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aqvamare

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Humans can update there standart units into adept of god units, after they get a holy ground building. I didn't found this option for my undead units. Monster i'm not sure.
 

Bored Peon

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I tried undead faction after using one of their cities in a previous game. The units were really weak until you got vampires. To make matters worse at 100 turns into the game I still had not been able to research a reconstruction spell. Was not a very good impression.
 

Sifer2

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I tried undead faction after using one of their cities in a previous game. The units were really weak until you got vampires. To make matters worse at 100 turns into the game I still had not been able to research a reconstruction spell. Was not a very good impression.


There is a heal undead spell. But it comes late in the game it seems like. May be intentional that they don't want undead healing an to instead live off over vampire life steal effects. I bet reconstruction isn't even supposed to heal undead that's probably a bug an its only supposed to be used on mechanical stuff.
 

unmerged(182689)

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I tried undead faction after using one of their cities in a previous game. The units were really weak until you got vampires. To make matters worse at 100 turns into the game I still had not been able to research a reconstruction spell. Was not a very good impression.

Skeleton Warriors have more hit points than any other first tier melee unit, and take greatly reduced damage from missile attacks. They have 8 attack while their counterparts have nine or ten, but they absorb arrows from neutral cities better than anything. Zombies have a lot of hit points and significantly weaken all nearby enemies; two adjacent zombies cuts an enemy's attack power by nearly 80%. Ghosts do good damage because most units lack any sort of Death resistance. While Vampires are a really good unit and can form the backbone of your undead army, the earlier stuff isn't weak.

When playing as Undead, I strongly recommend a wizard with Favor of Krypta. It starts you off with a heal undead spell and all the spells you get after that are made with the undead player in mind.
 

unmerged(241678)

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There is a heal undead spell. But it comes late in the game it seems like. May be intentional that they don't want undead healing an to instead live off over vampire life steal effects. I bet reconstruction isn't even supposed to heal undead that's probably a bug an its only supposed to be used on mechanical stuff.

I thought so too but when I did the spell list for the wiki todayI realized that the describtion says undead and buildings (constructs arnteven mentioned ;))
However there is a heal undead in the Krypta line (10 reputation needed) and even though that was the only one I have seen this far (I play humans mostly) I am quite sure there will be better versions of it if you keep her happy.
 

unmerged(489530)

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Human mages are nasty D:. I think the great benefit of being human is their range, they got the best range in the game. Those mages can 1 shot most T1 and T2 units while doing considerably high damage to T3 units even after the resistances. About clerics i dont know, but an AI used both ordained shamans and healers vs me on impossible difficulty, and the healer always took me a long time to kill, she resisted a lot more the damage of my vampires when the shamans were falling almost after 1 single shot.
My last game i played with creatures and had dominated 2 AIs from the start, again on impossible. Took fervus perk + fast casting, spammed bears and archers with a troll and one halberdier tanking all the damage, it felt a lot stronger than the start with undeads, had a lot more resources to spend and at the end you have old trolls + court werewolves that are really hard to kill compared to the undead T3 units. I still have to try humans, but i think that they will be very boring if the AI doesnt react to their range.
 

unmerged(488504)

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Note that while Undead has an easier time producing mana, just about all their troops cost mana in upkeep. The only time I've ever actually been running low on mana was with undead.

This is the exact OPPOSITE of my problem when I play as undead. Do you specialize your cities? I usually make my first three cities produce only gold or mana.
 

Astasia

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Human mages are nasty D:. I think the great benefit of being human is their range, they got the best range in the game.

I think they have a range of 3 correct? So do liches. Though obviously you need a temple for those.

My last game i played with creatures and had dominated 2 AIs from the start, again on impossible. Took fervus perk + fast casting, spammed bears and archers with a troll and one halberdier tanking all the damage, it felt a lot stronger than the start with undeads, had a lot more resources to spend and at the end you have old trolls + court werewolves that are really hard to kill compared to the undead T3 units. I still have to try humans, but i think that they will be very boring if the AI doesnt react to their range.

Fervus is ridiculously OP. By far the best god to pick for spells, best summons, best buffs (city and unit), best single target nuke, all rolled into one nice package with a smattering of second best god Lunard's spells on the side.
 

unmerged(182689)

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I hope so...life isn't balanced!

I hope you never get put in charge of balance for anything, because that philosophy is just stupid. Good balance increases the number of viable strategies, which increases replayability.

I think they have a range of 3 correct? So do liches. Though obviously you need a temple for those.

Mages and their upgraded variant have a range of 2. They have a spell they can cast with range 3 on a three turn cooldown that does 30 damage and reduces enemy movement.

Compare them to, say, Court Werewolves. Court Werewolves have a spell on a 3 turn cooldown that does 32.5 damage to the target and units in every hex adjacent to it. They hit like a truck in melee and regenerate 8 hit points per turn, and they have about twice as many hit points as Magisters. Magisters look good until you realize that the Monsters get better spells from a unit that also wins in melee against any normal unit on the Human roster. Court Werewolves cost 600 vs the Magisters' 500, and have four less upkeep.
 

unmerged(146453)

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I hope you never get put in charge of balance for anything, because that philosophy is just stupid. Good balance increases the number of viable strategies, which increases replayability.



