الوسم: final stand

  • Exploring Horror and Resilience in Age of Darkness: Final Stand

    Exploring Horror and Resilience in Age of Darkness: Final Stand

    Your soldiers in Age Of Darkness: Final Stand face relentless horrors rising from the Veil. They generally hold their ground against waves of Nightmares, but their resilience has its limits. When units become Horrified, their chances of survival significantly decrease if immediate action isn’t taken.

    This guide covers everything you need about Horror effects and how to remove or prevent them.

    How Do Units Become Horrified?


    Some powerful Nightmares have attacks that can Horrify units in their range. You can easily identify these threats by their purple zone markers. If you can relocate your units before the attack detonates, you’ll avoid a lot of trouble.

    • Spitters launch ranged attacks that inflict moderate damage and Horrify units in a small area.
    • Wraiths create a large circular area upon death that doesn’t deal damage but Horrifies anything within.
    • Crushers execute a powerful stomp attack that deals high damage and causes Horror.

    Additionally, some Malices trigger Horror, so be alert when they appear during Death Nights. Also, the Nightmare Fuel Blessing can completely heal units that become Horrified, transforming a setback into a potential advantage.

    Heroes cannot be Horrified, nor can Nightmares that switch sides using the Change Of Heart Blessing.

    Effects Of Horror


    a dark crystal shatters, triggering a Death Night in Age of Darkness: Final Stand

    A unit affected by Horror will display a purple icon next to their health bar and on their portrait. This condition imposes two significant debuffs:

    • Drastically reduced movement speed.
    • Greatly reduced health regeneration outside of combat.

    It’s crucial to recognize that abilities like Aurelia’s Dark Fury, which allow units to regenerate health during combat, will use the decreased regen rate if the affected units are Horrified. This highlights the importance of addressing the situation quickly.

    The Volatists’ faction perk lessens, but does not eliminate, the penalties of being Horrified. However, Volatist units also deal extra damage while Horrified. You’ll have to weigh whether the trade-off is worthwhile.

    Siege Units And Horror

    Just like infantry, Siege Units can also be Horrified. Since their movement speed is already low, ensuring their safety can be challenging. Moreover, they are the most expensive units in the game. Thus, if your valuable Impalers are affected by Horror, it’s often wise to sacrifice other units to secure their slow retreat.

    How To Remove Horror


    Edwin gathers his troops near a light source in Age of Darkness: Final Stand.

    You can only eliminate Horror by having a capable unit stand within a light source’s radius. The buildings that fulfill this requirement are:

    • The Keep
    • Torch Sconce
    • Torch Tower

    As long as a unit stays in the light, the Horror icon will gradually fade over several seconds. Once it disappears, the Horror and its penalties will be lifted.

    Consider building a Torch Sconce to support units on expeditions far from the Keep. Having an accessible spot to gather and remove Horror will make your missions much smoother.

    What Is Emboldening?


    Edwin leads a squad of emboldened soldiers in Age of Darkness: Final Stand.

    Order and Rebellion units earn points toward Emboldening when they defeat Nightmares. Basic troops like Soldiers are easily Emboldened, while elite units require several hundred kills. An Emboldened unit will have a gold icon next to their health bar and on their portrait.

    Volatist units cannot become Emboldened, and Heroes gain experience and level up instead of being Emboldened.

    Once a unit is Emboldened, they remain that way until the end of the game or their demise, whichever occurs first. An Emboldened unit is entirely immune to Horror and benefits based on their faction:

    • Emboldened Order units have increased maximum HP.
    • Emboldened Rebellion units inflict greater damage.

    Since Emboldening takes time, it’s essential to continually send your troops to hunt Nightmares and keep as many of them alive as possible. Utilize Triage Tents and strategic retreats to preserve Emboldened units first, as losing them will significantly impact your army’s effectiveness more than losing regular recruits.

