Trials of Fate for Dummies (Mirror of Madness)

Trials of Fate for Dummies (Mirror of Madness)

Introduction

Hello, I'm a random player on steam, and this is a guide made to convey my experiences and help anyone to easily clear Trials of Fate. I just wrote it because I was sort of bored, and I might as well do something and pretend I'm being productive.

To be honest, this mode isn't difficult at all and there's no need for guide, I think.

Especially when I played each map just once and barely know them.

These are just first impressions, basically.

This guide may not detail the absolute best way to beat the trials, and it's certainly not the only one.

But this is how I managed to get over 100,000 score on each trial on the first try with fairly low effort. This proves that the tactics detailed here are viable. At least until they patch the game.

What Are Trials Of Fate?


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Trials of Fate is a piece of trash new gamemode in TW: Warhammer 3 where you can earn a few worthless achievements and get new parts for Daniel the Daemon Prince to use in campaign! Because everyone plays Daniel, of course.

It consist of five trials; Black Fire Pass, Hel Fenn, Fallen Gates, Altar of Ultimate Darkness, and Realm of Tzeentch.

Our goal here is to earn at least 100,000 points for each trial in order to get all the Daniel parts and an achievement (several achievements, in fact). You may complete these trials in any order and at any time, there is no need to unlock them.

You earn points by killing endless waves of enemies, the race of which depends on the trial.

The trial continues until all your units are dead, routed, or you choose the End Trial option in the pause menu.

Available Units

In each of the five trials, you have to use the same premade army, what you start with is what you get. There are no reinforcements for the player.

Army list:

Kysis Crystal-King

Your lord, a daemon prince of Tzeentch. A flying spellcaster with a massive health pool of 21,458 and 700 barrier. He only has 10 armour and pathetic melee stats.

Bound abilities:

Gaze of Fate, 3 uses. Stops a single enemy unit from moving and gives -40 melee attack.

Gehenna's Golden Globe, 2 uses. An extremely powerful wind-type spell with 100% armour-piercing damage.

Spells (Overcast available for all):

Pink Fire of Tzeentch, a breath spell.

Tzeentch's Firestorm, a spell that spawns multiple small moving vortexes.

Infernal Gateway, a powerful stationary vortex spell. Single overcast will kill majority of any infantry unit if it hits.

Laozi Lord of Liars

Your hero, a cultist of Tzeentch. A spellcaster on foot. Just as weak in melee as your lord, but also slow and has a tiny health pool.

Bound abilities:

Magma Storm, 2 uses. An extremely powerful stationary vortex with large radius.

Greater Gate of Tzeentch, 1 use. Summons a Lord of Change. Summoned unit will time out and die eventually.

Gate of Tzeentch, 1 use. Summons a unit of Pink Horrors. Summoned unit will time out and die eventually.

Spells (No overcast available for any of them):

Flame Storm, a moving vortex spell.

Piercing Bolts of Burning, a bombardment spell.

Burning Head, a wind spell. Good for damaging low armour infantry.

Non-hero/lord units (All start at rank 6, gaining slight stat boost):

Chaos Warriors of Tzeentch, 5 units. A good lineholder unit. Shield to defend against missiles.

Chosen of Tzeentch (Halberds), 2 units. Elite anti-large armour piercing infantry.

Exalted Pink Horrors of Tzeentch, 2 units. Solid ranged unit, decent melee stats.

Chaos Knights of Tzeentch, 2 units. Can be used for flanking or shutting down missiles.

Doom Knights of Tzeentch, 1 unit. Flying cavalry, can be used on enemy air or like ground knights.

Soul Grinder (Tzeentch), 1 unit. Melee monster with good ranged attack.

Mechanics


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Trials of Fate for Dummies (Mirror of Madness) image 46

In each trial, the deployment area contains a Shard of Tzeentch that you begin in control of.

This is a crucial point that you must prevent enemies from capturing or you lose the considerable benefits it provides.

Each unit, whether ally or enemy, has capture weight. Whoever has more capture weight on the point will begin to gradually capture it until they gain control.

Once the Shard is lost, taking it back will likely be very difficult due to the constant enemy reinforcements.

The Shard of Tzeentch provides the following while you control it:

Greatly increased power recharge rate, allowing you to cast spells faster.

Constantly regenerating power reserves, allowing you to keep casting indefinitely.

Increased spell damage done.

And finally, it generates the points that can be used to vastly improve your army abilities.

Speaking of which, possibly the most crucial tools for clearing the Trials of Fate are the absurdly powerful army abilities you get. These abilities can be charged simply by dealing damage to enemies through any means, whether that be spells, unit abilities, attacks or even the army abilities themselves.

List of abilities:

Diabolical Puppetry, your weakest ability. Simply hold enemies mid-air, making them unable to act. Can be used for stalling dangerous enemies, stopping enemies from attacking, or to keep enemy units still while you cast spells on them. Not effective on large units.

Tempest of Blue Flame, an extremely powerful moving vortex that tosses enemies in its way into the air, killing them. When fully upgraded, can move across the map and kill many enemies. Moves randomly, but often in the general direction you aim it. Not effective on large units.

Inevitable Fate, a vortex that you can cast on your lord or hero, causing most infantry sized ground units to be sucked in. During the duration of this ability, you can move the lord/hero you cast it on around to suck up more enemies. When the ability expires, all units caught in it get tossed away and die. Works on enemy foot lords and most heroes. Does not work on large or flying units.

