Management and passage on Majesty 2: The Fantasy Kingdom Sim

You never have to rush to the call, even to the kings. Kings, women and dogs should be kept in severity, otherwise they will become insolent. I assure you, there is nothing more disgusting than the impudent king ..

Vera Kamsha, "red on red"

Welcome to the fabulous kingdom! For nine and https://superb-casino.co.uk/ a half years, much has changed in it, but not the main thing. The hero, called up for the royal service, leaves the guild building – and with philosophical calm watches how skeletons crawled out of the necropolis and cut the unwashed sorcerer on the barbecue. And what? Although we have a kingdom, and a free country!

Sovereign

The idea of ​​the game, fortunately, remained the same as in the original Majesty. We are building a city, hiring heroes and telling them that I would like to scout or destroy. But we do not just indicate, but appoint a reward; And then it will be seen who and how this amount seduces. Fighters can show consciousness – to start on their own initiative to defend the city or fulfill the mission even with a zero reward … And they may, on the contrary,, after the publication of the next edict, grinned into his mustache: they say, for such money, your Majesty itself, your Majesty!

And what can the king himself? In addition to installing awards – only support their adventurers with combat magic. She is quite strong, but also costs money, and not some “mana”, and there are many damn ones. For example, healing a warrior on the battlefield is more expensive than hiring a new one in the guild … but much cheaper than to resurrect the murdered.

The task in each mission is its own, but everything begins the same: to rebuild the settlement, hire heroes and let them trample on the surrounding little animals. If you play the campaign, then before going to the main goal, it is worth ensuring that the heroes do not need your help, but stable and without loss are controlled with those creatures that roam around. Well, if you are in the network mode … Then decide for yourself when to attack. You can even try your scout to bring monsters to the enemy base, just do not be surprised if he decides to escape and drags the “tail” home.

Those who remember the first Majesty will be able to get used to it instantly. There are many new products, but they look so natural, as if they were always here. And this is the highest praise to the team that continues someone else's game no worse than its.

If I will be with a friend, and the bear is without a friend

In Majesty, the heroes themselves decided who to be friends with and in which composition to go to business. Here they also fully cope with this … but you can help them. And then these adventurers are such intakes – then they will go to fight in two magicians and medicines (guess which of them will be a “tank”?), then they will collect the harsh battle fraternity from the soldiers alone (and cowards came up with medicine!).

Since the early D&D, heroes are supposed to get acquainted in the tavern; They might be happy to meet in the theater or at a reception at the monarch, but traditions above all. So, if you want to take the formation of the detachment on yourself, you need to build a tavern. Moreover, in any tavern they will not be adjusted: you need to improve it to the second level, and then study the additional property of the building. And then you can catch the adventurers running past and gather them in a group – of course, so that there is at least one fighter and one healer among them (and if the third is a magician, then it’s completely wonderful). And don't forget to pay for this pleasure.

The team will act as a whole while its fighters are alive. The warrior will never leave the medicine wolves, and she will not forget to read the spell in time. They will even go shopping together. True, there is a nuance: if you have gathered a couple of adventurers in the team who cannot take each other to the spirit (like gnomes and elves), personal enmity can overpower the debt, and then wait for troubles right on the battlefield.

And only one grief: there is no reasonable way to lure the necessary heroes to the tavern. Therefore, advice: put it closer to other evil places. For example, to the market.

The name of the Tarabar king – break the door!

As in the first Majesty, the desirable goals for adventurers are declared using flags with awards. But in Majesty 2 there are not two, as in the first, but five types of such flags. Namely:

  • Attack. Requires destroy a given object (monster or building). Everyone who is nearby at the time of the death of the target will share a reward among themselves. Compared to the first part, little has changed here.
  • Study. Offers just reach the flag and open a piece of card. Who was the first to do this, that’s the money (they are divided if it was a team).

