Armored Princess Unit Analysis Part 3: Elves


Elves were one of the more well-defined and diverse groups in The Legend, so Armored Princess doesn't need to do too much to improve them. It still makes an effort to refine them, and I appreciate that.

Racial relations-wise...

-1 Morale for Demonic presence in allies.
-2 Morale for Undead presence in allies.
-1 Morale for Dwarven presence in allies.
-1 Morale for Orc presence in allies.
-1 Morale for Lizardmen presence in allies.

... Elves don't get along with much of anybody in Teana.

As with Humans and Dwarves, the technical reduction in the rating for Undead and Demons is offset by Armored Princess' harsher Morale penalties. The addition of Orcs and Lizardmen to the ranks of units that offend delicate Elven sensibilities severely constricts viable options for Elf+non-Elf choices, as you're just left with Humans and Neutral units at that point.



Lake Fairy
Level: 1
Hiring Cost: 16
Leadership: 7
Attack/Defense: 3 / 3
Initiative/Speed: 7 / 5
Health: 8
Damage: 1-2 Magic
Resistances: 25% Magic
Talents: Hunter's Mark (Charge: 1. Applies Hunter's Mark on all enemies. Archers that fire on such  marked units will automatically get a critical hit)
Abilities: Soars, No retaliation, Magic Resistance (25% Magic resistance), Fairy Dust (Melee attacks have a 30% chance of inflicting Weakness for one turn)

+1 Initiative (Which actually means they no longer occupy a unique Initiative+Speed tier), +2 Health, and they've picked up an actual Talent of their own!

Hunter's Mark is a nifty way for them to get more use out of their first turn, and it's a reasonably natural fit to how Elves have two natural archers. It would've been better appreciated in The Legend, where Tolerance would let you effortlessly field an army of Bowmen/Undead Bowmen/Elves/Hunters to potentially maximize that firepower, but it's still a big help to them in the here and now.

The AI doesn't seem to have any idea how to make good use of Hunter's Mark, though, using without regard to whether they even have archer allies, and if they do said archer allies will happily target units not Marked (eg summons generated afterward). At least they usually prefer to move 4 tiles and then use Hunter's Mark, instead of using it from a standing position to waste their entire turn.


Sprite Forest Fairy
Level: 1
Hiring Cost: 20
Leadership: 9
Attack/Defense: 4 / 2
Initiative/Speed: 5 / 4
Health: 9
Damage: 1-3 Magic
Resistances: 25% Magic, -50% Fire
Talents: Dispel (Charge: 1. Dispels all positive and negative effects on a single unit, ally or enemy)
Abilities: Soars, No retaliation, Magic Resistance (25% Magic resistance), Susceptible to Fire (-50% Fire resistance), Oblivion (Melee attacks have a 50% chance of using up all the target's Talents)

+1 to Leadership and Health, plus the the Oblivion Ability. Also, they have a nice new name.

Oblivion specifically wipes all charges and sets all reloads to maximum when it triggers, to be clear. It can of course be devastating to a unit that's heavy on charge Talents (eg how an Alchemist has 2 Repair charges and 2 charges for creating Droids), but even units like Demonesses with three reloading Talents can be quite badly impacted, especially if the Oblivion rolls keep happening.

Unfortunately, while Oblivion really seems like it should be a very solid reason to use Forest Fairies, it's also been gifted to Dryads, who were already very worth using, and remain so. Drat.


Werewolf Elf (Elf form)
Level: 3
Hiring Cost: 160
Leadership: 60
Attack/Defense: 16 / 16
Initiative/Speed: 5 / 2
Health: 55
Damage: 7-9 Physical
Resistances: Generic.
Talents: Transformation (Reload 2: Switch forms)
Abilities: Blades (Inflicts Bleeding on melee hits), Night Sight (+50% Attack at night or underground), Regeneration ('Top' member of the stack fully heals at the start of their turn), Tolerance (No Morale penalty from Undead allies)

+10 Health. That's... uh. It.

Admittedly, Werewolf Elves were hampered by being a melee unit that was on the fragile side for a melee unit, but I honestly don't experience much of a difference between the two games.


Werewolf Elf (Wolf form)
Level: 3
Leadership: 60
Attack/Defense: 16 / 10
Initiative/Speed: 5 / 4
Health: 55
Damage: 5-8 Physical
Resistances: Generic.
Talents: Howl (Charge: 1. All enemy Humans, Elves, and Dwarves of Level 1-2 are hit with Fear, and additionally have a 50% chance of skipping their turn entirely), Transformation (Reload: 2. Switch forms)
Abilities: Night Sight (+50% Attack at night or underground), Rabid (20% chance to inflict Frenzy for 1 turn on melee attacks against units of Levels 1-3. Frenzied units are hostile to all units, but the effect ends after the first time they attack something), Regeneration ('Top' member of the stack fully heals at the start of their turn), Tolerance (No Morale penalty from Undead allies), Lycanthrope (When melee attacking humanoid units, there is a 30% chance that 25% of the units killed in the attack will join the Werewolf's stack. At night or underground 50% of the units killed will join instead. Spellcaster units such as Druids and Priests can't be converted)

+10 HP and Lycanthrope gained.

I've actually never seen Lycanthrope trigger in Armored Princess. I have no idea if it works. It seems like something that would make Werewolf Elves more appealing in player hands, but it's also low-odds to trigger and only takes a portion of the converts so... you're probably better off with Vampire Bats if you care about the Lycanthrope effect.

Mind, probably part of why I've never seen it trigger is that its list of allowed units is actually pretty narrow. It's specifically...

Peasants, Robbers, Marauders, Bowmen, Swordsmen, Guardsmen, Horsemen, Knights, Lake Fairies, Forest Fairies, Dryads, Elves-the-unit, Hunters, Pirates, Sea Dogs, Barbarians, Berserkers, and Assassins

A good number of Humans, most of the humanoid Elves, and what few human-type Neutrals there are. If you were expecting Dwarves to be susceptible? Nah. Of course, part of why it's limited is that the Elven faction doesn't actually have that many humanoids in it... and understandably Lycanthropy doesn't work on Werewolf Elves. What with them already being werewolves and all. Still, maybe you'll get some use out of it.


Unicorn
Level: 4
Hiring Cost: 550
Leadership: 130
Attack/Defense: 23 / 20
Initiative/Speed: 7 / 5
Health: 120
Damage (Base): 10-17 Physical
Damage (Horn of Light bonus): +3-6 Magical
Resistances: 25% Magic
Talents: None
Abilities: Magic Resistance (+25% Magic resistance), Horn of Light, (30% more damage against Demons and Undead) Defender of Beauty (+2 Morale to allied Forest Fairies, Lake Fairies, and Dryads)

+3 Initiative, no other changes. It doesn't jump them past that many units, and a number of the high-Initiative units have risen even further, so this is less of a gain than you might think, but it does mean Unicorns are difficult to pull ahead of with lower-Initiative units.

It also means that Black Unicorns aren't so strongly an overall upgrade over them, which is nice.


Black Unicorn
Level: 4
Hiring Cost: 750
Leadership: 150
Attack/Defense: 27 / 24
Initiative/Speed: 5 / 4
Health: 140
Damage (Base): 12-21 Physical
Damage (Horn of Light bonus): +4-7 Magical
Resistances: 25% Magic
Talents: None
Abilities: Magic Resistance (25% Magic resistance), Horn of Light (30% more damage against Demons and Undead), Tolerance (No Morale penalty from allied Undead), Blood for Blood (Retaliatory strikes always crit against units not of the Elven faction)

Black Unicorns have picked up 2 Attack and Blood for Blood. That's... seriously it.

I'd have preferred a stronger set of distinctions between them and Unicorns, but oh well.

The English description for Blood for Blood claims it guarantees crits against Elves-the-species, but this is simply incorrect. It's slightly awkward that you normally get access to Black Unicorns when you're in the middle of fighting Elves a fair amount, but it's still way better than what the English description claims. A Paladin in particular can get a lot of mileage out of Black Unicorns thanks to Resurrection-the-Skill letting them hurl them into the fray without caring about casualties.


