Who is moremiryu?
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All this applies to Easy: I haven't yet got past TEB on Normal.
Staying in the castle and recruiting thieves and mermen without initiating any attacks works pretty well, but (a) it's boring, (b) you probably lose all your gold and (c) none of your recallable units gain any experience.
Instead, you could try one of the other strategies recommended above or in the other thread on this scenario, or this one:
1. Grab nearby villages and recall a fast knight/horseman, and any other units that are reasonably effective against walking corpses and close to levelling up. Recruit or recall an Elvish scout or horseman whom you don't mind losing.
2. Send the knight for the eastern holy water (possibly also picking up a village or two). Send the scout for the western holy water, and then try to keep him alive as long as possible while distracting the attention of a few enemy troops. Go east with everything else.
3. Kill a lot of walking corpses, gaining experience. Kill the eastern leader with Konrad, Kalenz and Delfador - but meanwhile keep wounded units out of his range. Assemble your good units east of the castle and recruit thieves to protect them.
4. Once most of the enemy are busy fighting thieves, send your holy knight north and then west to pick off stragglers and occupy villages.
Playing on Easy, I've ended the scenario with enough gold to be comfortable in the next scenario, and also levelled a few units.
You can also use one or two mermen to pick up sea villages and distract the land orcs/troll spawn until your land army is ready to fight.
(However, this suicidal strategy for the mermen probably isn't really consistent with the spirit of the game. Making the Ford of Abez hard enough on Easy for tritons with storm tridents to make a real difference would probably deter me from using it.)
I can't beat the new Isle of the Damned, so I haven't had the option of using the mages.Burnsaber wrote:Im stuck at VoD and i think that i could use extra 3 white mages there....
Staying in the castle and recruiting thieves and mermen without initiating any attacks works pretty well, but (a) it's boring, (b) you probably lose all your gold and (c) none of your recallable units gain any experience.
Instead, you could try one of the other strategies recommended above or in the other thread on this scenario, or this one:
1. Grab nearby villages and recall a fast knight/horseman, and any other units that are reasonably effective against walking corpses and close to levelling up. Recruit or recall an Elvish scout or horseman whom you don't mind losing.
2. Send the knight for the eastern holy water (possibly also picking up a village or two). Send the scout for the western holy water, and then try to keep him alive as long as possible while distracting the attention of a few enemy troops. Go east with everything else.
3. Kill a lot of walking corpses, gaining experience. Kill the eastern leader with Konrad, Kalenz and Delfador - but meanwhile keep wounded units out of his range. Assemble your good units east of the castle and recruit thieves to protect them.
4. Once most of the enemy are busy fighting thieves, send your holy knight north and then west to pick off stragglers and occupy villages.
Playing on Easy, I've ended the scenario with enough gold to be comfortable in the next scenario, and also levelled a few units.
Ignore the nagas and bats unless they surround you. Liberate all the mermen and collect the storm trident, then send most of them to kill the sea leader, who is quite vulnerable to their attacks, then go for any nagas etc. Most of your mermen will die, but experienced mermen aren't much use later anyway.Burnsaber wrote: Now i need tips on how to defeat the sea leader I have never managed to do it. (btw i hate sea battles naga vs mermen because everybody has only 30% hit each other it`s boring)
You can also use one or two mermen to pick up sea villages and distract the land orcs/troll spawn until your land army is ready to fight.
(However, this suicidal strategy for the mermen probably isn't really consistent with the spirit of the game. Making the Ford of Abez hard enough on Easy for tritons with storm tridents to make a real difference would probably deter me from using it.)
I just discovered Wesnoth three days ago. I've played through the whole Heir to the Throne campaign twice now. (Version 0.8, Macintosh). I have not had Moremiryu show up with his white mages at the Valley either time.
The first time, I found Moremiryu on the Isle, but he got killed there by some nasty bats, so I guess that's why he couldn't make it to the Valley.
The second time I played, I found Moremiryu and proceeded to beat both enemy leaders on the Isle of the Damned (instead of just surviving for the duration). Moremiryu joined my army just like any surviving soldier, and I could recall him in all subsequent battles. At the Valley of Death, he was pre-recalled for me (precalled?) on turn 1, right there on my castle, and he gave a little speech, like, "let's all fight to the death," or something to that effect. He never brought any new mage friends with him, but he did save me 20 coins by showing up without a recall.
(By the way, I survived the Valley of Death by recruiting just a few shamans and abandoning the castle on turn 1. Everybody heads west, then north, hugging the western side of the map, in tight formation, shamans on the outside to absorb the attacks and die for their lord.)
The first time, I found Moremiryu on the Isle, but he got killed there by some nasty bats, so I guess that's why he couldn't make it to the Valley.
The second time I played, I found Moremiryu and proceeded to beat both enemy leaders on the Isle of the Damned (instead of just surviving for the duration). Moremiryu joined my army just like any surviving soldier, and I could recall him in all subsequent battles. At the Valley of Death, he was pre-recalled for me (precalled?) on turn 1, right there on my castle, and he gave a little speech, like, "let's all fight to the death," or something to that effect. He never brought any new mage friends with him, but he did save me 20 coins by showing up without a recall.
(By the way, I survived the Valley of Death by recruiting just a few shamans and abandoning the castle on turn 1. Everybody heads west, then north, hugging the western side of the map, in tight formation, shamans on the outside to absorb the attacks and die for their lord.)
Yes, Moremiru will join you for free if his job at Isle of the damned is done(both enemies are killed). If not(and you have been in Isle of the dammned)
he and some friends will join you in VoD during the battle.
It is a good idea to SAVE units that come with you for free-in other words
don't let them die.
I assume you played on easy? heading north without taking out any of the enemy leaders looks like a suicidal strategy-shamans have very little health, so they could be killed in one or two shots by a wraith. The usual strategy is to attack south with your main force to take out the southern commander, send a force of fast units("assasins") to grab the northwest holy water and kill the northern commander(thus putting an end to the production of enemy units from that front) and an assasin force to get the southern holy water and ideally kill the eastern leader. This force will not quite make it because the
eastern leader spawns a lot of walking corpses, but if a single horseman
can grab the village, he will be promoted to grand knight just by absorbing and retaliating against the walking corpses attacks.
Plus, since the walking corpses focus on him, their flux west(towards your main force) is slowed down and they don't make it in time.
This used to be impossible if the eastern commander would also recruit wraiths, but in those versions VoD was insanely hard.
he and some friends will join you in VoD during the battle.
It is a good idea to SAVE units that come with you for free-in other words
don't let them die.
I assume you played on easy? heading north without taking out any of the enemy leaders looks like a suicidal strategy-shamans have very little health, so they could be killed in one or two shots by a wraith. The usual strategy is to attack south with your main force to take out the southern commander, send a force of fast units("assasins") to grab the northwest holy water and kill the northern commander(thus putting an end to the production of enemy units from that front) and an assasin force to get the southern holy water and ideally kill the eastern leader. This force will not quite make it because the
eastern leader spawns a lot of walking corpses, but if a single horseman
can grab the village, he will be promoted to grand knight just by absorbing and retaliating against the walking corpses attacks.
Plus, since the walking corpses focus on him, their flux west(towards your main force) is slowed down and they don't make it in time.
This used to be impossible if the eastern commander would also recruit wraiths, but in those versions VoD was insanely hard.
Hehee!! I did it! i beat Vod i`m the ultimate slayer of chocobones!! or sumthing like that.....
. I did it by replaying all previous scenarios and focusing more on leveling. With that i Managed get these units in my recall list with 427 gold to use...
1 grand knight
1 knight
3! white mages
3! elvish champions
1 elvish avenger
1 elvish sharpshooter
1 elvish druid
2 elvish fighters with over 30XP
1 elvish outrider(He is very underpowered. I could have had one more champion instead of him
)
And in the scenario i lost: outrider[/sarcasm]sniff, im gonna miss him..[/sarcasm] and avenger(it couldn`t been helped)
But i managed to exp 3 elvish heroes, 1 marshal,1 shyde and 1 mage of light.

