How does the Memory Lane template for 3 heroes, which is now used for tournaments on Twitch, differ from the classic Jebus Cross and Duel. Because it feels much more complicated, but at the same time more interesting. To begin with, we will analyze the standard templates for hero competitions:
Jebus Cross
Everyone has hackneyed the best, and at the same time, the worst template for competitions among hero players. The best in that it is quite understandable to everyone, a spawn is given with three castles and 8 heroes, which must be farmed in 7 days, passing the army along the built chains of heroes to the desired object.
And then, in the second week, the main security of the GO is broken through, after which access to the central treasury opens, with an even better army, artifacts and hero pumping. After which the opponents meet each other somewhere in the center and the final battle takes place, where everyone uses what he was able to farm in a short period of time.
On jebus cross it is often important to get the earth magic skill on respawn, or a hero with this skill, since the "Slow" spell becomes available, which makes it easier to break through the guards of objects.
This template is hated because, firstly, it has become boring over many years, and the second significant reason is instability. On respawn it can pour out both a lot and nothing at all. That is, you can have an advantage over your opponent, or a deliberate loss that is practically independent of you. Unequal chess sometimes happens.
Duel template
The main distinguishing feature of the template is that it is played only by one hero, which you chose from the start. And so, the same thing, lower quality loot around, high-level artifacts, an army and a pump in the center. If you once broke through any central guard, it is considered that you reached the center according to the rules.
Another additional topic of the duel is that you appear in a bunker, which already contains scrolls for control magic:
- Portal - a city portal, at the expense of mana instant movement to the castle or between your castles.
- DD - Door of dimensions, allows jumping to different objects at the expense of mana.
- Fly - flight allows the hero to walk through mountains, rivers and fields, spending mana.
In addition, you can join an army in a bunker and take a gold mine, which immediately raises the economy every turn.
All that remains is to pump up Expert Earth Magic to jump to any of your castles by portal, and "Expert Air Magic" to use DDSHKA not once, but several times per turn. That is, as on Jebus, there is no such thing as necessarily finding KZ and KV (book of earth magic and book of air magic). And of course, Wisdom Expert, without this, 4th level of spells is unavailable.
Having looted magic on the hero, they pump and farm until one of the two covers the opponent with a DD somewhere in the center, and the final battle takes place:
Depending on who looted how many artifacts, armies and pumped the hero, as well as who makes decisions on which unit to hit, he wins.
Memory Lane
"Stitch of Remembrance" or "Path of Memories" is the most hemorrhoidal and interesting template of all three.
It is played like a duel, with one hero. But at the respawn there is only one castle, unlike jebus and duel, and there is no control magic from the first day! But for that, there is no such thing as GO main security, because the neighboring respawn is not the center, but the same castle as yours, it is quite easy to break through, from the first day you can.
Memory lane is an infinite number of portals connecting respawns with each other. And because of this, in my opinion, it is very difficult at the very beginning, since there are no castles on the respawn, and you literally have to break through objects for gold, or move the hero to the castle on the neighboring respawn, so that there is an economy to build units. And all this happens without control magic!
It can be obtained, as well as on jebus, only either from the Dragon Utopias, having looted the Book of Earth Magic or the Book of Air Magic, or having built the 4th level of the guild, and having rolled the necessary spell. In the latter option, a portal most often falls, but there is no DD or flight. Well, at least with the city portal it is easier to farm respawns. They also say that the scroll of control is always in the central treasury, the problem is that on this template, there is no center as such and you have to look for it:
Well, having found control magic and pumped up the skills "expert earth magic", "expert air magic" and "expert wisdom" for the character, it becomes much easier to play:
As, in principle, and on any other template, be it Jebus Cross or Duel. In addition to earth, air, wisdom, they also often pump up reconnaissance, and, if desired, logistics, etc.