Dryad
Level: 2
Hiring Cost: 50
Leadership: 20
Attack/Defense: 4 / 12
Initiative/Speed: 4 / 3
Health: 25
Damage: 1-3 Magic
Resistances: Generic.
Talents: Summon Thorns (Reload: 2. Generates a Thorn Hunter or Thorn Warrior stack in a chosen adjacent tile with a total Leadership of 8-10 per Dryad in the summoning stack), Elven Song (Charge: 1. All Elven allies have +3 Initiative for 5 turns), Lullaby (Reload: 3. All enemies below Level 4 that are not immune to Mind effects fall asleep for 1 turn)
Abilities: Soaring, No retaliation, Beauty (30% chance for male humanoids to Miss when attacking this unit), Charm (Melee attacks have a 20% chance to temporarily convert male humanoids into allies), Wood Fairy (+1 Morale for allied Plants), Oblivion (Melee attacks have a 50% chance of using up all the target's Talents)

They've picked up Oblivion, horning in on the Forest Fairy's new shtick, but they've actually lost a point of max damage. Also they're now 'Wood Fairies' instead of 'Tree Fairies', apparently.

Also, it's worth mentioning that if Charm triggers, the target unit actually doesn't get injured by the attack; the Charm occurs in place of the damage. Probably overall a positive, since it means going to finish off a stack can still get you a surprise Charm, and one that actually matters rather than a mocking 'well you Charmed them but now they're dead so that was a waste of a lucky roll' sort of thing. Though it can be a bit annoying when it's the last enemy unit and you're trying to end the battle...


Ent
Level: 4
Hiring Cost: 800
Leadership: 260
Attack/Defense: 30 / 36
Initiative/Speed: 2 / 2
Health: 260
Damage: 25-30 Physical
Resistances: 10% Physical, 50% Poison, -100% Fire
Talents: Running (Charge: 1. +2 Action Points), Wasp Swarm (Reload: 1. Ranged attack which does 12-15 Physical damage and 12-15 Poison damage to a single target, with an effective range of 4)
Abilities: Plant (+100% vulnerability to Fire, +50% resistance to Poison, immunity to mental effects, assorted secondary implications), Entangle (50% chance to Entangle enemies with melee attack, reducing AP to 1 for 2 turns)

Picked up 60 HP and Entangle. Also got slightly renamed. Overall result is that they're much better at tying down enemy melee, which is actually kind of at a right angle to the Ent's basic capabilities.

I'm actually not sure why you'd want to use Ents in Armored Princess. In The Legend, they were probably the better choice when compared against Ancient Ents just because they could close and fight simultaneously. In Armored Princess, Ancient Ents are a tarpit to prevent enemy melee from reaching your proper ranged units (That happens to be able to get opportunistic ranged attacks in), while Ents are.... an awkward pseudo-ranged unit?

Note that Entangle overrules effects like Haste but not effects like Running. No amount of extra Speed will ever get past Entangle, but a direct injection of Action Points will do just fine, basically. In spite of using the same graphics as Slow, the 'Haste wipes out Slow' interaction doesn't apply.


Ancient Ent
Level: 5
Hiring Cost: 3600
Leadership: 1200
Attack/Defense: 50 / 60
Initiative/Speed: 1 / 1
Health: 1400
Damage: 100-140 Physical
Resistances: 10% Physical, 50% Poison, -100% Fire
Talents: Wasp Swarm (Charge: 1. Does 50-90 Physical and 50-90 Poison damage to a single target with an effective range of 4. Cannot be used if an enemy is adjacent), Summon Wasps (Reload: 1. Recharges Wasp Swarm), Running (Charge: 1. +2 Action Points)
Abilities: Plant (+100% vulnerability to Fire, +50% resistance to Poison, immunity to mental effects, assorted secondary implications), Entangle (50% chance to Entangle enemies with melee attack, reducing AP to 1 for 2 turns)

They've picked up Running (Huzzah!), +10 to Attack and Defense, +400 Health, and Entangle. No longer are they an immobile turret that tries and kind of fails to be fairly bulky when enemies get in melee, now they are indeed threatening and even able to go out and punch something opportunistically if they feel like it!

Entangle in particular is noteworthy for the fact that the AI always prefers to make an attack if possible: thus, Entangled enemies will simply attack the Ancient Ent, instead of trying to get out of its reach or get closer to your own ranged units. This allows Ancient Ents to lock down even stuff like Horsemen essentially forever (Between the attack and the counterattack, you're rolling a 50% chance twice a turn on an effect that lasts 2 turns: the odds are quite poor for you to fail Entangle rolls long enough for Entangle to clear up and them flee), though unfortunately not Archdemons as they simply purge the Entangle and get back all their Action Points.

