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The distribution is magnificent: the exit plan is simple, the main thing is to click fast)
But without errors, it didn't happen again: although I broke the Nixs on 121, I left no resources for the GM in the central Castle. Fortunately, I had enough mana for 1 oil left; 122 wasn't a complete waste: I managed to snag the teapot. By the way, I forgot to mention one important fact: at the respawn, an explosion scroll was placed with one of the marshmallows, which undoubtedly carried in the center.
124. Finding no better options for how to crash my main hero after taking the Dragon Utopia, I decide to use DD for this, but on a timer; also, in a wave of Blitzor-style tension, after a micro-error, I get confused and lightning-fast delete my main (a wonder Labeta, without a single extra skill) instead of the loser standing nearby. At the end, I even leave the hero with stats without mana and without an army (I left the Castle to release the loser and didn't have time to sit back down).
Combo. An extremely expressive situation, especially considering that the opponent broke GO on this day, and it feels like the hour of reckoning is near)))
To great happiness, Lizard is in no hurry, which is logically own side, basically. He doesn't know that his opp got a bit "amulilied".
From the views, it looks as if he has already jumped to another respawn.
On my turn, I manage to actually make some one-way trips via DD. Two max objects at the second central Castle. Managed to get out of there in time. As a result, I'm spending the night on the Crag; he took resist with air, so there was an option to main him if no alternative in the form of a mage from the prison is found.
Next, the opponent takes back the Castle, partially showing control. But he doesn't stay in the Castle.
Somehow I break through a hundred ducks with a ruined hero, using whatever means possible; it was an under-fight. With the convict, I break the next one, 47 horses—wow, I say, thinking only about the prison—it turned out a TP scroll lay nearby. Although I wasn't very happy about this then, as I was hoping for a cool mage rather than a cool scroll, later earth control proved to be monstrously useful: I didn't find any КЗ, and things just didn't work out with a GM above level 2 due to my early harsh trades.
So, next, with the Necromancer, I break through the junk together with the prison, and there turns out to be a lovely Level 10 Moon with air and ballistics; this boosted my morale, because the Moon is more likely to catch earth than anyone else.
More or less on a positive note we save, however confidence is still low. I paced around the kitchen for a whole hour, thinking about what happened).
Continuing.
Lucky me, my predictions came true: on 131 the Moon expertized earth.
Later I break through to another respawn and go deep into the center without planning the return recapture of Castles; this sets me back in tempo, I lose the main central Castle for a couple of days, and Lizard breaks into another zone. Unexpectedly, Labeta is dug up, but no adequate use for a support can be found—there's nowhere to level her up quickly, nor any time, so the Moon remained the main.
Along with all this, the last skill of the elementalist—the scholar—is finished. Labeta learns resurrect from Jeddit and essentially has everything needed from earth, except probably the earth-girls.
On 141 I finally take the Necromancer. The opponent takes him back. Move for move, I take the main with the Crag on 142, and in the remaining 20 seconds, I start moving the Moon) Having thought of nothing better, I decided to recapture the nearest village, which is not a village at all but a full-fledged big city; that's where Uncle Galtran was sitting. To hit or not to hit—5 seconds for a response, didn't even have time to change clothes. Fortunately, the black orb was equipped, and I managed to outplay through berserk.
Thanks for the games!
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