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I checked out the alternate upgrades and creature abilities on a good website... it will be interesting to see them in action. As a Sylvan, I'm generally happy with my upgrades. The Dryads no longer cast spells, but their damage has been increased (from 2-2 to 2-3, which is good), and they can heal Ents (and vice versa; it works like Gremlins with Golems).
The Dancers' damage has been increased from 3-5 to 4-6, and their attack and defense stats have been improved. Plus, the "Agility" ability gives them +2 to defense on their next turn for each tile they move. However, they now only attack one enemy, but that's okay.
The new Hunters are a nightmare for archers and spellcasters. Their initiative has finally been increased by 1 (11 is better than 10), and their attack and defense stats have been increased by 1 (it's a small change, but it's nice). The damage range has been reduced and slightly increased (it was 5-8, now it's 8-9). They attack without penalty. The "Force Arrow" ability gives them 75% magic resistance against the enemy. The price for all this is high: Archers now attack only once per turn instead of twice... otherwise, it would be too powerful.
Druids... with only 1 spell... "Stone Skin" increases the hero's magic power while they are alive. I still prefer to develop Light magic, as spellpower isn't that important there. As ranged attackers, they are the same as the High Druids... so, in my opinion, this alternate upgrade isn't very good.
Unicorns... No magic resistance aura! But they automatically cast Light magic spells (no matter who casts what on these "horses," the same blessing is applied). Their attack and defense stats have been reduced by 2... their damage has been slightly increased... I prefer the old Unicorns.
Ents. They have become good attacking tanks. They can no longer burrow, but they have "Forest Fury." When activated, this ability transfers half of their defense stats to attack (so, Attack 21, Defense 27 becomes Attack 34 or 35, and Defense 13-14). It also increases their initiative by 2 (7 and 9 is a big difference), but Ents can no longer entangle enemies during an attack. Overall, it's an interesting alternate upgrade, especially considering that they can also heal Dryads (like Gremlins with Golems).
Rainbow Dragons:))) They don't have immunity to earth magic, but they have "Rainbow Breath," which, depending on luck, attacks from 1 to 5 tiles away (if I understand correctly). You just need to max out their luck and ask the enemies to line up.
In conclusion: I like 5 of the alternate upgrades, and I'm not so keen on 2.
That's all
The Dancers' damage has been increased from 3-5 to 4-6, and their attack and defense stats have been improved. Plus, the "Agility" ability gives them +2 to defense on their next turn for each tile they move. However, they now only attack one enemy, but that's okay.
The new Hunters are a nightmare for archers and spellcasters. Their initiative has finally been increased by 1 (11 is better than 10), and their attack and defense stats have been increased by 1 (it's a small change, but it's nice). The damage range has been reduced and slightly increased (it was 5-8, now it's 8-9). They attack without penalty. The "Force Arrow" ability gives them 75% magic resistance against the enemy. The price for all this is high: Archers now attack only once per turn instead of twice... otherwise, it would be too powerful.
Druids... with only 1 spell... "Stone Skin" increases the hero's magic power while they are alive. I still prefer to develop Light magic, as spellpower isn't that important there. As ranged attackers, they are the same as the High Druids... so, in my opinion, this alternate upgrade isn't very good.
Unicorns... No magic resistance aura! But they automatically cast Light magic spells (no matter who casts what on these "horses," the same blessing is applied). Their attack and defense stats have been reduced by 2... their damage has been slightly increased... I prefer the old Unicorns.
Ents. They have become good attacking tanks. They can no longer burrow, but they have "Forest Fury." When activated, this ability transfers half of their defense stats to attack (so, Attack 21, Defense 27 becomes Attack 34 or 35, and Defense 13-14). It also increases their initiative by 2 (7 and 9 is a big difference), but Ents can no longer entangle enemies during an attack. Overall, it's an interesting alternate upgrade, especially considering that they can also heal Dryads (like Gremlins with Golems).
Rainbow Dragons:))) They don't have immunity to earth magic, but they have "Rainbow Breath," which, depending on luck, attacks from 1 to 5 tiles away (if I understand correctly). You just need to max out their luck and ask the enemies to line up.
In conclusion: I like 5 of the alternate upgrades, and I'm not so keen on 2.
That's all
Белый и Пушистый! Иногда.....