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Wings of the Angel Grants hero the ability to fly over terrain. |
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Elemental Waistband Allows Summon Elemental spell to be equipped. Increases spellpower by +4 when Summon Elemental spell is cast |
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Tunic of the Carved Flesh Increases hero's Spellpower by +3 but decreases his morale by -1 |
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Boots of Magical defense Grant hero a 10% magic resistance. |
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Windstrider Boots Increases all units speed by +1 |
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Boots Of Levitation Hero can move over the sea |
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Boots of the Swift Journey Increase hero's movement over land. |
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Breastplate of Eldritch Might Adds +2 to hero's Spellpower. |
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Scale Mail of Enlightenment All experience gained by hero is increased by 20%. |
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Cloak of Death's Shadow Decreases morale and luck of enemy creatures by -2. |
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Lion Crown Increases hero's morale and luck by +2. |
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Crown of Sar-Issus Adds +6 to hero's knowledge. |
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All-Seeing Crown Allows hero to see farther over terrain. |
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Dragon Bone Greaves Adds +3 to hero's Spellpower and increases initiative of all melee units in hero's army by 10% |
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Dragon Eye Ring Adds +1 to all hero's attributes and increases initiative of all shooters in hero's army by 10% |
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Dragon Flame Tongue Adds +2 to hero's attack and defense. Grants a 50% protection from cold-based spells |
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Dragon Scale Armor Adds +3 to hero's attack and increases initiative of all large creatures in hero's army by 5% |
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Dragon Talon Crown Adds +3 to hero's knowledge and increases initiative of all war machines in hero's army by 10% |
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Dragon Teeth Necklace Adds +3 to hero's Spellpower and increases initiative of all casters in hero's army by 10% |
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Dragon Wing Mantle Adds +3 to hero's knowledge and increases initiative of all flying units in hero's army by 10%. |
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Dragon Scale Shield Adds +3 to hero's defense and increases initiative of all small creatures in hero's army by 5%. |
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Cuirass of the Dwarven Kings Adds +4 to hero's defense and renders all creatures in hero's army immune to Implosion spell. |
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Greaves of the Dwarven Kings Adds +4 to hero's attack and renders all creatures in hero's army immune to Slow spell. |
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Helm of the Dwarven Kings Adds +4 to hero's knowledge and renders all creatures in hero's army immune to Blind spell. |
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Shield of the Dwarven Kings Adds +4 to hero's defense and renders all creatures in hero's army immune to Frenzy spell. |
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Emerald Slippers +50% damage to earth spells. |
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Sack of Endless Gold Provides your kingdom with 250 gold every day. |
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Bag of Endless Gold Provides +1000 gold per day to your cause. |
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Evercold Icicle Enhances your cold-based spells by 50%. |
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Four Leaf Clover Increases luck by +1. |
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Golden Horseshoe Increases luck by +2. |
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Sextant of the Sea Elves Allows hero to travel faster over sea. |
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Axe of the Mountain Lords Adds +4 to hero's attack. |
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Helm Of Chaos Increases hero's knowledge by +3, but decreases his defense by -1. |
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Turban of Enlightenment All experience gained by hero is increased by 10%. This is a very precious artefact to unexperienced heroes, as it allows them to level up much faster. |
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Shield of Crystal Ice Adds +2 to hero's defense and grants 50% protection from fire-based spells while equipped. |
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Cursed Waistband Decreases enemy luck by 2. |
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Cape of the Lion's Mane Increases morale by +2. |
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Moonblade Increases hero's attack by +3. |
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Necklace of the Lion Increases morale by +1. |
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Necklace of Victory Adds +2 to hero's attack and Spellpower. This necklace is perfectly suited to a Sylvan hero who wishes to balance his natural skills (Defence and Knowledge), or to a Dungeon hero who wants to improve in areas where he is already strong. |
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Amulet of the Necromancer Increases efficiency of skill "Necromancy" by 10%. |
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Ring of the Broken Will Decreases morale of enemy creatures by -2. |
