There's something strange about this place. We have to find out what they're doing here. It looks like the magic in this place is so strong that we can't build any rooms for now. Good luck, Keeper!
Category | Map |
Rating |
![]() ![]() ![]() ![]() ![]() |
Difficulty |
![]() ![]() ![]() ![]() ![]() |
Submission date | 2024-04-19 |
Last updated | 2024-04-19 |
Filesize | 62.82KiB |
Downloads | 66 |
File | Filesize | Downloads | Date |
---|---|---|---|
Summoners Lair.zip | 62.82KiB | 60 | 2024-04-19 |
There's something strange about this place. We have to find out what they're doing here. It looks like the magic in this place is so strong that we can't build any rooms for now. Good luck, Keeper!
Extract to \levels\standard
I have mixed feelings about this level.
The beginning is fun since you only have a couple of creatures and have to pretty much do possession fighting to capture, feed and convert the enemy heroes you encounter. It can be hard since some action points/rooms can be very treacherous (entering the dwarves hatchery without a high level mistress/samurai or mass traps is a death sentence).
The map gets a lot easier once you enter the main fortress. Before that though, you'll trigger an action point that is kind of unfair in my opinion, since you can't make more imps by that point you'll likely lose a lot if not all of them. Once you're able to scavenge, you become pretty much unstoppable. Especially if you find the OP secret.
I'll give it a 4/5. That map made me respect Ghosts a little, unexpected! Difficulty varies a lot through the map, so I'll give it a 3. Also, nice use of effects for the summoning circles.