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Posts from Which creatures from the alternative upgrade options do you choose?

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What is your opinion on alternative upgrade paths?
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I played my first game as Orcs and couldn't decide which creatures to upgrade for a long time. I figured out which creatures to upgrade, but it's a bit difficult with some of them. Luckily, you can change creatures at any turn, and they also upgrade depending on the situation, but I'm still curious to know which creatures you prefer to upgrade into.
Варвары рулят!!
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I usually prefer the Shadow League, so I took a closer look at the alternate units of this Castle. The overall impression is rather debatable, but there hasn't been enough time to definitively determine the usefulness of certain upgrades.
So, let's start in order:

1).Assassin/Stalker - The stats are not significantly different in favor of the Stalker, but it's a melee unit, although it does have the Invisibility ability. It's a rather questionable alternative, considering how much hope was placed in it. At least, in the early stages, I prefer them, as clearing the spawn point becomes noticeably easier, and closer to the end, you can switch them back to Assassins, although Stalkers also look quite good in battle if you lead them with a Warlock.
2).Furies/Blood Witches - The alternate unit now has immunity to Curse, the damage range has increased, and it has more health (21 HP), but for now, I prefer Furies, as they have an initiative advantage of +2, which is quite noticeable both in skirmishes and in final battles, although if the opponent is not too agile, the Witches will be very useful.
It's difficult to say which of them is better, it's more likely that the choice will depend on the specific situation.
3).Guardian Minotaurs/Captain Minotaurs - The new ones are slightly tougher, but in exchange for 2 attacks, they received the Aura of Courage, which prevents the morale of surrounding units from being reduced by more than +1. They will most likely be preferable against Necropolises, but overall, they are equal.
4).Dark Riders/Shadow Riders - They lost their main ability, which allowed them to deal damage by reducing or removing armor (-20% defense per cell traveled) - and how thematic that glaive or escutcheon was in the rider's hands. In return, they gained the ability to deal, it seems, a quarter of the damage to all enemies they pass by - I don't think enemies will tolerate this for long; the old Lizardmen look much better.
5).Cave Hydra/Acid Hydra - The original has Regeneration (30-50 HP per turn), but the alternate has Acid Blood; otherwise, they are equal. The first option is suitable for clearing mines, while the second will fit perfectly into a general battle, where there will be no time to heal wounds, and spraying everyone around with acid will be very useful (25% of the Hydra's damage) - it's something like an infinite retaliation, and the leading hydra breeders of the League strongly recommend breeding them.
6).Mistresses/Twilight Witches - The new alternate unit has now decided to devote itself entirely to the whip and has abandoned shooting. The parameters have increased quite well (+3 to damage, +10 HP, +1 to intelligence and speed), and they also received Invisibility, which works the same way as with Stalkers. It's not yet clear whether Invisibility or shooting is better; perhaps Mistresses will be more useful, but I have some ideas for using Twilight Witches - I want to try taking an alternate unit with Letos and the Secret of the Spell and learn the missing Dark spells in battle.
7).Black/Red Dragons - Black Dragons have already proven themselves well and don't need any further recommendations; as for Red Dragons, the new ability doesn't yet give me a feeling of joy, especially with reduced stats and seemingly no immunity to magic.
In the end, we get that the alternate units of the League are generally equal to the original ones; I can't say anything definitive yet, as in some stages, some options look preferable, and in others, others; we should also not forget about retraining, although the Castle is still quite expensive, and it will not be possible to constantly switch large armies.
Now, there is only one thing left to do - play and continue to study them
Иногда они возвращаются :smile27:
Бросайте флуд и оффтоп из раздела пятерки в Флудовские ссылки или мне в личку.
In reply to SteN
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I liked the Sylvans.
Here's a description of the alternate upgrades:
1) Dryads - Nymphs. Nymphs lose the ability to cast spells but gain the ability to heal Ents, Ancient Ents, and Wild Ents, and receive healing from them in return.
2) Dancers of Death - Dancers of the Wind. The new dancers lose the ability to attack adjacent creatures but increase their defense against counterattacks for each cell they move before attacking a creature.
3) Elf Archers - Forest Archers. The new archers have no penalty for shooting and have higher attack power. They lose the ability to paralyze enemies and double shot.
4) Elder Druids - Ancient Druids. The new druids forget the Lightning and Mana Transfer spells but can increase the hero's spell power (depending on the number of druids).
5) War Unicorns - Light Unicorns. The new unicorns lose the aura that protects against magic. However, the "Child of Light" ability allows unicorns to absorb any light magic (except Divine Retribution) cast in battle by any creature or hero.
6) Ancient Ents - Wild Ents. The new ents can no longer hide their roots underground. However, they know the "Fury of the Forest" ability, which reduces their defense by 2 times and increases their attack by the amount of defense lost.
7) Emerald Dragons - Crystal Dragons. The new dragons lose protection against earth elemental magic but unleash Rainbow Flame, which has a random range (1-5 cells), depending on luck.

From the first option, I always choose nymphs because dryads have weak magic.
I choose dancers depending on the number of enemy units.
I always choose the alternate archer upgrades until I get the Unicorn Bow artifact (removes shooting penalties) because it's better to deal double damage to the enemy without a penalty.
I choose druids depending on the hero's magic (if the hero knows weak magic or doesn't know any magic at all, I choose the regular upgrade).
I choose unicorns depending on my hero's knowledge of light magic and the enemy's magic.
I choose the regular ent upgrade until I learn spells that increase defense.
I also choose dragons depending on whether the enemy knows earth magic or the number of units in the enemy army.
In reply to Тарнум
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Here are some screenshots for those who haven't had a chance to play and see the creatures of the different factions in TOE.
Regarding the topic, I'll talk about the Academics.
1) Elder Gremlins - Pest Gremlins. The new ones can't repair golems, but they can paralyze enemy machines. Choose based on the enemy's machines.
2) Steel Golems - Obsidian Golems. The new golems protect a nearby friendly creature from chaos magic and can absorb chaos magic themselves, restoring some of the damage. Choose the new golems if the enemy knows powerful chaos magic.
3) Obsidian Gargoyles - Elemental Gargoyles. The new ones lose magic resistance but increase the power of a spell on a creature standing next to this gargoyle. Choose the new ones if your hero knows powerful chaos magic.
4) Archmages - Battlemages. The new mages lose some of the magic that the archmages knew, but they can dampen the power of the enemy's magic. Choose the new ones if the enemy knows powerful magic and has a high spell power.
5) Sultan Djinns - Viziers. The new djinns lose the ability to cast curses and light spells, but they know Wheel of Fortune, which increases the luck of friendly creatures or decreases the luck of enemies. Choose the new ones if my hero knows a lot of dark and light magic.
6) Rajah Rakshasa - Kshatriyas. The new rakshasas can now absorb damage from the enemy, but they now have the hydra's ability to attack nearby enemies. Choose the new ones if the enemy has many units.
7) Titans - Thunderers. The new titans can create a cloud in any area of 3 squares, and each turn they release lightning that damages enemies under the cloud. Archers under the cloud also increase their penalty for shooting. Choose the new ones if the enemy has archers
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I think the idea is very good; the more creatures of this kind, the more interesting it becomes.
Step aside from the way of a better man than you
So you fall at his feet hes the one who betrays you
Its the servants devotion for the decay
Stand up

There are no flowers on your grave
There are no chains
There I keep chanting for the forgotten name © Amorphis
In reply to eXeCuToR
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I'm playing as Sylvan and I've chosen:
Level 1 - Nymphs. I think they are more useful than Dryads. After all, healing Ents is important!
Level 2 - Dancers with the Wind, I think they are better than Dancers with Death. Because a direct, strong attack is better than a medium attack on everyone standing around. Especially for level 2.
Level 3 - Master of the Bow and Sniper, 50% each. There are different opinions here. What is better, one super-strong shot or two strong shots?
Level 4, I haven't figured out yet which is better in the Druids.
Level 5 - Battle Unicorn, I think it's better than Light. It's better to have protection from magic.
Level 6 - Wild Ents are better.
Level 7 - Crystal, I think it's still better! :)
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Асха - Порядок! Ургаш - Хаос! Силат - Воздух!
Шаласса - Вода! Аркат - Пламя! Силанна - Земля!
Сар-Илам - Дракон-Маг! Эльрат - Свет! Маласса - Тьма!
In reply to 3DogMZA
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3DogMZA;122032
I play as Sylvan and I chose:
Level 1 - Nymphs. I think they are more useful than Dryads. After all, they heal Ents!
Level 2 - Dancers with the Wind, I think they are better than Dancers with Death. Because a direct, strong attack is better than an average attack on everyone standing around. Especially for level 2.
Level 3 - Master Archer and Sniper, 50% each. There are different opinions here. What is better, one super-strong shot or two strong shots?
Level 4, I haven't figured out who is better among the Druids yet.
Level 5 - Battle Unicorn, I think it's better than the Light Unicorn. It's better to have magic resistance.
Level 6 - Wild Ents are better.
Level 7 - Crystal Dragons are better, I think!:)
Choose the new Druids, as it's better to give the spell power to the hero. For example, I had 100 new Druids and created a channel. Now I revive more than 10 dragons with Resurrection. But if you don't know magic or know bad magic, it's better to use the old upgrade.
Regarding archers, choose the Forest Archers because one super-strong shot is 100%, but if you have the Unicorn Bow (which removes the penalty for shooting), then the Master Archer (who shoots 2 shots with 50% damage each) will be better (2 super-strong shots are still better than one).
Regarding dragons, yes, Crystal Dragons are better, but think about it, what if the enemy knows the Earth Shock spell (strong earth damage)?
Conclusion: each upgrade is not better than the others; they just have different abilities.
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Honestly, this whole "who's better, who's not" thing is nonsense. First, decide whether you need to attack or defend, what abilities are most needed at the moment, and whether you need more health or more attack and defense.
Пусть я изгой, но я велик своей душой.
Набор в клан "Рыцари апокалипсиса" - "Knights of Apocalypse"
Информация о нас здесь http://sacraments.narod.ru/Klan.html
In reply to Тарнум
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Tarnum;122102
Honestly, I'll say this is nonsense about who is better or not. First, decide whether you need to attack or raid, what abilities are more needed at the moment, and in general, do you need more health or more attack and defense?

