Ascension to the throne all chests. Ascension to the Throne Walkthrough A mage from Santaun can teleport you to Arthur's castle

What kind of project is this - "Ascension to the Throne", if it took many years to create it? According to the developers, this role-playing game with tactical components. Unfortunately, even for many years it was not enough to create a real non-linear passage, however, there are a number of tasks that can be solved in one way or another, receiving completely different benefits from this solution. The funniest thing about this game is that when you come up for a task, you often either get it or never get it. If you don't want to, you can forget.

In between tasks, we fight local monsters in a rather original combat system. Unfortunately, this very system is not very well thought out, and at the end of the game we destroy monsters with incredible efficiency. However, those who want real battles can be advised by any means to complicate their lives. And then the game can become more than interesting. Well, let's move on to specific "offers".

Role system

In general, the system is the same for both the hero and the soldiers, with the difference that the soldiers do not increase in levels. Although there are still levels for ordinary fighters, and they show how "cool" this type of troops is.

So, the first thing our leader has is authority. According to authority, an army is recruited. Only if in other games we can recruit certain troops evenly (that is, 10 trolls and 300 peasants), then here the authority is “used up”, and we will have either trolls or peasants. True, there is a third option - both types of troops are half as much as the maximum. Each fighter has some kind of prestige indicator, and by hiring him, we "spend" the corresponding amount of prestige own hero.

It is interesting: the concept of authority is not absolute. The fact is that fighters often join the hero for free. Free authority in this case does not bother them at all, and there may be a "bust" of authority. Since this situation is usually quite predictable, you can pre-recruit additional fighters and then get free ones. At the same time, you can change the rings, further increasing the credibility at the time of the purchase of troops.

Warrior skills are divided into health, armor and damage. Everything is quite logical here - how long the fighter will live depends on health, he inflicts damage himself, and the armor blocks that part of the damage that is inflicted on the fighter. Long-range damage with a firing range can also be attributed to combat skills. These are archer skills that shoot normally, although if they are attacked in melee, they respond in kind. The range of archers is very different, and archers with an indicator of 24 should be placed in the second row, and with 16 they can only shoot from the first row, otherwise they will not reach much.

It is interesting: the game has a strange division of fighters into "defenders", "aggressors" and "neutrals". Does it matter? A long study showed that the defenders have good health, but low speed, and also neglect armor. The aggressors are fast and can deal damage comparable to the amount of health they themselves have. All archers belong to this category. Neutrals do not have pronounced properties, but animals and magicians belong to this category. No specific behavior was observed.

Magic stats include magic power, magic defense, and intelligence. The first shows how strong your magician is and how much damage he will inflict on opponents. Magic protection reduces magic damage, and if the protection exceeds the damage, then spells that do not deal direct damage will not pass. Intelligence is a local variant of mana. It is consumed when casting spells, but there is a slight subtlety here. The fact is that for fighters this usually matters, because they have little intelligence, but it’s not worth it to specially improve the intelligence for the hero - it will grow with levels anyway, spells are inexpensive, and it’s difficult to use up even a tenth in 2-3 turns share of intelligence.

Last - in order, but not in value - the speed of movement. Its meaning is quite classical - the one with the higher value not only goes further, but also goes first. Another thing is more interesting - the speed can be increased by rings, and although it is indicated that it increases by only 1, this is not a unit, but an order of speed (only 5 orders of speed, multiples of three, from 3 to 15).

When a hero levels up, you get as many as five points that can be invested in the development of damage, health, magic power or magic defense (intelligence is added naturally with each new level). Points are not equivalent, but equal to the current level of the hero. So, at the second level, each new point will bring 2 units to the characteristic, and at the tenth - 10. In addition, the characteristics can be increased with the help of tasks, as well as chests and altars located on the ground.

Chests give us a choice between money and authority (familiar picture, right?), altars are quite diverse. Experience points from these sources we receive according to the level of experience. Meanwhile, there are chests in each of the castles. And given the dependence of prestige on the level of experience, sometimes it is more profitable to clear the surrounding area from monsters, get several levels at the same time, and then acquire a couple of dozen extra prestige points.

It is interesting: chests are not only in castles. It's a good idea to run through the new territory and you'll find prestige builds in disguise. The joke of the game itself is that chests are often visible across the rivers when the forest is not yet displayed, but they are difficult to find already on the terrain itself. And - if you see a rock unusually white color, then be sure to look around for it. There's definitely another chest hidden there.

Among other things, the hero has a cell for armor, for an amulet and two for rings. He usually gets armor as a result completing tasks, rings and amulets found in chests or bought from merchants. At the same time, their "style" can be different - to improve the characteristics of the hero himself and to improve the characteristics of his troops. It is quite logical that the choice is made exclusively in favor of the troops.

The game assumes that you make the hero either a mage or a warrior. Probably, the option of an archer was also envisaged, but now only rare archer altars and merchants remind us of this, mockingly regretting that we cannot buy a ring that improves the characteristics of an archer, because we still do not own a bow.

Therefore, if you want a simple game - make your hero a magician. Over time, the magicians begin to destroy opponents in batches, while the warriors continue to kill one at a time. Although all this is not so important, because the hero is far behind in speed from his possible army, and the main "showdown" usually takes place before the leader enters the battle. However, try the option of a warrior with an army of melee - a high difficulty in passing is guaranteed.

Combat system

At first glance local combat system reminiscent of King's Bounty. The same 2 troops at the edges of the screen, which grapple with each other in the hope of winning. Only there were only five detachments, and here there can be as many as 10 on each side. However, the main difference is that in the ancient KB, detachments were not limited in number. Can you find and hire 5 thousand peasants? Have a good trip with this horde! Here, everything is strictly regulated, there can be no more than 10 fighters in the squad, and there will be only one hero at all. Hence, there cannot be more than 91 warriors on one side. What are the other features that come from this?

The first feature is that each of the warriors hits only once (while only one target is hit), and the one who is hit does not respond. From here we get the following rule - even peasants can beat a werewolf, because although he kills one peasant at a time, a dozen peasants are capable of more.

It is interesting: the blows of several fighters from the squad on the same target are summed up, and not each of them overcomes the armor, but the whole amount. However, armor will be calculated separately for each new unit.

The second tricky moment is that strikes are delivered only from adjacent territories. Therefore, if there is only one fighter in the squad, then enemy melee fighters will inflict a maximum of 6 hits on him (if they are completely surrounded). If there are three fighters, then each will get no more than 3-4 hits. But on the other hand, singles can be surrounded, then they will die in the ring of enemy soldiers, not being able to get out and inflicting completely ineffective strikes on undeserving targets.

Of course, these ingenious rules do not apply to magicians and archers at all. Magicians do their dirty deeds in relation to units or their units at once. But archers shoot in the following way - they choose a target and inflict as much damage as necessary to kill the target, then transferring fire to the next squad member. Accordingly, if the target's life is less than the damage of the corresponding archer, then the same number will be killed as in the archer squad (but not more than the targets in the enemy squad).

What are the features of tactics? It is logical that magicians and archers should be placed in the second row. Again, it is quite logical that you should not buy one super-powerful fighter, it is better to buy a dozen simpler warriors. Then, most likely, they will be able to use the full force of their attack, and not land just one blow.

Sometimes it makes sense to create an "extra" on the front line only for the enemy to strike at every single unit from a pair of weak fighters. And, again, if there is room, then two squads of 5 archers are much more useful than one squad of 10. Why? Because if the enemy has a couple of units of three weak fighters, then the archers will knock out both units. Otherwise, you will have to spend the entire volley on several deadlings.

The location of troops on the battlefield also matters. Walking starts from left to right from the first row. This means that the fighters with a speed of 15, standing in the front row, will be the first to fight. The advantage is always with the player. But! As soon as the “high-speed” ones leave from his first row, similar quicks from the first row of the enemy will immediately begin to beat. And only then the priority will go to the second row. Hence the conclusions: the archers are placed on the "wings" of the rows, so that it would be difficult to reach them on the first move. And powerful fighters are placed in the center, who themselves must run to the most harmful enemies and knock them on the head.

Unfortunately, we see magicians only from the opposite side. We are not trusted by comrades who throw all sorts of fireballs. And you will not benefit from all kinds of poisoners, accelerators and amplifiers. The fact is that the “work” of such a magician, due to his speed, will be noticed only on the second move. And the first move, he will only take a place in the squad. Meanwhile, battles here usually last no more than 2-3 moves. In total - it is much more profitable to use archers or just powerful fighters.

What kind of project is this - "Ascension to the Throne", if it took many years to create it? As conceived by the developers, this is a role-playing game with tactical components. Unfortunately, even for many years it was not enough to create a real non-linear passage, however, there are a number of tasks that can be solved in one way or another, receiving completely different benefits from this solution. The funniest thing about this game is that when you come up for a task, you often either get it or never get it. If you don't want to, you can forget.

In between tasks, we fight local monsters in a rather original combat system. Unfortunately, this very system is not very well thought out, and at the end of the game we destroy monsters with incredible efficiency. However, those who want real battles can be advised by any means to complicate their lives. And then the game can become more than interesting. Well, let's move on to specific "offers".

Role system

In general, the system is the same for both the hero and the soldiers, with the difference that the soldiers do not increase in levels. Although there are still levels for ordinary fighters, and they show how "cool" this type of troops is.

So, the first thing our leader has is authority. According to authority, an army is recruited. Only if in other games we can recruit certain troops evenly (that is, 10 trolls and 300 peasants), then here the authority is “used up”, and we will have either trolls or peasants. True, there is a third option - both types of troops are half as much as the maximum. Each fighter has some kind of authority indicator, and by hiring him, we “spend” the corresponding amount of our own hero’s authority.

It is interesting: the concept of authority is not absolute. The fact is that fighters often join the hero for free. Free authority in this case does not bother them at all, and there may be a "bust" of authority. Since this situation is usually quite predictable, you can pre-recruit additional fighters and then get free ones. At the same time, you can change the rings, further increasing the credibility at the time of the purchase of troops.

Warrior skills are divided into health, armor and damage. Everything is quite logical here - how long the fighter will live depends on health, he inflicts damage himself, and the armor blocks that part of the damage that is inflicted on the fighter. Long-range damage with a firing range can also be attributed to combat skills. These are archer skills that shoot normally, although if they are attacked in melee, they respond in kind. The range of archers is very different, and archers with an indicator of 24 should be placed in the second row, and with 16 they can only shoot from the first row, otherwise they will not reach much.

