Put one hero (plus a henchmen healer if the hero can't heal) per nine man group. They are great at support and very useful, almost necessary in that role, especially if you want to keep the units leveling instead of periodically replacing them from attrition. The Heros do the buffs, debuffs, crowd control, etc., but are typically not that great at the killing part (unless loaded up with epic gear). The exception is the high end mages that
Mick
I create a unit of each weapon type that uses zero crystal but maximizes all other aspects. There are trinkets that require zero crystal (ie. First aid kit, etc.) I give these units the prefix "Town" or Tower" in front of their name (ie. Town archer") . The melee units come in the mounted/ non mounted variety. (ie. "mounted tower sword" or just "Town Sword"). Unmounted units sit in towns. Mounted units sit in towers or unique resources (ie. resources that
With the same debuff twice. (-3 initiative X 2) Any way to dispel it? I tried the spell called "dispel" but apparently it is for removing buffs from opponent cities. How long do the debuff's last? A guy spends time building his main fortress with unique World/Faction buildings and it is whimsically rendered useless because of debuffs? If so, it isn't worth the effort to build the unique build
I have done it end game before. First I researched Education over and over until I could research Arcane Magic (mana jump) in one turn. Then I researched the mana jump over and over until I was gaining about 2800 mana per turn. Then I lined up nine heroes separately in a row so that I didn't have to take the extra step of selecting from a group for them to receive the spell. I concentrated on raising the mages in level&