Since Ancient Ents are astonishingly durable, this tarpitting effect doesn't even cost you all that much money, generally speaking.


Elf
Level: 3
Hiring Cost: 270
Leadership: 80
Attack/Defense: 21 / 15
Initiative/Speed: 5 / 2
Health: 60
Damage: 4-5 Physical
Resistances: Generic
Talents: Double Shot (Reload: 2. Ranged attack that does 8-10 Physical damage to a single target)
Abilities: Archer, Sniper (Unlimited range), No Melee Penalty

+10 Health compared to The Legend, making them that bit tougher.

It's worth commentary that with Dragon Arrows notably nerfed, Elves-the-unit being Snipers is a much more significant quality. Otherwise, the context hasn't really changed much.


Hunter
Level: 4
Hiring Cost: 700
Leadership: 150
Attack/Defense: 27 / 18
Initiative/Speed: 6 / 2
Health: 110
Damage: 9-10 Physical
Damage (Anti-beast ranged): 13-15 Physical
Resistances: Generic
Talents: None
Abilities: Archer, Sniper (Unlimited range), No Melee Penalty, Hunter (Calls the anti-beast attack when firing on a relevant target)

+1 minimum damage and +20 Health.

The main thing here is the broader trend of ranged units being a bit less horribly fragile. The other main-ish thing is that whether you should run Hunters or Elves-the-unit is a little more complicated of a decision, since Hunters got a slight damage boost. I approve of that, even if I still largely ignore Hunters in practice. Of course, with Hunter's Mark being a thing, you might even want to run them together...

Interestingly, like eg Paladins using a different animation when triggering their bonus damage, Hunters have a different animation when firing on a unit their Hunter Ability applies to. It's basically just crouching before firing, and I wouldn't be surprised if most players don't even notice, but it's still interesting that even an archer unit breaks out a special animation for a bonus damage Ability.


Druid
Level: 3
Hiring Cost: 240
Leadership: 100
Attack/Defense: 16 / 22
Initiative/Speed: 2 / 2
Health: 100
Damage (Ranged): 4-8 Magic
Damage (Melee): 2-4 Physical
Resistances: 25% Magic
Talents: Summon Bear (Reload: 2. Summons a stack of Bears or Ancient Bears, whose stack size is determined by having their Health be 20-25 per Druid in the casting stack), Training (Charge: 1. Take control of an enemy animal stack whose Level is 1-3, whose Leadership total is 80 or less per Druid in the casting stack. The control lasts for 2 turns)
Abilities: Power of Forest (Range: 6. Ranged attack splashes to adjacent enemies with no friendly fire. The splash damage is only 50% of base), Magic Resistance (25% Magic resistance), Harmony Aura (+1 to Morale for allied Elves)

-10 to Leadership cost, their Health has more than doubled, Summon Bear has switched to Reload and had its Health-based summoning effect go up by 5, though Training has been slightly nerfed in compensation for all this amazingness. Druids were quite disappointing in The Legend, so this is a very pleasant surprise.

They're still not great, mind, but they're merely a bit mediocre now, not outright awful. They can actually justify their presence in your army!

As you have more reason to care than in The Legend, here's Training's list of units it can steal: Lake Dragonflies, Fire Dragonflies, Unicorns, Black Unicorns, Werewolf Elves in wolf form, regular Wolves, Hyenas, Bears, Ancient Bears, Polar Bears, Snakes, Swamp Snakes, Royal Snakes, Griffins, and Royal Griffins.


One thing to keep in mind in mirror matches: enemy Druids are really fond of stealing your Bears with Training, and are basically guaranteed to be able to do so if you haven't already nearly wiped them out. And possibly even then.