If earlier everyone has eagerly responded to this, now soldiers and many others are not at all eager for the fame of the discoverer; And even the "rangers" (yes, ino-co again could not deal with translating this word!) do not examine the card on their own initiative. Sometimes they can be encouraged on a flag with zero zero, but somehow without a light, with a laziness.

However, this is typical for other flags: the prices of heroic services have clearly grown compared to the first part.

  • Protection. This was terribly missing for us in the previous game! And now there is. We put money on the flag – and from this flag “dripping” the salary of any hero that hangs nearby. At the same time, without unnecessary winds, he attacks any creature, which threatens the "client". When the money on the flag ends, it will disappear.
  • Fear. There is then to scare away weak heroes from the place where they probably Paul. Do not want recruits to attacked the elemental lair? Put a flag of fear with a small amount – it will not work on high -level ones, and the youth will be worn out. Alas, the heroes are not supposed to the heroes for the execution of this order – the money simply disappears, and do not return to you to the treasury.

In the first part of the game, this flag was very needed. Here it is much less of it, since the heroes almost do not engage in independent research. Thus, do not send your fighters to the ore, and they will be intact without any scarecrow.

By the way, if you want to focus all the forces on the defense of the city (sometimes it is necessary), again, it is enough not to open new sections of the map. And your thugs will not go anywhere.

To put flags faster, you need to double click on the target right button mouse. If this is a section of the card, the study flag will be set, if the enemy is an attack, if an ally – defense.

The smartest will go to load cast -iron

The main question for any game with indirect control is the quality and, so to speak, the style of the work of AI. And here the news awaits us … And different.

Different news No. 1: Heroes are sometimes greedy before losing the instinct of self -preservation. Imagine a picture: one flag, 500 gold, above the den (which has how many hits, you can’t overdo it), the other, in 300, over a rat-gloating rat. Where will we start? Of course, from the den! Although, it would seem, the lair, with all his gloomy and hostility, has not yet bite anyone, and the rat -tutor is also like.

And even after the rats captures his sharp teeth on the hero’s euthorias a couple of times, the warrior will not immediately switch to him. Usually this still leaves the hero with the hands, but if there are more than one monsters, then by the time of switching it happens to go to plan “b”.

Different news No. 2: they are greedy greedy, but at the same time stubborn, like thirty-three rams. Here, for example, the robber ran to scout the area for the award, as expected. And she outlined the site where the chests with gold are standing, six pieces with a circle. And what? As if nothing had passed by gold to the flag. “If I decided something, I will drink it!»Of course, so the heroes become more controlled, but, you see, amazing.

Sometimes the chests with gold lie within the direct visibility of our fraternity for a long, long time, until someone is next to them by accident, in search of adventure, and not with a specific purpose.

Different news No. 3: adventurism in characters who previously not inclined noticeably increased. First of all, in medicines and magicians. In the old days, the healers did not rush alone to fulfill the task “destroy the lair”, and now they are rushing, only skirts rine in the wind.

But they are at least quite tenacious, since they can treat themselves. But the magician has a favorite family of classes – “looking for adventures to his beard” (this is a direct quote). The result is an unusually high mortality among the workers of the staff and scrolls. They used to recover as flies, and now even more so.

However – and this is good news – maniacies can be suppressed by collecting a team. In the group, the magician is not eager to “play”, and if any of the members of the group attack, they reflect the threat together, and do not break, like tanks to the flag. True, the magician must still be lured to the tavern, and they, biases, are so rarely drunk ..

Note: It is not recommended to put the magician as the leader of the group (that is, invite the first to be invited). In battle, he may be rebuilt, but on the campaign he will run ahead … and comrades may not have time to save the old fool. Let the fighter command, he is supposed to be on the rank.

To protect the city, now, as a rule, a special invitation is not needed: warriors who are nearby participate as much as possible in the case (and healers and others are pulled behind them). But from afar they will not return for this. And in general, once surpassed the flag, they can abandon this only if they realize that it is time to run. Therefore, if the warriors – the core of the defense and the conscience of the nation – were on the campaign, it may turn out that the buildings would be mainly rescued by the guards. They are now stronger than in the first part of the game, but still good only against skeletons and rats.