It is interesting: the game has a strange division of fighters into "defenders", "aggressors" and "neutrals". Does it matter? A long study showed that the defenders have good health, but low speed, and also neglect armor. The aggressors are fast and can deal damage comparable to the amount of health they themselves have. All archers belong to this category. Neutrals do not have pronounced properties, but animals and magicians belong to this category. No specific behavior was observed.

Reception of mercenaries in the army.

Magic stats include magic power, magic defense, and intelligence. The first shows how strong your magician is and how much damage he will inflict on opponents. Magic protection reduces magic damage, and if the protection exceeds the damage, then spells that do not deal direct damage will not pass. Intelligence is the local variant of mana. It is consumed when casting spells, but there is a slight subtlety here. The fact is that for fighters this usually matters, because they have little intelligence, but it’s not worth it to specially improve the intelligence for the hero - it will grow with levels anyway, spells are inexpensive, and it’s difficult to spend even a tenth in 2-3 turns share of intelligence.

Last - in order, but not in value - the speed of movement. Its meaning is quite classical - the one with the higher value not only goes further, but also goes first. Another thing is more interesting - the speed can be increased by rings, and although it is indicated that it increases by only 1, this is not a unit, but an order of speed (only 5 orders of speed, multiples of three, from 3 to 15).

When a hero levels up, you get as many as five points that can be invested in the development of damage, health, magic power or magic defense (intelligence is added naturally with each new level). Points are not equivalent, but equal to the current level of the hero. So, at the second level, each new point will bring 2 units to the characteristic, and at the tenth - 10. In addition, the characteristics can be increased with the help of tasks, as well as chests and altars located on the ground.

Chests give us a choice between money and authority (familiar picture, right?), altars are quite diverse. Experience points from these sources we receive according to the level of experience. Meanwhile, there are chests in each of the castles. And given the dependence of prestige on the level of experience, sometimes it is more profitable to clear the surrounding area from monsters, get several levels at the same time, and then acquire a couple of dozen extra prestige points.

It is interesting: chests are not only in castles. It's a good idea to run through the new territory and you'll find prestige builds in disguise. The joke of the game itself is that chests are often visible across the rivers when the forest is not yet displayed, but they are difficult to find already on the terrain itself. And - if you see a rock of an unusually white color, then be sure to look around it. There's definitely another chest hidden there.

Among other things, the hero has a cell for armor, for an amulet and two for rings. He usually receives armor as a result of completing tasks, he finds rings and amulets in chests or buys from merchants. At the same time, their "style" can be different - to improve the characteristics of the hero himself and to improve the characteristics of his troops. It is quite logical that the choice is made exclusively in favor of the troops.

The game assumes that you make the hero either a mage or a warrior. Probably, the option of an archer was also envisaged, but now only rare archer altars and merchants remind us of this, mockingly regretting that we cannot buy a ring that improves the characteristics of an archer, because we still do not own a bow.

Therefore, if you want a simple game - make your hero a magician. Over time, the magicians begin to destroy opponents in batches, while the warriors continue to kill one at a time. Although all this is not so important, because the hero is far behind in speed from his possible army, and the main "showdown" usually takes place before the leader enters the battle. However, try the option of a warrior with an army of hand-to-hand combatants - high difficulty in passing is guaranteed.

Combat system

At first glance, the local combat system resembles King's Bounty. The same 2 troops at the edges of the screen, which grapple with each other in the hope of winning. Only there were only five units, and here there can be as many as 10 on each side. However, the main difference is The fact that in the ancient KB units were not limited in number.Can you find and hire 5 thousand peasants? Have a good trip with this horde! Here everything is strictly regulated, there can be no more than 10 fighters in a squad, and there will be only one hero at all. Hence, there cannot be more than 91 warriors on one side.What are the other features that come from this?

The first feature is that each of the warriors hits only once (at the same time they hit only one target), and the one who is hit does not respond. From here we get the following rule - even peasants can beat a werewolf, because although he kills one peasant at a time, a dozen peasants are capable of more.

It is interesting: the blows of several fighters from the squad on the same target are summed up, and not each of them overcomes the armor, but the whole amount. However, armor will be calculated separately for each new unit.

The second tricky moment is that strikes are made only from adjacent territories. Therefore, if there is only one fighter in the squad, then enemy melee fighters will inflict a maximum of 6 hits on him (if they are completely surrounded). If there are three fighters, then each will get no more than 3-4 hits. But on the other hand, singles can be surrounded, then they will die in the ring of enemy soldiers, not being able to get out and inflicting completely ineffective strikes on undeserving targets.

Of course, these ingenious rules do not apply to magicians and archers at all. Magicians do their dirty deeds in relation to units or their units at once. But archers shoot as follows - they choose a target and inflict as much damage on it as necessary to kill the target, then transferring fire to the next squad member. Accordingly, if the target's life is less than the damage of the corresponding archer, then the same number will be killed as in the archer squad (but not more than the targets in the enemy squad).

What are the features of tactics? It is logical that magicians and archers should be placed in the second row. Again, it is quite logical that you should not buy one super-powerful fighter, it is better to buy a dozen simpler warriors. Then, most likely, they will be able to use the full force of their attack, and not land just one blow.

Sometimes it makes sense to create an "extra" on the front line only for the enemy to strike at every single unit from a pair of weak fighters. And, again, if there is room, then two squads of 5 archers are much more useful than one squad of 10. Why? Because if the enemy has a couple of units of three weak fighters, then the archers will knock out both units. Otherwise, you will have to spend the entire volley on several deadlings.

The location of troops on the battlefield also matters. Walking starts from left to right from the first row. This means that the fighters with a speed of 15, standing in the front row, will be the first to fight. The advantage is always with the player. But! As soon as the “high-speed” ones leave from his first row, similar quicks from the first row of the enemy will immediately begin to beat. And only then the priority will go to the second row. Hence the conclusions: the archers are placed on the "wings" of the rows, so that it would be difficult to reach them on the first move. And powerful fighters are placed in the center, who themselves must run to the most harmful enemies and knock them on the head.

Unfortunately, we see magicians only from the opposite side. We are not trusted by comrades who throw all sorts of fireballs. And you will not benefit from all kinds of poisoners, accelerators and amplifiers. The fact is that the “work” of such a magician, due to his speed, will be noticed only on the second move. And the first move, he will only take a place in the squad. Meanwhile, battles here usually last no more than 2-3 moves. In total - it is much more profitable to use archers or just powerful fighters.

spells

Magic here is quite classically divided into 4 elements.

Fire is responsible for destruction, from a simple fireball on one person to Armageddon, hitting the entire enemy squad at once.

Water- this is all kinds of treatment and resurrection, protection from the elements, removal of magic and poison with poisoned weapons. Pretty useless element, except for the last spell, resurrection.

Air includes haste, a shower of arrows (greatly buffing archers), teleportation, a scapegoat (all enemies will attack this particular unit), stupid lightning (hit the entire unit, but the magic power is divided by ten) and a priceless portal spell that will allow you to jump to the desired portal from anywhere, not just from another portal.

Finally, Earth includes only slow, armor and meteorites. Therefore, this element is used extremely rarely.

Magic can be used not only main character, but also numerous warriors with magical skills. Sometimes whole hordes of magicians oppose us. However, the fate of the magician is a bit sad - he often lags behind in speed and gets hit on the head first. Only survivors of the archery fire can get some revenge. The principles of magic here are extremely simple - magical power versus protection from magic. For some spells, the entire spell power is divided by the number of people in the squad, and the strength of the spell effect (for example, to slow down) depends on the power of magic.

In general, only one thing can be said about magic - old spells are immediately forgotten, and some are never used at all. The intelligence required for spells is always available in the required amount.

Army

So, you have a lot of authority and 9 places for 10 fighters each. Whom to take into your army? Best Option- archers. And as much as possible. The more shooters we have, the more powerful the army. There are no special options here - first archers with arrows, then yeomen, after them Amazons, who, in turn, are replaced by virago with furies. As an alternative to virago, you can consider the Nizari, but this is not for everyone. And, of course, dragon slayers, the most tenacious shooters of the game. Just keep in mind that you cannot buy more than 4 at a time. If you want to increase the number of dragon slayers in your army, sail to another continent, and upon your return you can buy 4 more.

Archers are good, but sometimes you have to put someone more serious in the front row so that he primitively beats the faces. In principle, anyone is suitable for this role. But still, I would recommend putting smarter fighters there. For example, the same werewolves who will have time to strongly gnaw the enemy. Later, the knights of the sun will be very good, but all the same dragon slayers will come in their place, which are significantly superior to the knights. Also very good jotuns with a huge amount of hit points. Their only drawback is the same as that of the dragon slayers - they sell only 2 of them, and for a new purchase you will have to sail to another continent.

Only the various pseudomages that can be found in Annarot remain. However, I once again recommend not to take them into your army, because they are absolutely impossibly late for the start of the battle, and their spells have less effect than a hail of arrows. In general, you can find out about all the soldiers that can get into your army from the table.

Walkthrough

Hard times have come for the ruler Alexander. Once it happened that in a difficult battle with the enemy, a comrade-in-arms stabbed him in the back. Fortunately, our hero managed to survive, but all the abilities, as well as armor with weapons, disappeared without a trace, and he himself ended up in no one knows where. And now, instead of quietly reigning, he will have to survive ...

Ogantar

“It is not known where” turned out to be another continent, where now it was necessary to figure out who, what and where and how to find the way to their homeland.

Sigurd Castle

Unlucky - so unlucky. Not only did they throw us who knows where, but also the local ruler, Sigurd, mistook us for an impostor and ordered us to be flogged. Resistance only increased the punishment. Well, then the former king was simply thrown out of the gate, like a homeless tramp.

However, the world is not without good people. An old man passing along the road clarified something about the local order, and also shared a small fraction of the money. And the girl standing nearby asked to help her in the matter of revenge for her sister, promising to join later. For the initial fights, Helga is even nothing, but then this Amazon will not be of much use. Well, let's follow the people to the nearest village, Fishmore.

However, already at the entrance, the hero is slowed down and offered to pay. There are already three options - give 10 coins, do push-ups or fight the guards. In the first case, you will simply lose money, the third threatens the weak hero with a quick death. Well, by pushing up, you will also gain a unit of health.

In the village, you will immediately stumble upon some big man who will tell you that his mistress was accused of witchcraft and now they want to burn her at the stake. A little later, she can be saved, either by fighting with the accusers near the castle, or by paying money. But for the first, you need to get a little stronger, and for the second, you need to have enough money. So it's not in the near future. In the meantime, you should go to the blacksmith and ask about the armor. The blacksmith will promise to make them as soon as you bring him ores.

