Donkey skin. Donkey skin Give some mana to the poor sorceress

Release year: 2008

Genre: romance, comedy, drama, everyday life

Type: TV

Number of episodes: 22 (25 min.)

Description: So, before continuing the story about Tomoe and his friends. The series continues storyline, where the first season ended. Our heroes have grown up, rested on summer holidays and are ready to meet your last school year. Many have already decided where to enroll, but there is still concern for the future in that little-known adult life. Our main character Tomoya Okazaki moved in with his girlfriend, Nagisa Furukawa, and for him the girl’s family turned out to be an unimaginable miracle that he was deprived of as a child. Only after going through all the trials did he understand how valuable it is that he has close friends with him, a girl to whom he is ready to devote his whole life. Tomoya has thawed out, but new challenges await him on his life’s path.

So, the heroes of the series understand that the role of family in a person’s life is paramount, and only after understanding how great the art of living as a family is, they begin to move towards real adulthood. But it doesn’t end there, and the main characters of the series again encounter obstacles that they successfully fight, because there is no life without difficulties and losses, such a life is boring and uninteresting to those above.


Once upon a time there lived a widow who had two daughters: the eldest was so similar to her in character and face that anyone who saw her seemed to see her mother in front of him. Both mother and daughter were both so disgusting and so arrogant that it was impossible to get along with them. The youngest, who in her meekness and good manners was entirely like her father, was also one of the most beautiful girls that have ever happened to be seen. And since everyone, of course, loves someone like himself, the mother was crazy about her eldest daughter, and felt a terrible hostility towards the youngest. She allowed her to eat only in the kitchen and forced her to work incessantly. This poor girl, among her other duties, had to go twice a day to the spring, half a mile from the house, and bring a large jug of water. One day, when she was standing at a spring, a beggar approached her and asked her to give her a drink. Here, grandma, please,” the beautiful girl told her and, immediately rinsing the jug and scooping up the freshest water, she handed it to her, supporting it all the time so that it would be more convenient for the beggar to drink. The woman got drunk and said: You are so beautiful, so kind and courteous that I can’t help but reward you with a magical gift. (For she was a sorceress who took the form of a poor peasant woman in order to test the girl’s good character.) This gift, the sorceress continued, will consist in the fact that with every word that you happen to say, either a flower or a flower will fall from your lips. gem. When the beauty came home, her mother scolded her for not returning for so long. “Forgive me, mother, that I hesitated so much,” answered the poor thing, and when she uttered these words, two roses, two pearls and two large diamonds fell from her lips. What is this? - said the surprised mother. “It’s as if pearls and diamonds are pouring out of her mouth.” How is this so, my daughter? (It was my daughter who told her for the first time.) The poor girl innocently told her everything that had happened to her, without failing to sprinkle in countless diamonds. Really,” said the mother, “I’ll have to send my other daughter there too.” Here, Fanchon, look what falls out of your sister's mouth when she speaks. Wouldn't it be nice for you to have such a gift? All you have to do is go to the well for water, and when a beggar asks you for a drink, give her a drink with all courtesy.

I will go to the spring for water! – the rude daughter answered arrogantly.

“I want you to go there, and immediately,” the mother replied.

The daughter walked away, still grumbling. She took with her the most beautiful silver vessel that was in the house. Before she had time to reach the spring, a magnificently dressed lady came out of the forest, approached her and asked her to drink. It was the same sorceress who had appeared to her sister, but this time she dressed as a princess in order to experience the extent of this person's wickedness.

“Isn’t that why I came here,” said the arrogant and ill-mannered girl, “to serve you water?” And did she carry a silver jug ​​to give your ladyship something to drink? Well, drink if you want.

“You are not at all polite,” the sorceress objected, not at all angry. “If you are so unkind, I will give you such a gift that with every word you say, either a toad or a snake will fall from your mouth.”

The mother, as soon as she saw her, shouted: So what, daughter?

So that's it, mother! - answered the rude daughter, and two vipers and two toads jumped out of her mouth.

Oh my God! - exclaimed the mother. - What is this? It's all her sister's fault; she'll pay me for it.