As mentioned before, these abilities can be upgraded with the Forbidden Knowledge resource gained by maintaining control of the Shard of Tzeentch. The army ability upgrades menu is located on the bottom right of your army panel, below your units.

Upgrading abilities not only makes them much stronger and reduces their cooldown, it also resets the cooldown of the upgraded ability (except for Inevitable Fate, the cooldown of which is set to 30 seconds upon upgrading it).

Trials Maps & Tactics


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Trials of Fate for Dummies (Mirror of Madness) image 65
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The basic tactics I'd recommend for clearing these trials are very simple.

First, do not try to go out to meet the enemy with your army. Instead make some kind of formation, like the one above, to keep them on the edge of the point. This not only prevents the enemy from capturing the point and allows you to effectively guard it until your army abilities are upgraded, but also ensures enemies gather towards one place so you can more easily blast large numbers of them with spells and army abilities.

You don't need to guard the back of your units, generally. 180° arc of units is enough. The enemy won't go for you ranged or flank much except with flying units.

Alternatively, just blob up and spam spells and abilities.. They do most of the work anyway.

When upgrading your army abilities, I recommend prioritizing Inevitable Fate and Tempest of Blue Flame first, as they are your main way of clearing mass amounts infantry in the trials. Don't hurry to upgrade them the instant you can, but take advantage of the cooldown resets to quickly launch multiple abilities in a row.

The enemy starts out by sending weaker units, but later more elite ones start to appear.

You can choose to use the firepower of your ranged units to quickly charge army abilities, or try to save ammo for dealing with more dangerous monsters, elite infantry, and flying units.

Since the trial is lost only when all your units are dead, you can keep running away and using army abilities even if you can't stand and fight anymore. Keep in mind that you start losing leadership when your only remaining units are flying. If this happens, you're effectively on a timer where you need to land or you lose.

It's also possible to hide units in forest to delay for a while, if the map features trees. The enemies will likely eventually find them though.

Now, onto specific maps! Disclaimer: All descriptions of races or units rosters here are based on what you face in the trials, and may not apply in campaign or multiplayer.

Difficulty ratings aren't official, just my opinion! Which is factually correct and better than yours.

Black Fire Pass (Difficulty: Very Easy):

This map features Greenskins as the enemy race. The starting enemy lord is Grimgor Ironhide. Despite being a foot lord, Grimgor isn't affected by Inevitable Fate so you need to kill him via other means, like Gaze of Fate combined with ranged fire, or in melee.

While Greenskins have fairly strong infantry, they have rather weak missiles and no flying units. Additionally, other than Grimgor and Rogue Idols, they field no otherunits immune to your army abilities. This means your army abilities are extremely effective here, and nothing can really threaten your lord.

Hel Fenn (Difficulty, Medium):

On this map, the enemy is Vampire Counts. The starting enemy lord is Heinrich Kemmler, who you can easily kill with Inevitable fate.

The infantry on this map is still fairly easy to deal with, but you must also deal with a great number of Fell Bats and Vargheists. Both are flying units your army abilities don't work on, and Doom Knights by themselves will fairly quickly be overrun. You can lure them on the ground or use ranged firepower. Also Banshee heroes can't be affected by your army abilities.

Fallen Gates (Difficulty: Hard):

Here, the enemy is Lizardmen. I found this one to be the most difficult map.

Kroq-Gar is the starting enemy lord, but can also be easily killed by Inevitable Fate.

The infantry is fairly decent, but again not at all challenging and easily killed by army abilities. There are no large ground units like monstrous infantry or dinosaurs either.

What makes this trial the most difficult one is the copious amounts of Terradon Riders and Ripperdactyl Riders. Terradon Riders are a flying unit with ranged attack, offering constant but relatively small damage.

Ripperdactyl Riders are flying units that have significant amount of melee attack, though they don't have much durability. Together, combined with fairly limited means you have of dealing with air units, they're quite dangerous.

Altar of Ultimate Darkness (Difficulty: Easy)

This time, the enemies are Warriors of Chaos, led by Archaon the Neverchosen.

As befits the Neverchosen, Inevitable Fate can be used to kill him before he can even do anything.

While the infantry sent against you is fairly strong, all infantry are equal before your army abilities. The air units consist only of some Chaos Furies and Manticores. Doom Knights can deal with these well enough, especially with ranged support.

Realm of Tzeentch (Difficulty: Medium-)

Here comes the Tzeentch mirror match. Could this be what the "Mirror of Madness" meant?

The enemy lord is Kairos Fateweaver. He can be easily lured, pinned in place with Gaze of Fate, and shot up. Army abilities won't work on him.

The only enemies you'll face after are endless amounts of mortal Tzeentch units and horrors. Whether blue, pink or exalted. Also the occasional caster. The only difficulty this map has is caused by the absurd amount of ranged units, but they don't do that much damage. It also helps that they come in convenient lines for Tempest of Blue Flame.

Not quite as easy as Warriors of Chaos, but not as difficult as Counts or Lizardmen.

Afterword

liek koment an subscrib

After making this guide, I feel like I put way too much production value into it.

Even though it's a waste of time and effort, much like Trials of Fate itself.

I probably won't update this too much even if it becomes outdated, or even correct the content if something turns out to be wrong. Cope and seethe.

TL;DR

Camp the point and spam abilities, lmao

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2963123028					

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