Now our path lies to the head of the local barracks, who will offer to hire the simplest warriors and assign his task - to exterminate the local marauders. We hire warriors to the maximum and go for ore. To begin with, the task is not the most difficult, but then we will have at our disposal the first armor. Now you can destroy the marauders, and then take the task from the village headman. His request is to help the lime hunters hunt down the local wolves. Hunters will not agree to help, so the wolves will have to harass themselves. But now wolves can be hired into your army. It's time to approach the magician and ask him the cost of spells. And buy at least a regular fireball. But after that, it will be possible not to get into a fight yourself, but simply shoot the enemy from afar. In addition, we will get the task from him to find out what is happening in the local magic tower. The tower was occupied by a harmful werewolf, who will have to be exterminated by the same ordinary troops, because your magical abilities are still too small to destroy him. Nearby you can find a cannibal, after killing which you can extract a purse of money from the chest. In the village you will find a man who will offer you to collect a debt from the innkeeper. The innkeeper will cry that he put all his savings in a purse, which is guarded by the damned cannibal. So your time has come - we present the purse and attribute the debt, gaining experience from both at once. At the same time, the innkeeper will promise to secretly lead us to Sigurd's castle. The battle with Sigurd itself is extremely simple. He only has 97 hit points, which is easy to take down with just one fireball.

In the castle, Sigurd has something to profit from. This is, firstly, a few chests. Secondly - the ability to attach a powerful fighter to your forces for free (just talk to him). Thirdly, if you talk to the blacksmith, he will first raise one of the two characteristics, and then share the armor. Here you can also hand over 10 peasants and get 5 militias in return. Or hire veterans. The last task that is here is to judge the magician and the shopkeeper. There are already 4 options. If you judge in favor of the shopkeeper, then he will bestow an armor amulet. Deciding in favor of the mage, get an increase in magical abilities. By dividing the losses equally, increase intelligence. Finally, by taking the money for yourself, you will gain credibility. If you pass by Sigurd's castle before you take possession of the castle, you can fight with the detachment guarding the passage to Konrad's castle. Or cleverly arrange with him to let you through. Though experience is better. Here you can also find a friend who will tell you about the problems in the nearby town of Steelberg, from where he was sent for help.

Conrad Castle

Conrad will greet us generally favorably, but he will offer to “talk” with a werewolf in his castle first. Then he will see whether we are king or not. In the meantime, you can rummage around the castle in search of chests, hire a couple of types of archers and go to the magician. The magician, a kind-hearted man, will tell about the secret of a certain Gideon and give out the first word of this secret. Of course, for money. Also, a local merchant will ask us to take the letter to his brother in Steelberg. So far, we can’t fight with a werewolf, so we go to the nearest village called Hunterville for errands.

In Hunterville, we will be offered to compete in a beer competition. Of course - who will drink more. It is useless to increase health - it still won't be enough, but it's worth approaching a local doctor. He will offer to run for a certain leaf and make a decoction out of it, which will help to win. At the same time, clean the altar for the local monk, destroying a bunch of evil spirits. The headman will complain about the illness of his native bear and ask him to go to the healer so that she can help with the treatment. She knows her business, since she is engaged in breeding bears, but for help she will ask to destroy several lone bears. At the same time, after that it will be possible to recruit bears from her. Finally, you can get a task to find the leader of local hunters. He was "captured" by animals, and now you need to help him. But then it will be possible to recruit archers into their ranks. Now you can take Kira home, having received some kind of reward for this, and go to the castle.

After defeating the werewolf, Konrad will still agree to talk with us. However, he does not want to come under our command. True, not very categorical - if you manage to defeat him in a one-on-one duel, then he agrees to become our subject. If your magic hit went over two hundred, and there is also some life reserve, then fight, gain control of the castle, and it's time to go to the next castle.

Gilbert's castle

It's too early for the Amazons, so let's go to Gilbert for now. To do this, it will be necessary to go down on the lifts of the giants, and then we will find ourselves near Steelberg. But the city is now under siege, and it is extremely difficult to break into it. Therefore, we head further through the Arena until we stumble upon a strange detachment led by a general. Right next to him, a squad of monsters captured a monk. We free him and get the task to free the local temple, where the undead decided to settle. This is where we will first encounter a “two-level” battle, after which we will have to cross our sword with the main bastard himself. After that, it will be possible to take the monk to the temple. Not far from the temple there is a cave where you can recruit grizzlies into your squad. Only these bears have become very rare, so you will have to buy three bears and bring them to a grizzly breeder to revive the breed. Then you can get to your team of gladiators by defeating one of them.

Meanwhile, Steelberg is surrounded by hordes of evil spirits. And we need to save the city from this scourge. Only at first it is better to break through there, choosing a place opposite one of the entrances. In the city, we will gain access to the portal and the ability to recruit swordsmen into our army. The local doctor will ask you to bring him a lancet from the castle, and the letter will find its addressee. In addition, there will immediately be a comrade who will agree to go with us as soon as we free the local area from evil spirits. The last task will be given by a local merchant who will ask you to find a couple of bodyguards for him. To do this, you will have to go to the arena and hire two gladiators there (they stand separately). However, he will refuse to pay for the task, so he will immediately lose his newfound protection. In the meantime, we clean everything and go to the local lord. He is not as proud as the previous ones, but also does not want to just become under your command. His task will be to destroy the portals near the castle, constantly spawning undead. There are only three portals, and each is guarded by an army of several squads of magicians. But after that, they forge the lieutenant's armor and give us the opportunity to hire combat instructors and sword masters. Along the way, they will be asked to deliver a letter to the general in charge of that very strange detachment. Upon returning to Gilbert, we will be able to get this very general into our army. Also in another part of the castle you can hire seasoned wolves and werewolves. Now is the time to go to Diana for her Amazons.

Diana's castle

Getting there will be extremely difficult. For starters, the rope bridge leading there will be cut off. True, a small pleasant surprise will be that a whole group of different fighters lives near the bridge, which you can get into your army. It is not good that they are single and will not last long in this very army. However, we have a "back door" to the land of the Amazons - rafting from Konrad's castle. Here a surprise awaits us - the village of Amaz is covered by a power shield, which will throw us back to the already familiar group of warriors. Well, let's go to Steelberg, and now they'll show us short stroke straight to Amaz, bypassing the shield.

Meanwhile, there is panic in Amazon. Once upon a time, the magician Raphael managed to put up a shield that defended the city from an invasion from Annarot. Now this barrier has fallen, and the city is defenseless against enemies. So we recruit Amazons and go to Diana's castle. There, having promised her help, we get the archer Aeneas into our squad (she needs to be picked up later near the waterfall) and set off to destroy the invading barbarians. In the end, they will still end, but it turns out that Diana died in the battle, so we will be proclaimed the ruler of the Amazons. Well, let's use this and go to the castle. There we will get the captain's armor and will be able to recruit virago and furies, the best archers of the game, into our army. Here, the local magician will tell us the second part of Gideon's aphorism. Only in exchange will require one werewolf. Therefore, if you bought a couple of these creatures in Gilbert's castle, then you will instantly get the word. If you go to the place where Diana stood, you can attach two furies to your squad for free. In Diana's castle, it will be possible to buy a rope for a dangling bridge. At the same time, you will fight with the trolls, who have made their lair under the bridge.

It remains only to go to the broken portal and cross in one direction, to the Tokugawa castle.

Tokugawa Castle

Near the castle, as usual in the local area, the village of Windrose is picturesquely located. There we learn that you can get to Edward's castle only by getting maps of the seas and a ship. In addition, the blacksmith in the local village is preoccupied with the problem of presenting the armor to the ruler of the nearest castle. Become a ruler - get a prize. Therefore, if necessary, we hire pilgrims in the village and go to the castle.

The Tokugawa will not welcome you kindly. Moreover, he will offer to go out. Yes, and maps of the seas, allowing us to get to our native island, he sold to Edward. But Enea will tell you that she will be able to deftly free the captain, hidden in a prison near Tokugawa. We just have to wait for the night. However, at night, an ambush awaits us, led by the owner of the castle himself. And if you did not hide the captain, then you risk losing him during the battle. However, it is not enough to kill Tokugawa - one must also destroy the detachments loyal to him, located in front of the castle. But then you can get a couple of sohei in the castle for free in your army and hire other sohei for money.

In addition, in the vicinity of the castle you can hire pilgrims, and if you walk along the coast, you will open a wonderful task to rescue some magician who is being hunted by mercenaries. After killing a bunch of mercenaries, you will learn the history of the magician, and he will ask you to go to the Tokugawa castle and bring a scroll with a spell from there. We pass into the prison already known to us and break the barrel there. We take the scroll back and as a reward we get a spell that will allow us to jump to any portal we know on the continent.

Arthur's castle

It's not easy to enter the castle - the gates are locked. However, after going to Santaun, a village nearby, you will get the opportunity to chat with a local magician who will tell you that there is a battle with the forces of darkness in the castle, and will help you get to the castle and open the gates. In addition, in a hospitable village you can buy paladins for your army and build a ship. True, to build a ship, you first need to find out why the supply of wood from the nearest lumberjack has stopped. At a lumberjack nearby, almost all the workers were dead, and the only survivor said that several terrible creatures from the forest killed everyone and hid in the forest near the tallest tree. However, there we are waiting for an ambush of several units. The worker who sent us there turned out to be a necromancer magician. But then, as a reward for clearing the forest from evil spirits, you will receive two ships from the owner of the shipyard.

Moving to Arthur's castle, we will see that the battle for life and death is in full swing here, and we will get the opportunity to help the local ruler. He, however, will also refuse to join us, saying that he already serves Edward. And will join us only after his death. In the meantime, here you can buy very good hand-to-hand combatants called knights of light and purchase the colonel's armor (the blacksmith assures us that if we don't like the armor, he is ready to buy it back). Later, at Arthur himself, you can get such excellent fighters as dragon slayers into your army. These are not only excellent first-line fighters, but also good shooters.

Edward's castle

So, everything is clear with Arthur, and we are transported to the island to Edward. But first we get to Geltaur, a town on the coast. There is almost no one here, since the barbarians who survived the battle of Amaza took almost all of its inhabitants into captivity. If you go after them, then after a short battle, the inhabitants will return to the city. And not in vain - the local merchant will have the cards we are looking for, and he will give them in gratitude. So you can already go to Annarot. In addition, here you can buy a very nice ring, and refusing money for saving the inhabitants, get a little more authority. And near the place of battle with the barbarians, you can recruit cave bears into your army, craftsmen to speed up our troops.

