, which is currently low. She needs the skull and the ring, which she will destroy in a special ritual.
After completing the quest, the ring and the skull are still in my possession, even though they should have been destroyed, right?
Orris won without any losses, or rather, there were losses, but he resurrected everyone. In the replay, he made a small mistake and started resurrecting without the buff from the druids; he corrected it, but it wasn't a big deal.
Mass Uprising wasn't needed. The idea is the same – to maximize initiative and critical hit chance against the enemy. So, Righteous Fury is a must-have; I took Misty Veil from the mentor. On Friday, in a random Sanctuary (I don't know why it's called that), they give +1 to initiative. Forest Trickery is learned in the Academy.
Here, it's clear that you need to destroy the liches, skeletons, and elementals he summons, and the Phantom does this, or deals with what's left after his archers attack.
I replayed it with Mass Uprising, letting him shoot at my units a bit; the result was the same, and in the end, we resurrected everyone who died.
The battle took place during the Week of the Dead Calm.
UPD: I replayed it – I had to resurrect the nymphs once at the end, and that was it.
In the quest with the ring and skull, it says that a sorceress can help boost the morale of the troops, which is decreasing. She needs the skull and ring, which she will destroy with a special ritual. After completing the quest, the ring and skull remained with me, even though they should have been destroyed?
The description is from the very old versions. I'll fix it sometime.
I couldn't resist, I wanted to play as Clemira, so I had a test battle. Karlam was sleeping somewhere in the basement.
No losses. The idea worked, although I don't know what the author had in mind.
Clemira lowers Defense and casts Chaos and Berserk. Obviously, we increase Defense as much as possible, leave Empathy as is, cast Storm Wind, and change all summons to Counterspell.
Basically, Greta went before Clemira and blocked her. At the beginning of the battle, thanks to Empathy, Greta managed to go twice. Clemira only managed to cast Scream twice, and the second time she casts it a little weaker - my Defense became 1 and Luck 2, and there were no options at all. And once she cast Cold on the nymphs - they were resurrected, of course. We quickly took care of all the flying units - they come in one by one, and the walls are still intact. My units are sitting around, telling jokes, and shooting a little.
In Sanctuary, Defense is given out on Tuesdays. The main thing is not to sell the Armor of Fearlessness and put it on instead of the cuirass. In the end, the Defense in front of the castle is 15 units, which is quite enough.
UPD: I replayed it and tried it with Distraction - it's some kind of failure. She casts Berserk, but doesn't remove its Light. And there's no Dwarven Shield. So I'm sticking with my original strategy - Counterspell
in general, chaos is for elves, like a skill is their last resort here, in my opinion, leadership and initiative boost (cooperation is good), attack, definitely light with mass spells (I think wrath + wind), education (by default) in general, an elf is about initiative and crit, crit, and crit again. and then it depends on how it turns out.
I completely agree with this. That's why I wrote about the perversion of Greta's specialization. The author is trying to force her into "chaos" at all costs, turning the light elf into something like a dwarf or a Dungeon elf. I don't understand this; my Greta was quite traditional. But everyone is entitled to their own opinion.
I completely agree with this. That's why I wrote about the perversion of Greta's specialization. The author is trying to force her into "chaos" at all costs, making her a gnome or a Dungeon creature. I don't understand this; my Greta was quite traditional. Everyone is entitled to their own opinion.
Well, traditional builds are also perfectly viable. Chaos and other things simply add some variety, and this is indicated by the developers themselves through the skill tree and enchanted arrows/ballista. It's a matter of taste, of course.
well, everyone at some point wanted to unleash a rain of arrows and cast spells on a ballista, and set enemies ablaze with fire, and then rain down more arrows, and add more rings to maximize the damage :smile14:. The problem is that there's not enough mana, and it's hard to level up your spellcasting skills. I'll try it later, just for the experiment.
The most devastating thing is the rain of arrows under the Devil's Chain) and it doesn't require mana :)
But the hero doesn't have it, and if the creatures do, it can't be taken through the Eagle, or maybe I just didn't try hard enough (since it belongs to Chaos?) :)