And she immediately rushed to the one to beat her. The poor thing ran away and hid in a nearby forest. The king's son, returning from a hunt, met her and, seeing how beautiful she was, asked what she was doing here all alone and why she was crying.

Ah, sir! My mother kicked me out of the house.

The king's son, seeing that five or six pearls and the same number of diamonds had fallen from her mouth, asked her to explain what was the matter. She told him her story. The king's son fell in love with her and, judging that such a gift was worth more than any dowry, took her to his father's palace and married her there.

And her sister was so hated by everyone that even her mother drove her away, and the unfortunate woman, whom no one wanted to shelter no matter how much she wandered, died somewhere in the forest.

Collect bottles of Rejuvenation and put them all in the chest. It’s also useful to put all the mana potions you find in it, leaving three or four in your inventory. Try not to waste bottles of mana. Remember that they (unlike health drinks) are not sold, but are only found by the hero himself in his adventures!

Pay special attention to the selection of a staff for your sorceress. Try to buy one that increases the Warmth ability by 3 (the maximum increase in a skill or spell using a staff is plus three units!), and also increases your favorite spell by the same three points: Glacial Spike, Blaze, Chain Lightning or another.

Try to buy and find magic amulets and rings that give mana for kills or allow you to cast spells faster (of Apprentice or of Magus).

Knowing how to retreat in time to restore mana is the most important skill. Use it often. It is very useful to periodically return to the city to talk with the seller, who will automatically restore the heroine’s mana and life.

Don't go after a high Defense Rating, it's better to increase your defense against magic or add Faster Run/Walk to run away from enemies faster.

Of all the characteristics, it is most profitable to develop Energy and slightly pump up Strength. It is almost pointless to increase Dexterity, and even more so Vitality. Why is it important to use almost all points on Energy? Of course, it is obvious that this will allow you to accumulate a larger supply of mana... It is a little less obvious that with an increase in the supply of magical energy, its regeneration also accelerates. As for strength, this stat is only needed so that you can wear cool things like advanced boots and heavy belts with a few extra slots for potions. Usually, very cool magical amplifiers are added to more powerful protective paraphernalia (read: requiring a lot of strength). What magic amplifiers do you need? The more or less common ones are increasing the number of lives and accelerating mana regeneration. On early stages you really need things like the chain mail of Tiger, which adds up to 30 lives. Well, then items of the Colossus, which increase the maximum lives of dozens at once by five or six, won’t hurt either.

Your task is to avoid hand-to-hand combat. Believe me, even if you fight off the enemy more or less well, you will still lose a certain amount of lives (it’s better to spend mana, which will be restored on its own) and will further reduce the strength of your weapons and armor. You will still lose a certain number of lives from enemy ranged attacks and attack magic, so fill the first three slots with bottles of treatment, and the fourth with a mana drink, just in case.

To effectively play as a magician, try to use as many killer spells as possible in such a way that they do not immediately eat up your entire supply of mana.

A sorceress can follow several development paths. She can try to learn all available spells, having a one or two in each of them. In this case, the damage from each spell will be small, and their effectiveness will be low. On the other hand, the magician will be able to select a special combination of spells for each enemy or situation. For example, you can cast Ice Bolt on a fast enemy to slow him down, then switch to the more lethal Fire Bolt and shoot the enemy from a distance. The next spell, when the enemy gets closer, will be Inferno. However, I repeat, having a rich repertoire of spells, you will be able to approach the battle with each enemy more flexibly, but on the other hand, each spell will not be very strong. If you can compensate for the lack of power by using it correctly, then go ahead.

Another option is to upgrade a “fire”, “ice” or “electric” sorceress. This approach is good because each spell of the selected element will be well pumped up. On the other hand, if you run into a monster with great resistance to your element, then it will be more difficult to fight with it.

The third option I chose was to download all three elements, but not completely, but only selected “branches” of development. For example, in the ice element I abandoned all three “shield” spells. If a strong monster gets to me, they won’t help, but I’ll fight off a weak one anyway. From “lightning” I did not download the branch starting with telekinesis. In the element of Fire, the branch starting with Fire Bolt remained undeveloped.

