Wednesday, 20 May 2015

Beginning

Choosing a heto and race
I will explore the campaign of Warlords Battlecry 3 with one main hero, that will lead the army, build structures, convert mines, equip items, enter shops, enter quest locations, fight, cast spells, collect retinue and more. Having this in mind, I must design my hero accordingly. There are 4 main traits: Portrait, Name, Race and Class.
1. Portrait is the beautiful face, it have no game effect. Because in games I usually accompany my hero, rather than being the hero, I like creating female ones.
2. Name have no game effect too. Her name will be Miranda (it is the name of the 14th moon of Uranus, named after Shakespeare's characters ).
3. Race have major game effect. It defines which set of armies and buildings we may use, when in RTS screen. I will choose one race that I can always play, and in the course of the adventure more will be available for me. Fey race have an Unicorn unit that cast Healing and Cure spell, I'll take them!
4. Class have tremendous effect. It will affect all fields that can be improved, when the hero levels up. Thus how we play with the hero in RTS. It is a hard decision indeed. I reduced my choices to Warrior, Healer or Sage. If I make her a warrior, she will lead the army and fight fiercely, but when stuck with no healer support, she may easily fall. If Healer, she will be quite support, and difficult to explore alone in early stages. The Sage caught my attention. Reaching level 7-8, she can cast "Call Sage" spell which summons one of three mages: White with healing, Black with balanced speed and damage of attack, or the powerful and slow Red mage. First missions for me will be critical. Another good choice to start is the Paladin with Knights race. Paladins unlock healing magic at level 5, and Archons(level 3 flying knights unit with Cure spell) are excellent support and fighters. Before we begin, there are some key features that are important for my hero:

Chapter 1. Sundered Isle

Sundered Isle
There we were, me and my loyal hero Miranda, sailing to Keshan on a merchant mission. It was a lovely day, the ship was swaying gently, the sun wasn't so hot and the sea breeze was waving Miranda's hair. But approaching  one of the islands, the horizons become dark and lightnings tore the sky. It was very strange and sudden storm, like it was coming from the nearby Sundered Isle. The isle should be guarded by high elves. They protect the lands  from demons, coming from the Infernal Rift, created in 1032 by a powerful spell. It was off limits to the mortal races and the captain of the ship refused to leave it. He spared some Pikemen and Archers from the crew and we set foot on the shore.

Tuesday, 19 May 2015

Chapter 1.1. Exploring the Sundered Isle

Exploring the Sundered Isle
It was raining. Miranda was following the road to the west when two Reapers(level 1 demon unit) rushed toward from the trees. With some agile movement we (I, Miranda and the squad) took them down and continued southwest. At the end of the road another Reaper and a Nightmare (nasty level 2 demon cavalry with Armor Piercing) were guarding a treasure chest. We cleared the way and found a new item, Runelord's Cloak +5 Armor (Items are dropped randomly every game, and even after every load before the drop). Miranda put it on and turned around once to wave it. She looked pleased. Back on the road and north we encountered two more Reapers. And it was still raining. Up ahead  we reached a ruined structure. It was so quiet that the danger was immanent. After we cleared the hiding demons, we found another chest with item in it, Fire Giant's Belt (+3 combat, +10 Fire resistance). Confidently proceeded west to the Infernal Rift where some Nightmares made our adventure harder. They needed to be pulled out one by one. At the north-west we found a wounded elf and his comrades slain. He explained, that a mad Ssrathi, in his anger, tore the rift between worlds and something horrible came out. We were to find this Thing, but first we needed more information from the snakemen Ssrathi. Before we go, we prepared to recapture the rift and apply a main strategy. Playing the Sage, Miranda would rely on Call Sages Spell. Until she get at least 60 mana cap, and level 7 Divination magic, she will be mostly useless and stay on Hold Position. Mages and units with spells are best to be set as Magic Defenders, or Magic Guardians of a strong melee unit.

Chapter 1.2. Recapture the Rift

Recapture the Rift
The portal to the west was surrounded by demon. Ellador, one of the elven leader joined me. He explained that someone must step over the portal to close it, and that action would probably destroy the unit. He volunteered to be the one, if I was able to keep him alive until then. Almost instantly we were attacked by a demon squad - a hero, a huge Demon(lvl3 flying unit) and a 2 Quaisits(Demon lvl1 unit). We hold them near the towers. Miranda wasn't very useful at that time. She desperately needed level 7 Divination Magic. Explorers reported huge Salamanders(level 2 Demon unit with armor piercing) in the centre of the map. After we get rid of the enemy hero, we just needed to gather some army and breach the live demon wall. Defending the rift mission become replayable, they were not giving up so easily. There we found our first Quest Giver(a Mausoleum or Shrine that give some reward for making given task on the map). Miranda got a few more levels and it was time to move south to Ssrathi lands...