Edward himself is already aware that we are going to get the country into our possession, and offers to fight for the right to rule it. There are giants in his army, but your archers should easily outshoot them. After three battles, you will receive the right to control Edward's castle. And after returning and talking with Arthur - control over the whole country. Don't forget to ransom the dragon slayers from Arthur and take both giants guarding the gate from Edward. And it's time to sail to Annarot.

Also in Edward's castle you can buy the last word of Gideon's aphorism from the magician. With it, you can go to the pyramid, and at night (you can use one of the many local taverns for this), the trigger will work, calling the spirit. If you correctly combine the words of the aphorism (IN BONUS VERITAS), then the spirit will be freed and will increase three characteristics as a reward (there are 3 options to choose from). If you choose the wrong sequence of words - just fight the troops of the spirit forever buried in the pyramid.

Annarot

Aeneas sailed here separately from us, so we will have to try first to find her. And first we have several battles in the vicinity of the pier. Although you will not find anything special here. Yes, and there is always the opportunity to swim back for the troops (portals operate only within the same continent).

Hertwig Castle

Not far from the pier we will be met by a suspicious comrade who is ready to take us to Aeneas. You just need to kill a couple of units on the way. However, there will be much more units, but at the end, the envoy of Samael, the demon who has taken control of Wolfgard, is waiting for us. True, he lets slip that Aeneas immediately gathered in Giantville and now we will never meet with her. Needless to say, he was wrong. By the way, there is a ring in the chest in his camp. True, not very useful.

The local village of Liprose is surrounded by hordes of monsters. True, they are no longer too scary for us. But there is not too much sense from the village - here you can only hire rates, undead magicians. Well, and buy some magic with rings.

However, they will not let us through the gate leading to Giantville. It was ordered to let us through, but the captain went to the nearest castle, and his assistant is so stupid that he cannot figure out what to do. We go to the castle and find that its owner and captain are caged, and some aliens rule the castle. We kick them out of here and as a reward we get brand new armor, the possibility of passage to Giantville and permission to hire Lazarians and Templars.

Ulric's Castle

The demon we killed turned out to be very useful - he turned out to have the key to the gate, lost by the stupid captain. On the way, we will be met by crowds of reviving evil spirits. But then Aeneas will be on the road with a detachment of warriors (several Zaghadars and orcs will join you, if there are suddenly free places).

There is nothing particularly useful in Giantville itself. Therefore, we immediately go to Ulric's castle and find that someone has turned all the giants into stone. Only the destruction of five stone obelisks can save them. 4 of them are located near the castles of Ulrik and Hertwig, as well as near Liprose and Giantvil. The latter can be found near the place where we killed the demon .. But, having freed the giants, we will be able to recruit giants and jotuns into our army.

After scouring the forests north of the castle, we will find a dragon that was attacked by dragon hunters. His little son led them away and now must perish. The dragon will also die, unable to bear the loss. We go after the hunters and destroy them. At the same time we will find one of the obelisks. As a reward, the dragons will help us move to last city continent, sending to Giantvil to the dwarf. He will guide us through the underground caves. However, there is another option - to approach the giants in Ulrik's castle, and they will destroy the obstacles in our path.

Meanwhile, Warland is besieged by the undead. But then Raphael meets there (take care of free space in the army for him). You will have to destroy many units of the undead around the area before you can go further. There are several places where you can hire warriors, but you can only really hire dark knights, similar to paladins. Now is the time to replenish the army, and our road lies on Airat.

Airat

On Airat, Rafael and Enea will leave you again. And again you have to cope alone. If you go to the nearest lighthouse, then you will free several locked there and get the armor of the sohei as a reward (a very useful thing that allows you to run fast). After freeing the local village of Hassadan, get the opportunity to hire assassins (mediocre shooters) and learn from the local blacksmith that the best blacksmith is in the city (unless, of course, by that time they found a locked chest on the shore).

It turns out in the city that they just don’t let you in there. However, the pilgrim undertakes to help us if we help the people near the lighthouse. We already helped them, so we just run back and forth. For this, they will take away all the armor from us and in return they will give out the pilgrim's clothes. But in it you can go to Anshan. In Anshan, immediately talk to the guard near the gate. He will take the money to open the gate for us. It will only be necessary to find his wife in the malls and give her the money. In terms of combat, this will not help us at all, however, by letting a detachment of gladiators into the city at a decisive moment, we will get a little more authority. Here you can also buy an Amazon, Virago and Fury, who will join our squad for free if there are free places for them. Just wander around the bazaar a little more and provide the warriors with spears. After that, you can approach the guards, who will lead us to the demon. After a short battle, you will be able to get your equipment and go further. By the way, at the exit you will meet Frederick, who brought you a detachment of yeomen. Also now you can sail to the previous continents and replenish the army.

You can only get to Samael himself with the help of lifts, but the killers from the guild who own them agree to provide a service only in exchange for the fact that we will kill some traitor. We again descend into the valley and kill the traitor. And the guild turns on the lifts. Here you can also buy Nizarites, who, although they do not reach the level of Furies, are better than Virago. Moreover, in fact, this is the last opportunity to replenish your army. After the lift, Raphael and Enea will join us.

Together we pass Morrion and enter the last battle, consisting of three fights. However, in the first two, we will not have very strong opponents, and it is enough just to restore the dead with our two magicians. In the last battle with Samael himself, he will have as much as 10 thousand life and he will throw strong spells. But not on the main character (otherwise it would hurt), but on the archers. So we quickly deal with his environment, not forgetting to restore our shooters. And then, in one move, the demon itself will die.

* * *

So another fantasy country was returned to prosperity. Well, we took part in this all we can...

Name Level Price Type of Auto-
ritet
Intelligence Life Armor Attack Ranged attack firing range The power of magic Protection from magic Speed Magic Where is
Peasant 1 3 H 2 16 9 0 5 - - 0 2 9 Fishmore
Wolf 2 7 H 3 24 15 0 8 - - 0 2 15 Forest near Fishmore
militia 3 8 H 4 32 24 0 12 - - 0 4 9 Sigurd Castle
seasoned wolf 4 16 H 6 48 35 0 19 - - 0 6 15 Gilbert's castle
Slave of darkness 4 8 W 6 48 35 0 15 - - 0 6 3 Anshan
Archer 5 11 BUT 9 72 37 0 17 24 16 0 7 3 Hunterville
Orc 5 17 BUT 9 72 50 0 26 - - 0 8 9 Meeting with Aeneas
swordsman 6 23 W 12 96 68 0 36 - - 0 12 9 Steelberg
Veteran 7 30 H 15 120 62 15 34 - - 30 9 9 Fire sword Sigurd Castle
shooter 8 55 BUT 19 152 74 19 30 48 24 0 19 12 Conrad Castle
Taskmaster 8 38 W 19 152 112 0 59 - - 0 19 9 Anshan
Fight Instructor 10 57 W 29 232 168 0 93 - - 0 28 9 Gilbert's castle
Werewolf 11 91 H 34 272 201 0 105 - - 0 34 15 Gilbert's castle
Yeoman 12 117 BUT 40 320 140 40 72 108 24 0 40 12 Conrad Castle
Bear 14 125 W 54 432 316 0 166 - - 0 54 12 Near Konrad's castle
rate 14 71 H 54 432 219 0 102 - - 160 54 3 Poison, slow down Liprose
Gladiator 15 122 BUT 61 488 250 61 238 - - 0 61 9 Arena
Pilgrim 15 102 H 61 488 250 0 116 - - 183 61 6 Treatment Windrose
Heretic 15 102 H 61 488 250 0 116 - - 183 61 6 Poison, lightning Bridge
Amazon 16 184 BUT 69 552 304 0 138 193 16 0 55 15 amaz
Grizzly 17 181 W 78 624 457 0 244 - - 0 78 12 close to the arena
Pilgrim 17 129 H 78 624 318 0 147 - - 237 78 6 Disenchantment, regeneration Near Tokugawa Castle
Assassin 18 130 W 87 696 381 0 173 242 8 0 69 9 Hassadan
sohei 19 224 H 96 768 394 96 221 - - 192 58 12 Protection from magic Tokugawa Castle
Sword master 19 192 W 96 768 566 0 298 - - 0 96 9 Gilbert's castle
Virago 20 283 BUT 106 848 466 0 212 297 16 0 85 15 Diana's castle
Nizari 21 272 W 117 936 408 116 210 315 16 0 116 12 Guild
Lazarian 21 155 H 117 936 478 0 221 - - 350 116 3 Water protection, poisoned weapons Hertwig Castle
cave bear 21 272 W 117 936 478 0 245 - - 326 116 12 Sandals of Hermes Edward Island
Mirmilon 22 298 BUT 128 1024 532 128 497 - - 0 128 12 Arena
Furies 23 463 BUT 139 1112 473 139 236 403 24 70 70 15 teleport Diana's castle
Paladin 24 302 H 151 1208 619 151 589 - - 0 151 9 Santaun
The Dark Knight 24 302 H 151 1208 619 151 589 - - 0 151 9 Warland
congveror 25 382 BUT 164 1312 621 164 507 - - 245 98 12 Scapegoat Arena
Templar 26 294 H 177 1410 724 176 406 - - 355 106 6 armor, poison Hertwig Castle
Sun Knight 26 412 W 177 1416 724 176 688 - - 0 176 12 Arthur's castle
Dragonslayer 27 443 W 190 1520 665 190 513 342 16 0 190 12 Arthur's castle
Giant 28 476 H 204 1632 1204 0 632 - - 0 204 12 Ulric's Castle
Jotun 29 510 H 219 1752 1285 0 677 - - 0 218 12 Ulric's Castle

You are on the page of the game Ascension to the Throne, created in RPG genre where you can find many useful information. The game was released by DVS. The walkthrough of the game Ascension to the Throne found with us will help you quickly solve in-game problems and get tips on difficult moments. Also for the game Ascension to the Throne codes and cheats are simply necessary for everyone who likes to receive free bonuses.

The game Ascension to the Throne in Russia was localized by 1C, but this does not negate the need for localization, because sometimes errors manifest themselves during the game, and original version always better than remade. Yes, and the passage in the native language is more pleasant. You will play alone, going through each stage without anyone's help.

Reviews and feedback from readers will help you understand if the game is worth your time. Given that the game was released on 2007-05-01, we can say that it belongs to the category of classics.

In addition to general information, you may need a variety of files. Use add-ons when you are tired of the main plot - they will significantly expand standard features. Mods and patches will help diversify and fix game process. You can download them in our file storage.