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Pendant of Mastery Grants hero a free level of his or her primary skill. This level is gained even if the hero's skill is on Expert level. |
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Phoenix Feather Cape Enhances your fire-based spells by 50%. |
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Armor of the Forgotten Hero Adds +2 to hero's primary stats and grants 20% magic resistance to hero's army. |
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Cloak of Sylanna Decreases damage from enemy earth spells by 50%. |
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Ring of the Unrepentant Immunity to Word of Light spell. |
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Ring Of Celerity +10% to all units' initiative during combat. |
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Ring of Speed Increases initiative of all your creatures by 20%. |
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Ring of Lightning Protection Grants a 50% protection from lightning-based spells. |
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Ring of Sar-Issus Reduces the mana cost of all hero's spells by half. |
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Ring of Vitality Increases maximum hit points of all creatures in hero's army by +2. |
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Robe of Sar-Issus Adds +6 to hero's Spellpower. |
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Sandals of the Blessed Increases all hero stats by +1. |
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Shackles of the Last Man Prevents you and all your foes from retreating from combat. |
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Sandro's Cloak Negates enemy Mind Affect immunity. |
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Necromancer's Helm Increases hero's knowledge by +2. |
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Staff of Sar-Issus Negates enemy magic resistance. Magic immunities, if any, are not affected and still remain. |
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Staff of Ensnarement Decreases initiative of enemy creatures by 20%. |
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Sword of Might Adds +2 to hero's attack. |
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Trident of the Titans Enhances your lightning-based spells by 50%. This artefact is pretty useful to any magic-oriented hero that wishes to increase his power on the battlefield. |
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Pendant of Conflux Hero gains 1 mana point for every 2 mana points spent by enemy hero. |
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Unicorn Horn Bow Negates range penalties for all shooting units in hero's army. |
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Armor of Valor Increasing hero's Defence and Morale by +1. |
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Wand Allows casting of a magic spell from this wand. The wand has a limited number of uses and can be recharged at a Magic Guild. |
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Boots of the Open Road Allows hero to traverse rough terrain without any penalties. |
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Necklace of the Bloody Claw Adds +1 damage to all creatures in hero's army. |
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Ring of Caution Increases hero attack and defense by +2, but decreases all creature's speed in hero army by -1. |
| Michael at 2006-08-20 22:07 wrote: |
Walkthrough Campaign 4 "The Warlock" - Mission 2 "The Expansion"
This mission is not difficult, but the next one (the Cultists) is one of the maps that most frequently results in cries for help. Therefore, your primary goal here is to build a powerful Raelag to pull through what's coming ahead.
Spoiler: view a screenshot of the surface
View a screenshot of the underground
From now to mission 4, Raelag will always start with a small army, but he is going to face rather powerful AI heroes and neutrals quite early. A might-oriented Raelag is not going to turn the tide, unless you lower the tide (via difficulty level) yourself.
An effective warlock must have either Destructive or Summoning magic. You don't have to get both as their function overlaps. Reaching Expert level and spells in either "the Red" (destructive) or "the Green" (summoning) in this mission is your top priority. Another skill that might boost your hero later is "the Yellow" - Light magic. Resurrection will make the Warlock campaign finale an one-sided massacre. Besides, all magic heroes should seriously consider "the Blue", Sorcery, for the quick and cheap spells of mass destruction.
As of patch 1.2 Warlock's luck does NOT affect Empowered spells. With some simple math we know Warlock's Luck offers lower average damage output than Empowered spells, and it is less stable. Therefore, the entire Luck skill is almost useless for Raelag until mission 5.
Starting bonus: The minotaurs gives you more confidence to rush out early.
Before you do anything, if your Raelag does not know Meteor Shower yet, you should make it happen now. If your level 4 magic guild offers Chain Lightning, you can easily restart the mission and try again. If you opt for the Summoning route, then you really need Summon Elementals.
Your starting area is on the NW of the underground portion, with a nicely-built town. There are three more dungeon towns out there, all underground and controlled by the orange player. The closet town is to your east. You can reach there only through the paved road on the ground level.
You can either make a counter-clockwise circle to flag various mines first, or directly rush out with the stairway in the middle (green A). Flagging mines does not make a big difference as your town is well-built already, but it might give your Raelag a few more levels, to obtain some useful feats so it is worth the delay.