  • Understanding Armor Shred Mechanics in Age of Darkness

    Understanding Armor Shred Mechanics in Age of Darkness

    Armor plays a vital role in battles in Age Of Darkness: Final Stand. Not every unit has armor, and some Heroes don’t possess it at all, but armored units make a significant impact in combat. Having armored allies is crucial for holding back the Nightmare Swarm, and knowing how to tackle armored enemies effectively is essential for survival.

    In this guide, we will explain what armor does, what it doesn’t do, and how to make the most of the Armor Shred stat in your battle strategy.

    How Does Armor Work In Age Of Darkness: Final Stand?


    Some units and buildings have an Armor stat that helps reduce damage taken. You can easily recognize an armored unit by the gray shield icon next to its health bar. Lightly-armored units generally have around 10-20 Armor, while more elite units may have close to 50. The strongest units, like the Sentinel or the Nightmare Crusher, boast Armor ratings that can reach into the hundreds.

    The key point to remember about armor is that it’s not the number that counts; as long as it’s above zero, the unit benefits fully from its protective capabilities.

    A unit with any armor will experience a 70% reduction in damage from all sources. This is a significant decrease, so if you can’t quickly and effectively remove an enemy’s armor, taking them down could prove challenging. If you’re facing multiple armored foes during a Death Night or at a Point of Interest, failing to have any Armor Shred will likely result in your defeat.

    What Is Armor Shred?


    A Volatist Training Hall in Age Of Darkness: Final Stand.

    To tackle armored enemies, you’ll need units with the Armor Shred stat, indicated by a shield with a slash through it in their attribute list. Whenever an attacking unit strikes an armored foe, the target’s Armor is reduced by the amount specified by the attacker’s Shred stat. As mentioned, you need to bring the target’s Armor down to zero to see any real impact on their defense.

    It’s important to note that Shred affects Armor but not the damage done to HP; both aspects operate independently.

    You can observe the current Armor status of your allies or enemies by highlighting their portraits; their remaining Armor Points are displayed just above their HP. At a glance, you can determine a unit’s remaining armor by looking at the gray shield next to their health bar; if it’s cracked, they have only half their armor left, and if it’s completely dark, their armor is gone.

    How To Recover Lost Armor

    Unlike HP, Armor doesn’t regenerate when not in combat. If your armored units lose their protective covering (which is common, as most non-Crawler Nightmares possess at least some Shred), bring them close to one of the following buildings for repairs:

    • The Keep
    • Wood Workshop
    • Refined Workshop
    • Siege Factory

    Because these structures are costly to build and maintain, it’s wise to place them near natural choke points. This way, they can repair your units’ armor during sieges and enhance your overall chances of survival without requiring a retreat to the Keep.

    Tips For Dealing With Armored Enemies


    Vizargo and Aurelia stand over the fallen Merek in Age Of Darkness: Final Stand.

    The most effective units for confronting armored enemies are Arbalests, Impalers, and Hunters. They have a high Shred stat and can attack from afar, keeping them safe behind the front lines. Consider so you can direct them to concentrate their fire on Crushers and Spitters when they join the fight. Once an enemy’s armor is depleted, you can bring in the rest of your forces to finish them off.

    Towers can enhance the Armor Shred of ranged units stationed within them. Ballista Towers are typically preferred in the late game, but this bonus is invaluable for taking down Axemen and Spearmen that often lead Crawler patrols during the initial Death Nights.

  • Optimizing Your Economy: Top Build Order in Age of Darkness

    Optimizing Your Economy: Top Build Order in Age of Darkness

    Age of Darkness: Final Stand may initially appear to have a straightforward economy compared to other real-time strategy games. However, you’ll soon find that without careful management of your resources and protection of your outposts, your expansion and production can stall quickly.

    Each Survival match will offer a unique experience, but establishing a solid build order can help you advance through tech tiers at a faster pace and improve your odds against tougher waves. Consider using the following strategy on your next attempt.