Your goal is to select five or six spells in such a way that for every possible game situation one of them is as effective as possible. I advise you to find one spell that hits a single target. For example, lightning or Ice Blast. The second could be a mass destruction spell: Glacial Spike, for example, or Fire Ball. The third and fourth will be spells that can be used in special situations: Cold Nova and Inferno. A good fifth would be Blaze or any other spell that spends little mana, but takes time to cast (while you use it, you have time to recover a little mana).

Ice element

Important note. If a frozen enemy is smashed or hard-frozen again to the point where they run out of lives, they will turn into a pile of broken glass on the ground and melt. Creatures humiliated in this way cannot be resurrected by enemy shamans and their bodies cannot be used by either you or the enemy. Well, for example, the creature from the fourth episode will not be able to use bodies as projectiles.

Ice Bolt. In terms of the amount of damage, casting speed and flight speed, it is inferior to Fire Bolt, which is similar in action, but, nevertheless, differs from latest topics, which freezes the monster for a significant time, slowing down its movements and attacks twice as much. Very useful against fast opponents fighting in hand-to-hand combat. Slow down a little - and shoot at them with all your guns.

Ice Blast. The spell allows you to freeze an enemy for a while, completely paralyzing him. Unfortunately, it does not paralyze cool “named” creatures and champion monsters, but it slows them down for a while. I advise you to take this particular spell when you reach the sixth level.

Frost Nova. Absolutely not a combat spell, but useful during a tactical retreat. A rather large circle of blue flame slows down all enemies who are close to the sorceress. Initially, it is used to disperse peaceful demonstrations of all sorts of small fry. Demons were used once or twice in the center of a party - and they were dead. In the second and subsequent acts it is used to slow down particularly fast enemies. After all, if you use Ice Blast, then there is a chance to miss (that’s one), and secondly, you need to turn towards the enemy and lose some precious time, which the enemy uses to reduce the distance between you (that’s two). If you need to get away (don't forget to turn on Blaze!!!), then this is it.

Frozen Armor. A magical protection that lasts for some time, increasing the level of armor and freezing everyone who attacks the sorceress. Unfortunately, it’s not a very useful thing, since everyone knows that... it’s correct! Witches don't fight hand-to-hand! And constantly renewing a spell that hardly helps is more expensive for yourself. You can try using it together with Inferno, if the latter is sufficiently upgraded.

Shiver Armor. The same as Frozen Armor, but a little stronger and causes minor damage to all enemies attacking the heroine.

Chilling Armor. Takes revenge on shooting enemies by sending them ice gifts in return. Just as unusable in most tactics as the two previous armors.

Glacial Spike. The same as the previous spell, but it only causes more damage and hits several nearby creatures. A sort of freezing Fire Ball. A very effective spell and almost the only salvation when there are many enemies, they come almost close, and you have nowhere to retreat. A good spell against archers and magicians, as well as against all fast opponents.

Blizzard. A flurry of ice floes over a large area. It hits enemies and also slows them down. Rulezzz against hordes of slow, fat and big creatures. The smaller and faster the creature, the worse it will work. Good to use in the last act. It is useful to throw it at the enemy and after a couple of seconds - at yourself. So the enemy who runs towards you will be under the spell for quite a long time.

Frozen Orb. A fairly expensive clot of ice in terms of mana costs, which causes decent damage (with the help of ice flakes scattered in all directions) and freezes enemies for a significant period of time. Use it if you have a more or less pumped-up mana reserve.

Cold Mastery. Passive skill. Ice attacks are now better able to overcome monsters' innate resistance to them. A must have for Cold mages.

Fire Release

Fire Bolt. A small ball of fire with which you begin your acquaintance with the magic of the witch. It casts very quickly, flies quickly, eats little mana, but does little damage. Have more than one it makes no sense.

Fire Ball. A classic fireball, an average crappy spell that hits several opponents who happen to be close to each other. Average: neither particularly strong nor particularly weak.