Faun
Level: 2
Hiring Cost: 80
Leadership: 60
Attack/Defense: 16 / 15
Initiative/Speed: 5 / 4
Health: 23
Damage (Ranged): 1-4 Physical
Damage (Melee): 2-4 Physical
Resistances: 10% Magic, -10% Fire
Talents: Faun's Magic (Charges: 2. Can heal an adjacent Plant for 12 Health per Faun in the healing stack, potentially reviving the dead), Fatigue (Reload: 3. An enemy stack whose turn has ended, below Level 5 and whose Leadership is less than 120 per Faun in the casting stack is put to Sleep for 2 turns), Nightmare (Reload: 1. Target currently sleeping enemy takes 5-12 Magic damage, and immediately awakens)
Abilities: Enchanted Projectile (Range: 4. The Faun's ranged attack lowers the target's Attack and Defense by 1 for the rest of the battle. This effect stacks), No Melee Penalty (Sort of), Fears Darkness (-2 Initiative at night and underground), Forest Spirit (+10 Defense if there are allied Plants. Gains +2 Initiative every time an allied Plant stack is completely destroyed by an enemy unit)

Literally the only new Elven unit in Armored Princess, by which I actually mean Orcs on the March. That's okay though, Elves already had the most toys of any 'proper race' aside the Undead back in The Legend. Interestingly, their name in the code is 'satyr', which perhaps explains why they're an Imp reskin even if Faun works just as well.

I find it amusing they throw a seed at enemies, personally. It's also interesting to note that while the Faun is an Imp/Scoffer Imp reskin -even their sound effects are largely identical, distractingly- they actually have a novel melee attack animation where they throw a punch, contrasting with the Imp's preference for kicking enemies.

Fatigue and Nightmare sound a lot cooler when you first look at them in-game than their actual performance. Fatigue's in-game description doesn't reference the part where the unit's turn has to have already passed -which means you can't use it to prevent a unit's turn from going through in the here and now- with only the name being any kind of hint, while Nightmare's description makes it sound like it hits all currently Sleeping enemies, not a single chosen target. It's certainly much harder-hitting than the Faun's regular attack (3 times max roll and five times minimum roll), but I'd been getting excited about combining Nightmare with the Dryad's mass-Sleep. Nope. They're still naturally synergistic allies -the Initiative boost Fauns get for dead allied Plants is fed naturally by the Dryad spawning Thorns, after all- but it's not nearly so wonderful a combo as you might first think.


That said, Fauns are pretty obviously meant to bolster the viability of Ents and Ancient Ents, with anything they contribute beyond undoing Plant casualties being gravy. Given that one of the flaws with Ancient Ents is that they're a meatshield you can't undo casualties on normally, that's a pretty notable niche, and makes Elven armies a little more capable of real diversity in the player's hands. The odd thing is the game tends to give you really early access to Fauns, but you're still going to have to wait a while on access to the big Plants they're meant to support.

If you're not using them to keep your Plants going, Fauns are just a fast-but-short-ranged supporting ranged attacker. There's certainly worse units, but they're surprisingly forgettable in implementation. The fact that they lower a target's Attack and Defense each time they hit it is basically invisible in real play, so much so that I've actually never confirmed it working.

As enemies, Fauns are even more forgettable. They're painfully fragile, making it easy to just kill a large portion of a stack before it gets to do anything, and I don't think I've ever seen the AI use Faun's Magic at all. They're willing to use Nightmare if something of yours happens to be asleep anyway, and I've once or twice seen them use Fatigue -but not exactly intelligently- but overall it's reasonably appropriate to treat them as a really crappy generic ranged unit. Even their high Speed is weirdly non-notable: for some reason, AI Fauns have a bad habit of just straight-up trying to melee units you put adjacent to them, even though they should be almost impossible to pin into melee combat. They have No Melee Penalty, to be fair, but so do eg Beholders, and Beholders are perfectly consistent about getting out of reach if they can, so I don't really get it regardless.

As a bizarre aside, Faun's are another ranged unit whose melee attack is actually stronger than their ranged attack. In their case, it's specifically just +1 to minimum damage -but that's actually doubling their minimum damage, bringing them from a wildly swingy 1-4 to a much less variable 2-4. As such, there can be edge cases where it makes sense to get into melee with a Faun -if their ranged attack is likely to finish off the target, switching to melee may guarantee it. It's... mostly a strange curiosity, but still.

-------------------------------

Overall, Elves haven't changed too much, including that they still show up late in the game primarily, but the tweaks do mostly serve to give all their units at least a theoretical shot, which is nice. I especially appreciate the attempt behind the Faun, even if its execution needs refinement: being able to use my walking trees to absorb punishment without feeling like I'm throwing away Gold is much-appreciated.