In general, AI looks reasonable. Only now it seems that the heroes have become a little less “bright individuals” than before.

Carlson returned

Majesty 2 at the first glance will recognize as an old acquaintance. Although the new technologies did not pass by the game (it was made on the “Nyluvial” engine Best Way), these are all the same city and the same heroes. Yes, detailed, yes, three -dimensional, but houses in the kingdom are still built from gingerbread and decorate with paper flags. And this is great. Seriousness could kill the game on the spot.

True, there are no special beauties in the game. Heroes are somehow more importantly examined from a bird's eye view, and if you still bring the camera at point blank range, you can’t doubt the enthusiasm. Well, okay. Anyway, the game is not up to admiring the angles, it is not step by step.

Briefing is not only perfectly stylized under Majesty – even a voice as if the same. It can be seen that the author of the texts had fun with the heart. What are the signatures alone for the Progress bar’s loading and saving: “The adviser is dressed”, “We select in the castle”, “We conduct the census of the population” ..

And only game -mechanical names, according to the old, coming from Nival’s, traditions were written with the left rear foot. Again, some “Wepoons”, “Robes”, “Rangers” … And the Helia goddess did nothing hesitated by Helia, not Helia-although she was headed by the sun and was named after Helios. Well, okay. Without the "yard" there were, and thank you.

But the interface is not the same. And this, comrades, is right.

By and large, the main change is pictures of heroes in the upper right corner. Now we see our entire brethren all the time, it is displayed in portraits who is doing what and who has health problems. Moreover, you can not even look for exactly where our warrior was sick, but immediately treated – clicking on the spell, and then according to the portrait.

I swear a thousand times more convenient than the Majesty interface! As I remember now: from somewhere from a distance there is a groan “I melt!", Meaning that the magician died. Where? How? Quickly there … where in this heap of pixels corpse? Drag with a cursor to the resurrect … Ugh, damn it, did not have time, the poor man was already in the mausoleum. If they have not always been reduced with resurrection, then treatment … late, doctor, drink Borjomi. Relatives and friends have already thrown off the wreath.

And now? A dozen heroes of all stripes are poking ogra. We specially stored for such a case “Medical Fund” and now we follow the rows of icons with a scalpel. Slick-shred, everyone is healthy. A huge creature from 35,000 hits died without taking a single fighter with her.

Is it too easy? No, it all depends on the task. In the network game – so difficult. In any case, in the strategy you need to fight the enemy, and not with the interface.

Similarly, now you do not need to look for buildings to call their special function (only now the military guild was left as it is). We want to collect money for thieves? Please. This is equal to the player's spells and is displayed on a common panel.

• • •

So, let me recommend you – Majesty 2: Honest of the continuation. Not a revolutionary continuation, as a “legend of a knight”, but simply an extremely neat and made with love development of the topic. Which did not break – they didn’t repaire, where necessary, on the contrary, did not hesitate to fix it. Majesty 2 does not affect the imagination; But she returned to us an old, half -forgotten beautiful game, making it better than she was in her youth.

Verdict: Extremely careful and respectful to tradition, continuation. The famous indirect control strategy has preserved the amazing way of the game and corporate humor, but at the same time it became much more friendly to the player.

[[Break]]

There will be a sard city

Let's start with construction issues. Let me remind you that in the Majesty series a system is adopted in which, if you build several buildings of the same type, each subsequent costs more than the previous one.

All buildings in the city are divided into four categories: economic, guilds, security and temples.