Warmth. A cool passive ability that allows you to increase mana regeneration initially by 30%, and then by 12% for each point invested. Mandatory for leveling up as a magician, it is advisable to develop the level to 10... You can also develop it if you clearly do not need to study other spells yet.

Inferno. A small, portable flamethrower. A stream of fire comes from the magician until you release the mouse button. You can aim it at one enemy, but no one is stopping you and move it in all directions to hit several opponents. Good to use in conjunction with Ice Blast or another freezing spell, especially against slow and tenacious melee units. If you drive a shooter or mage into a corner, this option will work quite well.

Fire Wall. Well what can we say? Eats a lot of mana, lives relatively short and creates a not so large wall of fire. If you pump it up, then maybe it will do, but does it make sense to pump it up if there are better things?!

Blaze. An ideal spell when there is little mana, a lot of enemies and there is room for maneuver. It takes a little skill to use... The easiest option: slowly move away from the enemy (make sure he follows you!) and wiggle - go in small zigzags. Great against slow but strong hand-to-hand opponents. It almost doesn’t work against shooters; when used on magicians it is slightly more effective than on shooters. Sometimes it is used not to harm the enemy, but to create turmoil in the enemy’s camp.

Enchant. Allows weapons (ranged or melee) to deal additional Fire damage. IN single player there is no point in using it.

Meteor. A weighty fiery gift falls from heaven to the indicated point. The radius is not very large, but it does good damage and does it right away, almost without delay. Good against small groups of monsters.

Hydra. A fiery creature rises from the ground, spitting balls of flame for not very long. Not very dangerous for enemies, but if you invest a few points, it will become very good. Used when enemies are far enough away, and it is desirable to have several of them.

Fire Mastery. Passive ability that increases damage from fire spells. A must-have item for magicians who use two or more spells of a given element.

Lightning Release

Charged Bolt. Several electrical discharges fly in the direction where the spell is directed. They fly in a random direction and can easily miss. If most of them hit the monster, it will receive quite serious damage. Excellent against crowds, while Fire and Ice Bolt are used against individuals.

Telekinesis. Telekinesis, influencing objects with the power of thought. Allows you to pick up things from afar, influence doors and drawers, and repel monsters. I wouldn't spend even one skill development point on all this.

Teleport. The hero is instantly transported to the selected point. Used to fight clumsy “melee” fighters. Useful if a crowd of demons is about to squeeze the magician in the corner.

Energy Shield. Mana takes on part of the damage received, thereby allowing you to maintain health. Not a bad spell if you have well-developed regeneration and if you spent points on teleport and telekinesis.

Static Field. The creatures located not far from the heroine receive an electric shock. Tests in military field conditions, however, showed that the spell was not very useful. Weak.

Nova. An electric circle emanates from the character in all directions. Spends a lot of mana and doesn't hurt monsters very much. The range of action is also small, that is, if the enemies survive and come closer, problems may begin. So-so.

Lightning. Lightning that strikes enemies, passing through their bodies and harming all creatures that are in its path. It’s good if the enemies are not very close, but lined up. If you are close and not in line, then I recommend Glacial Spike. It has its drawbacks: firstly, it does not pass through all sorts of obstacles such as trees and small walls, which do not serve as a barrier for various balls of ice and fire. Secondly, when throwing lightning, the magician stops in place and “holds” the spell he caused for about a second. Various balls, for example, can be thrown in half a second and immediately continue the heroic path, without worrying about the further flight of the spell. Conclusion: lightning is a great thing in narrow corridors and against not very fast enemies.

Chain Lightning. The same power as Lightning, but only capable of targeting some nearby enemies. Spends slightly more mana, dealing damage to additional enemies. Therefore, it is much more effective than simple lightning and completely replaces it.

Thunder Storm. For some time, a single lightning bolt falls on one monster that is not far from the hero. The gap between lightning is large, and the damage is average in magnitude. Useful as an additional spell that spends a little mana and makes life a little easier for a long time.

Lightning Mastery. Passive skill. All Lightning elemental spells cost less mana. For fans of Chain Lightning and frequent teleports.

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