Age of Fear 2: The Chaos Lord

Age of Fear 2: The Chaos Lord

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Dad Oct 8, 2015 @ 8:15am
Guide?
Does anyone have a getting started guide / strategy tips for this game?
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Showing 1-15 of 35 comments
Les  [developer] Oct 8, 2015 @ 1:53pm 
I am not aware of any guide, but there is lots on info in various post on forum.
Basically:
- keep your hero alive
- keep line of melee fighters to shield your ranged units
- read descriptions of skills/enemies
etalian Oct 11, 2015 @ 8:29pm 
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
Les  [developer] Oct 12, 2015 @ 4:05am 
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.

However relying on summoners is just one style of play - easiest, imho :-)

Building strong melee force with good ranged units (like hydra+succubus or trolls+ogres) works also well. 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; Oct 12, 2015 @ 4:15am
bumpboy23703 Oct 12, 2015 @ 10:16am 
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, etc), but start weak so up to you if want to hope one survives or wait till you can buy a better version. I waited since they always 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.
Imps have Magic missile attack, but one HP so they can help kill foes not cover/tank enemies.
Later you can remove Chaos Magic negative trait so you can start battle with MP or even 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.

Stone/Iron Golems are nice since they can't be hurt except for Criticals. Slow movement, but good defenses.

Succubus's can upgrade someone's strength (unholy Stength) but lowers defense. They can get upgrades for fireball/sleep. 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.
Goblin sappers/Magma golems are very dangerous since they can explode (prematurely if hit with fire).
Last edited by bumpboy23703; Oct 12, 2015 @ 10:25am
etalian Oct 12, 2015 @ 3:15pm 
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 can really kill off units fast who have low defense against ranged attacks. They are really dangerous to weak 1/2 hitpoint units such as archers or mages.

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.
bumpboy23703 Oct 12, 2015 @ 6:51pm 
True, I usually just use the spells like fireball and Unholy strength, but that is a good useage for mp as well.
etalian Oct 12, 2015 @ 8:52pm 
To summarize the races:
Orcs have really strong melee fighters, decent archers once you get assasins and their mages are mainly focused on debuff skills to weaken/hold enemies. Most hilarious ability is the shaman mind control ability which lets you steal enemy units

Demons on the flip side don't 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 can 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.

Undead's main gimmick is you can bring back all your units as well and also have lots of debuff/poison abilities.
Last edited by etalian; Oct 12, 2015 @ 8:52pm
Les  [developer] Oct 13, 2015 @ 12:15am 
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 you probably want just few of them.

Necromancers have few 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; Oct 13, 2015 @ 12:35am
Les  [developer] Oct 13, 2015 @ 12:24am 
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.

Royal Guards - meat-shield

Blademasters - huge potential for damage, but average endurance

Knights/Paladin - cavalry, good to hunt down mages/ranged, paladin has bonus vs Undead/Demons

Bowmen/Rangers - sniping enemy mages/ranged

Fire Archer - shorter range, but huge damage output

Ballista - long range artillery

Monk/Priests/Inquisitor - healing and resurrecting (limited uses), priests have good anti-undead spells

Mages/Archmage - area attacks, buffs and anti-mage (dispel magic reduced mp to zero). Also teleportation (expensive)
Last edited by Les; Oct 13, 2015 @ 12:38am
etalian Oct 13, 2015 @ 9:23am 
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 based 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; Oct 13, 2015 @ 10:23am
bumpboy23703 Oct 13, 2015 @ 2:37pm 
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.
Les  [developer] Oct 14, 2015 @ 12:43am 
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 summon snakes (lots of them!) and debuff oponents. 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 and wreck chaos there. Especially useful if you can get some high-damage unit like blademaster to work on mages - very funny in multiplayer!
Last edited by Les; Oct 14, 2015 @ 12:55am
Dad Oct 14, 2015 @ 3:00am 
Thanks for all your help guys! Really amazing!

I'm loving demonologists and chaos mages atm but am not at all sure what to do with channellers - do they have a purpose?
Les  [developer] Oct 14, 2015 @ 4:55am 
Please write us good review!

Channellers act as battery - demonologist + two channellers can keep summoning one Fiend per turn!

With chaos mage they can Disintegrate every turn = Death Star laser cannon!
Last edited by Les; Oct 14, 2015 @ 4:58am
bumpboy23703 Oct 14, 2015 @ 3:02pm 
Yes, I am using mass Snakes (two shamans, and Hurr, that Hero one). I don't think I would have survived with few loses with them when we went against the Stone Golem/Slimes.
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