1 grand knight
1 knight
3! white mages
3! elvish champions
1 elvish avenger
1 elvish sharpshooter
1 elvish druid
2 elvish fighters with over 30XP
1 elvish outrider(He is very underpowered. I could have had one more champion instead of him

And in the scenario i lost: outrider[/sarcasm]sniff, im gonna miss him..[/sarcasm] and avenger(it couldn`t been helped)
But i managed to exp 3 elvish heroes, 1 marshal,1 shyde and 1 mage of light.
Read about the adventurers of my pen & paper RPG group
"How could drops of water know themselves to be a river? Yet the river flows on." - Guess who?
"How could drops of water know themselves to be a river? Yet the river flows on." - Guess who?
That works???
I thought about it myself but didn`t have guts to try it...
I also thought about stragedy involving only 1 day recall and rushing in to the north base, capture it and make a stand there. Has anyone tried this??

I thought about it myself but didn`t have guts to try it...
I also thought about stragedy involving only 1 day recall and rushing in to the north base, capture it and make a stand there. Has anyone tried this??
Read about the adventurers of my pen & paper RPG group
"How could drops of water know themselves to be a river? Yet the river flows on." - Guess who?
"How could drops of water know themselves to be a river? Yet the river flows on." - Guess who?
Is there a thread about elvish outrider being underpowered? I`d like to say point somthing about that subject...
Read about the adventurers of my pen & paper RPG group
"How could drops of water know themselves to be a river? Yet the river flows on." - Guess who?
"How could drops of water know themselves to be a river? Yet the river flows on." - Guess who?
Cheaper, yes. But that's a one-time expense, at the time of recruitment. The gryphon riders cost exactly the same to recall. And when they level up, the gryphon masters actually cost less to maintain than the elvish outriders.
Ranged attack, yes. But not a good one. Not even enough to kill a bat or cockatrice, even if both arrows are hits. If a scout can either attack or flee, he should flee; that's what they're good at. But gryphon riders are even better at it.
Defend better in some terrains, yes, inasmuch as the scouts are harder to hit in the forest. But the gryphon riders have enough hit points to survive a single attacker, and can hit back harder than scouts. Besides which, a proper use of either sort of unit should make their defensive capabilities all but moot. They can stay out of range of the heavy hitters, gobbling up villages and knocking down injured stragglers, then running away before any bad guys can catch up. At these sorts of tactics, the gryphon riders so far exceed the skills of elvish scouts, that scouts are rendered obsolete. (Much as helicopters have replaced horses in the U.S. cavalry.)
Ranged attack, yes. But not a good one. Not even enough to kill a bat or cockatrice, even if both arrows are hits. If a scout can either attack or flee, he should flee; that's what they're good at. But gryphon riders are even better at it.
Defend better in some terrains, yes, inasmuch as the scouts are harder to hit in the forest. But the gryphon riders have enough hit points to survive a single attacker, and can hit back harder than scouts. Besides which, a proper use of either sort of unit should make their defensive capabilities all but moot. They can stay out of range of the heavy hitters, gobbling up villages and knocking down injured stragglers, then running away before any bad guys can catch up. At these sorts of tactics, the gryphon riders so far exceed the skills of elvish scouts, that scouts are rendered obsolete. (Much as helicopters have replaced horses in the U.S. cavalry.)