Hm, I get your point. It was a bit too much for me. I was able to kill them all since had strong army but after grinding 10 of them I felt bored. This is my personal feeling and it might be challenging for other player. Thanks for the map though. It was challenging. more...
Oh and some heroes being easy or not is also always about luck. You know how AI can sometimes be stupid and break down their armies and sometimes unite them under one main-hero. Sometimes they come at you with twice the army, sometimes with half of it and then lost both halves due to not being prepa more...
You get TP when you really need it, which is during the mid/end-game invasion.
Pink hero with 1000 of each dragons is guarding it. You can either defeat it yourself taking some heavy penalties or alternatively you can take over all their castles in which case the hero is banished in 7 days and th more...
In the original version there was the problem of enemy no longer recruiting more heroes - which apparently you didn't have. I fixed it in this version so that they can hire more... but weird enough, they don't...?
Hi valery!!! I've just finished TEW IV the second times with MOS, 3 month earlier than MoD (M5W3D1 vs M8W3D6). At first it's harder but later it's more powerful with a lot of super demons. Really enjoyed your art...:D. I'm going Alexander the Great and when i finish i'll inf more...
"Life is change, chaos, filth and suffering. Death is peace, order, everlasting beauty."
Associated colors: black and toxic green Worship: Necromancers worship the Primordial Dragon of Order in a twisted version
of her destructive aspect Core philosophy: “Embrace the Void”. Morbid fascination for death
and fanatic devotion to the cause Country/kingdom: None (they are a secret society hidden within Academy and
Haven) Capital city: None (same reason) Key symbols: the mother spider
Necromancers are a split-order of the Wizards. They study death-magic to become
eternal. They can control the spirits of the deceased (ghosts) or raise the
dead form their graves (skeletons, zombies).
Necromancers believe that pleasures are sensual (linked to our five senses)
and that each pleasure leads to pain (being sick from eating too much, grieving
the death of one’s beloved, etc.). The solution is to embrace death, which
is perfection through sensory deprivation. Necromancers believe in an eternal,
unchanging, neutral life rather than maintaining moderation in all things until
the next life.
High-ranking Necromancers become Vampires: eternally young, beautiful and powerful,
but as cold and insensitive as alabaster statues.
On the battlefield, Necropolis troops are generally weaker than their opponents.
However their cost is lower as they are less dependent on “material”
resources to grow. So they tend to benefit from a clear numeric advantage.
But Necropolis troops also compensate their relative weakness with other abilities.
All Necropolis creatures are Undead. Undead creatures are not affected by morale:
the dead don't care, you can't motivate them with the prospect of victory and
they are not afraid to die. Mind Effects and poisons also don't work on them:
they don't have minds or bodies.
On top of that some units will drain life from their enemies or remain untouched
by non-magical attacks.
62 YSD: The Schism of the Seven
Schism between the disciples of Sar-Elam, who can’t agree on the best
way to follow the road laid down by the Seventh Dragon and, hopefully someday
surpass him. Sar-Antor founds the Blind Brothers, a congregation of healers,
seers and embalmers dedicated to the worship of Asha. Sar-Badon founds the Dragon
Knights, a martial order disciplined in both body and mind.
The other disciples, led by Sar-Shazzar, the most gifted of them all, lead an
exodus of wizards and like-minded humans to found the Seven Cities (the first
kingdom of Magic) in the southern deserts.
74 YSD: Mysterious death of Sar-Shazzar
Sar-Shazzar dies in his sleep. When attendants attempt to move his body to the
Necropolis for preparation and burial, it crumbles to ashes.
461 YSD: Discovery of Necromancy
Belketh, a disciple of Sar-Shazzar, discovers the path of Necromancy. Necromantic
experimentations begin in the Seven Cities.
610-660 YSD: Rise of the Necromancers
The Necromancer presence grows until they are a powerful political force in
the Seven Cities
The modern ages
751-770 YSD: Purge of the Necromancers - Civil war in the Seven Cities
Jealous of the power acquired by the Necromancers, the Wizards of the Seven
Cities initiate a large-scale persecution, ranging from the seizing of their
properties, to banishment, to the spectacle of public executions.
A long and gruesome civil war ensues. The ancient cities are destroyed and much
of the land is rendered uninhabitable.
771 YSD: Foundation of the Silver League
Survivors of the Seven Cities establish the Silver League (the second kingdom
of Magic) in the lands to the south. Necromancers flee east to the haunted valley
813-822 YSD: War of the Broken Staff
The Necromancers attempt to crush the newborn Silver League but the Wizards
gain the upper hand and invade Heresh. The Necromancers are utterly defeated
and their kingdom shattered.