Mages and their upgraded variant have a range of 2. They have a spell they can cast with range 3 on a three turn cooldown that does 30 damage and reduces enemy movement.

Compare them to, say, Court Werewolves. Court Werewolves have a spell on a 3 turn cooldown that does 32.5 damage to the target and units in every hex adjacent to it. They hit like a truck in melee and regenerate 8 hit points per turn, and they have about twice as many hit points as Magisters. Magisters look good until you realize that the Monsters get better spells from a unit that also wins in melee against any normal unit on the Human roster. Court Werewolves cost 600 vs the Magisters' 500, and have four less upkeep.

Please do not insult. You are entitled to any opinion you so choose, but this is discussion, not attack forum.

Thank you!
 

Sifer2

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Yeah I thought Mages were good at first but now I think the other races get even better. I mean for starters the Human Mage normal attack only has range of two. So they actually have to get pretty close to the fight unless their 3 turn cooldown ice shot spell is up. Where as the Undead's Liches have a range of 3 even on their normal attack. And their 3 turn spell is an AOE blast. Granted Liches totally suck against anything with high resistance to death like other undead or elementals. Same is true for Mages against stuff with high elemental resist.

I have not played with Werewolves yet but I hear they do spirit damage. I have not seen hardly anything that does that damage, and nothing that can resist it. So if they get that plus strong melee, and a nuke then they sound incredibly OP to me.
 

unmerged(489530)

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I think they have a range of 3 correct? So do liches. Though obviously you need a temple for those.
Fervus is ridiculously OP. By far the best god to pick for spells, best summons, best buffs (city and unit), best single target nuke, all rolled into one nice package with a smattering of second best god Lunard's spells on the side.

Yes, but at that point you probably will have another race settler to build the best temple.

About Fervus, im testing its limits xD!, yes hes REALLY OP. This is what i had done with his little bears and some goblins on impossible >.> (i had to bribe the other PCs while being there)

shot_2012_05_12_ 4-03-32.jpg

I would admit that i was lucky because there werent any dragons in the entrance, but still... its done with 15 mana cost units with 3 food upkeep. They need to balance this before MP hits live, endgame doesnt worry me too much because you have many options that are OP but this start could be a game breaker.
 

unmerged(182689)

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Please do not insult. You are entitled to any opinion you so choose, but this is discussion, not attack forum.

Thank you!

When you say balance isn't important because life isn't fair, you'll get people saying that it's a stupid thing to say. I meant what I said, and I'm not going to apologize.

Yeah I thought Mages were good at first but now I think the other races get even better. I mean for starters the Human Mage normal attack only has range of two. So they actually have to get pretty close to the fight unless their 3 turn cooldown ice shot spell is up. Where as the Undead's Liches have a range of 3 even on their normal attack. And their 3 turn spell is an AOE blast. Granted Liches totally suck against anything with high resistance to death like other undead or elementals. Same is true for Mages against stuff with high elemental resist.

I have not played with Werewolves yet but I hear they do spirit damage. I have not seen hardly anything that does that damage, and nothing that can resist it. So if they get that plus strong melee, and a nuke then they sound incredibly OP to me.

Werewolves do some spirit damage with their melee attacks; the ratio of melee to spirit damage is 2:1 for them. Their spell does Elemental damage instead. They tend to be quite good at exploiting holes in enemy resistances; most enemies will be weak to either melee or elemental damage, and spirit damage is far and away the least resisted damage type. It works on practically everything.
 

Arilou

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Liches aren't core undead units though: You need a temple for them.
 

UncleJJ

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You can also get them as a reward in clearing the other worlds.

So far in clearing one other area I have gained a vampire count, a bear thing (advanced unit ?), a lich (awesome spellcaster and great dragon slayer), and 2 greater earth elementals ... sheesh they are big dumb brutes... 90 hp and immune to death and resistant to elemental damage. I will now spend the next several turns of spellcasting giving that lot levitation or pathfinding buffs plus moonwalking or haste. The lich and greater earth elementals are so slow (3 moves on clear terrain, 1 in rough) compared to my hyped up main army
 

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You can also get them as a reward in clearing the other worlds.

So far in clearing one other area I have gained a vampire count, a bear thing (advanced unit ?), a lich (awesome spellcaster and great dragon slayer), and 2 greater earth elementals ... sheesh they are big dumb brutes... 90 hp and immune to death and resistant to elemental damage. I will now spend the next several turns of spellcasting giving that lot levitation or pathfinding buffs plus moonwalking or haste. The lich and greater earth elementals are so slow (3 moves on clear terrain, 1 in rough) compared to my hyped up main army

You can get unit rewards from destroying neutral monster generators. Not only in other worlds but also in the main one. Got an orc shaman, a ghost and two Paladins of Death that way.
This should be toned down a bit. THe units you can get from those camps are simply too strong late game.