What kind of project is this - "Ascension to the Throne", if it took many years to create it? According to the developers' plan, this is an RPG with tactical components. Unfortunately, in addition, long years were not enough to create a real non-linear passage, but there is a sequence of tasks that can be given the go-ahead by one method or another, acquiring completely different benefits from this decision.

The most amusing thing in this game is that, approaching for a task, you quite often either acquire it, or do not acquire it under any circumstances. Did not want to immediately - you can forget.

In the intervals between the execution of tasks, we fight with local monsters on a fairly unique combat set. Unfortunately, this very combination is not well thought out, and at the end of the game we destroy monsters with incredible efficiency. But, for those who want real battles, it is possible to give advice by any means to complicate their lives. And then the game can become more than entertaining.

Well, let's move on to specific "offers".

Role system

In general, the totality is the same for both the brave man and the warriors, with the difference that the warriors do not increase in levels. Despite the fact that there are still levels for simple fighters, and they show how "cool" this type of army is.

So, the first thing that the domestic favorite has is authority. In accordance with authority, an army is recruited. Only if in other games we can recruit certain troops evenly (in other words, 10 trolls and 300 peasants), then the authority is “used up”, and we will have either trolls or peasants. Indeed, there is a third option - both types of armies are two times less than the maximum.

Each fighter has some kind of authority indicator, and by hiring him, we "spend" the corresponding amount of our own brave man's authority.

Because in most cases this situation is completely predictable, it is possible to pre-assemble additional fighters and take free ones later. At the same time, it is possible to change the rings, further increasing the credibility at the time of the purchase of armies.

Warrior skills are divided into health, damage and armor. Everything here is completely logical - how long the fighter will live depends on health, he causes damage himself, and the armor blocks that part of the damage that is inflicted on the fighter. It is possible to attribute long-range damage with a firing range to combat skills. These are the skills of archers, which in simple time shoot, despite the fact that, if they are attacked melee, they respond in kind.

The range of archers is very different, and archers with an indicator of 24 must be placed in the second sequence, and with 16 they will only be able to shoot from the first row, otherwise a large number will not reach.

This is very interesting: the game has an unusual division of fighters into "defenders", "neutrals" and "aggressors". Is it fundamentally important? Long-term study has shown that the defenders have good health, but low speed, and neglect armor. Aggressors are swift and can deal damage comparable to their own health.

All archers belong to this category. Neutrals do not possess strongly pronounced features, but magicians and animals belong to this category. Raisins of the same behavior were not seen.

Magical traits include magic power, magic defense, and intelligence. The first shows how strong your wizard is and how much damage he will inflict on opponents. Protection from magic reduces magical damage, and if protection exceeds damage, then spells that do not cause bright damage will not work either. Intelligence is a local variant of mana.

It is consumed when casting spells, but there is a small subtlety here. The fact is that in most cases this matters for fighters, because they have little intelligence, but it is not intended to improve intelligence for a brave man - it will already increase with levels, spells are inexpensive, and in 2-3 moves it is difficult to use up, moreover, a tenth of the intellect.

Last - in order, but not in value - the speed of movement. Its value is fully good - the one with the higher value not only goes further, but also goes first. The second is more interesting - the speed can be increased by rings, and despite the fact that it is indicated that it increases by only 1, but this is not a unit, but an order of speed (only 5 orders of speed, multiples of three, from 3 to 15).

At a time when a brave man raises his own level, you get as many as five points, which can be put into the development of damage, health, magic power or protection from magic (intelligence is added naturally with each new level). Points are not equivalent, but equal to the current level of the brave. So, at the second level, each new point will bring 2 units to hell, and at the tenth - 10.

Also, characteristics can be increased with the help of tasks, and chests and altars located on the ground.

Chests give us a choice between prestige and money (familiar picture, right?), altars are very diverse. Experience points from just these sources we acquire according to the level of experience. At the same time, there are chests in each of the castles.

This is very interesting: chests are not only in castles. It's very good to run through new territory and you'll find credibility buildups in disguise. The joke of the game itself is that often the chests are visible across the rivers, at a time when the forest is not yet displayed, but they are hard to find already on the terrain itself.

And - if you see a mountain of an unusually white color, then without fail look around it. In that place, another chest is quite right hidden.

Among other things, the brave man has a cell for armor, a talisman and two for rings. In most cases, he acquires armor as a result of completing tasks, he finds rings and talismans in chests or takes them from merchants. Along with this, their "style" may be different - to improve the features of the brave man himself and to improve the features of his armies.

It is fully logical that the choice is made only in favor of the armies.

The game assumes that you will make a brave man or a wizard or a soldier. Perhaps the option of an archer was also envisaged, but in our time only merchants and rare archer altars remind us of this, mockingly regretting that we cannot purchase a ring that improves the characteristics of an archer, because we still do not possess a bow.

Based on this, if you want a simple game - make your own brave wizard. Over time, wizards begin to destroy rivals in batches, while soldiers kill one at a time. Despite the fact that all this is not so of great importance, because the brave man is very far behind in speed from his own probable army, and the main “showdowns” in most cases go before the favorite enters the battle.

But, try the option of a soldier with an army of hand-to-hand combatants - high difficulty in passing is guaranteed.

Combat aggregate

At first glance, the local combat system resembles King's Bounty. The same 2 troops at the edges of the screen, which grapple with each other in the hope of winning. Only in that place there were only five detachments, and here on each side it is possible as many as 10. But the main difference is that in the old KB the detachments were not exhausted in number. Can you find and hire 5 thousand peasants? Happy journey with this horde!

Right there, everything is strictly regulated, no more than 10 fighters are possible in the detachment, and there will be only one brave man at all. Of this, more than 91 soldiers on the one hand cannot be. What are the other features that come from this?

The first feature is that any of the soldiers hits only once (along with this, only one target is hit), and the one who is hit does not respond. From this we get the following rule - in addition, the peasants will be able to beat the werewolf, because despite the fact that he kills one peasant at a time, but a dozen peasants are capable of more.

This is very interesting: the blows of several fighters from the squad on one target are summed up, and not each of them overcomes the armor, but the whole amount. But for each new unit, armor will be taken into account separately.

The second smart point is that strikes are delivered only from adjacent territories. This means that if there is only one fighter in the squad, then enemy melee fighters will inflict a maximum of 6 hits on him (if they are completely surrounded). If there are three fighters, then each will be given no more than 3-4 blows.

But singles can be surrounded, then they will die in the ring of enemy soldiers, unable to get out and inflicting completely ineffective strikes on undeserving targets.

Of course, these cunning rules do not apply to archers and magicians at all. Wizards do their own unclean deeds in relation to the units or their units at once. But archers shoot as follows - they choose a target and inflict as much damage as necessary to kill the target, then transferring the flame to the next fighter of the squad.

Accordingly, if the target's life is less than the damage of the corresponding archer, then the same number will be killed as in the archer squad (but not more than the targets in the opponent's squad).

What are the features of tactics? It is logical that archers and magicians should be placed in the second sequence. Again, it is fully logical that you should not take one super-powerful fighter, it is better to buy a dozen soldiers is easier.

Then, perhaps, they will be able to use the full force of their own attack, and not just deliver one blow.

From time to time, it makes sense to create "extras" on the front line only for the opponent to strike at each individual unit from a pair of not strong fighters. And, again, if there is room, then two squads of 5 archers are much more needed than one squad of 10. Because of what?

Due to the fact that if the opponent has a pair of units of three not strong fighters, then the archers will knock out both units. In another case, you will need to spend a whole volley on several deadlings.

It has the location and importance of the armies on the battlefield. Walking starts from left to right from the first row. This indicates that the fighters with a speed of 15 who are standing in the front row will fight first. The player has the advantage. But! When the "high-speed" ones leave from his first row, such nimble guys from the opponent's first row will immediately begin to beat.

And only later the priority will pass to the second sequence. From this conclusion: the archers are placed on the "wings" of the sequences, so that it would be difficult to reach them on the first move. And in the center are placed wonderful fighters, who themselves must run to the most harmful enemies and knock them on the head.

Unfortunately, we see wizards only from the opposite side. We are not trusted by comrades who throw all sorts of fireballs. And you will not get any benefit from all kinds of poisoners, amplifiers and accelerators. The fact is that the "work" for the magician, due to his speed, will be seen only on the second movement. And the first movement he will just take a place in the detachment.

At the same time, in most cases, the battles here last no more than 2-3 moves. In total - it is much more successful to use archers or easily wonderful fighters.

spells

Magic here is fully divided into 4 elements.

The flames are responsible for the destruction, from a simple fireball on one person to Armageddon, hitting the entire enemy squad at once.

Water is resurrection and all kinds of healing, protection from the elements, poison and removal of magic from poisoned weapons. Quite an unnecessary element, except for the last spell, resurrection.

Airspace includes haste, a rain of arrows (big buff to archers), teleportation, a scapegoat (all enemies will attack this unit), stupid lightning (hit the entire unit, but the power of magic is divided by ten) and the priceless portal spell, which will allow you to jump to the desired portal from anywhere, not just from another portal.

Finally, soil only includes slowdowns, meteorites, and armor. Therefore, this element is used very rarely.

Magic can be used not only by the main character, but also by countless soldiers with magical skills. From time to time, whole hordes of wizards oppose us. But, the future of the wizard is a little sad - he quite often lags behind in speed and gets the first on the head. Only those who survived the shelling of archers will be able to avenge little. The rules for how magic works here are very simple - magic power versus protection from magic.

For some spells, the entire power of the spell is divided by the number of people in the squad, and the power of the result of the spell depends on the power of magic (for example, to slow down).

In general, only one thing can be said about magic - decrepit spells are immediately forgotten, and some are not used at all under any circumstances. The intelligence required for spells is invariably cheap in the right amount.

And as much as possible. The more shooters we have, the more remarkable the army. There are no special options here - first archers with arrows, then yeomanry, at the end of them Amazons, who, for their part, are replaced by virago with furies.

As an alternative to virago, it is possible to see the Nizari, but this is not for everyone. And, of course, dragon slayers, the most tenacious shooters of the game. Just keep in mind that you cannot buy more than 4 at a time. If you want to increase the number of dragon slayers in your own army, sail to another continent, and upon your return you can purchase 4 more.

Archers are great, but from time to time you have to put someone more serious in the front row so that he primitively beats the muzzle. In principle, anyone is suitable for this role. But still, I would advise you to put faster fighters in that direction. For example, the same werewolves, which will have time to gnaw the opponent very hard. Later, the knights of the sun will be very good, but all the same dragon slayers will come in their place, which are significantly superior to the knights.