    Getting Started: What to Build First

    Your first objective is to secure Wood and Stone production. When the game begins, send your Hero and starting units to scout around your Keep. They don’t need to roam too far but should explore the area to identify resource nodes and potential chokepoints for future construction.

    While your units are exploring, use your starting funds to build a Dwelling. This will increase your Villager count and provide some additional Gold income. Once it’s complete, gather 300 Gold to construct a Lumber Yard, which will produce at least 16 Wood per cycle.

    Tip: Maximizing the number of trees around your Lumber Yard will enhance its Wood production.

    After you’ve set up Wood production, continue exploring and eliminate nearby Nightmares until you have gathered at least 30 Wood. Use this to build a Quarry. Look for a sizable Stone deposit nearby, preferably close to your Lumber Yard, so you can later upgrade both with a Storehouse.

    Warning: Don’t hesitate to build your Quarry just because you’re waiting for the best Stone deposit. It’s better to start production and then add more Quarries later.

    Efficient Food Production

    Once your Quarry is ready, construct three additional Dwellings, making sure to leave ample space for future Farms, Warehouses, and other buildings. When all three Dwellings are operational, you’ll have enough population space to set up a Wood Workshop, which is essential for upgrades.

    Instead of opting for Food Huts, focus on researching Farms at the Wood Workshop and build one as soon as you finish the research. Farms are more effective, and since Food Huts can’t be upgraded directly, it’s smarter to prioritize Farms.

    With an increased food supply, research Lodges and start upgrading your Dwellings. While these upgrades are underway, also set up a Training Hall along with a second Lumber Yard and Quarry.

    From this point, continue building Lodges and Farms as needed to expand your population and food resources.

    Warning: Farms generate less food if buildings are constructed over their fields, so provide them with adequate space.

    Growth and Expansion

    With a Training Hall established, you can now add troops to your army and replenish any losses incurred during your exploration. Aim to have two to four extra Archers ready to garrison in towers for the upcoming Death Night.

    As your troops train, build a Storehouse to boost your resource storage capacity. Advanced buildings require more storage space than you can have without a Storehouse, making its construction vital. Keep in mind that Storehouses also enhance the production rates of nearby resource structures.

    If you collect 15 Iron from Points of Interest, construct a Watchtower next to your Keep. When the first Dark Crystal appears, it will reveal the path for the Nightmare Swarm, which will help you position your defenses and army effectively.

    Tip: The first wave will consist of 140 Crawlers, so as long as you engage them at a chokepoint supported by walls and a tower, you should manage just fine.

    After the initial Death Night, your next focus should be on securing a source of Iron. This will require some exploration into Veil territory, as quality deposits can be scarce. If you discover a vein spanning six or more tiles, prioritize securing it and establish a Quarry over it.

    Night Patrols

    While searching for an iron source, upgrade your defenses at the Wood Workshop and station a couple of soldiers near the Keep to act as a "night patrol." Wandering Nightmares often attack defenses or outer structures at night, so a patrol can effectively handle them without calling back your main army. This will help avoid unnecessary repairs or rebuilding, which can significantly slow your progress.

    Reaching Higher Tiers

    Once you have access to Iron, concentrate on expanding your population by increasing usable farmland and constructing Lodges until you can research and create the Refined Workshop. You’ll also need to build a second Storehouse to facilitate efficient building, especially for items like the Fishing Port when opportunities arise.

    After finishing the Refined Workshop, upgrade your Farms and Lodges as before to develop Refined Farms and Houses. At this stage, it’s crucial to balance your focus between defense and expansion. Your next goal should be to build a Treasury close to your Houses to enhance your income and Gold capacity, followed by a Siege Factory.

    Note: The Siege Factory requires 40 workers, so you may need to construct more Houses before it can be established.

    Ideally, you want your Siege Factory up and running well ahead of the third Death Night as Crushers will start appearing then. If you don’t prepare, these massive Nightmares can easily breach your defenses. Therefore, having Impalers and Grand Ballista Towers will be essential to take down these foes before they reach your Keep.

