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===Generic Lords=== *'''Glade Lord''' - Your generic elf dude/dudette, glade lords are flexible and very customizable lords who can lead from the front or afar. They are specialized duelists at heart and will excel at hunting enemy lords/heroes if you can separate them from their armies but, unlike Durthu, tend to be vulnerable to getting tied down by hordes of enemies. Normally your cheapest lord, you can invest in a steed/eagle to maximize their mobility (take the steed if you want to utilize forest terrain) or place them atop a Forest Dragon to allow them to fight a much wider selection of enemies. Note that while the male/female distinction is cosmetic only in campaign, in multiplayer battles, male glade lords are specced for melee while the female glade lords are specced for range. The glady tends to be more popular there since she gets an magic missile with “Arrow of Kurnous” and a snare with “Prey of Anath Raema”. *'''Ancient Treeman''' - Ancient treemen function somewhat like Durthu (understandably) in that they are hybrid lords with respectable melee damage output and access to a supplementary lore of magic. However, unlike Durthu, the regular ancient treeman has access to the significantly more useful lore of life. This makes them fantastic centerpieces for a treeman-style/focused army who can hold their own far more effectively than your spellsingers, but this comes with the same inconveniences plaguing Durthu. As a large, flammable monster, treemen are very weak to flaming, anti-armor, and anti-large attacks. Even with self heal, he can and absolutely will melt if focused (and believe me, he will be focused). You will absolutely need additional screening units to help protect him in combat. Keep an eye on their traits when you recruit them in campaign, they'll wreck entire armies if you get one with the Murder of Spites trait (AoE HP drain like a mortis engine). You can save/import a murder of spites ancient treeman between campaigns if you don't feel like subjecting yourself to the whims of RNGjesus. *'''Spellweaver (DLC)''' - Caster ladies who can straight up lead your armies into battle, letting you save your hero slots for something else, if you so wish. In a manner similar to the High Elves, the Spell Weavers have access to a much wider variety of magic lores than their lesser variants (and by that, I mean they get two more schools). They also can come with additional bound spells depending on how you spec them when they level up. Otherwise, they're virtually identical to their sisters. **'''Life Spellweaver''' - Virtually identical to your Life Spellsinger, only large and in charge. **'''Beasts Spellweaver''' - Virtually identical to your Beasts Spellsinger, only large and in charge. **'''Shadows Spellweaver''' - Virtually identical to your Shadows Spellsinger, only large and in charge. **'''Dark Spellweaver''' - Now we're getting somewhere new. An offensive discipline, the Lore of Dark Magic provides some solid anti-lord/hero spells via Doombolt and Soul Stealer while also providing some decent anti-infantry spells in Chillwind and Blade Wind. Not a bad pick, but faces stiff competition from the other lores, life/shadows/high magic all have good AOE spells too. Lore attribute passively increases missile damage map wide which is actually pretty nice stacked with all the other auras/skill bonuses you can get. **'''High Spellweaver''' - This Spellweaver got a little too into the 'shrooms and learned a whole new lore of magic. With a little bit of everything, the High Spellweaver can provide a bit of healing support, single target damage, AoE damage and can even trap/damage flying units with a cast or two of Tempest. But the main reason anyone wants the lore of high magic is for Fiery Convocation. Immortal empires buffed to the point where it currently outperforms wind of death for deleting lines of armored infantry. The lore attribute buffs physical resist. Useful for spamming heals if your opponent refuses to blob up his units.
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