

You can also look for things that provide entirely new things you are lacking: Creation Magic gives healing or resurrecting spells, Destruction Magic gives some very nasty offensive magic, thoug hit works better for Goblins. So summons won't benefit from this too much. On the other hand, you want to summon units right at the front lines, not back in your cities. On the one hand this can be a great aid in the late game, where you need the help. Worth considering.Īlignment based expansions like Grey Guard, Keeper of the Peace and Shadowborn (Eternal Lords required) let you buff the troops you produce and summon in cities. (Like Wild Magic Adept or Grey Guard Master.)Ī specialisation like Expander would turn your growth from an even trade-off to an actual strength. So you could benefit from something that makes you tougher (like Earth Magic, with spells like Stoneskin and Summon Earth elemental) or something that makes enemies weaker. You suffer from squishyness and weaker end game. Growth gains and penalties cancel eachother out.

(Depends on if you have DLC, kind of.)Īrchdruid weaknesses: Weaker late game, lack of tough units to build, lack of strong end-game trump ability.Įlf weaknesses: Slow growth, poison vulnerability, somewhat squishy troops.Ĭonclusion: You have the best archers. fast growthĮlf Strengths: Archery, shock damage & crowd control, potential for magic. In more general terms, it pays to look at your strengths and weaknesses, and get abilities bolster one or compensate for the other, whilst avoiding skills that are redundant.Īrchdruid strengths: Summoning spells, archery, versatility and speed.

Talks about all specialisations and what classes/races they benefit. The best guide for specialisations, and one of the top 3 AoW guides in general, is this:
