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Age of wonders 3 archdruid how to evolve tier 1 animals
Age of wonders 3 archdruid how to evolve tier 1 animals











age of wonders 3 archdruid how to evolve tier 1 animals

Further, Dwarven Firstborn as I wrote a couple days ago are amazingly beefy dudes.įinally, if you ever find a Ruins and a Sphinx near each other, build a Royal Guard producing city there. That's why I prefer Dwarven Shamans, I've got enough Cold output, thank you very much. Frostling Archdruids actually don't have very good access to Blight damage because their Shamans throw Frost Bolts. I'd strongly recommend finding and integrating Dwarves. Frostling Royal Guard with Greater Life Steal just don't die, especially once they get Gold Medal and Tireless. My third choice of Specialization would probably be Shadowborn Adept. Frostling Archdruids have trouble dealing with or outputing Fire damage until they integrate Dwarves. Skin of Oil is a crazy cheap and crazy powerful debuff, Fireball lets you bring Fire damage wherever you want, and Hellhounds are Animals that deal Fire damage. I'd say Adept of Fire would be my second choice. Finally, Stone Skin is one of my favorite spells. It also keeps Earth Nodes from being a total waste. I dislike how all the Arctic loving races (Elves, Humans, Frostlings, Dwarves as an exception) dislike Underground.

age of wonders 3 archdruid how to evolve tier 1 animals age of wonders 3 archdruid how to evolve tier 1 animals

Sure, the 60% weakness to cold bites, but Lost Souls and Banshees don't actually output much cold damage especially after you negate their spirit damage.Įarth Apprentice was for the Domain of Earth spell. Air Elementals are 40% resistant to physical, 100% resistant to blight, and 100% resistant to spirit with Wild Hunt. Frostlings can struggle against Undead resisting their Cold damage, and there's a lot of wandering Undead out there. Master of Air turns out to be a pretty good Frostling Specialization too. Yeti vs shadow is a hilarious tickle fight. My guys would just overrun the walls, kill the race and class units, and save the shadows for last. Bards without Charm are gimped archers, Succubi without Seduce are gimped support. Frostlings don't mind the cold, and The Wild Hunt gives Strong Will, immunity to Mind Control and 100% spirit protection. Didn't meet at least one other enemy player because the fast events and ridiculously high roaming monster setting killed them.Īnyways, Rogues do mind control while their spooky scary shadows freeze things solid. There were three Rogue players, a Necromancer, a Warlord, and a Theocrat. I played a Frostling Archdruid Master of Air, Apprentice of Earth last game.













Age of wonders 3 archdruid how to evolve tier 1 animals