Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Skeleton archers and mercenary swordsmen don't require logistics (I haven't built every unit, so I don't know whether there are other that don't have an upkeep cost), which makes them great for garrisoning.
The Corpse wyrms hit really hard, with an AoE line attack and their 2*damage bite, but they are very slow on the strategic map (move 2). I ended up favoring the greater lords for their better mobility.
I decided to focus on the dwarf because Master enchanter provided me with a +3 mana/kill enchant. It is a huge deal, as it can make cloud walk pay for itself, and makes crafting a lot of the rings more manageable.
A large advantage of multi enchantment with a single "main" hero is that you can stack +movement enchant on him, which makes refreshing potions much more efficient.
For all of these reasons, I found legendary armor quite worthwile in the end.