A nice battle trick for a powerful warlock like Raelag is to deploy only Deep Hydras. Keep them waiting to give them more turns to regenerate lost HP. These creatures soak up a huge amount of damage, which should give you enough time to wipe out the neutrals. While fighting slower enemies, you can deploy only the blood furies, and let them run back and forth on the battlefield, so Raelag can pick the creatures out slowly to conserve mana.
In the middle of your HQ is a Seer's Hut (1). Visiting this hut triggers the mission of brining the Tear of Asha back to your starting town, and building the corresponding structure. Throughout the map you will find a total of six obelisks, each revealing a small portion of the map. This quest is the last step of this mission, and your priority now is to take care of the orange player.
Just NE of the hut is a Tan tent. As of patch 1.2 this tent does NOT match the only gate (Red) offered on this map, so you will never be able to pass the gate even if you have obtained the key from this tent. Fortunately, there is nothing important beyond the gate.
The (A) stairway takes you to ground level. You will see a two-way portal nearby, which leads you to an obelisk (yellow O1) in the east. You don't have to visit it now as you will need to visit several more to point you to the Tear.
You have a choice of route here. It is faster to go east, and turn south. The mana well at the intersection is very useful, as you can summon creatures from down below. Defeat the garrison (2) to the south (no unit loss for a Hydra-only army), and keep going on the paved road. You will pass a witch hut on the side, and eventually hit an intersection with a stable (3).
Sooner or later you will encounter orange heroes. If you have a Destructively oriented Raelag, deep hydras are all you need. At (3), turn north and rush towards the stairway (B). You will soon see the first orange dungeon town. It is yours now!
Once you take the first orange town, a few things happen. First, you will be joined by a female Dungeon hero, Shadya, in your starting town at the beginning of the following turn. You might suspect she is actually someone with Agrael... anyways, Shadya's real identity will be revealed in the last, Wizard, campaign. If you haven't flagged the mines surrounding your starting town, Shadya can do that for you now. Shadya suffers from low spellpower and a rather-useless special ability, so she needs an army more than Raelag. You can send Shadya out to exchange armies with Raelag whenever convenient.
Shadya is going to stay with you all the way to the last Warlock mission and show up briefly in the last campaign, so it is beneficial to train her to help Raelag. Even though Shadya says she is good at assassination and some other dirty works, she always comes with Destructive, Dark and Defense. Sorcery is a no-brainer, and the last slot is up to you.
A second change is that the orange AI is alerted by the loss of their first town, and will now attempt to send out "messengers". The messengers are essentially their current and future heroes, who will try to make a run to the north edge of the map, through the intersection (3) and the garrison (2). Each escape of these "messengers" means the permenant disappearance of themselves, but they will bring in a moderately-powerful yellow army at (4).
A third change is that somehow the next AI town (the middle-west one) will be fully built in a very short time, probably instantly. In my three runs on this mission (patch 1.1-1.2 heroic), I could see orange heroes coming out with black dragons right afterwards. (If you take the middle-west town first, then it is this middle-north town that is built instantly.) You really want to take the next town as soon as possible (using stairway C).
So you face a dilemma here. Do you take care of the messengers, or take the next town first? Don't forget that you have Shadya to share the work. The last orange town on SE is usually lightly defended and built at this moment, so sending Shadya down that route (use stairway D) seems to be a good choice.
With time, you will eventually take all three orange towns, and defeat the yellow heroes, if any. You can then take your time to tour the map and pick up various stat bonuses. Stairway (E) takes you to a Dragon Utopia (5) underground. By defeating the guardians you can learn some level 5 spells if you are eligible (having Expert level on the magic skill). For example, my Shadya in the picture learned Puppet Master and Implosion from the Utopia. There is another Dragon Utopia in the next mission, so don't feel too pressured here.
I have marked the locations of all six obelisks (O1-O6) on the map. One of them requires you to travel underground (stairway F), and the other requires you to defeat a SW garrison (6). You can rescue an interesting Necro hero from the prison nearby. After revealing enough maps, you should be able to make a good guess of where the Tear is by planning long hero trails, and check whether the planned trail is on your puzzle map. If the trail shows up on the puzzle map, then you have narrowed your search area. Dig up the treasure and take it home, and you win this mission!
Thanks CH. |