Stuff I'm writing late at night
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Stuff I'm writing late at night
Updated 3 years ago by Reality

Conquest - Bribe them into peace and then just surround their capital and kill it in 3~ turns.

AI Mage resets - Do not want Undead (if using Rogues) Do not want Ash-Har the Wise/Miralbus the Hat (any strategy)

The neccessary fire power can be had from Human Cuthroats 7-9, Monster Trolls (just 2) Undead Vampires (3), Koatl Spears (about 8) I feel like Koatl Training (Cuthroat/Koatl basically can't be counter attacked by their trash infantry) + Magnate most of the time, but am thinking of going with Glorius Tactician for damage (I think only 4 extra per unit)

Holy Ground - Extremely randomly 1-3 per map size (AVG 2 on small, 6 on XL) + 2-4 in the each underworld - On small + 1 Underworld you USUALLY have to capture 3 total, but rarely require 4 (I think god luck of only 2 required is possible)

You do not need Temples - having the required number of Holy Ground inside settlement borders is the only requirement.

Arethi have stun on their tier 2 bow archers (Smithy>Barracks>Training Ground) which makes nice work of the elementals - You certainly need to kill some to get into the underworld. For actually using your 3 Move settlers you can ideally skip killing the later elementals, since they start their turn out of aggro range>move twice and build, compared to all other factions I'm Liking Magnate+Favor of Grum-Gog (formerly Favor of Lunord) - Summon Rat is a super easy convenient way to scout, which is one of the main problems in this victory condition. Favor of Lunord is alright for the _1 move spell (mostly on the settlers themselves.

Defeat Avatar - Avatar spawns at 100 Favor. Favor gain is 30(Starting Perk) 20 per temple, 10 per quest (random) - Most of the time you will need to build 4 temples, although the game seems weighted to give you god related quests more often if you have holy grounds inside your settlement borders.

Definately don't fight - Agrela, Daurous, Grum-Gog (Healing or Debuffing) Neutral but have summons - Krolm, Fervus Has no summons - Helia, Lunord Weakest Krypta - damage can be reduced down to just 25 by using Death immunity or just fighting using Undead

Unity - Probbably play with Conquest unchecked and just kill the other guy so you can get to the end-turn spam in peace.

Armageddon Recomend Impossible difficulty and 2 AIs (so they will be rich and actually kill the Dremor on like 3/4 of the map without you) --- Trade Mana/spells with them liberally for massive amounts of cash Anchors spawn around turn 53 - Unlike the normal Dremor Gates, they can appear in BOTH Aradania and the underworld, so assume in advance you'll have to go down there. All Gates are defended by a random Supreme unit - many of them have immunities, and all of them will out-trade you - Try to have at least 2 damage types and a small number of High HP melee units backed up by a large number of ranged units. AoE charathers (Lich, Court Werewolf, Champion of Grum GoG) prevent massive headaches.

Make 100% sure to get Adamantium/Pumpkin as an undead city - don't make special effort on most other resource tiles

Undead = faster waves / fighting anchors Arethi = faster final boss setup

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