Hasty conclusions...
Yes, there are upgrades and alternative upgrades, and the choice between them depends on the opponent, your hero, the map, and many other factors... that is, there are no clear preferences...

But there are also upgrades and alternative upgrades where the choice is unambiguous...
(at least for me;) )

I described Inferno and Orcs in another topic:
/topic/2308/

Now I will describe my preferences when playing as Humans:
1. In principle, you can skip upgrading altogether...
2. I choose ALTERNATIVE UPGRADE. The absence of a penalty for distance is definitely better than a "direct shot" within 3 cells...
3. REGULAR UPGRADE. Definitely. It's good both in defense (-50% damage from ranged attacks to adjacent units) and in offense (shield bash)... but the alternative upgrade is only good in offense ("cleaver").
4. ALTERNATIVE UPGRADE. Definitely. Dive bombing is better than an aerial strike... it allows you to hit several opponents and return to the starting position... And the regular upgrade constantly tries to land under the enemy swords after the "aerial strike"... and in terms of parameters, the alternative upgrade is better.
5. Not однозначно.
6. Not однозначно. But still, more often I take the REGULAR UPGRADE. For healing and movement range.
7. Not однозначно. But in 90% of cases, I use the REGULAR UPGRADE. For resurrection.
In reply to SEVER
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For the Order faction, I chose:
Level 1, I almost agree with SEVER here; the upgrade hardly makes a difference. Peasants still give 1 gold each day, and if you're playing as Elaine, it's even 2 gold. Well, if you still want to upgrade, I think the alternate upgrade – Landlord – is better.
Level 2, I haven't decided yet, but I think the alternate upgrade is better.
Level 3, I think both the Lancer and the Fanatic have a 50% chance each. One has great defense, and the other has attack.
Level 4, I also think the red Griffins are better than the Royal Griffins.
Level 5, Inquisitors seem better than Adepts, but it's up to each player.
Level 6, I prefer the Paladin (Knights of Isabel, Paladin in English, it was just translated incorrectly).
Level 7, I like the Archangel with resurrection more.

For the Orcs, I chose:
Level 1, the Goblin Shaman is better.
Level 2, I prefer the alternate Centaur Marauder.
Level 3, the Orcs with the large shield are more powerful.
Level 4, the un-upgraded Shamans are super! But the upgraded ones are stronger, so you have to upgrade them. I upgrade to the Daughters of Earth.
Level 5, I chose the Orc in a helmet and armor; he is stronger.
Level 6, Paoka are not my thing. I prefer the Dark Wyvern.
Level 7, the Blood Cyclops are better. They shoot with their eye, which is cool, and they are strong.