Next time, we're going to be covering the big thing to talk about in Orcs on the March: the Orcs.

Comments

  1. I saw that crossed out "sprite" before the Forest Fairy and in reminded me about a thing. What is the difference (if any) between words "fairy", "sprite", "fey" and "pixie"? They all are usually translated to Russian as "фея" and are known to create problems to translaters when they mean different things within a setting. My current understanding is that "fey" is the general type and others are sub-types of it that Russian doesn't distinguishes. Kinda like Russian have 4-5 different words that all become "prince" in English.

    I don't know is it localisation mistake or yours but Blood for Blood triggers on everyone EXCEPT Elves.

    In case you are wondering, in Russian Dryad's "Tree fairy" ability have the same name through all of the series. No idea why it was changed in the English version.
    Charm definitely works in the Legend. I was on both ends of it.

    Elves-the-unit got +10 hp to end result of 60.

    Hunters' damage is 9-10, not 9-11. Hunter-the-abilty existed in the Legend already.
    Btw in Russian the unit is called Ranger and the ability is Beastslayer. When combined it gives me a different impression than "Hunter". Makes me imagine something like a guy who wander through deep forest and hunt monsters there. While hunter is just some guy who like venison :)
    That said, Hunter is name of the dark analogue from Dark Side (I wonder what's his name in English than?).
    Also you had not mentioned it, but Hunters-the-unit have special animation when he attacks beasts.

    On Faun - Russian Fatique description derectly tells that it only works on enemies who made their turn this round. Another localization error.

    Hmmm, usually AP/Crossworlds Elves considered to be really shafted comparing to Humans/Dwarves (not to mention Orcs) and are seen as a good example of design when you factually have a lot of units/abilities, but feel like the opposite, if it make sense to you. What is your opinion on this?

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    1. Fairy, sprite, and pixie are, in a fantasy context, pretty interchangeable. (I specify the fantasy context bit because for example a 'pixie cut' is a kind of hairstyle, and if you swapped out pixie for fairy or sprite there people would be deeply confused) I could talk about trends, where for example sprite and pixie tend to be used specifically for tiny instances while fairy is more likely to be used if your nature-associated winged humanoids are a similar scale to humans, but ultimately there really isn't any substantial, consistent difference between those three. A given story might use them in more specific ways ("In this setting, a Sprite has bug wings, while a Pixie has bird wings"), but in an overall sense there's nothing resembling a hard rule.

      Fey is a little more complicated to get into because it both gets used in the same way as the above (ie a generic fantasy setting might have magic forest people that it interchangeably refers to as fey, fairies, and sprites), but it also gets used more specifically in regards to a *completely different* set of tropes of human-looking-but-not-actually-human beings, which sometimes shows up in fantasy kitchen sink settings, occasionally even alongside the magic forest dweller types. This different set is... well, it's frankly really obviously a metaphor for the social disconnect between peasantry and nobility, with these fey generally having all the terminological trappings of nobility and zero evidence of non-noble fey (You'll never meet a scullery maid fey of this sort), but regardless these fey tend to presented as somewhere from amoral to actively malevolent, coming from an alien mentality with alien rules they don't explain to outsiders but still hold outsiders to. They're often still found in the forest, and may even be presented as tied to the forest in a metaphysical sense (where chopping down trees magically causes these fey direct physical harm, for example), but this isn't guaranteed ('urban fantasy' is perfectly happy to have these fey living in The Big City, for example), and there's a number of ways they tend to get connected to Evil Fantasy Tropes. (For example, silver is often an evil-slaying tool in fantasy, where a silver sword will cause irreparable harm to werewolves where a steel sword will fail to penetrate their hide or fail to cause a lasting injury, and this variation on fey is basically always absurdly vulnerable to silver, where even picking up a silver spoon will burn their hand)

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    2. As a bonus, 'fey' often is also used as the over-category in cases where a fantasy story feels the need to have such an over-category. Which can get really clunky really fast the rare times the Alien Noble Fey get combined with all the other fairy types and the creator decides 'fey' should be both the Alien Noble Fey term AND the overall categorical term...

      Blood for Blood's English description claims it's for retaliating against Elves. Warriors of the North switches to claiming the reverse, and I never used Black Unicorns enough in either game to be sure which was true in each. I'll try to double-check shortly.

      Argh. I'm prone to visually mixing up 5 with 6, even in fonts that keep the shapes more different. This is especially painful because my original run used Elves-the-unit extensively, with its final save still having them in its army! Correcting immediately.

      Whoops, not sure how I got Hunter damage wrong. Corrected.

      For whatever reason, 'hunter' is, in US video game fantasy, prone to being treated as a Distinct Fantasy Archetype in its own right. No idea why -even as a kid I found it weird. It doesn't help that in practice it overlaps exactly with Ranger as a Common Fantasy Archetype.

      I had no idea Hunters have an anti-beast animation. I'll check that -that would be consistent with Knights and Paladins, but it never came up in my own play.

      I actually think Elves had the strongest start in design in the series and it makes perfect sense to me that, for the most part, the later games stuck to a light touch with changing them. Druids were strangely awful in The Legend, but aside that every Elf is distinct and useful, not to mention makes for an interesting opponent (Among other points, they avoid the 'oh look, it's Completely Generic Melee' problem), so they didn't really need further boosting or more capabilities to set them apart. If what Orcs on the March did with Orcs had proliferated more strongly while Elves stayed the same I might feel Elves were, in some hypothetical later game, badly off, but as-is I think they're in a great place overall.

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    3. ... I just remembered about the lycantropy unit list I forgot to post. 'Sigh'. Well, better late than never.
      Peasant, Robber, Marauder, Bowman, Swordman, Guardsman, Horseman, Knight, Lake Fairy, Forest Fairy, Dryad, Elf-the-unit, Hunter, Pirate, Sea Dog, Assassin.
      Personally, I was surprised to fairies and dryads here.

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    4. Oh, and your opinion about Elves having strongest start in design is quite unusual. Usually people consider it be either Demons or Undead. Elves generally seen as the race that never get any coherent theme/idea, other than "nature!" and WotN-only "archer spam".
      I think a lot of people were dissappointed due to them being a late-game race + well, being Elves, which lead people to expect something more elite/special from them. Add here them being most advanced mages in story yet horrible gameplay-wise... Finally, they never got a unit like Paladin, Demon, Engineer, well, a unit that make player instantly feels powerful.
      I, personally, never used for long any of their units other than Hunters and Avengers. Well, and Dryads in the Legend.

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    5. ... I somehow missed Barbarians and Berserkers in Lycantropy list.

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    6. Incorporated the Lycanthropy info -and in seeing the concrete list I instantly understood why I've not seen it in action; it's actually a pretty narrow list!

      Elves coherency-wise... well, it was instantly obvious to me that Heroes of Might And Magic 3 and Warcraft III were both strong influences on the list. The Ents and Ancient Ents directly reflect the visual design of Night Elf Ents and the corrupted Ents found in the campaign, Druids harken to Druids of the Claw and Talon, Elves and Hunters/Rangers harken to the elven archers of HoMM3 (The double-shooting, in particular), Unicorns are clearly using HoMM3 Unicorns as their visual foundation, the fairies are the Elemental Conflux fairies... only Black Unicorns, Dryads, Werewolf Elves, and the units added by later entries (Fauns, Ice And Fire's content) aren't fairly straightforwardly 'an elf or elf-associated HoMM3 unit or a Warcraft III unit'. And only Werewolf Elves are really 'out of nowhere', of the initial list of oddities.

      I guess you could argue that's not really a coherent theme, if one isn't strongly familiar with the inspirations, but I readily understood that those influences had common ground and King's Bounty was using them as narrative/aesthetic inspiration because of said common ground. King's Bounty synthesizes a picture of a people who fight alongside nature from all this, and it works pretty well not only in narrative terms but also mechanical terms. (It makes a natural kind of sense for giant treemen to be the meatshields for elven archers being the DPS, both in-game and in-universe, for example) Druids started out severely undertuned for whatever reason, and there's some fuzziness -it's not entirely clear why Thorns aren't Officially Elves even though they're plants that can be summoned by Dryads and bought in the elfland stores, for example- but overall it's pretty clearly coherent.

