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still the only requirement is not to wake up the troll.
2. Desert is a good second area with the wishes assisting the school in middle of it.
3. I like to delay the Lake area to the 3rd map, because it is easier to gather the dragons fast. (it is not available as 2nd area)
4. Coast - if you have the Sports Almanach at this point this map is a breeze doesn't give great help in the final battle though.
(- Castle town sucks as a start area - honestly x_x the menestrel really sucks away the good futures until you can shut that down and it is damn hard to get the neccessary cards together. The only reason I visit that map is because the menestrel makes the final battle easier. Took it on 4th map last time and it still sucked.)
5. Swamp is pretty awesome - the Skeletons can help you push back the Evil Army as often as you like without you having to rebuild friendship in between. Also great assistance with setting up black magic curriculum.
I think I want to redo a run on hard, I assume there is no bonus for finishing a campaign? On like map 5 of normal. Idk maybe I triple speed to the end to see what the final battle is like. I just kinda want to min max now though.
Also there is an achievement for winning campaign in hard mode.
(And yeah I think I just played castle in level 4 on my last campaign)
1. Lake: It's a good starting area, gives lots of early game mana, is excellent for alchemy and arcane (the schools they literally give you) And the limited (but still decent) build area makes school planning a lot let stressful.
2. Forest: Werewolves. Recruit all werewolves. Early guaranteed nature school. Use lunar mirrors to make even more werewolves. Build assassin dojo to completely troll the troll. Steal gems from troll all the time. Graduate assassins and pack leaders. More werewolves. Laugh at absurd amount of money and nature magic bonuses. Easy three star.
3. Volcano: The increased room fires here are a pain, but not too difficult to deal with if you have enough janitors and void potions. Two choices, Alchemy and Arcane, or Shadow and Light. I typically go for Alchemy and Arcane, as they just have better decks. Building in the back isn't too punishing, but I tend to focus the major schools in the front.
4. Peaks: This level is a pain in the ass, but I like it due to the challenge. None of the starting options are very good, but I typically take the lounge since you need a teacher break area, and you don't always get one in the first couple draws. Alchemy is almost mandatory for potions and infirmary, but events heavily skew towards shadow and light. The back area is worthless. Just can't figure out how to make it work. Very limited front area demands tall and efficient school. Usually only get two stars here.
5. Clouds: The guinea penalty isn't really that hard to deal with, as I tend not to rely too much on diplomacy. Dealing with the harpy, however, is. She wants primo potions, so alchemy and nature are almost a must. Again the map heavily skews towards shadow and light, which frustrates me, because neither school is really all that good here. Two stars if I can't make the harpy (sphinx?) happy, which can be very RNG dependent. The broken building foundation is also a challenge. Top hint: don't build up around your entrance. It's much more efficient to let your students enter from that little space in the middle.
6. Desert/Cliffs: I don't like either of these. The Djinn is okay, but the pirates are too demanding, plus I don't like that the evil lord comes faster. No real 'strategy' here, as both have decent build areas, and neither force a particular focus on any sort of mana. I typically just go with what I'm given. Usually three star.
Swamp: I don't like the swamp. I don't like the focus on diplomacy. I don't like the heavy skewing towards the shadow school. Sanity isn't that hard to deal with. I typically avoid this one unless I'm bored with the others.
Village: I don't like the village. The peasants are a pain, and the bard is just artificial difficulty for the sake of it (because it would be too easy otherwise) Stopping him is largely a matter of RNG. If I play this map, I tend to just ignore him unless I'm selling him mana. Doesn't seem to slow me down that much anyway.
Since the merchants do offer banners of all factions, there are teachers which improve diplomatic ties just by teaching and the demonology room can be used to befriend the dark lord as well, it is no problem to raise enough friendship to complete the zombie friends quest anymore.
They fixed the 'endless' grind potential by making the advance scale up the longer you delay it. I once got it to the point where I'd ask for a delay and the advance would immediately recover what it lost.