In addition, jotuns with a huge number of hit points are very good. Their only drawback is the same as that of the dragon slayers - they sell only 2 of them, and for a new acquisition you will need to sail to another continent.

All that remains are the various pseudo-magicians that can be found in Annarote. But once again I recommend not to take them into your own army, because they are completely unrealistically delayed by the beginning of the battle, and their spells have less effect than a hail of arrows. And by and large, you can determine from the table about all the soldiers who can get into your army.

Walkthrough

Hard times have come for the ruler Alexander. once it happened that in a difficult battle with the enemy, a comrade-in-arms removed from behind. Fortunately, the domestic brave man managed to survive, but all his abilities, and armor with weapons, fell through the ground, and he himself ended up in no one knows where.

And now, instead of having a normal reign, he will need to survive ...

“It is not known where” turned out to be the second mainland, where it was now necessary to figure out who, what and where and how to find the way to their homeland.

Sigurd Castle

No luck - so no luck. In addition to the fact that we didn’t know where, the local ruler, Sigurd, mistook us for an impostor and ordered us to be flogged. Resistance only increased the punishment.

Well, later the former king out of the gate, like a homeless tramp.

But the world is not without good people. An old man passing along the road clarified something about the local order, and shared a small fraction of the money. And the woman standing nearby asked to help her in revenge for her sister, promising to join at the end.

For the initial fights, Helga is quite apart from that, but later this Amazon will not be of great use. Well, let's follow the people to the nearest village, Fishmore.

But already at the entrance, the brave man is slowed down and offered to pay. There are already three options - give 10 coins, do push-ups or fight with the guards. In the first case, you are money, the third threatens not strong until the brave man with a swift death.

Well, after pushing up, you will also get a unit of health.

In the village, you will immediately stumble upon some big man, which will tell you that his mistress was accused of witchcraft and now they want to be burned at the stake. A little later, it will be possible to save her, either by fighting with the accusers near the castle, or by paying money. But for the first, it is necessary to get stronger a little, and for the second, to have enough money.

So it's not in the near future. In the meantime, you should go to the blacksmith and ask about the armor. The blacksmith will promise to make them when you bring him ores.

Now the domestic path lies to the head of the local barracks, which will offer to hire the most uncomplicated soldiers and assign his own task - to exterminate the local marauders. We hire soldiers to the maximum and go for the ore. To begin with, the task is not the most difficult, but later we will take the first armor at our disposal. Now it is possible to wipe out marauders from the face of the earth, and later pick up the task from the village headman. His request is to help the lime hunters of the local wolves.

Hunters will not agree to help, on the basis of this, the wolves will need to be harassed on their own. But now it is possible to hire wolves in your own army. It's time to approach the wizard and ask him at the cost of spells.

And get at least a simple fireball. But then it will be possible not to get into a fight yourself, but simply to shoot the opponent from a distance. In addition, we will take the task from him to find out what is happening in the local magic tower. The tower was occupied by a harmful werewolf, who will need to be exterminated by the same simple armies, because your magical properties to destroy him are still too small.

Nearby it will be possible to find a cannibal, after the murder of which it is possible to extract a purse of money from the chest. In the village you will find a man who will offer you to take a debt from the innkeeper. The innkeeper will cry that he put all his own savings in a purse, which is guarded by the damned cannibal.

So your time has come - we present the purse and attribute the debt, gaining experience immediately from both. At the same time, the innkeeper will promise to secretly take us to Sigurd's castle. The battle with Sigurd itself is very simple.

He only has 97 hit points, which is easy to take down with just one fireball.

In the castle, Sigurd has something to profit from. This is, firstly, a pair of chests. Secondly - the opportunity to attach a wonderful fighter to your forces for free (just chat with him). Thirdly, if you chat with a blacksmith, he will first raise one of the two traits, and later share the armor. It is also possible to hand over 10 peasants and take instead of 5 militias. Or hire veterans.

The last task that is available here is to judge the shopkeeper and the magician. There are already 4 options. If judged in favor of the shopkeeper, he will bestow an armor talisman. If you decide in favor of the wizard, you will receive an increase in magical properties. By dividing the losses equally, increase intelligence.

Finally, after taking the money for yourself, buy credibility. If you start to pass by Sigurd's castle before you take possession of the castle, you can fight with the detachment defending the passage to Konrad's castle. Or skillfully negotiate with him about letting you through. Despite the fact that experience is needed.

It is also possible to find a friend here who will tell you about the problems in the nearby city of Steelberg, from where he was sent for help.

Conrad Castle

Conrad will greet us generally favorably, but he will offer to “talk” with a werewolf in his castle first. Then he will take a look, we are the king or we are not the king. In the meantime, while it is possible to rummage around the castle in search of chests, hire several types of archers and go to the wizard. The magician, a man of the best soul, will tell about the secret of a certain Gideon and give out the first word of this secret. Obviously for money.

In addition, the local merchant will ask us to take the letter to his brother in Steelberg. As long as we can’t fight with a werewolf, on this basis we go to the nearest village called Hunterville for errands.

In Hunterville, we will be offered to compete in a beer competition. Obviously - who will drink more. It’s pointless to increase health - it still won’t be enough, But it’s worth approaching a local doctor. He will offer to run for a certain leaf and make a decoction out of it, which will help to win.

At the same time, clean the altar for the local monk, wiping a bunch of evil spirits off the face of the earth. The headman will complain about the illness of his native bear and ask him to go to the healer to help with the treatment. She knows her own business, the benefit is breeding bears, but for help she will ask to wipe several lone bears from the face of the earth. At the same time, it will then be possible for her to collect bears. Finally, it is possible to take on the task of finding a favorite of local hunters.

He was "captured" by animals, and now it is necessary to help him. But later it will be possible to recruit archers into their ranks. Now it is possible to take Kira to her, taking some kind of reward for this, and go to the castle.

At the end of the victory over the werewolf, Konrad will still agree to talk with us. But he will not want to rise under the domestic leadership. Indeed, not very categorical - if it turns out to defeat him in a one-on-one duel, then he agrees to become a domestic subject.

In case your magical strike went for two a lot, and there is some stock of fate, then fight, gain control of the castle, and it's time to go to the next castle.

Gilbert's castle

It's still too early for the Amazons, so let's go until then to Gilbert. To do this, you will need to go down on the giant lifts, and then we will be near Steelberg. But the city is this moment under siege, and it is very difficult to break into it.

Based on this, we head through the Arena later, until we stumble upon an unusual detachment led by a general. Right next to him, a squad of monsters captured the monk. We free him and acquire the task to release the local temple, where the undead decided to settle. Here, for the first time, we will encounter a “two-level” battle, after which it will be necessary to cross our own blade with the main bastard himself. At the end of which it will be possible to take the monk to the temple. Not far from the temple there is a cave in which it is possible to recruit grizzlies into your own squad.

Only these bears have become very rare, so you will need to buy three bears and bring them to the grizzly breeder to restore the breed. Then it is possible to get gladiators into your team by defeating one of them.

And Stilberg at the same time is surrounded by hordes of evil spirits. And we need to save the city from this scourge. Only at first it is better to break through in that direction, choosing a place on the contrary of one of the entrances. In the city, we will take access to the portal and the ability to recruit swordsmen into our own army. The local doctor will ask you to bring him a lancet from the castle, and the letter will find its own addressee.

In addition, there will immediately be a comrade who will agree to go with us when we free the local area from evil spirits. The last task will be given by a local merchant, who will ask you to find him a few bodyguards. To do this, you need to go to the arena and hire two gladiators in that place (they stand separately). But he will refuse to pay for the execution of the task, on the basis of this he will immediately lose the protection received again.

Until then, we clean everything and go to the local lord. He is not as proud as the past, but also does not want to just become under your leadership. His task will be to wipe out the portals near the castle, which invariably spawn undead.

There are only three portals, and any one is protected by an army of several squads of wizards. But then they forge the lieutenant's armor and allow us the opportunity to hire masters and sword fighting instructors. Along the way, they will be asked to deliver a letter to the general leading that very unusual detachment.

Upon returning to Gilbert, we will be able to take this very general into our own army. In addition, in the second part of the castle it is possible to hire seasoned wolves and werewolves. Now is the time to go to Diana for her Amazons.

Diana's castle

Getting in that direction will be very difficult. For starters, the rope bridge leading in that direction will be cut off. Indeed, a small pleasant surprise will be that a whole few different fighters live near the bridge, which you can get into your own army.

The bad thing is that they are single and will not last long in this very army. But we have a "dark movement" in the soil of the Amazons - rafting from Conrad's castle. Here a surprise awaits us - the village of Amaz is covered by a power shield, which will throw us back to the already familiar group of soldiers.

Well, let's go to Steelberg, and now we will be shown a small movement directly to Amaz, bypassing the shield.

And in Amazon at the same time, panic. Once upon a time, the wizard Raphael managed to put up a shield that defended the city from an invasion from Annarot. Now this barrier has fallen, and the city is helpless before the enemies.

So we recruit Amazons and go to Diana's castle. In that place, having made a promise to help her, we acquire the archer Aeneas in our own detachment (she must be picked up later near the waterfall) and set off to destroy the invading savages. In the end, they will still end, but it turns out that Diana died in the battle, so we will be proclaimed the ruler of the Amazons.

Well, let's use this and go to the castle. In that place, we will take the captain's armor and will be able to recruit virago and furies, the best archers of the game, into our own army. Immediately, the local magician will tell us the second part of Gideon's aphorism. Only in exchange will require one werewolf. Based on this, if you bought several of these creatures in Gilbert's castle, then at the moment you will instantly receive the word. If you go to the place where Diana stood, then it is possible to attach two furies to your own squad for free.

In Diana's castle, it will be possible to purchase a rope for a broken bridge. At the same time, you will fight with the trolls, who have made their lair under the bridge.

It remains only to go to the broken portal and cross in one direction, to the Tokugawa castle.

Tokugawa Castle

Not far from the castle, as usual in the local area, the village of Windrose is picturesquely located. In that place, we will determine that it is possible to get to Edward's castle only by obtaining maps of the seas and a ship. In addition, the blacksmith in the local village is preoccupied with the problem of presenting the armor to the ruler of the nearest castle.

Become a ruler - get a prize. Based on this, if necessary, we hire pilgrims in the village and go to the castle.

Tokugawa will not receive you kindly. Moreover - will offer to go out. Yes, and maps of the seas, allowing us to get to our native island, he sold to Eduard. But Aeneas will tell that she will be able to skillfully release the captain, hidden in the Tokugawa colony. You just need to wait for the night.

