|
||||||||||||||||||
|
Quick links: Disclaimer: What you will now read are only my opinions and should only be seen as guidelines. -Arkalis Legend:Explorer: Someone who gains all his land from exploring.Attacker: Someone who gains all his land from attacking starting oop. Converter: Someone who explores for the first part of the round and then converts to attacker. A round lasts 7 weeks. Early-round refers to the first 2 weeks Mid-round refers to the 3rd to 5th weeks Late-round refers to the last 2 weeks of a round. Beginner: Someone who plays for his first or second round and doesn't really understand the game mechanics Intermediate: Someone who understands the game mechanics but still lacks experience Veteran: A pro, you know who you are Goblin:Raider: 3 / 0 Troll:Brute: 4 / 0350p, 25r Ogre: 0 / 3 300p, 25r Basher: 5* / 2* *Automatic regeneration causes fewer casualties. Against Goblin, Wood Elf and Kobold is 6,3 1100p, 100r Smasher: 7* / 7 *Against Goblin, Wood Elf and Kobold is 8,7 1450p, 150r Max Population: -5% Spy Strength: -10% Food Consumption: +5% Attack Strength: +5% Spell: Regeneration: SELF - Reduces combat losses by 10% Good: Converter, Attacker Advantages: Smashers are very efficient, brutes are useful early and late-round Disadvantages: Smashers are very expensive and slow trolls down a lot early-round, reduced target-base because of smasher ability Strong: Late-round Good race for: Everyone Top Dark Elf:Swordsman: 4 / 0325p, 25r Gargoyle: 0 / 3 300p, 15r Adept: 2* / 4* * Increases power by 1 for every 10% Wizard Guilds for defense, 10% Wizard Guilds for offense, Also counts as 1/2 a Wizard on defense, 1/5 Wizard on offense (cannot be targeted by Wizard Assassination). Maximum bonus of +5/+5 (making the Adept maximum 7/9) 1000p, 55r Spirit Warrior: 5.5* / 0 Against Dominions less than 75% of your size, Spirit Warrior has 5.5 offense and dies like any other unit. Against Dominions of 75% - 95% of your size or greater, Spirit Warrior has 6 offense and ALMOST Never Dies . Against Dominions of 95% of your size or greater, Spirit Warrior has 6.5 offense and ALMOST Never Dies 1100p, 55r Wizard Strength: +10% Mana Production: +5% Gem Production: +5% Spell: Unholy Ghost: SELF - Enemy Draftees do not participate in battle due to extreme fear Good: Explorer, Attacker Advantages: Very good spell oop, undying offensive elites, cheap defensive elites, best natural wizards in the game, Swordsmen are useful early and late-round. Disadvantages: Spell is almost useless late-round, Offensive elites are expensive, adepts are dependant on a useless building, no defense on the attack units make it very tricky for Dark eleves to defend correctly (and they need to keep slightly higher dp than everyone else since they get much more attention) Strong: Early and late-round Good race for: Intermediates and Veterans Top Undead:Skeleton: 2.5 / 0ALMOST Never Dies 225p, 0r Ghoul: 0 / 2.5 ALMOST Never Dies 225p, 0r Progeny: 2 / 4 ALMOST Never Dies, some enemy units killed in battle turn into Ghouls/Skeletons and join your army IF BATTLE WON WHEN YOU ATTACK, Flight (no need for boats) 900p, 0r Vampire: 4 / 3 ALMOST Never Dies. Attacking a target 70% of your land size or larger, and some enemy units killed in battle turn into Progeny and join your army IF BATTLE WON WHEN YOU ATTACK. Attacking a target 50% - 70% of your land size, and some enemy units killed in battle turn into Ghouls/Skeletons (Undead) or Phantoms/Banshees (Spirit) and join your army IF BATTLE WON WHEN YOU ATTACK. Flight (no need for boats) 1050p, 0r Max Population: +10% Mana Production: +15% Food