    Once you start producing Siege Weapons, keep pushing to expand as much as possible, even if it feels unnecessary. The Nightmare hordes will grow larger, so a larger army and stronger defenses will be imperative for survival.

  • Complete Stats for Every Unit in Age of Darkness: Final Stand

    Age of Darkness: Final Stand presents quite the challenge. Just when you feel confident, another Death Night is on the horizon, and a single misstep in your defenses can lead to disaster.

    Understanding the game, particularly the specifics of each unit, is crucial for achieving your first victory and succeeding at greater difficulty levels. We’ve compiled a guide with stats for every troop at your disposal, as well as details about the Nightmares that will relentlessly assault your Keep each night.

    Basic Units

    These troops are your frontline defense against the forces of the Veil. They may be outnumbered, but with your strategic guidance, they can turn the tide in their favor.

    Melee Units

    Unit Faction(s) HP Damage Attack Time DPS Armor Shred Move Speed Vision Armor Notes
    Soldier Order, Rebellion 125 7 1.4 s 5 0 1.6 tiles/s 5 tiles 0 Affordable and quick to train with decent damage.
    Cultist Volatists 70 4 1.2 s 3.3 2 1.6 tiles/s 5 tiles 0 Each Cultist trained creates another for free.
    Pikeman All 90 13 2.5 s 5.2 5 1.4 tiles/s 6 tiles 10 Can attack over allies and walls thanks to extended reach.
    Rogue Rebellion 70 25 2.0 s 12.5 10 1.4 tiles/s 6 tiles 0 Generates gold on kills and can turn invisible for a triple damage hit.
    Lightbearer Order 90 3 1.8 s 1.67 0 1.2 tiles/s 6 tiles 0 Provides HP regeneration to allies within range.
    Sentinel All 250 10 3.0 s 3.3 0 1.2 tiles/s 5 tiles 150 Slow and expensive but the most resilient unit in the game.
    Loyal Guard Rebellion 65 10 1.8 s 5.56 0 1.6 tiles/s 5 tiles N/A Follows and protects Aelis.
    Order Knight Order 250 12 2.3 s 5.2 0 1.4 tiles/s 6 tiles 100 Less durable than Sentinel but more aggressive.

    Melee units can enhance their attack speed, horror resistance, or total HP through the skill tree.

    Ranged Units

    Unit Faction(s) HP Damage Attack Time DPS Armor Shred Range Move Speed Vision Armor Notes
    Archer All 50 10 2.5 s 4 0 3 tiles 1.5 tiles/s 5 tiles 0 Economical option, ideal for tower defense.
    Arbalest Order, Volatists 50 20 5.3 s 3.8 25 6 tiles 1.2 tiles/s 6 tiles 10 Effective against armored foes but less so for health damage.
    Hunter Rebellion 90 16 3.0 s 5.3 16 5 tiles 1.3 tiles/s 6 tiles 0 Can deploy gas traps to harm and slow enemies.
    Harbinger Volatists 120 30 2.8 s 10.7 2 2 tiles 1.2 tiles/s 6 tiles 0 Increases movement speed while causing terror to allies nearby.

    Ranged units can boost their vision and range, damage, or emboldening rates via the skill tree.

    Siege Units

    Unit Faction(s) HP Damage Attack Time DPS Armor Shred Range Move Speed Vision Armor Notes
    Flamer All 137 8 2.7 s 2.96 0 2 tiles 1.1 tiles/s 6 tiles 0 Attacks in a cone, igniting enemies for damage over time.
    Impaler All 324 30 4.4 s 6.82 40 6.5 tiles 0.8 tiles/s 8 tiles 0 High damage and scatter effect, key for late-game play.
    Catapult Order 250 29 6.9 s 4.2 10 5 tiles 0.5 tiles/s 12 tiles 50 Can switch to siege mode for more power at the cost of mobility.

