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There was also an event where I amanged to get Clerics of Caylen. They are crap for offense, very good hp, but their big advantage is Summon Beer Elemental. It spanws a stack of beer elementals, which are similar to water elementals + Stunning Attack (Fort save DC 12). If yo have 20 clerics, you get 20 beer elementals. ther clerics also have an area AC buff and area damage buff, both lasting for 3 rounds when cast. AFter the initial 9 you get, they can show up as Mercs.
I am doing angel path, and I can recruit Monavic Devas as part of the repeatable edict. They cost mystic energy (I forget exactly how much). I don't know if they are good or not because I have never used them. I destroyed all of the monster armies on Act 3 and didn't need them. But I am saving them up in case I need them in the future. I think they are like a more powerful version of a cleric, but I'm not really sure.
For the Lich, you get army generation from killing enemy units to start, skeletons & zombies spawn for every 280 or so enemies felled. After awhile, you get a crusade meeting that gives options for repeatable skeleton & zombie summons(40 or so), or a (seemingly) one-time recruitment of some skeleton champions, sharpshooters & vampire units.
Later, you get an additional recruit on kill option of champions or sharpshooters, at around 1000 kills to recruit, which is kinda perfect for the Act 5 armies near the Worldwound.
(I believe there's also a vampire option here, but the necromancer factions my lich attracted kinda had a spat, and the bone squad aligned with Urgothoa, so...kinda had to skip the bloodsuckers)
(Oh, and going the Lich route absolutely Hammers your recruiting of non-undead units, so build up those forts!)
That's all i've experienced so far, of the two, the Lich armies are my favorite, they snowball ridiculously fast, and barely take up any infirmary when they die, making replenishment a breeze, while i just kept the Angel units in an army sitting outside of Drezen, because from the unit recruiting numbers(which only get replenished via crusade tasks), and their garbage stats, they just weren't worth using-even the basic footmen units are better in most cases.
1) Choosing to have the priests of Caylen help with recruitment instead gives you Bellflower Fighters, who are ranged units. Stats wise, they are in between rangers and marksmen. More damage than rangers but less than marksmen while being more durable than marksmen amd able to shoot in melee..
2) You'll get an event where you choose between three types of Oread units to unlock. All are tanky to various dgrees. Students of Stone ate the tankiest of the bunch and have ok but not great offense. Stone Infantry is actually the least tanky of the three but have the best offense. Think of them as stronger shieldbearers who are not useless offensively.. Lastly is the Sand Wizards, who are surprisingly tanky casters but are useless in melee. Their use is in their spells, a curse with reduces enemy DR and a spell wchich increases allied DR