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Posts from “Ashes’ Will” – “A Sad Journey” [Campaign 2, Mission 2]

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Guys, help me! I killed all the enemies except the red one. I don't know how to get to him and where to find the red key to the gate. Where can I find the key and the tent?
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Red tent - in the southwest of the map. Red border guard - in the central dungeon. Kill the demon - you will receive a message about the key. Passage to the red opponent - in the southeastern dungeon.
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An interesting point, or perhaps a bug. The garrison in the yellow territory can only be unlocked after defeating Erathial in the dungeon. Otherwise, the cursor does not become active for combat when hovering over it. And another thing: it remains unclear why there is a mage standing near this garrison, who, when approached, gives a speech about someone. This is not reflected in the quest list, nor does it activate the garrison.
Arantir's progression according to my scheme in the illustration; perhaps someone guided him in other directions?
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Просто мне нравятся брюнетки...Поэтому и - Лукреция :rolleyes: Асха всё обращает во благо (с).:cool:
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I followed the same scheme as you, but 5, 6, and 7 were – magic, knowledge, and luck.
In reply to Eleondor
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Eleondor
I followed the same build as you, but 5, 6, and 7 were - magic, knowledge, and luck.
Magic was definitely lacking. It would have resulted in less overall damage. BUT, what should I take instead?
Просто мне нравятся брюнетки...Поэтому и - Лукреция :rolleyes: Асха всё обращает во благо (с).:cool:
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Chaos is best avoided altogether. Without Creature Upgrade, it's not that fun. Summoning with Darkness is more important, and three schools is clearly an overkill. Darkness, Summoning, Education, Logistics, and Sorcery are the optimal choices for the campaign.
In reply to Vadimh
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Vadimh
It's better not to take Chaos at all. Without Chaos, it's not that fun. Summoning with Darkness is more important, and three schools is clearly an overkill. Darkness, Summoning, Education, Logistics, and Sorcery are the optimal choices for the campaign.

Maybe; I'm just doing it out of a long-standing habit from Heroes 4, giving the mage Warfare and +3, or even 4 schools, turning them into an Archmage, and for everything else, there's a second hero-tactician in the squad, of the General class, who specializes in Warfare.
Просто мне нравятся брюнетки...Поэтому и - Лукреция :rolleyes: Асха всё обращает во благо (с).:cool:
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What would be better to add here? This time, in my opinion, magic, education, and what else, logistics/luck, or another magic skill?
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Просто мне нравятся брюнетки...Поэтому и - Лукреция :rolleyes: Асха всё обращает во благо (с).:cool:
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magic, education, and logistics, among other things.
This. But with logistics, it might not appear, and it's not even clear if it's that necessary, since this is a single-player game. Instead of it, you can take something combat-related, like defense.
 

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Use defense with BDP and move forward, passing through all 14 ghosts.
In reply to Ment
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Ment
This. Only the logistics might not be available, and it's not clear if it's really needed, as it's a single-player game. Instead, you can take something for combat, like defense.

Logistics don't seem to be very good for Necromancers, but maybe Chaos will be useful? I don't remember who and how you'll have to fight.

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Vadimh
Defense with BDP and go through everything with 14 ghosts.

In his first playthrough, he had both defense and attack (there's a screenshot a couple of posts above). But it didn't help much.
Просто мне нравятся брюнетки...Поэтому и - Лукреция :rolleyes: Асха всё обращает во благо (с).:cool:
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Logistics don't seem to be a strong suit for the Necromancers, but that's okay. Maybe Chaos will be useful there? I don't remember who and how we'll have to fight.
Three magic schools are almost never needed. Usually, summoning in campaigns perfectly replaces Chaos: summoning a stack of fire elementals is equivalent to hitting the enemy with earth shock for several turns. And the Swarm spell can неплохо replace various freezing and stunning spells.
Therefore, I agree with the user above. It's a battle to the death. Create seven stacks of ghosts, with two units in each stack, and destroy everything in your path ;) While the enemy is hitting the ghosts, you can easily defeat him with the Avatar of Death, Phoenix, elementals, and dark magic (Berserkers and various summons).
 

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Yes, I already realized that there’s no need for 3 schools in Heroes 5. Here’s what Arantir looked like at the end of this mission.
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Просто мне нравятся брюнетки...Поэтому и - Лукреция :rolleyes: Асха всё обращает во благо (с).:cool:
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I don't quite agree that 3 schools of magic are too many for a Necromancer. In this Campaign, we are playing against heroes who are very skilled in Chaos magic – mages and demons, so my primary goal was to weaken the enemy's magical attacks as much as possible. Here's how you can develop your character effectively: take Defense, level up the Reflection perk (-15% of enemy magical attacks), then take Enchantment, level up to "Arcane Knowledge" and get the Undead Protection from Magic perk, which is another -20% of enemy magical attacks. And that's where Chaos magic comes in handy; level up to Storm Lord and get the Magic Drain perk, which is another -20% of magical attacks. In total, we get 55% less damage from any offensive magic, so choke on your wand, you lousy mage! :D
P.S. Alternate-gray skeletons, by the way, have 25% magic resistance, so with all these perks, the skeletons become almost as tough as golems, which are completely immune to magic

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