It's great that they added alternate upgrades. Now there is more variety for each creature in the game. Before, there were only two types: upgraded and un-upgraded. :)
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Асха - Порядок! Ургаш - Хаос! Силат - Воздух!
Шаласса - Вода! Аркат - Пламя! Силанна - Земля!
Сар-Илам - Дракон-Маг! Эльрат - Свет! Маласса - Тьма!
In reply to 3DogMZA
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3DogMZA;122395

Level 1, I almost agree with SEVER here; the upgrade hardly makes a difference. Peasants still give 1 gold each day.
Level 3, I think both the Spearman and the Fanatic give 50% to each. One has great defense, and the other has attack.
Level 4, I also think the red griffons are better than the royal ones.

1. They all now give 1 gold... both the regular and upgraded versions.
2. The Spearman doesn't just have 50% defense against archers... it also protects adjacent units by 50%...
3. Better... but the regular upgrade, when using the ability, deals double damage, while the alternate upgrade only deals 75% of the regular damage...
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Well, at least the red griffons attack in a line, not a single cell, making it harder to dodge. And Seraphs were unfairly ignored; so what if they removed the withering ability? An attack of 75 (with blessing) is quite strong, and their magic is also good.

Added 11 minutes later
It's a shame that the undead got such a strong alternate Lich. Two resurrections per battle is very powerful... The new undead skeletons are tougher now.
Now, about the Orcs: 1) There isn't much difference; it depends on the opponent, although the trappers seem stronger. 2) Battle Centaurs are better in my opinion; they don't run around, and there's no penalty in melee combat. 3) Warmongers are strong infantry; with their rage and in numbers greater than 150, they can stand against any opponent. 4) Daughters of the Earth are not affected by slowing effects; they cast various curses when attacking, and they are generally fast. 5) Leaders are stronger and can "motivate" the troops. 6) Although they don't have regeneration, the Paoka still seems stronger, and their attack is good against large numbers. 7) They are roughly equal. If you don't carry your entire army with you, the free Cyclops are more useful; otherwise, the Bloodeyes. In general, the alternate units have added more variety; I used to not play with them at all, but now I even enjoy it:D :smile54:


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



In reply to Zybr
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ZYbr;122692
Well, at least the red griffons attack in a line, not a cell, making them harder to dodge.
But only once per battle... although they are more powerful... I still lean towards the old upgrade, although the new one isn't bad either.
And they unfairly ignored the Seraphs; so what if they removed the withering effect, but an attack of 75 (with blessing) is very strong, and their magic is good too.
Seraphs are my choice for the final battle, but for clearing the map, I would choose Archangels... probably Seraphs are better, Divine Retribution is a VERY powerful spell.

It's bad that they gave the Undead such a strong upgrade for the liches; 2 resurrections per battle is very strong....
But they removed Cloud of Death and Plague with Weakness... but still, I lean towards the new ones. :)
The new skeletons of the Undead have become tougher)))
People are wrong to criticize the new skeletons... I definitely choose them. They have a stun, a large shield, defense for allies, and magical defense... plus, they are really strong in attack.

I'll describe Inferno:

1) The new imps are preferable only if your hero is a pure warrior and you use the old imps in your army; otherwise, the old ones are better, IMHO.
2) Definitely the new ones! Jump is AWESOME! :smile25: ;)
3) The new hounds are great... I'll take them. :)
4) I'll take the new ones; if I have a lot of them by the final battle, I might upgrade them...
5) This is, IMHO, a really GREAT upgrade; I need to think about it... I usually take the old ones, but against the Undead, I need the new ones. ;)
6) Imps without rain... no, not for me. :)
7) Hmm... probably the old ones... summoning imps at the end is a strong ability...
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In reply to Amko
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Night Nazgul, I share your opinions about Inferno! Necropolis alternatives: 1st level: the new skeleton is powerful, but Necropolis only has one archer, so I choose the skeleton archer. 2nd level: the Plague Zombie is better than the new Rotting ones. They take away 2 attacks and 2 defense, and 1 morale from nearby units. But by the time they move, they will be taking this away from their own warriors. So, my choice is the old zombie. 3rd level: I choose the new spirits. 4th level: the new vampires are stronger, but they are given a task, so it's better to use the old vampire. 5th level: the old lich helps me more than the new one for now. Its cloud hits two archers at once, and this helps more than one strong shot. I don't often use lich magic. 6th level: Now I choose the new one. It's stronger, and its scream is pretty good. 7th level: I like the Astral ones more than the old ones; they have a cool Grief ability.
9 ДРАКОНОВ.
Асха - Порядок! Ургаш - Хаос! Силат - Воздух!
Шаласса - Вода! Аркат - Пламя! Силанна - Земля!
Сар-Илам - Дракон-Маг! Эльрат - Свет! Маласса - Тьма!

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