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Artifacts. Do It Yourself. (a tutorial for Academy players)

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First of all—my condolences. It seems the Academy faction is in the least favor with the developers (their army is far too mismatched, somehow "styleless").
Hm! My apologies... :D
Regarding artifacts: as I've already written, it is more practical to improve the natural properties of the soldiers, but sometimes it's worth experimenting (more on this below). In general, in my opinion, the most important are: Attack, Defense, Luck, Health, Initiative, and Speed (not in order of priority). Making artifacts with fewer than three properties is irrelevant (better to spend resources on city development; besides, the Academy army is quite formidable despite its weird appearance, and doesn't especially need artifacts... by the way, I like difficult battles, on the edge so to speak, where everything is decided by chance or correct calculation, and artifacts tip the scales quite noticeably in favor of their owner).
Now in more detail...
1) Health. Obviously, giving this property to Rakshasas or Titans is just stupid, but for frail Gremlins and Mages—it's perfect.
2) Initiative. An excellent thing. Can be recommended for any unit, but it looks especially good on Djinns, any ranged units, and Mages.
3) Speed. A must-recommend for Gargoyles. With this property, they truly fly across the entire map. It's also suitable for Rakshasas—they have some awkward speed stat (they might not reach main events on the first try and get a beating). Gremlins, Mages, and Titans have absolutely no need for speed. For Golems, it will change almost nothing at all.
4) Attack\Defense. I give the combination of attack and defense only to Rakshasas—their own stats are already very good, and such an implication only strengthens them. Attack can also be given to Titans (for Gremlins, health, init, and luck are more important, imho). Defense would be good for Gargoyles (they are armored themselves) and Golems.
5) Morale. Perhaps a decent thing, but only with additional morale bonuses. I haven't applied this property anywhere yet.
6) Armor Piercing and Magic Resistance. Well, I don't know... better to speed up or strengthen the troops, imho...
So, if you build artifacts according to the principle I laid out in the guide (not written here), the main consumable will be crystals (hm... or maybe not, I don't remember...)

I would suggest:
1) Gremlins..... Increasing health is the first priority. If you've decided to slap together a "single-property" artifact, set it to health. For further reinforcement, you can give them some defense...
Let me systematize a bit... gr-r-r!... more specifics, less reasoning... bear with me... :rolleyes:
a) gremlin-armored-car (health, defense, magic resistance)
b) gremlin-armored-car-with-Lenin (health, defense, initiative)
c) gremlin-killer (health, attack, initiative)
d) gremlin-mad-killer (attack, luck, morale)
e) gremlin-nasty-one (armor piercing, init, attack)
f) gremlin-my-soldier (health, attack\luck, initiative)

2) Gargoyles..... Defense and speed are the favorite treats of evil gargoyles. Give them this and they will never forget you, even if you perish because of them in battle!:cool:
a) gargoyles-standard (defense, speed, initiative)

3) Golems..... Dreadful slowpokes, constantly performing what seems to be St. Vitus' Dance. In my opinion—the most useless Academy creatures... IMHO... :p
a) golem-maybe-someday-I'll-join-the-battle-and-probably-it'll-help (armor piercing, defense, health)
b) golem-same-as-above-but-faster-and-probably-pointless (speed, initiative, health)
c) golem-bodyguard (defense, health, attack)

4) Djinns..... Excellent high-speed fighters, decent mages. True, they are a bit frail and, for some reason, the primary target of all enemy ranged units! Did they grant some bad wishes, perhaps? Like in the joke about the goldfish and the hamster? My sympathies... :o Initiative and defense would be good for them. Speed isn't needed—they fly just fine on their own. Also, it's a good idea to protect them from enemy mages... and also... and also...
a) djinn-over-insurer (magic resistance, defense, health)
b) djinn-aggressor (init, attack, armor piercing)
c) djinn-sprinter-and-not-a-bad-mage (initiative, morale, defense)

5) Mages..... Somehow they swapped places with the djinns for me... Oh, whatever... Senile old-timers. That's how it is. And don't argue! How long can they unroll their scroll, so slowly and thoughtfully... and everyone waits for them... I've even seen them manage to play cards with the enemies... and lose a weekly resource growth AMONG OTHER THINGS!!! As if new spells will appear there! Hm! I got distracted... By the way, the old-timers are something else! When they fire from their stick across the whole field, through friend and foe...(when there are many of them, it's better to shoot like that, without any unnecessary magic!!)
a) mage-mage (init, health, defense)
b) mage-absolutely-not-a-mage! (attack, luck, armor piercing\health)

6) Rakshasas..... Real lawnmowers. My respect. They only lack speed...
a) rakshasa-interceptor (attack, speed, init)
b) rakshasa-action-hero (attack, defense, speed)
c) rakshasa-maybe-luck-will-strike-and-everyone's-done (luck, attack, speed)
d) rakshasa-into-the-thick-of-battle-him-smartass! (speed, morale, attack)

7) Titans..... Cool salt-and-pepper guys. Love to cast lightning, and if they're backed into a corner, they cowardly kick back with their feet... These demons need to be given weakening artifacts so they don't get too arrogant!
a) titan-cool-guy (attack, init, luck)..... I mean, WHAT else can you give them?!

P.S. Wrote this from memory (too lazy to launch the game, check, etc.), so sorry for any possible mistakes... All the above is harmful misinformation, so that you die more often in battles, especially network ones... HE-HE-HE!!! :D :D :D