


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:
