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That is essentially what I do right now. It's just a huge loss though. That 1st apprentice is generally level 6ish when you have 43 turns to save him. The apprentice is also a demonologist, so he really synergies with your troops. Two excellent buffs I've seen on him are demonic slaughter giving all troops a +2 attack for each enemy he kills, and another that gives every demon a +3 attack for him being in the stack. I'd probably feel better if my next apprentice was also a demonologist, but it still a heavy hit for the beginning of the game.
On balanced, I kill him without any great haste.
But on the highter difficulty it's a walk on a tightrope I don't risk and just let him die.
That being said, I quite like the idea that he gets other and really cool stuff on lvl up because the Demon tries to take over. They done a lot of things right in that dlc, it just needs a few tweaks.
BTW: There is a Spell in Occultism whitch gives you 50% White Resist, an he does only white dmg.
Or well, they could just let him always spawn beneth Sevenkeep, the randomness is more of a problem than the fight itself.
The game feels too chill normally imo, it was fun to see what I could do under pressure.
For the battle itself, i was playing a necromancer and their white damage is a issue, the skeleton mages boon ability that gives white resistance was vital, so am i glad i had 2 skeleton mages in my army.
The demonic influence story/event triggers regardless of class (assuming that demon lords are turned on off course). I got it as a Necromancer.
That said, when the event triggers seems somewhat random, had it early in some campaigns but got it very late in others.
This means one of them will not spawn. I'm not sure if the game always exchanges Sa'Hrul for Azra'Zil, but my one game with Uram didn't have Sa'Hrul.
Whatever is offered by defeating him is something I'll just have to live w/o because as the OP stated at the top, this event sucks.
As a demonologist, it seems pretty easy since your starting apprentice can summon Ashen Ones. As long as you get a source of Cleanse and increase his focus, you can easily outnumber Sa'Hrul 3 to 1.
As an alchemist, you start with human troops, making Sa'Hrul deal much less damage, so even without disposable summons, it's doable. And you can always summon flame elementals.
I imagine it might be harder as a Necromancer, since you'd have to make a non-undead army. And as an Artificer, you don't have as much of a power spike in the early game.
But yeah, on harder difficulties - we should get a bit more time.