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  • Anti-Climax Boss: The final fight of Breath of Winter is pitiful, especially considering you're fighting Aryn. First, he stands on the other side of a chasm, so no option to attack him in melee. Second, the chasm is too wide for your upgraded dwarven Defenders to throw their hammers at him. So, how does it play out? You summon your heroes capable of ranged attack (mages and archers) and you command them to attack the dragon. They slowly chip his health away, he retaliates and kills them, you summon them again, repeat until you win.
  • Awesome Music: Into High Fantasy Medieval music? You will LOVE the Spellforce soundtrack, just to give you an idea.
  • Brutal Bonus Level: Stoneblade Mountain in the first Spellforce. It's unlocked at relatively low level. Once you activate the elf and dwarf monuments, the fun begins. There are two main enemy camps on the map. One on the east that constantly send trolls to your camp and another of Minotaurs on the west that does the same. It is quite easy to kill incoming patrols for a while, but after a short time, the two camps sends entire armies against you and you'll get completely swarmed.
  • Demonic Spider: Any group of enemies where more than one has an ice spell. See below for why.
  • Game-Breaker:
    • In the first game, elves have both a tower that shoots arrows and a tower that shoots ice bolts that freeze the enemy for a few seconds. If you are in a map where you can use both, put two or three of each tower in a bottleneck and laugh as no enemy can get through!
    • Still in the first game, the spell Shield of Ice. It's available relatively early, doesn't require a lot of points into Ice Magic, and its effect is to freeze enemies attacking you in melee. Ice Magic in general really, since every spell has a chance of freezing the enemy in its tracks, making them a prime target. The only drawback is that the freezing effect doesn't last long enough to stunlock enemies, but that can be remedied if at least two of your heroes/units have an ice spell.
    • Again in the first game, the Forester Elven building, which is a case of it fulfilling its intended purpose too well. It makes workers you assign to it plant trees. While it was intended to be used in places where there is few trees to cut, it's not impossible to have it create a forest so dense your woodcutters cannot cut it fast enough, which means a forest filling the screen where there wasn't before, and never have to worry about wood for this map ever again. Just by putting three workers in it.
  • Goddamned Bats: Mummies in Shadow Of the Phoenix takes reduced damage from physical attacks and augmented damage from spells. The problem is, you don't have a lot of magic units so they essentially suffer a Death of a Thousand Cuts. They are also not encountered often or in big numbers enough to be a real threat, but they can take a while to die.
  • Good Bad Bugs: A black mage can learn the spell Raise Dead on an area, turning each corpse within said area into a walking skeleton. The fun thing is, that the spell does not remove the corpses from the game, but rather spawns skeletons at their locations. So you can repeat casting the spell until the corpses are removed by the game itself, allowing you to create an almost infinite army of skeletons.
  • Heartwarming Moments: In Southern Wildwall, a sidequest asks you to give meat to a cub and to guide him to his parents. It's completely optional but adorable.
  • Memetic Mutation: The "Damned Dorcs" line from the tutorial.
  • Moment of Awesome: Having enough upgraded Windarchers in the first game gives you the awesome sight of having your enemies freezed and potentially dying before they can even move again.
  • That One Attack: Ice spells since they freeze you for a couple of seconds while the enemies can hit you. Even worse when there are at least three enemies able to do this, since almost no matter what your level is, you'll end up stunlocked while they hit you until you die.

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