    Siege units can enhance their speed, knockback power, or AoE radius through the skill tree.

    Heroes

    As the most powerful unit in your army, your Hero will revive at your Keep after a short time if defeated. You can spend Dark Essence to bring them back earlier, based on their revival time.

    Note: Stats listed are for each Hero at the beginning of a Survival Mode match, when they are at Level 1. As they level up, their stats, particularly HP and damage, will improve.

    Order Heroes

    Hero HP Damage Attack Time DPS Armor Shred Move Speed Vision Armor
    Sir Edwin Everard 200 15 2.0 s 7.5 0 1.7 tiles/s 5 tiles 20
    Sir Merek Longhold 320 17 2.7 s 6.3 0 1.5 tiles/s 5 tiles 51

    Order Heroes focus on defense, with Edwin and Merek possessing the highest HP and Armor out of all Heroes. Edwin’s flame attacks provide a slightly offensive edge while Merek excels at absorbing damage.

    Rebellion Heroes

    Hero HP Damage Attack Time DPS Armor Shred Range Move Speed Vision Armor
    Queen Aelis Syren 110 18 1.3 s 13.85 5 Melee 1.7 tiles/s 5 tiles 0
    Cyrus Bravaris 90 10 1.8 s 5.56 3 6 tiles 1.1 tiles/s 8.5 tiles 0

    Rebellion Heroes work harmoniously with their units, displaying great damage potential. Aelis boasts the highest base damage, while Cyrus is unique with a ranged attack but has low durability.

    Volatist Heroes

    Hero HP Damage Attack Time DPS Armor Shred Move Speed Vision Armor
    Vizargo Oriah 165 7 1.5 s 4.67 1 1.7 tiles/s 5 tiles 0
    Aurelia Pelagren 170 9 2.0 s 4.5 1 1.8 tiles/s 5 tiles 17

    Vizargo and Aurelia, though weaker initially, compensate with powerful abilities that greatly enhance their combat capabilities as they progress.

    Nightmare Units

    The Nightmares constitute the relentless forces of the Veil. Familiarize yourself with these foes, as they’ll be a constant presence in your battles.

    Nightmare HP Damage Attack Time DPS Armor Shred Range Move Speed Vision Armor Notes
    Crawler 20 4.5 1.7 s 2.65 0 Melee 0.5 tiles/s 12 tiles 0 The most common threat; easy to defeat but comes in hordes.
    Axeman 45 10 1.7 s 5.88 5 Melee 0.8 tiles/s 12 tiles 10 Typically found guarding valuable spots.
    Spearman 30 4 1.7 s 2.35 2 3 tiles 0.8 tiles/s 12 tiles 0 Has a ranged attack, making it dangerous from a distance.
    Spitter 350 30 4.9 s 6.12 0 5 tiles 1.1 tiles/s 6 tiles 0 Causes damage and fear to any units it hits.
    Burster 250 Special 1.7 s N/A 0 Self 0.4 tiles/s 12 tiles 50 Incredibly high damage upon death, buries itself.
    Wraith 420 30 2.3 s 13.04 20 Melee 1.6 tiles/s 6 tiles 0 Causes fear in all nearby units upon demise.
    Crusher 2300 65 2.7 s 24.07 35 Melee 0.7 tiles/s 12 tiles 340 Appears only during Death Nights; strategize to counter it effectively.

    Keep in mind, taking down a Burster before it explodes will prevent its devastating attack, but often, it’s safer just to steer clear of its blast zone.

  • Beginner’s Guide to Thriving in Age of Darkness: Final Stand

    Beginner’s Guide to Thriving in Age of Darkness: Final Stand

    Age of Darkness: Final Stand is a true challenge for anyone looking to sharpen their defensive real-time strategy (RTS) skills. With limited resources from scattered villages, you’ll need to fend off relentless waves of Nightmares. Even seasoned strategists may find it tough, so mastering essential gameplay techniques is crucial for success.

    If you’re new to defending Erodar, these strategies will ensure your torches stay lit and your walls remain intact. Ultimately, your choices will determine your survival when the night descends and the enemy swarm approaches.

    Start with the Campaign

    While Survival mode is the main focus of Age of Darkness, it’s advisable to complete at least the first two acts of the Campaign first. Although the pace might feel slow, it serves as an excellent introduction to gameplay mechanics and strategy, helping you understand the strengths and weaknesses of your units.

    The peak of Act 2 requires you to defend Norfolk against the first true Nightmare Swarm. Successfully completing this mission means you’re probably prepared for Survival mode.

    Utilize Hotkeys

    Effective use of hotkeys can make a significant difference in any RTS game, and Age of Darkness is no exception; hotkeys can save lives. Hotkeys allow you to command your troops and construct buildings much faster than relying solely on mouse clicks, saving crucial time during gameplay.

    Make sure to assign numbers to the units at each defense point for quick access and press B to access the build menu instead of clicking on your Keep. Mastering these two techniques can enhance your chances of winning.

    Position Ranged Units Wisely

    Often, you’ll need to send melee units to confront the enemy before they breach your walls, but ranged units like Archers and Hunters should remain behind. They can attack over the walls, allowing them to inflict damage without putting themselves at risk.

    Ideally, your ranged units will operate from Towers, granting them a bonus to Armor Shred and additional protection. However, be aware that there might not be enough space to accommodate all of them.

    Maintain Steady Unit Production

    Expect heavy losses when the Nightmares strike, so it’s essential to have a continuous flow of reinforcements, typically from multiple Training Halls. Even if you think you have sufficient troops, always queue up additional units to prepare for casualties, as training individual soldiers takes time and each Training Hall can only handle one at a time.

    It’s also important for each strategic point to have its own Training Hall. If an outpost is under threat, it can’t wait for reinforcements to arrive from other areas unless local guards can hold the line.

    Illuminate Roads Between Outposts

    One challenge that can catch new players off guard is the Death Fog, which envelops the map during significant Nightmare attacks. Any unlit areas will be covered in this lethal green mist, quickly eliminating any troops caught within.

    It’s vital to prepare for the Death Fog in advance by constructing and safeguarding light sources along roads. Otherwise, you may find it impossible to maneuver troops across the map, leading to isolated outposts that fall one by one.

    Spread Out Your Defenses

    While it might seem appealing to amass a large army and overly fortify your Keep, doing so can cripple your economy as surrounding villages succumb to Nightmares. Instead, focus on defending critical points on the map that must not fall, ensuring they are adequately fortified.

    This aspect of the game poses one of its main challenges, requiring you to make difficult choices—deciding whether to withdraw your Sentinels for experience points or sacrifice them for additional resources. Remember, it’s much harder to reclaim an uncared-for area than to keep repairing and defending it.

    Enhance Troop Experience

    From the beginning of your journey, whether in Survival or Campaign mode, you should be actively seeking out enemies for your troops to combat before the swarms arrive. Heroes and basic soldiers level up significantly after engaging in battles, so training a strong defense squad for your villages will greatly benefit you.

    Keep in mind that while wandering Nightmares become stronger at night, they offer more experience points when defeated. Scouting the map for choke points, resources, and useful strategic advantages for your defense will also pay off.

    Keep Villagers Ready for Emergencies

    In a world overrun by Nightmares, the instinct might be to assign every Villager to a task—be it resource gathering, research, or combat. Yet, it can be advantageous to have a few idle Villagers at your disposal.

    Idle Villagers can be deployed instantly, eliminating delays in building new structures such as Ballista Towers or forming new troops in a pinch. While creating dwellings doesn’t take much time, when your Villager count is crucial, the waiting time can feel unbearably long.

    By adopting these strategies, you’ll increase your chances of survival in Age of Darkness: Final Stand, fighting back against the Nightmares with confidence and insight.