Consumption: -75% Wizards: Immortal Spell: Parasitic Hunger: SELF - Increases larger percentage of kills in battle to your military after battle Good: Attacker, Explorer Bad: Converter Advantages: Undying troops make it easier to recover from hits, lots of space available (no ore mines, no docks and (close to no farms) troop conversions Disadvantages: Space-inefficient, needs the player to be very active to attack every 12 hours Strong: Early-round Good race for: Beginners and Veterans Top Lycanthrope:Scavenger: 3 / 0300p, 25r Ratman: 0 / 3 250p, 0r Werewolf: 3 / 4 25% fewer casualties on offense, 50% fewer casualties on defense 875p, 55r Garou: 6 / 0 Some enemy units killed in battle turn into Werewolves and join your army IF BATTLE WON 1200p, 110r Max Population: +10% Platinum Production: +15% Spell: Parasitic Hunger: SELF - Increases larger percentage of kills in battle to your military after battle Good: Attacker Bad: Converter Advantages: Troop conversions, insane platinum production Disadvanatages: no defense on the attack units make it very tricky for lycanthropes to defend correctly (and they need to keep slightly higher dp than everyone else since they get much more attention). You need to stay on top or you die. Strong: Early-round Good race for: Veterans Top Kobold:Grunt: 2 / 0
Lizardfolk:Reptile: 3 / 0
Icekin:Icebeast: 3 / 0300p, 0r Snow Witch: 0 / 3 Reduces losses in combat 350p, 25r FrostMage: 3 / 3* *Increases by 1 for every 20% mountains (buildings inclusive), maximum +3.825p, 80r Ice Elemental: 4* / 2 *Increases by .6 * Raw Wizard Ratio (Wizards Per Acre), maximum +3. 1100p, 0r Food Consumption: -50% Lumber Production: -10% Platinum Production: +5% Archmage Cost: -150p Spell: Blizzard: SELF - Stronger version of Ares' Call (not cumulative) giving +15% defensive strength Good: Converter, Explorer Bad: Attacker Advantages: Extremely cheap defense unit, food consumption reduction frees up a lot of space, Good spell, attacking icekins have the best wizards in the game Disadvantages: Huge wpa is not very efficient, almost impossible to attack from the start with the required wpa, need to keep 60% mountains Strong: Late-round Good race for: Intermediates and veterans Top Orc:Savage: 4 / 0325p, 0r Guard: 0 / 3 300p, 25r Voodoo Magi: 0 / 3* *Defensive power is increased 1 for every 750 prestige, maximum +2.800p, 0r Bone Breaker: 7* / 2 * Offensive power is reduced by 1 for every 10% guard towers of defender, maximum -2. 1050p, 105r Defensive Strength: +5% Food Consumption: +20% Lumber production: +50% Doubled Attacking Prestige Gains Spell: Bloodrage: SELF - Gives a 10% attack strength bonus, but increases casualties taken by 20%. Good: Attacker Advantages: Very cheap op, Savages are useful early and late-round, good spell Disadvantages: Voodoo magis are dependant on a building that isn't all that useful late-round when efficiency is important, Bone breaker is dependant on other players' strategies Strong: Early and mid-round Good race for: Intermediates and Veterans Top Nomad:Fighter: 3 / 0275p, 25r Crossbowman: 0 / 3 275p, 10r Blademaster: 2 / 6 25% fewer casualties1000p, 100r Valkyrie: 6 / 3 Returns 3 hours faster from battle 1350p, 100r Mana Production: +10% Spell: Crusade: SELF - Gives 10% attack strength bonus against all good races, and allows you to kill Spirits. Good: Explorer, Attacker, Converter Advantages: Cheap defensive elite, 9 hour return on offensive elite, Good spell. Disadvantages: Expensive offensive elite, reduced target-base because of spell Strong: Mid-round to late-round. Good race for: everyone Top |
|||||||||||||||||