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Basically:
- keep your hero alive
- keep line of melee fighters to shield your ranged units
- read descriptions of skills/enemies
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
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.
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).
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.
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.
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.
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)
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.
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!
I'm loving demonologists and chaos mages atm but am not at all sure what to do with channellers - do they have a purpose?
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!