Rise of the Necromancer → Master

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Grail Quest
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Rise of the Necromancer → Master

Postby Grail Quest » Jun 22 2007, 14:34

If you would like to take a look at the original page visit this link:
http://www.celestialheavens.com/276

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Grail Quest
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Rise of the Necromancer → Master

Postby Grail Quest » Jun 22 2007, 14:34

An irritating map because the new device to challenge you is a LOT of event-triggered monsters (that don't trigger for the AI). An early event had THREE GREEN DRAGONS. That, and cheesy teleporters, as well as monsters set at the dungeon-side exits of dungeon mouths (this is a cheat because the AI can turn back without engaging the monster but you cannot).
There's nothing interesting in this map about tactics or strategy, just a lot of reloading.

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Ansive
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Rise of the Necromancer → Master

Postby Ansive » Jan 12 2009, 15:57

Fun fact... Vidomina starts with 0-0-1-0 stats.

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ShadowLiberal
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Rise of the Necromancer → Master

Postby ShadowLiberal » Oct 15 2011, 0:06

This is a really frustrating map, simply because of all the portals & gates. Honestly, it may be worth the hassle to just let the computer take your town for a bit while you get the gate keys.

ArchCerberos
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Re: Rise of the Necromancer → Master

Postby ArchCerberos » Jun 4 2019, 23:52

Ansive wrote:Fun fact... Vidomina starts with 0-0-1-0 stats.

On my game she had 0-0-1-1 instead.

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Leprechaun
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Re: Rise of the Necromancer → Master

Postby ArchCerberos » Jun 4 2019, 23:57

Dunno why but I've got 'moved' some artifacts I got on previous scenario, 'copies' that make part of the 2 combination Sandro is using: Skull Helmet, Rib Cage, Shield of Yawning Dead and Vampire's Cowl.
Apart from the 2 combination artifacts Sandro moves along scenarios, I had found those above too on previous scenario and they too came along to this one, so I gave them all to Vidomina. Might be something to pay attention now.


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