huh, does the rogue not have a Tier IV unit..? That's strange.
oooo, shaman look really handy.
> Entangling Touch: Attemps to entangle target unit for 2 Turns. Entangled units cannot take any actions. Cooldown: 1 Turn.
Maybe I will go ARch-Druid. That's really handy.
oo, their tier 2 melee unit is nice too. Ancestral Spirit.
> Inflict Spirit Breaking: Attacks have a chace to inflict Broken Spirit. Units suffering from broken spirit suffer -2 physical strength, -2 defense, and -2 resistance for 2 turns.
and they can pass through walls and have 60% physical resistance... That's quite handy
oh, and immune to spirit attacks. nice.
I wonder what kind of spells that have.
oh, that spell could be handy.
> Call Beast Horde: Summons a random wild beast at the start of every combat round. Duration 7 turns.
Could summon some really bad units, but could get some decent ones.... plus they could always just be cannon fodder.
Use up enemies action points, or set up my units for falnking attacks.
Fertile Domain looks nifty. Boosts a cities growth by +200. That could be really handy for getting a lot of cities for income.
Plus since growth doesn't matter once a city hits metro level I could cancel it on cities to save the upkeeep.
> Hornet Swarm: Unleashes a swarm of giant hornets on enemy troops. Deals 20 Blight damage to target enemy unit. The effect jumps a maximum of 4 times up to enemies up to 3 hexes away from the previous target.
I wonder if it'll bounce between two targets.
If so it would be 25 mana for 40 damage to two units. Not bad.
Also good for just weakning off or finishing weak units.
ARch-Druid has a spell which gives all archers inflict bleeding wounds.
oh nfty. +8 Movement for all support and archer units. That's handy.
Man, arch-druid has some nice spells.
That was a good suggestion @GnomeSlice.