Chapter 2. New Selentia

New Selentia
We sailed to New Selentia. Far from the storm the sea was calm and easy. I think I saw a huge creature to the west to come up and under the water, but it may have been just my imagination, playing so much games. А seagull landed on the board rail, the shore was near. We finally arrived at Selentia. There were 3 missions, one of witch replayable. We found our first Merchant. It is very useful to sell items freeing space in the inventory. Some times they may offer good item too, but rarely. While on the main map screen, there are a few things we must know. There is the "Menu" button in the upper-left on the screen. From there we may check the Item Stash, Bonuses and Hints. Hints will give direction on our main quest. We can also check statistics how is our hero doing.

Chapter 2.1. Lizard Hunt

Lizard Hunt
It was obvious that we must fight the snakemen. The area around was still wild and Ssrathi constantly were mounting raid upon the Empire settlers. We appeared in close space with west and north entrance. Miranda begun construction of the main building and by the time she finished, the first enemy wave knocked on the door. It was taught, we didn't even managed to convert the nearest mines, which should have been Miranda's first task. And we were just recovering from the little set back when a giant dinosaur appear from the north. Miranda dropped all tasks to agro the dinosaur, while the tower finish it off. At last we managed to build a good defense and a small group was dispatched to explore the lands. They reported a Quest Giver to the south-east. Quest Givers would be natural entrench points for Miranda, base defense would be handled by towers and small level armies, and another level 3 unit from the retinue would be second operation squad in the future. Or at least that was the plan. Another Quest Giver was found to the west. Miranda approached it and a Greedy Dragon(quest name) offered his service for 2000 gold. I stopped all gold expenses immediately and when the reward was gathered a huge blue dragon joined me for the mission. The enemy were doomed. Optimistic enemy heroes tried to do their best, but in open terrain  the dragon was unstoppable. We quickly destroyed all enemy buildings and victory was ours. After that mission, Empire race allied with us, which gave us the option to play missions with their race. But Ssrathi became enemies. Empire though is very useful for collecting specific unit in the retinue. They have a building that call random leader from any race, friend or enemy.

Chapter 2.2. Gifts of Couatl #1

Gifts of Couatl #1
We visited the merchant and sold some useless items. Far to the south there was a Naga village that have been rumored to hold a special artifact set, consisted of three unique items. We packed up swords and shields, took a cookie and entered the sparse jungle. Miranda was level 7 and she was able to call a mage. She just needed enough time to generate 60 mana. I took a Giant(Orcish Leader) from the retinue, which joined me after the last mission. Giants are strong and good for beginning a mission, but being a fighter, they are easily lost if left with no attention when intensive actions begin. When the initial 4 mines were ours and main building under construction, the Giant begun scouting. The enemy hero was wondering around, converting every possible unguarded mine, with his favorite huge dinosaur. But this time we were ready. In the centre of the map, there was an enemy group surrounded by towers, that were guarding some cool artifacts artifact Barbarian Sward (+20 Damage, 5% Cast Scare, -20% Spellcasting) and Horn of the K'Varr(+2 Combat, +2 Movement and +40% Life Regeneration) +we came for. Approaching from the centre in the mid game would be too difficult, with the two side enemies helping them. So we undertake a slow sweep from the east side, where one of the enemy base lied. The towers were constantly poisoning my units but Unicorns(level 2 Fey unit) have Cure Spell(Heal some HP and remove poisoning). White Mages and Archons (Knight Leader) have it too. Fallen enemy heroes dropped items, one of them Orb of Protection(+5 Armor, +5% Spellcasting). One by one they were all gone. We were rewarded The Aclys of Coautl( Weapon, +2 Morale, +15 Damage).

Chapter 2.3. Gifts of Couatl #2

Gifts of Couatl #2
Second mission was to retrieve the Stone of Coautl. We land on a burned land with a large numbers of Ssrathi guard squads. Empire race was chosen to fight, so we could call some armies that will escort me in the retinue. More specifically, the Scorpionpriest (The Swarm Leader). He is able to call a fire elemental when enough mana is generated. With two Scorpion leaders on low level, so I can take them on missions, I can summon fire Elementals to fight for me constantly. By strange chance, the first 3 Mages Miranda called were White Mages. But with no good fighter we must wait to develop the base. A little north on the highground scouts reported a Harpy Lair, that regularly launches harpy squads to attack. When destroyed, Lairs release a heroic unit that drops a random artifact. Harpies are nasty creatures, because they drain my mage's mana and they are flying. Those one dropped the Blood Banner(+3 Combat, +1 Morale), useful in the beginning. Two of the entrance to the highground to the north were guarded by two towers and a squad of Ssrathi warriors and mages. Playing Empire is easy when the Quartermasters is completed, allowing race leaders to be summoned constantly and set to battle. The enemy hero was wandering around guarded by Lizard Riders(level 2 Ssrathy cavalry) and  a Triceratop(level 3 Ssrathi unit). The wall of Ssrathi units from the west to the east didn't managed to stop our advance either. In the centre there was a well guarded chest with an artifact Sper of Ankh(+10 Damage, +3 Combat, -5% spellcasting). Finally we got the Stone of Coautl(Ring, +2 Morale, +50% Live Regeneration)f and moved to acquire the final piece.

Chapter 2.4. Gifts of Couatl #3

Gifts of Couatl #3
We appeared on a green shore, where we were betrayed by our guide trough the Ssrathi lands. They managed to slay my worker, but that was just a little set back in building the base. Atop of that, one of the enemy heroes were traveling escorted by 3 Tyrannosaur Rex (Ssrathi level 3 unit) from the start of the mission. To the north there was a cave where we would find the final piece of the artifact set, the medallion. Volhoul, the Scorpionpriest from the retinue was constantly calling Fire Elementals and there were two Ssrathi clan, that were guarding the cave from both sides. One of the heroes dropped the Lifestealer (Weapon +10 Damage, +1 Life stolen per hit, -5% Spellcasting). We first cleared the western arm, then headed  eastern cave and found a minor entrance with 3 artifacts there, good armor, and 2 shields. The final battle was carried near a huge ancient altar, hidden deep to the east of the cave. The Medallion of Coautl (+2 Morale, 5% Chance to cast Pillar of Fire) was finally ours. The full set gave +100% spellcasting chance, very useful for Paladins. There are more sets in the game gathered randomly. Then we had to visit Colpaxotl, where a clue about the Gorgon should be revealed.

Chapter 3. Ambush

Ambush
On the way through the jungle, we were ambushed by Ssrathi. There are no building in ambushes, and large amount of retinue units can be taken on the mission. We appeared on a road in the slope of a highland. Hopefully the Empire provided us 8 Pikemen, 8 Archers and Cavalry to help us. Snakepriests were strategically situated on the highlands and foot units were crowding the road. Nevertheless we  cleared the road and reached Colpaxotl.

Chapter 4. Colpaxotl

Colpaxotl
Colpaxotl was the centre of Ssrathi culture, high in the mountains of Keshan. We approached the stronghold, but they were no willing to let us in. So we needed to conquer them to find clue about the Gorgon. We made a camp near the edge of the jungle and started a small fire. Ganorok (the Giant) was forbid to gather dry trees, with his heavy armor and big flail, he would give our location to every jungle creature. On the morning we entered the battlefield.

Chapter 4.1. Ssrathi Stronghold

Ssrathi Stronghold
The Fortress was situated on a green highland to the west, over the burned dry land, crossed by rivers. From the retinue we took the Giant Ganorok, which was retired after the mission, and a Scorpionpriest to call Fire Elementals. We set up the base and begun exploring. Scouts reported a Quest Giver far to the south-west. In the corner to the north-east we found a Goblin Lair, where the boss dropped the Hammer of Thunder(Weapon, +15 Damage, 5% on hit to cast Call Lightning, -10% Spellcasting). When enough Mages was gathered, we stormed the enemy base and victory was ours. The fortress was breached and we moved to attack the capital of Ssrathi.

Chapter 4.2. Attack Colpaxotl

Attack Colpaxotl
We appeared to the north-east on a burned ground crossed with rivers. To the south-east there was an allied Empire hero, building a base, making the invasion easier. A huge wave of Snakemen tried to enter our base early in the mission, but failed. One of the towers was in fire, but no other damage was made. There was a Quest Giver right under the river pass under the base. Our ally was very persistent, making constant rides on the Ssrathi base, and we were sending whatever help possible. After Miranda called enough Mages, The main attack begun. There were many units and buildings, thus a lot of experience. We made sure that we do not miss any wall and tower.

