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			 3
 3			 
					





It took me a long time to realize that the houses spawned enemies. I wish that would have been in the description. Once I started taking that out, it got easier.
Killing Merlin himself was tedious. I would Gate everyone over to him, but I guess he has a terror effect because dozens of heroes would run. But when a hero finally overcomes it? Merlin just teleports every five seconds. He should definitely have a bigger cooldown for that or lose short-range teleporting. I had to do two attempts before I could finally get heroes to stay in the area long enough to him out.
- ended up going with 2 warrior guilds and 2 agrela temples.
- the warriors at higher levels act as a damage sponge - while the agrela sisters heal their health
back up.
- Wizard guild reconmended for access to magic shield spell since phantoms can KO low level
warriors in one hit with their fire explosion spells -
- When you get to palace lvl 3 build royal gardens and a temple to dauros - pick lunord over helia -
windstorm is better than sun spells
- side note - agrela healers have harm undead spells so those are useful for the waves of
zombies you encounter
i give this quest 3 stars out of 5. map is overwhelmingly large - which hurts the early stages.
and gold can be hard to manage or hard to come by
- (trading posts get destroyed - casting heal and buff spells cost money etc )
overall good map.
To make it a bit harder and add more variety you may give Merlin ability to spawn more serious monsters later on. And maybe give him more powers for the final battle.
Summoned rock golems are dying before making any serious damage.