      Even Werewolf Elves fit in if you focus on the druidic sort of framework instead of focusing on the usual werewolf tropes -the magic tattoos suggest Werewolf Elves are more a Druid of the Claw sort of thing, where some Elves are embracing an animal totem so strongly they can borrow that animal's power both metaphorically (Slashing you in melee like a wolf instead of shooting you like their fellow fighter Elves) and in fact literally. (By turning into a wolf) This admittedly gets undercut a bit by the series repeatedly coming back to the infectious werewolf bite thing -the Quest in Darion in The Legend, the Ability added in Armored Princess- and a lack of explicit narrative acknowledgment, but the thought process is pretty clear.

      Fauns are similarly pretty obviously an attempt to patch the awkwardness of actually using Plants as meatshields without breaking the thematics of Resurrection not working on them... though I'll readily admit I'm not sure why they're satyrs, even considering how obvious it is that Warcraft III was an influence. I've basically always assumed a budget issue or some such (Wanting to keep it cheap), given they're so obviously an Imp reskin, but it's still a bit odd a choice.

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  2. Rabid still lasts for 1 round, not 4.

    Unocorn and Black Unicorn still deal physical damage with their normal attacks, with additional magical damage against unholy (Undead/Demons). 3-6 in case of normal Unicorn and 4-7 in case of Black Unicorn.

    Hunter-the-ability special attack too got +1 to minimum damage - now it's 13-15.

    Druid still has equal chance to summon either normal Bears or Ancient Bears. His splash attack still deals only 50% of damage to secondary targets. Both this things are true in all games of the series, so I won't mention it anymore.

    I don't know if it's obvious but Faun is a humanoid.
    Also, on satyr/faun thing - they look similar and 'satyr' is way more common, so that's propably why it's used for internal name. That said, in Russian 'faun' have association of kind magical fae-like creature that cares about nature while 'satyr' is a laidback, hedonistic and not always kindly creature with minimum (if any) magical powers. So the unit in question is clearly a faun.
    Is the line between fauns and satyrs is the same in English?

    Considering your Ent-turret association, it may be interesting to you that in the Legend Ancient Ent had a cut talent that allowed him to take root and made him unmoving (think Brontor). It also had some other unclear benefits - it's script doesn't exist anymore but talent's parameters have 'hp' and 'duration' values, despite it being a switch talent.
    Also, it looks like during AP development devs thought about giving it a second try but ultimately decided against it.

    Speaking of cut talents - Elf-the-unit also had a cut talent in the Legend - 'Aiming'. It was pretty boring and just gave him +50% to ranged damage for 2 turns. Had one charge and was cut very late in development. As with Ancient Ent's Rooting, it's seems that it was considered once again for AP but ultimately discarded. And then it looks like it was considered once more for WotN - and then disabled. It's still present (and disabled) in Darkside, but this time it's propably just copied from WotN. Poor 'Aiming' :(
    That said, by WotN Elf-the-unit feels really bland and really could use a talent.

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    1. Updated the stat stuff appropriately.

      Faun is sufficiently underused in English I'm not sure if there's a clear pattern at all, but out of what I've seen English pop culture does seem to have a similar organization for faun/satyr. Just sometimes you get satyrs being straightforwardly An Evil Species in place of relaxed hedonists, like in Warcraft III. Which, to be fair, the original myths could have satyrs being pretty awful, for apparently no deeper reason than thinking it was funny to be jerks.

      Aiming sounds boring enough that doesn't feel like a loss at all, but the Ancient Ent missing out is a little unfortunate, especially in The Legend where their statline isn't really adequate to give them a place on its own. It would've been nice for them to be a little more distinct from regular Ents.

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    2. On creatures that can be tamed by Druid - it's the same animal list I wrote in my comment on 'Neutral Animals' part of AP analysis.

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    3. Updated the post appropriately.

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    4. About Ancient Ent's unused talent - it looks like being rooted just doubled Ent's hp at expense of not being capable to move. Considering it barely capable of it anyway, this talent would essentially mean that Ancient Ent has twice as more hp from second battle round on. It's removal is pretty understandable.

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    5. Aaah, yeah, that would've been awkward. A mix of kind of mindless if you use them straightforwardly, yet also kind of annoying since it would actively discourage doing stuff like using Haste to get around their awful Speed. So probably for the best it got cut, yeah.

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