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"Build up the army, then push back the Undead. We'll restore the luster back to the Silver Cities, Narxes."
Archmage Zehir

The Defiant Mage is the first scenario in The Mage campaign in Heroes of Might and Magic V.

Walkthrough[]

Zehir and Narxes plan to liberate the Silver Cities. Narxes tells him that Markal's forces left Silver Cities, so not much of the Undead is left. Zehir goes to seize the opportunity to restore the Silver Cities.

His first objective is to capture Kadashman. This is the city where Zehir will need to begin the liberation. Some troops under the guidance of a Necromancer are left, so Zehir will have to defeat them.

The other objective is to learn - Zehir will have to reach level 10. It is not very dangerous or long, as the nearby creatures are weak and numerous. There are some learning places, like the Planetorium south of Zehir's starting location or arena east of it.

Towns[]

Necropolis: Kadashman

Events[]

Zehir captures Kadashman and restores it to Sihaam.

Strategy[]

This is one of the easiest scenarios. The Necromancer at Kadashman (who can be random) may present a bit of a problem, but Zehir has the Summon Elementals spell that summons creatures, so it shouldn't be a big problem.

You should rush to the town (go east in the beginning, then south after the skeleton archers and finally through the garrisson) if you want to be able to beat your ennemy, as their armies grow bigger and yours, thinner every day. Avoid hard fights to preserve your troops and ignore mines (you don't need them). Once you have captured the necropolis, you can take your time to reach level 10 and train Zehir. There are 3 planetariums and one arena, along with several spell shrines. To make next chapters easier, you can upgrade the mage's guild to level 5 and clear hard fights with another hero in the second phase. This lets you make Zehir really powerful.

When picking your skills, remember that you will not be able to learn new spells or get reinforcements before you have captured Kadashman, so start with what is immediately useful (such as luck). Also, dividing your stacks into small groups will let Zehir's Master of the Elements ability trigger more often; the best way is by splitting Gremlins or Gargoyles into single-unit stacks and then letting enemy stacks kill them.

Heroes V scenarios
Original game
The Queen The Queen - Rebellion - The Siege - The Trap - The Fall of the King
The Cultist The Betrayal - The Promise - The Conquest - The Ship - Agrael's Decision
The Necromancer The Temptation - The Attack - The Invasion - The Regicide - The Lord of Heresh
The Warlock The Clanlord - The Expansion - The Cultists - The March - Raelag's Offer
The Ranger The Refugees - The Emerald Ones - The Defense - The Archipelago - The Vampire Lord
The Mage The Defiant Mage - The Liberation - The Triumvirate - The Alliance - Zehir's Hope
Non-campaign scenarios A Tear for Ossir - An Island of One's Own - Defiance - Diplomat - Dragon Knight - Falcon's Last Flight - Hot Pursuit - Maahir's Gambit - Refugee
Heroes of Might and Magic V: Hammers of Fate
Freyda's Dilemma Rebels - The Suspicion - Duncan - Negotiations - The Choice
Wulfstan's Defiance The Border Zone - The Ambush - The Guerrillas - The Brothers - Laszlo
Ylaya's Quest The Spy - The Break - The Meeting - Dragons - The Decoupling
Non-campaign scenarios In search for power - Iron Throne - New Enemies - Temptation - The Union
Heroes of Might and Magic V: Tribes of the East
Rage of the Tribes A Murder of Crows
The Will of Asha Last Soul Standing - The Grim Crusade - The Bull's Wake - Beasts and Bones - Heart of Darkness
To Honour Our Fathers Collecting Skulls - One Khan, One Clan - Father Sky's Fury - Mother Earth's Wisdom - Hunting the Hunter
Flying to the Rescue Dark Ways and Deeds - Tearing the Veil - Summoning the Dragon - A Flamboyant Exit
Non-campaign scenarios A Quest for a Beauty - Agrael's Trial - Battle Cry Freedom - Death Feud - Hate Breeds Hate - The Cup of Thunder - The Days of Fire
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