Chapter 4.3. Visit the Seers

Visit the Seers
A new mission was opened to us to visit the Seers of Colpaxotl and ask them about the creature we was after. No building were allowed but we had some Ssrathi units to fight for us. Encountered some wights and  undead hero that dropped useless items, but nothing serious. There were two cool treasure chest near the Seers throne. We approached the seers and they willingly begun revealing the truth, about what happened in the Sundering Isle. The mad Ssrathi was actually a seer, who was trying to warn the High Elves for an approaching danger. But the elves concerned for their own affairs refused to listen. We also learned that the Gorgon went north to the Wastes.

Chapter 5. Tongu

Tongu
We set sail to Tongu. The two Scorpionpriests in my retinue were taking too much space in the small merchant ship we found. From the high over the mast I could see the shores of Keshan behind, fading in the salt mist. Tongu was a dense jungle island, home to Snakeman tribes. Among all the gold around, there was a rumor for a powerful artifact, called the Serpent's Eye. Every magic equipment we could find, would be very helpful.

Chapter 5.1. The Serpent's Eye

The Serpent's Eye
We landed at the shore covered in green and fresh grass and started building the base. The sparse jungle continued to the north and east covered with many ruins from ancient  structures. In the centre, there was a cave low ground crawling with dinosaurs. There were still boiling craters of ancient volcano. Empire race and one of the Scorpionpriests were helping Miranda in the mission. She was mostly observing the battle from the safety of  the inner castle tower, going out from time to time to call a mage and breath fresh air. Scouts reported an enemy  Naga(Ssrathi Leader) converting the far mines. But soon, with 3 developed Quartermasters, and plenty of resources around, we were launching waves of all kinds of leaders and a lot of Mages toward the enemy base to the north-west. At the centre of the crater, there was large gathering of Snakepriests, guarding the artifact. At some point they all cracked under the pressure.  The hero in the crater dropped a Skullhelm(Helm, +5 Armor, +1 Dark Magic, -1 Morale). And the main enemy hero dropped the Cloak of Shadows(Armor, +1 Illusion Magic, +5 Resistance). I was saving all items that give additional magic trees. Miranda returned to the ship at the base and the mission was completed. The Serpent's Eye is a Bonus, that gives +2 vision radius to all units. Bonuses are accessed from the strategic map, menu button in the upper-left of the screen.

Chapter 6. Daros

Daros
Nothing more to do on the Tongue island we sailed to Doros. The deserts beyond the shore were the lands of the nomadic barbarians, famous with their taste to fight and bravery.  Doros was a trading centre for all barbarian tribes. In that manner, the first thing to do when we arrived, was to visit the Merchant. Asking the locals we learned about 3 missions. One repeatable was Tribal Skirmish, where barbarian clans fight for fun and glory. The clan with the most frags in 20 minutes wins.

Chapter 6.1. The Barbarians' Challenge

The Barbarians' Challenge
Barbarians would think highly of us if we accept their challenge and fight 4 of their best heroes. This challenge was very difficult for Miranda, not being a fighter. Anyway, she entered the arena with 4 barbalans, positioned north, east, west and south. The west one was the strongest and the north one the most aggressive. What she did was: always cast Defensive Lore. Letting the north barbarian to chase her and navigating near the west barbarian. The west one was fighting everything and slowly reduced the north one health. When week enough, Miranda hold ground in a safe place in the corner, cast a mage and finished the annoying northern hero. The other 3 were not aggressive and with enough time for mana regeneration she were fighting with 3 mages on her side. After she won, we allied with the barbarians and could take them as a starting race from there on.

Chapter 6.2. Daros Gap

Daros Gap
The Swarm was invading from the north and the barbarian leaders asked for help. Miranda, a Scorpionpriest and a Summoner(Demon Leader, summon a Demon with 100 mana), which I liked to try, were assigned to that mission. We appeared in a dry hot desert with two side highlands, which were forming a good defending position in the centre. An Oakman (Fey Worker) was trained and he enjoyed the sunshine. The next one was craving for earth power. There was a Quest Giver near the base and a Shop a little east. Another rival barbarian and his base were to the east too. We had to build strong defense in the middle, while dealing the barbarians first. Fay towers(+100 crystal on frag) were bringing a lot of crystals and resources weren't issue. A lot of structures were built and when we were ready, we stormed the Swarm to the north.

Chapter 7. Al-Diraq

Al-Diraq
We had to cross the desert north in the pursuit of the Gorgon. The sun was bright, the sand so hot. We climbed the hills standing on the way, and from the top we could see the majestic mountains to the north-west and an empire settlement near the shore. Fresh water was the dream for everyone, may be except the. Al-Diraque was an Empire town, famous centre of trading and learning. People around were whispering of terrible creature passing north.