

I usually keep at least one Elf, Human, Dragonkind city. I usually let weak enemies flee (unless I need the exp), keep giants/fey/dragons and other non-undead tribals. (Allow locals to live in the city you conquered? Good. I never like being "good" because it usually implies making choices which put me in a disadvantage, while being "evil" usually just means the opposite of that choice. But it comes at the price of suffering morale penalties if you are too nice, and makes certain special abilities work against you.My preferred alignment is always to remain neutral - even when I just "go with what I personally think" (my own biases), I turn out neutral. The spell Entwined by Shadows will give extra shock damage and resistances to all units in your empire that are Dedicated to Evil, permanently.Ĭlearly, this is a huge advantage. If you are Shadowborn, many of your spells will only work on creatures that are Dedicated to Evil, and you get a spell you can cast on cities to make all units produced or summoned there (and all your heroes) Dedicated to Evil.įor example, the Shadowborn spell Rite of Malediction gives two incredibly powerful special abilities (randomly chosen from things like Call Lightning, Life Steal, poisonous breath attacks, shadow step, haste, regrowth, you name it) to ALL your units on the battlefield that are Dedicated to Evil. If you take the alignment based specialistions, it becomes more involved. Creatures like Undead Archons and Obsidian Dragons are dedicated to Evil. Note though that followers of an evil leader are not Dedicated to Evil, they're just lower-case evil Orcs or whatever. It also affects a few special abilities: for example, the Holy Champions ability (most often seen on Theocrats) gives bonus damage against creatures that are Dedicated to Evil. In normal gameplay, all good/evil does is affect some random events and morale. Being good or evil does not make them more effective, though.

They give you good or evil alignment points.