My silver mines

Market. The main thing among the "economic" buildings. Unlike the first Majesty, you can only build in a single copy. Therefore, it is recommended to think well over its location. It sells goods necessary for everyone or almost everyone, such as: therapeutic potions, mana potions, regeneration amulets, rings and amulets of protection. Without them, your heroes will wither, swell and die … In addition, the market itself brings a lot of money. And it is also needed for trading posts and for the draft of the elf.

Trade post. In the second part of the game, they can only be built in specially intended places: see a pen with a donkey – it means that there is a place under the post. In truth, it is more convenient than the same as in the first, when it was necessary to calculate the distance to the market and other posts for a long time. This is the basis of our economy: from here caravans crawl to the market and bring a lot of money (the more, the farther the post from the market). Tip: immediately strengthen the trading post of the tower. Since they are usually at the devil on the horns and peasants to drive there for a long time and repair for a long time, it is better to put magic towers.

Forge. Equipment for all heroes, but already divided into classes. You can develop several levels of each. Armor – iron for warriors and other gnomes, skin for shooters and robbers, "robes" for priestesses, novices and magicians. Weapons – swords, bows, staff. The second level of the forge is needed to invite gnomes.

Potions shop. Expensive thing, and the development of it is expensive, not a couple of the market – the cheapest flask already for a thousand coins. But there are means to strengthen any type of attack, any type of defense, well, for the speed still.

Tavern. In theory, the heroes there are pleasantly spending time and are healed, and therefore the tavern should look good at the "front edge". But the special effect of this is not visible, so it is necessary mainly for collecting heroes in the "party". To do this, you need to develop the tavern to the second level, pay for the improvement of the “batch of the party”, and even for the very formation of the team. But, in principle, this is not too ruined.

The statue of the king. According to the plan, the enthusiasm of the heroes should increase. Probably increases, but experiments were not revealed a clear difference.

My universities

Guilds are intended immediately for three targets:

  • hire of heroes (which we will talk about in the next section);
  • development of improvements specifically for guild members or for all at once,
  • Studying the player spells.

Therefore, often the guild has to be built not even for the sake of its fighters (for example, you can easily do without robbers), but for the sake of spells and general strengthening.

Note: If desired, you can hire more fighters of the same type than the “capacity” of the guild allows. The fact is that after the final death of the warrior, he moves to necropolis (this building is built itself without your participation); there it can be resurrected, and the more expensive the more experienced a fighter. However, for a long time a fighter does not live without a guild, so this trick does not have practical significance.

Hall of Lords. A special building that exists only in the campaign. In each mission, you can appoint one of your heroes to the Lord – and then buy up to three such heroes in this hall. At the same time, the things and experience gained in the new mission remain further with the Lord, and in the future you can hire it still grown up. Alas, the cost is growing with a level; not as fast as in the necropolis, but still. If warriors, rangers and novices are relatively cheap, then an experienced magician, priestess, dwarf or paladin will cost a whole state. Therefore, it is worth keeping among the Lords and characters of the middle level, especially if they have good equipment.

Guild of Warriors. It hires, of course, warriors, therefore it is built almost always the first. Makes three improvements, everything exclusively for his. The first (at the second level of the guild) gives soldiers a stronger blow, the second – crippling (the enemy fights worse), the third and most valuable allows you to sharply increase protection.

The "spell" of the guild is the collection of fighters; If in Majesty it simply called for the guild of all heroes, then this will not pass: you can’t pull the warrior from the detachment! Therefore, several weak squires are simply called on this team. This is very useful if the city was filled with a beast, and at home, as a sin, only magicians and novices.

Guild of novices. Absolute must have: there are medicines, without which nowhere, and a spell, which allows us to treat ourselves for a rather modest amount. It is recommended to accumulate money before a major operation – and monitor the green stripes of your fighters, like you are a doctor in a raid ..

But improvements in this guild are in the category of optional. Firstly, they are all only for novices, and secondly, you do not really need combat qualities from them-let them treat yourself. Unless you want to make crypts priestesses out of them … True, the ability that accelerates mana regeneration will come in handy in protracted battles. But hurrying with this before the endgame of the mission is not necessary.

