Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page. Global Achievements. Dad View Profile View Posts. Showing 1 - 15 of 41 comments. Les View Profile View Posts. I am not aware of any guide, but there is lots on info in various post on forum. Most races also have summoners, cannon fodder summons are awesome since they can soak up hard hits and keep your core units alive. For troops I like to focus on their defense stat since it makes them easier to keep alive and level up.
The game becomes really hard if you aren't able to keep core units alive throughout the campaign. One note about summoners - summoned units feed back their experience to summoner, so you don't lose it when they are unsummoned or killed. Summoners get other powerful skills like disintegration or hypnotise later in game, so it is worth it. Especially if you build up your hero with items from hidden chests. As for hardest difficulty, players often use mix of ignoring-defence skills critical hit and shield breaker and possessing-skills hypnotise and Will-O-Wisp.
This helps to bring down overpowered enemies. Also, recently we have introduced option to steal items from enemy heroes - it might be also fun option to build up hero with stolen items. But we did not tested it yet, so ymmv. Last edited by Les ; 12 Oct, am. For Succubus Campaign: Leaving out Heroes: Berserkers are upgraded Barbarians so don't waste getting a Barb better stats, same upgrades, etc. However, their Berserk ability means you lose control of them while they start beside enemy they attack on own.
Useful Meatshield, but likely to lose a few since lose control. They get ability to get extra attacks so really dish out good damage. Spiders are good through upgrades poison, ensnare, etcbut start weak so up The Age Of Chaos - Gnod - Lord Fears Dream you if want to hope one survives or wait till you can buy a better version.
I waited since they Little Boy - The Kelly Family - Street Life die. Not that Berserkers won't occasionally, but Berserkers have better defenses. Summoners: Chaos magic means you need to wait two rounds before you can start sumoning fun, but they are very useful once they start building you enough MP. Crawlers are weak melee tank, but they do take two hits to put down. Later you can remove Chaos Magic negative trait so you can start battle with MP or Off Your Back - Montevideo - Come Clean evolve to a Demonologist: they can summon Fiends 5 hp, good "fire" damage, decent tanks.
Another upgrade takes away summoning so they can drain enemy magic and transfer it to another Channeler. Hard to say how good since I like Summoning.
Good stategy is hold back everyone for a round or two till they build up, but up to you. Evil Eyes are useful for holding the line at range their basic attack paralyzes foe a round. Also have some Death ray, but I've never activated it. Definately a battle changer. Slow movement, but good defenses. Succubus's can upgrade someone's strength unholy Stength but lowers defense. They have decent stats for melee, but their spells are usually a good useage safer at least.
Hellraisers: Catapult demons that can shoot at 5 foes at a time, but can't shoot in melee like most archer units. Really helps weaken the enemy. Will-o-Wisps: Can possess foes, stun them, nice additions. Hellbats: weak bats that can burn foes in melee. Die very easy, but could be decent. Burning deals extra damage so unlike most units can deal 2 damage. Tip: While ranged attacks are good, watch out for Skeletons: they are hard to hit with ranged.
Last edited by bumpboy ; 12 Oct, am. The demon hellblazer catapult is my favorite unit, because they can do lots of attacks each turn. With 2 or three of the them you See Yall In 1981 - Various - No Time To Waste really kill off units fast who have low defense against ranged attacks.
Another random tip is for the Demom campaign you can unlock magic shield for your Demon Mistress Units. Magic shield gives you more defense the more magic points you have and really help to keep your demon mistresses alive. True, I usually just use the spells like fireball and Unholy strength, but that is a good useage for mp as well.
Most hilarious ability is the shaman mind control ability which lets you steal enemy units Demons on the flip side The Age Of Chaos - Gnod - Lord Fears Dream have as strong non-summon melee fighters but their strength depends on being able to summon hordes of demons to overwhelm enemies.
If you can hold the line and keep your summoners alive you The Age Of Chaos - Gnod - Lord Fears Dream overwhelm the enemy. Most broken ability is the mass summon spamming and also how your final mage gets a death ray ability that does huge damage Age of Fear 1 Humans are pretty decent all around, main big gameplay difference is they can heal and resurrect their units.
Last edited by etalian ; 12 Oct, pm. Undeads are 'wear-them-down' type of army. Your zombies will slowly kill enemy, but you have to protect your necromancers. Unis have lots of hp but are slow and have low defence and medium attack nothing like 3 attacks from berserker or blade master. Generally they require lots of hits to bring them down and they can be raised, raised and raised over and over again.
Later you get werewolves, which has strong attack and has regeneration and can be raised as well. They are also quite fast. But they don't advance that much, so The Age Of Chaos - Gnod - Lord Fears Dream probably want just few of them.
Necromancers have Moonlight Serenade - Deodato* - Whirlwinds magic points, but they continuously get magic from killing living things - as long as you killing enemy, you are able to raise fallen units. Skeletons can be raised from enemy corpses - they have ranged resistance and quite nice advancement tree as well.
They also have few debuffs disease, curse and area attack - poison cloud. Recently they also good Summon Wight skill - summons wight for one turn it can kill living in one strike. Their main problem is average ranged units skelton archers and lifedrain spell from dark adepts and necromancers.
Also, you cannot raise necromancers. They also have black knights - very fast and powerful unit, but only few of them are available and only at the end of game. Last edited by Les ; 13 Oct, am. Humans are very tactical - every unit is specialised.
None of units is very durable, but if used in right way, they can be very effective. Also teleportation expensive. The human fire ball spell is hilariously powerful too since you can carefully place it to avoid friendly fire. You can also upgrade it for even more blast area and range. Also a good amount of the strategy like other turn Oodnadatta - The Massed Bands Of The Australian Regular Army Under The Baton Of Major R.A.
Newman* - games is based on carefully knocking off opposing enemies. Since bad guys dish out the same damage if they have max health or almost dying a good amount of strategy is based around carefully killing off units each turn while protecting your own. Last edited by etalian ; 13 Oct, am. Almost untrue, Orcs can dish out more if injured.
In fact, Hp is more inportant than Attack since they get more Attack if injured. Otherwise, focus fire is good strategy. Focus on orcs was to create shock troops - good melee with moderate health.
Once you break enemy line you will be able to use all warriors and hunt enemy down. Orcs were unplayable is aof1, but they got their own campaign in aof2. Fully evolved warogres and troll throwers are the strongest units available. However, as they have no healing or strong summons - therefore they will be defeated in prolonged battles. They also have no defence against magic - few well-aimed fireballs or poison clouds can wreck them really good. Orcs, ogres, warogres, trolls - all of those are strong melee.
Orcs have too low defence to be effective meatshield. Invest in orc chieftain to get nice combat bonus. Goblin assassins, troll throwers - those are strong ranged but with limited range. Goblin sapper is best used to break line of warriors. Not much use in campaign as you want to evolve troops. Wolf, warg - pack of those is effective when flanking ranged, but not in core melee combat Shaman, warlock - those can The Age Of Chaos - Gnod - Lord Fears Dream snakes lots of them!
They are stronger than other mages, thus you can use them in melee as last resort. Warlock's Hypnotise is really cool. It's like teleport - allows you go gain unit behind enemy lines The Age Of Chaos - Gnod - Lord Fears Dream wreck chaos there. Especially useful if you can get some high-damage unit like blademaster to work on mages - very funny in multiplayer!
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