Trolls

**Troll**

*Trolls are the other very unique race due to their Regeneration ability. There is no way around it here, this ability is so powerful that most troll units have to cost more than equivalent units from other races, and the original design of having fewer figures with more health and attack power each was kept. This ensures buffing strategies on trolls, while still work, don't become too powerful.*

*In the original game, this race was probably way too powerful, as the AI lacked the ability to understand and properly counter regeneration, nor were the spells fine tuned for that purpose. In Caster of Magic this is less of an issue, as Trolls don't have a high magic resistance, and most effects that destroy units without the ability to regenerate are resistance based. The AI is aware of this fact and will prefer to use those spells if they are available.*

*Magicians were added to the race because the possibility of durable, regenerating magicians was too good to not explore, and testing showed that while they are pretty good units, they aren't too powerful, and in fact the race needs them to function: against faster or flying enemies, a decent ranged unit is necessary. I'm aware that Shaman used to fill that role in the original game, but they aren't strong enough to do that in Caster of Magic, as unit stats have been overhauled across the board. (Also, Myrran enemies have way too much hit points for a Shaman to deplete.)*

*To balance out the extremely powerful ability of being unable to lose units to all but specialized spell effects, Trolls suffer from high units costs and low economy potential. This makes it hard to maintain a rapid pace of expansion, while still providing enough garrison units for freshly conquered towns, yet using non-troll units would mean losing the main benefit of having no vulnerable units the enemy can hurt by conventional methods.*

*Trolls are expected to be used aggressively, and have mediocre late game economy potential unless you expand. Regeneration was turned into an ability that can regenerate X hit points per turn where X is different for each unit or source of the ability. Trolls were given Regeneration 1, as it allows using the hit-run-regenerate-attack again tactic that rewards smart play from the human player, but doesn't provide extreme abuse potential by producing hundreds of free hit points.*

*(Combat duration being limited at 25 turns helps there as well. That, at Regeneration 1, still means each troll unit has a hidden 25 additional hit points, more than what most units in the game have total, which can be drawn out whenever the enemy forces lack the ability to engage the trolls at their own will.)*

**+60 Growth**

**-20 Outpost Growth**

Spearmen, Swordsmen, Halberdiers, Trireme, Galley, Warship, Magicians, Shaman

+2 Melee, Regeneration 1, -2 Figures, very high HP per figure.

War Trolls (150, Armorer's Guild) : 8 Melee, 4 Defense, 6 Resistance, 3 Movement, 4 Figures, 8 Health. Regeneration 1.

War Mammoths (150, Armorer's Guild, Stables) : 12 Melee, 6 Defense, 8 Resistance, 2 Movement, 3 Figures, 12 Health. First Strike.

*War Mammoths are by far the most powerful normal units in the game at lower figure counts, but lacking regeneration, producing them is a significant decision that can't be done easily. They are a great option if the enemy is effective at countering your Regeneration strategy, and you need a more resistant unit.*

*War Trolls have no abilities whatsoever and are pretty much only used for brute force and durability.*