Quote: You know, sire, novices – not from this world. They shave in baldly, all the time they talk about some path, plugging with one sandal. It’s better not to go to tea to them at all – they pour only full cups already, and until the whole table floods, they do not stop.

Ranger Guild. Hiring rangers and abilities for them. Nothing more. Even the “spell” temporarily increases the viewing radius of all the same rangers. In a word, it is only being built if we need archers. I am building a ranger guild not in every mission; And if there are no elves, no rangers, you can save on bows in a forge.

Guild of robbers. The robbers themselves are of interest only as a cheap replacement for rangers; This is true because the guild should still be built, while the ranger barracks are a thing in itself. In addition to the strengthening of the robbers themselves, the guild can poison weapons for anyone – and, as in the previous part of the game, collect money for you instantly. Of course, she assigns a solid share of the collected, but promptly; Sometimes it's just necessary.

Guild of magicians. An experienced magician is a beast, and it is very difficult to survive the inexperienced, so it is better not to pull with its creation. In addition, the guild knows how to enchant weapons to all the heroes – comments too. The magician can study in a developed guild with fire balls, ice crystal, storm and fire storm – all this is damn valuable.

Quote: Mages cannot be underestimated. An experienced magician knows a couple of terrible spells, and inexperienced generally capable of destroying the city alone.

Spells for the player are worse, but there are a lot of them. Lightning causing direct damage to one goal is unconvincing. The imprisonment of the enemy in the crystal is better, but it does not act on the coolest ones and is expensive … The attack on the squares is defense against enemy hordes on the principle of “if you missed something”. In a word, it is better to let the magician conjure, he has a big beard.

And the guild is very useful for the development of distant expanses: it allows you to build patrol magic towers. We talked about this in the chapter "Trade post".

Elf Bungalo. In addition to the production and equipment of the elf, this building creates a spell of entangling the enemy. And do not miss the development of hunting networks for elves!

The settlement of gnomes. Produces gnomes, improvements for them (very valuable – give resistance to magic and high -speed span of buildings on logs) and gives a spell for the repair of buildings. Unfortunately, it is very expensive and not too effective, but it is not replaced. It also allows you to build gnome defensive towers.

The stronger our defense

There are three types of towers in Majesty 2, and all of them serve as one goal – stationary protection. However, it makes sense to build different towers – at least because many identical ones will cost the rules of the game too expensive. And do not use them in vain, there are situations in which the tower is indispensable.

First of all, of course, it is recommended to put the defense next to the sewer hatch and necropolis – so that the living creatures crawling out of there to be shot as it enters. In addition, the trade post should almost always be defended; being far from the main forces, it will certainly be destroyed by stray creatures. And where else to put them is already a matter of taste.

Watchtower. The most common option. They should be built mainly in the city. If you strengthen, there will be quite solid security.

Magic tower. Its main plus is that it is built and repaired itself, without the help of peasants. And therefore it is great to build it somewhere at the distant trading stations, where the ordinary tower will be a little “dismantled” (while the peasants will crawl it to repair it …). Requires a guild of magicians.

Dwarf Tower. The most severe defensive installation. Alas, damn expensive and requires a gnome settlement.

God willing

There are six gods in Majesty 2, and each has its own temple. But if in Majesty temples could be started to build immediately, then everything is much more complicated here. Firstly, you need a third, upper level of development of the castle-and this, by the way, seven thousand per improvement, and the temple itself will cost another three-a total of ten thousand. Secondly, it is impossible to build where it is not necessary-a special “holy place” is necessary, and these places are usually guarded by a rather serious monster.

But no one forbids acting on the principle of "both a candle and the line of the rod". You can build temples of gods and darkness and light – there would be enough holy places. Only it is not recommended to harness into one cart, in the sense – “party”, a paladin and a reverent priestess of crypto. The result will be even worse than the gnome with an elf. But in neighboring detachments – as if nothing had happened, they work for the benefit of Majesty.

