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There is a mentor on the map, he is located in the Chamber of Secrets. However, a mod is embedded in the map, so Vol'diel is not a ranger, but a mage, for whom the chance of obtaining the "Master of Artifacts" skill is reduced to 0, so it will not be possible to acquire many of the items listed above.
Thank you for the advice - when I played it for the first time, I couldn't find him! Does the author plan to make a sequel?
Справедливость превыше всего, но милосердие превыше справедливости (Ольга Брилёва)
Hello everyone! Winner, thank you very much for the map, I really enjoyed it, but let's go in order: 1) Plot - a solid 5; design - 5, I especially liked the fires, and finally, the gameplay - at first, yes, it was difficult, but closer to the middle, especially when I got the unicorn bow - auto-battle rules, I only replayed battles with large armies to avoid losses; heroes - people, for some reason, didn't use any spells at all, they just hit with swords three times and die, the faceless one at the end - he really went all out, showering with meteor showers, but before the battle, they gave +30 magic, and my hero was already a pretty good mage, so there were no problems, so a solid 4. Just a question, what kind of unicorn horse appeared there? It also flashed in "Between the Hammer and the Anvil," it's just that there's only one, it has 80 health, i.e., it takes one hit from the hero, is this some kind of Easter egg?
Apparently, you were lucky to get the unicorn bow - I didn't get it for some reason. I couldn't find this artifact on the map.
Все дело в мыслях. Мысль — начало всего. И мыслями можно управлять. И поэтому главное дело совершенствования: работать над мыслями. Человек – продукт своих мыслей. Ибо он становится тем, о чем он думает большую часть времени! Все будет хорошо! Верь в себя, и ты пробьешься!
I was playing on the Evolved version, and it seems like that caused a script error, which resulted in the map endlessly loading after the ritual, making it impossible to do anything. But overall, the map is good. I played as a hero, but with the AI set to recruit. In principle, you can also complete it on the highest difficulty with Darkness as a must-have, most likely Light for regeneration and resurrection. For Druids, regeneration of 400-500% works well, and with slows and speed boosts, it regenerates excellently. Chaos is only needed if you specifically want to play with it, but in most cases, you won't have time to cast it. I played with Darkness and Light, using Keen Mind and Lucky Charm. But before the ritual, I would advise you to remove Chaos and possibly Image, and take Attack and Defense, and Elven Accuracy, although I didn't manage to get past the ritual, I think that will be enough. Rameliya
Apparently, you were lucky enough to get the Unicorn Bow - I don't know why, but I didn't get it. I couldn't find this artifact on the map.
When you repel the first attack of the angels, you will be teleported behind the gate. Slightly to the right, there will be an army of mages guarding the Unicorn Bow and the Obelisk of Asch's Tears, along with a lot of resources. I don't understand how you missed it, even though it's right next to the road.
I didn't quite understand one thing: when you need to kill a hero with 60 angels and about 40 archangels using 50 Dark Lords. It's impossible to kill them with Chaos, and if you cast Berserk, the hero casts Anti-Magic, I don't know what the logic is. In the end, I replayed it about 5 times until the hero stopped casting Anti-Magic, and only then did I win. I don't know what influenced his decision, but this time I divided the Dark Lords into all 7 slots and spread them across the field, and I kept switching the slow effect to his speed boost.
The map is excellent; as usual, Darkness carries you on the highest difficulty, and Light helps too. Chaos is more useful in that you can use it towards the end. If anyone else is still here, I recommend trying it
I somehow missed this map back then. I completed it with a hero in 49 days (and received a Thunderlord). The map is beautiful, but unfortunately, it lacks any real intrigue. After gathering troops and developing both light and dark magic, you can crush everyone with virtually no losses. There isn't a single serious battle, and that's a big drawback. Perhaps this map is only good for beginners, and that's who I would recommend it to.
TitleThere are many of us, and Tas'Nethil is one of us.
I liked the map in every aspect. For me, the lore (or rather, the aesthetics of the lore) of the sixth installment, combined with the gameplay of the fifth, is the best combination. This map gets a 1000 out of 10, and even more; I want to find more maps with similar lore.
The gameplay itself is exciting; this combination of a specialist hero and a lot of magic is very rare and very enjoyable. The chilling effect is truly chilling. It was also a good idea to upgrade the summoning skill; I won't be seeing such a powerful phoenix or 300 elementals summoned in one turn anytime soon. The map doesn't have much difficulty, perhaps in the form of more active AI. Mostly, it's about clearing out neutral creatures, but many of them are complex armies, which makes the battles more interesting, and the size of the map is just right, so you can sweep across it and it doesn't get boring. However, the initial clearing of neutral creatures can be quite challenging if you set out to clear everything in the first week with minimal losses (although this doesn't really affect anything, as it turns out). There's a good balance of artifacts; there are exactly as many as the hero needs, apparently, the others haven't been invented by Shanti yet Overall, a sense of proportion is felt in everything, except for the hero's magic, but you can never have too much of that.
I played this scenario from the "Heroes of Might and Magic" series before. I replayed it. I think anyone can complete it on Grand difficulty. It's very easy. Basically, there are about 5-6 battles of moderate difficulty, and that's if you try to play without losses. At the beginning, I was playing as Dungeon and quickly conquered everything. Under the castle, 65 Gorgons joined me – they were just expendable units. I mostly lost them. I was hesitant about whether to take Chaos, and I was right not to. It wasn't useful at all. Basically, the map is completed using a few spells: Mass Slow, Resurrection or Regeneration, and a couple of times Berserk or Dominate, depending on the situation. All the necessary spells are either in the castles or in the library, and there are also 2 books of Light and Dark magic. Thank you for the game.
I completed it in 76 days with a hero, and I got a Thunderlord. Overall, it could have been completed in 64 days; I wasted 12 days on pointless logistics. In general, it's an easy map, a comfortable playthrough. The map is surprisingly interesting, especially in the middle, although it's too easy. The final is difficult only if you don't have Light magic and you place archers next to a friendly unit (you'll get Mind Control, and without the archers, you'll lose everyone except the Ents). If you place them separately, the enemy won't cast Mind Control, and you'll pass quickly and easily. And I only managed to attack the boss once; he was stunned by lightning and archers. I only lost one unit. Thanks for the map!
Added 7 minutes ago raspisnoy
A scenario from the old days, I played it back then. I replayed it. I think anyone can complete it with a Grand hero. It's very easy. Basically, there are 5-6 battles of moderate difficulty, and that's if you try to play without losses. At the beginning, I was in the dark and was killing everyone. After joining the castle, I got 65 Gorgons, and they were expendable units. I mostly lost them. I was hesitant about taking Chaos, and I was right; it wasn't useful at all. Basically, the map is completed using a few spells: Mass Slow, Resurrection, or Regeneration, and a couple of times Berserk or Mind Control, depending on the situation. Everything is either in the castles or in the library, and there are also 2 volumes of Light/Dark magic. Thank you for the game.
I took Chaos and won with it. With that much magic, it's a sin not to take Chaos. Why bother with Mind Control and Light when you have 30 magic points at the start and a ring that gives 20% initiative, a bow, and a quiver, the latter of which could be bought in the Necropolis castle. Your archers will attack twice per turn anyway, and with Soldier's Luck, they'll keep everyone in formation. I used fairies as fodder, and also Swordsmen, focusing on archers. Moreover, in the first week, it's impossible to kill the Liches at the archer spawn without losing 1-2 units, and after that, the Ice Elementals that guard 60 Swordsmen and the Druid and Unicorn spawn. I passed the whole game with just two units. In the end, I only bought Ents and Unicorns