Their main roles are blessing troops in battle, banishing the undead, and preaching. * Priests are commanders with Holy access, but no other magic. Like Scouts, they get a blue name in battle reports. Independent commanders can often get the job of troop-mules done well, too. Typically you will recruit these in large numbers only if your mages can't lead troops well. While it can be tempting to give forged magic weapons and armor to these commanders and use them as strong units on the battlefield, usually there are better chassis to turn into thugs. They generally have some combat skill, but their main role is hauling troops around and leading them into battle. * Leaders (or "commanders", although this is confusing) are commanders with leadership (sometimes high), but no magic ability. They tend to be extremely rare in the Early Age and uncommon in the Middle Age, however, so don't count on seeing them in those Ages. Most of the time, independent Scouts serve just as well as those from forts without taking up commander points in a fort. They're very cheap (25 gold), and this combined with their stealth often means they wind up with odd jobs: carrying gems around for armies to reload mages, building forts, and suicidally attacking enemy armies to see what they have. They're intended to stealth into enemy lands and observe. * Scouts are commanders who generally have no leadership, some combination of terrain survival skills, minimal combat ability, and stealth. They get a purple name in battle reports. Some mages can lead troops well and some are also priests some, like Oracle of the Ancients, can do it all. Their spells generally decide battles, they can research those spells, they can search for gems, and they can turn those gems into summoned creatures that win games. * Mages are the most common and most valuable commanders. Commanders fall into a few basic classes:
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