Temple of Rabolm. Is responsible for the training of masters of the sword; His spell enhances your fighters. This is not the wild barbaric raid that was in the first Majesty, but still a good way to get an advantage in the network game.

Temple of Dauros. He is training super -tank, in the world known as paladins. The Holy Shield spell works well, but the resurrection of Agnine seemed to me more convincing.

Temple of Agreli. Prepares the priestesses of the Agnines, and most importantly – has a spell of resurrection. You are not afraid to even be late with him with treatment; Moreover, a warrior arises at the site of death almost healthy and with almost complete mana.

Temple of Crypts. Makes from novices (or just like that) necromancers – sisters crypts. Local spell-weakening of the target, with one single. It seems to not “inspire” too much; But this thing works well, including on the Bosses, which makes the temple especially valuable in a single -user game.

Helia Temple. In the pyramid, crowned by a spinning lens, the archers of Helia – the best arrows of this world receive their preparation. And Helia's magic is the most powerful chitoboy spells in the game. No more and no less.

The Temple of Fervus. Preparing the beasts. The temple spell – the shield of chaos – protects from the magic of all the heroes of your side at once. Indispensable for assaults of sorceress citizens, good in the network game. Before a decisive blow to the enemy, the chaos shield will always come in handy.

Thirty -three heroes

Now let's get acquainted closer to the heroes of our kingdom. There were no more, but some have changed significantly.

Warrior. The main "tank" of our army before the appearance of temple fighters, and maybe after that. Wears heavy armor, and after the fifth level learns to “tear off” opponents from the weaker fighters. However, he does this mainly with the members of his detachment; The beating of allies who do not have a constant relationship with him can look philosophically.

He willingly performs tasks for attack and defense – but damn hard to rise for intelligence missions. Can learn to put on a magical shield, but for this it is necessary to develop a military guild until it stops. It has the rudiments of a sense of duty (unlike most colleagues) and on its own initiative defends the city (and the rest also come up there). Typically, the military guild is the first “barracks” that the player builds.

Novice. Medicine; Its main task is to heal, and three pieces in the army are always needed. About not building their guild, and there can be no question. Can fight, but mainly against undead; During the defense of the city, this is by the way. Heals the wounded, who are nearby, without special reminders and conscientiously. But unlike his colleagues from the first Majesty, he is not so striving to follow the fighter; It always seems to her that she herself would have managed to fight somewhere far away from the city. This is corrected by the “parties” system: if you sew it tightly to the warrior, she will have to willy-nilly to kill the “tank” in herself.

The novice is very tenacious and rarely dies, even if the piece was not bought up by teeth. He just runs away and puts his poultices and mustard on the run.

Magician. In potential – the most powerful combat unit. In reality – a little child, behind which you need an eye and an eye. The adventurer is the worse than all others and at the same time always forgets that his health is like a tuberculosis. One unkind gaze of monsters – and ..

But if you manage to grow a villain to at least up to 6-7 levels, he will have a lot of use. How to achieve this? One of the three: either attach to the team, or build a guild at the very beginning of the game, when nothing has yet been explored, or look after it with a first -aid kit readily. But the experienced magician dramates three or four enemy with its fiery balls at once, and encloses another spell in the ice crystal; subsequently can master the fire storm and burn entire armies. Except the elf can replace the magician, and then to a very small degree.

Ranger. Arrow from onions; moderately tenacious, moderately dangerous in battle. More willing others to respond to intelligence flags, and in this its main one, so as not to say, is the only meaning, since it is somehow unconvincing to the roles of Damage Dealer. A special spell allows you to sharply expand the radius of its review for a moment.

In the role of a scout, he can be replaced by an elf or robber. It will cost more, but from them there is a lot of different benefits. In addition, one “cartographer” can be made by a lord and call as needed, the benefit is such a challenge. But this is all in the campaign, and in the multiplayer the ranger is very necessary. On the principle of "who used to get up, he dressed more beautifully". Quick development of trading posts here is the issue of financial advantage.

