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Posts from Warlock – “Clan Leader” [Campaign 4, Mission 1]

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#62
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Generally, all of Railig's upgrades are geared towards the early weeks of the Cultist. There is a very important magic attraction in education. Rain and earth shocks under the arcane wave quickly drain all mana. Wisdom is only useful for phantoms in the last mission. Half of the reflection bonus is consumed by the racial warlock, so it doesn't amount to much. And logistics don't help in battle, which can end rather sadly; there's no need to rush to the enemy, they will come to us on their own in the first week and defeat us. Only Railig's fifth slot is suitable for the very last mission. There are options with summoning and exorcism (a 100% damage bonus to magic is very strong) and darkness, which is good against large armies.
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#63
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Well, it's clear that you need a lot of mana, but something will always be lacking. You can't have everything at once. Education is a powerful thing, I'm not arguing, you can pump up basic skills quite well by level 30, but with constant luck, it's much easier to break through enemy troops, and besides, you don't have to carry artifacts for luck and take up an extra slot for other, no less important artifacts. The funniest thing is that I completely messed up with wisdom. I accidentally took the "Unstable Mana" perk instead of it, and only noticed it a couple of turns later. Well, never mind, as you already said, there's always not enough mana. Next... about magic reflection, well, agree, it's still better than when 100% damage is constantly dealt to you + with Arcane Wave + Chain Lightning, and don't forget that there are often artifacts on the map that reduce damage from each element of chaos magic. I don't know, it's a matter of taste, but personally, I'm very annoyed by Warlocks and Mages with their offensive magic, especially when the enemy has a tiny army, and he hits you with Chain Lightning on 50 units and runs away. That's why I always take resistance and reflection against Warlocks and Mages. Regarding logistics, I only once played some map from the campaigns without it and regretted it very much. I still like it when the main hero runs a lot and far, with the condition that the enemies are cowardly and often like to run away from you, this is extremely useful. Well... so far, no one has beaten me up in the first week, I'm also playing on a hero, I got to the 3rd mission, and that's where logistics is very important. PS I didn't know about the 100% damage bonus, thanks for the info!
#64
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In the third mission, there’s no need to run around much. Just stay at your castle, recruit heroes up to level 22, and that’s it. When various Rutger units of level 3 with a two-week growth start attacking, it’s a victory. Logistics will only help you run around the upgrade locations faster. Reflection, although significantly reduced, is still better than nothing. Artifacts that increase luck for a Warlock without spell power are a rather questionable acquisition.
As for the chance to hit, it worries me. For example, after a normal cast, I leave 2 archers remaining for the enemy, then I summon hydras and leave without any losses. But luck, according to Murphy’s Law, will work exactly when it’s not needed, and as a result, I’ll lose hydras. Unless resistance from luck is very useful here. After all, it isn’t reduced by race.
In reply to Vadimh
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#65
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Vadimh
In the third mission, there's no need to run around much. Just stay at home, buy heroes, and level them up to level 22. Once you start getting attacked by various Rutger units at level 3 with two weeks of growth, you've won. Logistics will only help you run around the upgrade locations faster. Reflection is significantly reduced, but it's better than nothing.

Now I understand which mission we were talking about when you mentioned getting stuck in the first week. :D I completely forgot that in the third mission, it's just a grind. I won't spam here; I'll continue my message in the corresponding walkthrough topic and quote your answer there. :)
Vadimh

Artifacts that boost luck for a necromancer without magic resistance are a rather questionable acquisition.
And the chance to hit in spellcasting worries me. For example, after a normal cast, I leave two archers alive on the enemy side, then I summon hydras and leave without any losses. But luck, according to Murphy's Law, will work exactly when it's not needed, and as a result, I'll lose hydras. Unless the resistance from luck is very useful here. It's not reduced by race.
That's what I'm saying; these artifacts just take up an extra slot.
By the way, when Leto attacked me, he had both plague and magic luck. Well, that's how it is; it'll always happen when you don't need it
In reply to FireCool
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#66
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Walkthrough of the "Clan Chief" mission (WITHOUT SAVING THE HERO): https://www.youtube.com/watch?v=vjtYK8OL7cY
Walkthrough of the "Clan Chief" mission (WITHOUT SAVING THE HERO, USING CENTERPERK): https://www.youtube.com/watch?v=6xFv7aLHx70
Walkthrough of the "Clan Chief" mission (WITHOUT SAVING THE HERO on version 1.0): https://www.youtube.com/watch?v=bbtfxEvv0uk
Мой канал по героям 5 - "Heroes for Fan"
Мой канал по King's Bounty - "Remix Play"
Моя группа по героям 5 - Здесь отвечу быстрее