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Posts from Upgrade or alternative upgrade?

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18 years ago
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Sorry, I haven't had a computer for about a year, so I'm writing everything from memory.
In reply to Майор Вихрь
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17 years ago
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Major Whirlwind
At least the Battle Gryphons return to the spot where they took off after their attack, instead of staying in the middle of the field, as if saying, "Go ahead and attack whoever you want."

And this small detail is very important, especially when you are defending a castle.

In my opinion, it's best to choose the red gryphons.
P.S. I always choose them myself.
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17 years ago
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Here you can clearly see that the battle armor is for defense, while the royal armor is for when you're rushing into an attack.
16 years ago
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And what do Brutes do? And why are Archangels weaker than Seraphs? It's just about stability, but that's also their strength – 50-50, 25-75!
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16 years ago
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I don't know, I like to use Archangels; I don't think they are weaker than Seraphs. Seraphs just have tougher spells (Divine Retribution), but against humans, cavalry usually takes the first hit (at least, when playing against humans, this is a normal tactic), which means Divine Retribution shouldn't be used too quickly. And later, Seraphs might even die.

Archangels can even successfully resurrect someone early on. In my case, it's usually Axel's cavalry.
16 years ago
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I really like the Archangels, so I didn't create Seraphs, but then I moved back home to another city and started playing the original game.
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16 years ago
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Usually, I take Archangels because of their increased damage... but I remember noticing the damage of Seraphs, so I started to doubt which one to choose. Maybe the minimum damage is 25, but the maximum is 75... plus the Inquisitors' divine power and their own Vengeance ability... and I recommend taking Seraphs if you have the Luck perk.
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16 years ago
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I usually take Archons and Seraphims and replace the peasants with them.
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16 years ago
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it depends on who you're fighting; if it's Barbarians, Demons, Necropolis, or Inferno, upgrade for attack; against all other factions, upgrade for defense.
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16 years ago
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I prefer Royal Griffins because they can use the "Strike from the Sky" ability an unlimited number of times, while the "Devastating Dive" ability of War Griffons is a one-time use skill.
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16 years ago
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From the alt-upgrade, I only take Isabelle and the archers. The rest are useless.
In reply to Саня Изи
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16 years ago
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I agree about the archers, but not about the knights: paladins generally benefit more from "Lay on Hands" than from "Tournament Strike" (depending on who we're playing against, of course). And paladins also have another advantage: they are immune to berserk.
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16 years ago
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Militiamen - stunning - PROFIT Landlords - double strike - double PROFIT Crossbowmen are only useful if you have a unicorn horn bow. Otherwise, use archers. Armored Knights - shield bash - PROFIT Zealots - double strike - double PROFIT Royal Griffins - infinite aerial strike - PROFIT Battle Griffins - 1 pike attack for 3/4 damage - not PROFIT Inquisitors - many, many buffing spells - PROFIT Adept - dispel, punishing strike, removing positive spells from the enemy - simply owning in some cases Paladins - immune to berserk, laying on of hands - PROFIT R. Isabelle - under berserk, they will destroy half of their own army - not PROFIT, obvious PROFIT only against orcs. Archangels - resurrection, consistent damage - PROFIT Seraphs - under divine power, 75 damage from 1 unit + divine retribution - PROFIT Algreid is not as useless as Lord claims.
In reply to Ganseng
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16 years ago
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About combat griffons: combat frenzy isn't the worst ability. Lancers also reduce ranged attacks by half for friendly creatures standing on adjacent tiles...
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16 years ago
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But only a kamikaze would attack the griffin while under the effect of Battle Fury.

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