In addition, the ranger gets away from danger – better than robbers, although they, in theory, should run faster – and inflicts increased damage to the beasts.

Robber. A mediocre fighter, a mediocre intelligence officer – it would seem why she? But the guild of the robbers still needs to be built, because it offers all your heroes to weapons, as well as the possibility of emergency money collecting (with losses, but instantly). And after that why not go broke on the robbers? There are pennies, only 100 coins, go to intelligence flags ..

It is not very meaningful to include the robber in the team. She will not be able to run at the usual speed, and for some reason it will less often include her "insidious blow". Let it join better when he wants, and runs away if necessary. It will be healthier.

Elf. If in the first Majesty elves were called mainly at the request of the plot, then here they are very much to the place. The elf shoots from a bow no worse than a ranger, runs quickly, conjures a little, throws a network onto the enemy, knows how to conduct reconnaissance-in a word, it is very long replacing both a ranger and a magician at once. It's a pity only, I haven't mastered the fire ball! A train of vices behind her now also does not stretch.

Cons? You will feel them if you make an elf Lord or you will be forced to resurrect it in the necropolis. Incredibly, indecently expensive! Elfita of the 19th level-over seven thousand in the House of Lords. Have mercy on where I will get so much?

And the rest is very worthy. The network, fast legs and developed instinct of self -preservation provide witty low mortality. Can be launched in a team or separately. Just not with the gnome!

Dwarf. Unfortunately, the dwarfs died out in the fight against goblins, but the dwarves remained. They are still tenacious, businesslike, willingly carry out assignments of attacks and, with the development of their dwelling, they disassemble the buildings with a bang. But their main plus is the resistance of magic: there is nothing better than gnomes against strongly wizard opponents.

But they seem to have forgotten how to repair, although the description says that they can. True, a spell is being developed in their building for the repair of buildings; but it costs so much that the toad strangles to use. They also train to build a gnome by the guard tower.

Although the dwarves wear heavy armor, it is not too cool to make them “tanks” of the team, because they are not strong in “pulling” the enemy from their comrades. However, in some missions (for example, in the struggle against the sorcerer Andrevus), the warrior team + dwarf + novice is good. The dwarf is easily conducted on the award and does not always manage to escape in time if things have gone so -so.

God's warriors

These six warriors are obtained after the construction of the temple. They can be called to service in two ways: either directly in the sanctuary, or to make one of the existing fighters to a new class. At the same time, the level and previously obtained skills will remain – but all equipment will disappear, although the temple will supply it with the amount of acquisition with new beliefs. Therefore, although sometimes it is very seductive to make a increase directly in the thick of the fight, it is better to wait to the house where the hero will be able to equip.

This focus is not cheap. For example, an increase in a hero of the 10th level costs about 2500-3500 coins (depending on the class). Of course, making a new character is much cheaper. However, we will not forget that the temples do not appear in our country at the beginning of the game, the enemies around the harsh, there is no time to "swing" and nothing.

If we, say, produce a warrior in the paladins, he thereby occupies one of two cells in the temple, and the guild – releases.

Master of the sword. These warlike guys replaced us with rabbit barbarians and are born in his temple (or are made from an ordinary warrior).

The master of the sword is in no way inferior to the warrior as a “tank”, and he knows how to beat all the enemies around (and as a result easily lures the crowds of any little things). Shock power is many times exceeds military; But the protection is the most common. With a sense of duty, he has worse, the city protects as if reluctantly, does not like to stand in defense. And it’s a pity, because it is there, against the crowds crawled out of the sewer and necropolis, from it most of all. Prefers to rush through the forests in pursuit of the flags of the attack and sometimes does not even notice that the medicine is hopelessly behind.