But at night, an ambush awaits us, led by the owner of the castle himself. And if you do not hide the captain, then you risk losing him during the battle. But it’s not enough to kill Tokugawa - you still need to wipe out the detachments loyal to him, located in front of the castle, from the face of the earth.

But later, you can take a few sohei in the castle for free to your own army and hire second sohei for money.

In addition, it is possible to hire pilgrims in the vicinity of the castle, and if you suddenly walk along the coast, then you will open an excellent task to save some wizard who is being hunted by mercenaries. After killing a bunch of mercenaries, you will determine the history of the wizard, and he will ask you to go to the Tokugawa castle and bring back a scroll with a spell. We pass into the colony already known to us and in that place we break the barrel.

We take the scroll back and as a prize we get a spell that will allow us to jump to any portal we know on the continent.

Arthur's castle

So the castle will not be - the gates are closed. But, having taken place in Santaun, a village nearby, you will get the opportunity to chat with a local wizard, who will tell you that there is a battle with the forces of darkness in the castle, and will help you get to the opening and lock of the gate. Also, in a hospitable village it is possible to buy paladins into your own army and build a ship. Indeed, to build a ship, you first need to determine what caused the supply of wood from the nearest lumberjack to end. At the lumberjack nearby, almost all the workers were dead, and the only survivor stated that a couple of terrible creatures from the forest killed everyone and hid in the forest near the largest tree. But in that place, an ambush of several detachments awaits us.

The worker who directed us in that direction was a necromancer wizard at all. But later, as a prize for clearing the forest from evil spirits, you will receive two ships from the owner of the shipyard.

Moving on to Arthur's castle, we will see that the battle is in full swing here not for fate, but for death, and we will take the opportunity to help the local ruler. He, however, will also refuse to join us, declaring that he is already helping Edward. And will join us only at the end of his death.

And as long as it is possible to get very good hand-to-hand fighters called knights of light and buy the colonel's armor (the blacksmith assures us that if we don't like the armor, he is ready to buy it back). Later, from Arthur himself, it is possible to take such good fighters as dragon slayers into your own army. These are not only good first-line fighters, but also good shooters.

Edward's Castle

So, everything is clear with Arthur, and we are moving to the island to Edward. But first we get to Geltaur, a city on the coast. There is practically no one here, since the barbarians who survived in the battle of Amaz took away almost all of its inhabitants into captivity. If you go after them, then at the end of a small battle, the inhabitants will return to the city.

And not in vain - the local merchant will have the cards we are looking for, and he will give them in gratitude. So it is possible to go to Annarot already. In addition, it is immediately possible to purchase a very beautiful ring, and if you refuse money for saving the inhabitants, you can take even a little bit of authority.

And near the place of battle with the barbarians, it is possible to gather cave bears into your own army, craftsmen to speed up domestic troops.

Edward himself is already aware that we plan to get the country into our own possession, and offers to fight for the right to lead it. There are giants in his army, but your archers should easily shoot them down. At the end of three battles, you will receive the right to lead Edward's castle. And returning and chatting with Arthur - control over the whole country. Don't forget to ransom the dragon slayers from Arthur and take both giants guarding the gate from Edward.

And it's time to sail to Annarot.

In addition, in Edward's castle it is possible to purchase the final word of Gideon's aphorism from the wizard. It is possible to go to the pyramid with it, and at night (it is possible to use one of the countless local taverns for this), the trigger will go off, leading to the spirit. If you correctly combine the words of the aphorism (IN BONUS VERITAS), then the spirit will be released and will increase three characteristics as a prize (there are 3 options to choose from).

If you choose the wrong sequence of words - just fight the armies of the spirit forever buried in the pyramid.

Aeneas sailed away to me separately from us, so we'll have to try first to find her. And first we have a couple of battles in the vicinity of the pier. Despite the fact that you will not find anything special here.

Yes, and invariably there is an opportunity to float back behind the armies (portals operate only within the same continent).

Hertwig Castle

Not far from the pier we will be met by a strange friend who is ready to take us to Aeneas. You just need to kill a few units along the way. But there will be much more units, but in the end, the messenger of Samael, the demon who took control of Wolfgard, awaits us. Indeed, he lets slip that Aeneas immediately gathered in Giantville and now we will not meet with her under any circumstances.

Needless to say, he was wrong. By the way, there is a ring in the chest in his camp. Indeed, not overly necessary.

The local village of Liprose is surrounded by hordes of monsters. Indeed, they are no longer scary for us. But the village is not too much use either - it is only possible to hire rates, undead wizards.

Well, and buy some magic with rings.

But they won't let us in through the gate leading to Giantville. It was ordered to let us through, but the captain went to the nearest castle, and his assistant is so stupid that he cannot figure out what to do. We go to the castle and find that its captain and owner are caged, and some aliens rule the castle.

We kick them out of this and as a prize we get brand new armor, the possibility of passage to Giantville and permission to hire Lazarians and Templars.

Ulric's Castle

The demon we killed was very necessary - he had the key to the gate, lost by the stupid captain. On the way, we will be met by crowds of reviving evil spirits. But later on the road will be Aeneas with a detachment of soldiers (a couple of Zaghadars and Orcs will join you in case there are suddenly free places).

There is nothing particularly necessary in Giantville itself. Based on this, we immediately go to Ulric's castle and find that someone turned all the giants into stone. Only the destruction of five stone obelisks can save them.

4 of them are located near the castles of Ulrik and Hertwig, and near Liprose and Giantvil. The latter can be found near the place where we killed the demon .. But, having released the giants, we will be able to recruit giants and jotuns into our own army.

After scouring the forests north of the castle, we will find a dragon that was attacked by dragon hunters. His little son took them with him and now must die. The dragon will also die, not suffering the loss. We go after the hunters and destroy them. At the same time we will find one of the obelisks.

As a prize, the dragons will help us move to the last city of the continent, sending a dwarf to Giantville. He will make us underground caves. But, there is a second option - to approach the giants in Ulrik's castle, and they will destroy the obstacles on the domestic path.

At the same time, Warland is besieged by the undead. But Raphael is seen in that place (take care of a free place in the army for him). You will have to wipe out a large number of undead units in the surrounding area before it will be possible to go further.

There are a couple of places where it is possible to hire soldiers, but it is really possible to hire only black knights, an analogue of paladins. Now is the time to replenish the army, and the national road lies on Airat.

On Airat, Raphael and Enea will leave you again. And again you will need to cope alone. If you go to the nearest lighthouse, then you will release several closed ones in that place and get Sohei armor as a prize (very useful thing allowing you to run soon).

After freeing the local village of Hassadan, get the opportunity to hire assassins (bad shooters) and determine from the local blacksmith that the best blacksmith is in the city (in case, of course, you have found a closed chest on the shore by then).

It turns out in the city that they don't let you in that direction so easily. But the pilgrim undertakes to help us if we help the people near the lighthouse. We already helped them, so we just run in that direction and back. For this, they will take away all the armor from us and instead give out the clothes of a pilgrim. But it is possible to take place in Anshan.

In Anshan, immediately talk to the guard near the gate. He will take the money to open the gate for us. It will only be necessary to find his wife in the trading sequences and give her money. In terms of combat, this will not help us at all, but by allowing a detachment of gladiators to enter the city at a decisive moment, we will take even a little more authority. In addition, it is possible to buy an Amazon, a Virago and a Fury here, which will join our squad free of charge, if there are free places for them.

Just wander a little more around the market and provide the warriors with spears. Then it is possible to reach the guard, which will take us to the demon. At the end of a small battle, you can go for your equipment and go further.

By the way, at the exit you will meet Frederick, who brought you a detachment of yeomen. In addition, it is now possible to sail to past continents and replenish the army.

Getting to Samael himself is possible only with the help of lifts, but the assassins from the guild who own them agree to do a favor only in exchange for the fact that we will kill some traitor. We descend into the plain again and kill the traitor. And the guild turns on the lifts. It is immediately possible to buy Nizarites, which, despite the fact that they do not reach the level of furies, are better than Virago. Moreover, this is practically the last opportunity to replenish your own army.

At the end of the lift, Raphael and Enea will join us.

Together we pass Morrion and enter the last battle, consisting of three battles. But in the first two, we will have not too strong rivals, and it is enough just to restore the dead by domestic two wizards. In the last battle with Samael himself, he will have as many as 10 thousand fate and he will throw strong spells. But not according to the main brave man (otherwise he would have hurt), but according to the archers.

So we will soon deal with his environment, not forgetting to restore our own shooters. And later, for some one movement, the demon itself will die.

So another fantasy country was returned to prosperity. Well, we took part in this all we can…

Name Level Price Type of Authority Intelligence Life Armor Attack Ranged attack firing range The power of magic Protection from magic Speed Magic Where is
Peasant 1 3 H 2 16 9 0 5 0 2 9 Fishmore
Wolf 2 7 H 3 24 15 0 8 0 2 15 Forest near Fishmore
militia 3 8 H 4 32 24 0 12 0 4 9 Sigurd Castle
experienced wolf 4 16 H 6 48 35 0 19 0 6 15 Gilbert's castle
Slave of darkness 4 8 W 6 48 35 0 15 0 6 3 Anshan
Archer 5 11 BUT 9 72 37 0 17 24 16 0 7 3 Hunterville
Orc 5 17 BUT 9 72 50 0 26 0 8 9 Meeting with Aeneas
swordsman 6 23 W 12 96 68 0 36 0 12 9 Steelberg
Veteran 7 30 H 15 120 62 15 34 30 9 9 fire blade Sigurd Castle
shooter 8 55 BUT 19 152 74 19 30 48 24 0 19 12 Conrad Castle
Taskmaster 8 38 W 19 152 112 0 59 0 19 9 Anshan
Fight Instructor 10 57 W 29 232 168 0 93 0 28 9 Gilbert's castle
Werewolf 11 91 H 34 272 201 0 105 0 34 15 Gilbert's castle
Yeoman 12 117 BUT 40 320 140 40 72 108 24 0 40 12 Conrad Castle
Bear 14 125 W 54 432 316 0 166 0 54 12 Near Konrad's castle
rate 14 71 H 54 432 219 0 102 160 54 3 Poison, slow down Liprose
Gladiator 15 122 BUT 61 488 250 61 238 0 61 9 Arena
Pilgrim 15 102 H 61 488 250 0 116 183 61 6 Treatment Windrose
Heretic 15 102 H 61 488 250 0 116 183 61 6 Poison, lightning Bridge
Amazon 16 184 BUT 69 552 304 0 138 193 16 0 55 15 amaz
Grizzly 17 181 W 78 624 457 0 244 0 78 12 Close to the arena
Pilgrim 17 129 H 78 624 318 0 147 237 78 6 Disenchantment, regeneration Near Tokugawa Castle
Assassin 18 130 W 87 696 381 0 173 242 8 0 69 9 Hassadan
sohei 19 224 H 96 768 394 96 221 192 58 12 Protection from magic Tokugawa Castle
Sword master 19 192 W 96 768 566 0 298 0 96 9 Gilbert's castle
Virago 20 283 BUT 106 848 466 0 212 297 16 0 85 15 Diana's castle
Nizari 21 272 W 117 936 408 116 210 315 16 0 116 12 Guild
Lazarian 21 155 H 117 936 478 0 221 350 116 3 Water protection, poisoned weapons Hertwig Castle
cave bear 21 272 W 117 936 478 0 245 326 116 12 Sandals of Hermes Edward Island
Mirmilon 22 298 BUT 128 1024 532 128 497 0 128 12 Arena
Furies 23 463 BUT 139 1112 473 139 236 403 24 70 70 15 teleport Diana's castle
Paladin 24 302 H 151 1208 619 151 589 0 151 9 Santaun
Black Knight 24 302 H 151 1208 619 151 589 0 151 9 Warland
congveror 25 382 BUT 164 1312 621 164 507 245 98 12 Scapegoat Arena
Templar 26 294 H 177 1410 724 176 406 355 106 6 armor, poison Hertwig Castle
Sun Knight 26 412 W 177 1416 724 176 688 0 176 12 Arthur's castle
Dragonslayer 27 443 W 190 1520 665 190 513 342 16 0 190 12 Arthur's castle
Giant 28 476 H 204 1632 1204 0 632 0 204 12 Ulric's Castle
Jotun 29 510 H 219 1752 1285 0 677 0 218 12 Ulric's Castle

