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Rise of the Necromancer → Master
- Grail Quest
- Scout
- Posts: 181
- Joined: 13 Jun 2007
Rise of the Necromancer → Master
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.
There's nothing interesting in this map about tactics or strategy, just a lot of reloading.
Rise of the Necromancer → Master
Fun fact... Vidomina starts with 0-0-1-0 stats.
- ShadowLiberal
- Golem
- Posts: 641
- Joined: 27 Mar 2010
- Location: Shadow Land
Rise of the Necromancer → Master
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
- Leprechaun
- Posts: 12
- Joined: 27 May 2019
Re: Rise of the Necromancer → Master
On my game she had 0-0-1-1 instead.Ansive wrote:Fun fact... Vidomina starts with 0-0-1-0 stats.
- ArchCerberos
- Leprechaun
- Posts: 12
- Joined: 27 May 2019
Re: Rise of the Necromancer → Master
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.
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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