Paladin. The main thing in the game "Cost Bank", an absolute tank (and at the same time with more than decent damage potential). To heavy military armor – Paladinov is made from warriors – add our own protection, magical strengthening of protection … and an indescribable number of hits. At the 9th level 1360 hits. For comparison, a warrior of the same level has less than that one per thousand! He looks condescendingly at the vampire through the picture: “saw, shura, saw! Keep in mind if you do not manage until the evening, I can take a sword!"

Has a sacred blow that temporarily deafs the target. In addition, he knows how to beat in the squares – but only against undead. And it is clear why the priestesses of the crypts do not like him like that: the paladins forever harass the whole retroant of the necromancers a couple of blows.

That's unless he does not heal (unlike his colleagues in almost all games). Dreadnought should not be engaged in repair!

The priestess of the Agnines. Option of a career for a novice: Super -prisoner. Knows how to impose mass treatment. In principle, I probably would almost never use them: the power of her treatment is needed when there are particularly heavy “tanks” like paladins or huge hordes of heroes. But with her the temple spell of resurrection is included with her, and this changes all.

Can boast of enviable health; However, the healer infrequently fall under the direct attack.

In a word, the “light” is still almost invulnerable. But "Darkness" has an asymmetric answer to this.

Sister Crypts. Old kind necromancer; Unfortunately, she does not know how to subjugate the stray skeletons and vampires, but she calls on her own. The ancient lich, which in itself is a bad magician is especially impressive.

But this is not enough: the sister knows how to drink the blood of the enemy, treating herself. Epic spectacle is a sister’s fight with a vampire, where both drink each other for brudershaft. But an experienced necromancyte, after a spectacular duel, will certainly finish the vampire, and carefully put an empty skin in a realm.

The miracle is how good! And there is only one unpleasant “but”: sisters do not treat crypts! So, if you make them from novices, you can leave without medicine overnight. Of course, it is not forbidden to recruit new ones, but to go into battle when, instead of an experienced surgeon, a nurse Tamara … And if, on the contrary, hire new sisters, then they will grow to the lycefuls!

Helia archer. It turns out from the ranger; the archer is not endowed with any special magic, this is just the best sniper in the game. Surpasses other shooters by the power of the shot several times. Knows how to poison with an arrow, slow down, beat in the squares (with a burst?), aim in the eye … everything else is borrined by the ranger.

The guy shoots beautifully and, in addition, allows us to “utilize” a not too useful ranger. In addition, the magic of his temple is a powerful finishing blow. But still it is not entirely clear why he needs to prefer a paladin or priestess – unless you have to fight with dragons. He has no equal.

Beasts. Another way to develop a ranger: he acquires a very significant plus for shooting (although he is inferior to Helian, but not much), and at the same time becomes a master of calling magic. If his prototype from the first Majesty is a cultist, he is a druid – was forced to catch an animal directly on the battlefield, then this one calls wolves and bears magically, and then strengthens them with rage and supports them with fire. Serious uncle, for himself, both the "tank" and the shooter. Although a little sorry for the old cultist – they were more interesting to play.

• • •

As for the passage of the missions, it can be said to be built into the game: the ideas that our adviser gives us usually work (despite all their extravagance). The only question is to be able to build a defense in the mission, prepare troops and get hold of money. And we have already talked about this in the leadership.

If you need to defeat some terrible monster-you just need to collect a fairly large crowd and means for the treatment of your army, and it will come to you before the monster itself comes to you. Do not hope, it will not be an ordinary thug, but a creature about several tens of thousands of hits. If enemy attacks have some tricky counterweight, you will be informed about this. In a word, the questions "what to do?»Arise in the game rarely. How to do it – this is a real question.

And in one of the nearest numbers, we are preparing a dedicated Majesty 2 meeting of the duel club. We and I, as a few years ago in the first Majesty, will try to force our lazy heroes (or heroic lazy people?to find out for us which of us is an more indirect strategist. See you!

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