Creator: Anton "Dash" Lysenko. The material was previously posted in the publication "Igromania". Posted with permission from the editorial board.

Game: Platform: PC Genre: rpg Release date: May 2007 Developer: DVS Publisher in Russia: 1C / Track What kind of project is Rise to the Throne after all, if it took long and long years to create it? According to the plan of the developers, this is a role-playing game with tactical components. Unfortunately, even long years were not enough to create a real non-linear passage, but there are a number of tasks that can be solved by one method or another, receiving completely different benefits from this solution. The funny thing about this game is that when you approach a task, you often either get it or never get it. I didn’t want it right away - you can forget it.

In between tasks, we fight with local monsters in a fairly unique combat system. Unfortunately, this particular system is not well thought out, and at the end of the game we destroy monsters with indescribable efficiency. In general, those who want real battles can be recommended by any means to complicate life for themselves. Then the game can become more than exciting. Well, let's move on to certain "offers".

Role system

In general, the system is similar for both the hero and the fighter, with the difference that the fighters do not grow in levels. Although there are still levels for ordinary fighters, and they demonstrate how "cool" this type of troops is.

So, the first thing our favorite has is authority. According to authority, an army is recruited. Only if in other games we can recruit certain troops moderately (in other words, 10 trolls and 300 farmers), then the authority is “used up”, and we will have either trolls or farmers. True, there is a third option - both types of troops are two times less than the maximum. Each fighter has a certain indicator of authority, and by hiring him, we "spend" the corresponding amount of the authority of our own hero.

It's curious: the concept of authority is incomplete. The fact is that fighters often join the hero completely free of charge. Free authority in this case does not bother them at all, and there may be a "bust" of authority. Since this situation is usually completely predictable, you can recruit additional fighters in advance and get free ones later. At the same time, you can change the rings, further increasing the credibility at the time of the purchase of troops.

Military abilities are divided into health, armor and damage. Everything here is completely reasonable - how long the fighter will live depends on health, he inflicts damage himself, and the armor covers that part of the damage that is inflicted on the fighter. The combat abilities include long-range damage with a firing range. These are the abilities of archers who shoot normally, although if they are assaulted in melee, they respond with the same. The range of archers is very different, and archers with an indicator of 24 must be placed in the 2nd row, and with 16 they can only shoot from the first row, otherwise they won’t reach much.

It's curious: the game has a strange division of fighters into "defenders", "aggressors" and "neutrals". Is it fundamental? A long study showed that defenders have good health, but low speed, they also treat armor. Aggressors are frisky and can deal damage comparable to the amount of health they themselves have. All archers belong specifically to this category. Neutrals do not possess pronounced qualities, but animals and sorcerers belong to this category. No specific behavior was observed.

Magical traits include magic power, magic defense, and intelligence. 1st indicates how strong your sorcerer is and how much damage he will inflict on opponents. Protection from magic reduces magical damage, and if the protection exceeds the damage, then spells that do not deal specific damage will not pass. Mind is the local variant of mana. It is consumed when casting spells, but there is a little subtlety here. The fact is that for fighters this usually matters, because they have little mind, but it’s not worth it to specially ennoble the mind for the hero - it will grow with levels anyway, spells are cheap, and it’s difficult to use up even a tenth in 2-3 moves share of the mind.

Last - in order, but not in value - the speed of movement. Its meaning is completely traditional - the one with the higher value not only walks further, but also walks first. Another thing is more exciting - the speed can be increased by rings, and although it is indicated that it increases by only 1, this is not a unit, but an order of speed (only 5 orders of speed, multiples of three, from 3 to 15).

When a hero increases his own level, you get as much as 5 points that can be invested in the development of damage, health, magic power or protection from magic (mind is added naturally with each new level). Points are not equivalent, but equal to the current level of the hero. So, at the second level, each new point will bring 2 units to the characteristic, and at the tenth - 10. In addition, properties can be increased with the help of tasks, as well as chests and altars located on the ground.

Chests give us a choice between means and authority (familiar picture, right?), altars are very diverse. Experience points specifically from these sources we get according to the level of experience. Meanwhile, there are chests in each of the castles. And given the dependence of prestige on the level of experience, from time to time it is more profitable to clear the surrounding area of ​​monsters, get a few levels with all this, and then acquire a couple of 10s of extra credibility points.

It's curious: chests are not only in castles. Very good to run newest terrain, and you'll find disguised accumulations of authority. The joke of the game itself is that chests are often visible across the rivers when the forest is not yet displayed, but they are hard to find already on the terrain itself. And - if you see a mountain of a particularly snow-white color, then by all means look for it near it. There's definitely another chest hidden there. In addition to everything else, the hero has a cell for armor, an amulet and two for rings. He usually receives armor as a result of completing tasks, he finds rings and amulets in chests or buys from merchants. With all this, their "style" can be different - to improve the features of the hero himself and to improve the features of his troops. It is completely reasonable that the choice is made only in favor of the troops.

The game implies that you will make the hero either a sorcerer or a warrior. Perhaps the option of an archer was also envisaged, but today only the rarest archer altars and merchants remind us of this, mockingly regretting that we cannot purchase a ring that improves the properties of an archer, because we still do not own a bow.

Therefore, if you want a normal game - make your own hero a sorcerer. Over time, the sorcerers begin to destroy enemies in batches, while the warriors continue to kill one at a time. Although all this is not so of great importance, because the hero is very behind in speed from his own probable army, and the main "showdowns" usually take place before the favorite enters the battle. In general, try the option of warriors with an army of melee - high difficulty in passing is guaranteed.

Combat system

At first glance, the local combat system resembles King's Bounty. The same 2 troops on the sides of the screen, which grapple with each other in the hope of defeating. Only there were only 5 detachments, and here there could be as many as 10 on each side. But the main difference is that in the old KB, detachments were not limited in number. Can you find and hire 5 thousand farmers? Have a good trip with this horde! Right there, everything is strictly regulated, there can be less than 10 fighters in the squad, and there will be only one hero at all. Hence, there cannot be more than 91 warriors on one side. What are the other features that come from this?

Feature 1 - any of the warriors hits only once (with all this, only one target is hit), and the one who is hit does not respond. From here we get the following rule - even farmers can beat a werewolf, because although he kills 1 peasant at a time, a dozen farmers are capable of more.

It's curious: the blows of several fighters from the squad on the same target are summed up, and not any of them overcomes the armor, but the whole amount. But for each new unit, the armor will be calculated separately.

2nd cunning moment - strikes are made only from adjacent territories. Therefore, if there is only one fighter in the squad, then the enemy melee will inflict a maximum of 6 blows on him (if they completely surround him). If there are three fighters, then each will get less than 3-4 hits. But on the other hand, singles can be surrounded, then they will die in the ring of enemy fighters, not having the ability to get out and inflicting completely ineffective blows on targets that do not deserve it.

Of course, these ingenious rules do not apply to sorcerers and archers at all. Sorcerers do their dirty deeds in relation to the descent to the detachments or their parts. But archers shoot in the following way - they choose a target and inflict as much damage on it as necessary to kill the target, then transferring fire to the next member of the squad. Accordingly, if the target's life is less than the damage of the corresponding archer, then the same number will be killed as in the archer squad (but not more than the targets in the enemy squad).

What are the features of the strategy? It is reasonable that sorcerers and archers should be placed in the 2nd row. Again, it is completely reasonable that you should not take the 1st super-powerful fighter, it is better to acquire a dozen more ordinary warriors. Then, most likely, they will be able to use the full force of their own attack, and not land just one blow.

From time to time it makes sense to create "extras" on the frontal strip only for the enemy to strike at each individual detachment from a pair of weak fighters. And, again, if there is room, then two squads of 5 archers are much more useful than the 1st squad of 10. Why? Since if the enemy has a couple of units of three weak fighters, then the archers will knock out both units. Otherwise, you will have to waste the entire volley on several deadlings.

The placement of troops on the battlefield also matters. Start walking from left to right from the first row. This means that the fighters with a speed of 15, standing in the front row, will be the first to wage war. The advantage is always with the player. But! As the “high-speed” depart from his first row, such quicks from the first row of the enemy will immediately begin to peel. And only later the value will move to the second row. Hence the conclusions: the archers are placed on the "wings" of the rows, so that it would be difficult to reach them on the first move. And massive fighters are placed in the center, who themselves must run to the most harmful opponents and knock them on the head.

Unfortunately, we see sorcerers only with reverse side. We are not trusted by comrades who throw various fiery balls. And from all sorts of poisoners, accelerators and amplifiers, you will not get utility. The fact is that the "work" of such a sorcerer, due to his speed, will be seen only on the 2nd move. And the first move, he will only take a place in the squad. Meanwhile, usually the battle here lasts less than 2-3 moves. In total - it is much more profitable to use archers or just massive fighters.