ManiiNames

ManiiNames

Joined Last seen Member # 2406907
108 Posts 367 Replies 3,012 Reputation

[quote who="seanw3" reply="13" id="3081685"]Might be in the Book of the Magi III. That is a random tech that has some high powered spells in it. [/quote] Yep you're right. I started a few games in a row until that tech showed up. It has Falling Star, Pull of the Earth, Glyph of Life, Birth of Summer and Bloom of Twilight in it. Of course it will also take 11372 seasons to research heh. In fact it's 8000 more research than the Spell of Making, which

23 Replies 20,081 Views

If they changed Mantle to be 25% and have an upkeep cost I think it would work. You could still put on a spellcaster robe and ratchet the number down again, but I agree that FREE should not be achievable. - Manii Names

15 Replies 7,983 Views

On the topic of random stuff, where do the "Revive the Land" high end earth V spells come from? I have seen them in the Hiergamon but never found them myself in-game. - Manii Names

23 Replies 20,081 Views

Yea I have build some cavalry, I outfitted them with Legendary Broadswords from the special tech I learned by defeating the Arena. Of course the game crashed and ate all my saves (special tech is anathema for some reason) before they saw much use. - Manii Names

14 Replies 5,269 Views

Right now the only race with unique elements are the Wraiths, who have some unique spells and the ability to transform any shard into a death one. I wish more of the races had things like this. Well the Mancers do a little, with invulnerable Caravans and +1 Caravan per city, but all of the Caravan mechanics are changing so ... I find mana to be tight early on, but manageable. In general I don't have big mana problems - unless I am running heavy fire magic.

15 Replies 7,983 Views

[quote] - No roaming dragons. I can't tell you the number of times that I've started a game of FE only to discover that there's a hulking deadly army not far away, an army that will pursue anyone that comes too close. It's just annoying to start a game and not even be able to explore.[/quote] When I have this issue then it's time for some spearmen. I find that a L4ish hero or two plus 3-4 spearmen can kill just about anything that will be nea

10 Replies 5,411 Views

Right now bows are pretty crippled by having a low and non-increasing attack value. Against someone with good armour they really don't do much at all unless you are using Curse or the 66% AP longbows at the end of the tech tree. Are Archer units useful and good to have? Definitely, I always build them. They're great for killing squishier targets. But for killing big stuff they kinda suck IMO, I don't think that making them weaker is a good id

14 Replies 5,269 Views

There are some interesting dynamics in the different magic types as far as direct damage goes. 1. Fire is king here, with single target and AoE spells. 2. Death can hurt even immune monsters, always doing a minimum of half damage even against spell-immune targets like Dragons. It also has some additional riders on it (heal caster, summon little critters, etc). Death has no AoE DD except for Dirge of Ceresa. 3. Life can't hurt anybody.

4 Replies 4,218 Views

OK here's the three reasons why it costs the same, IMO. Army Size, per-turn maintenance, and hot-rod modders. 1. Army Size. You can only have X units in your army, but if you summon critters during the combat you can get around this restriction. This can be a big deal if you really need some extra beef all of a sudden. Honestly this is the real reason why I think it's currently set up the way it is, and it does work if you summon stuff with which

3 Replies 2,537 Views

1372 gildar? Come on now I wouldn't pay that much for Brad! Well, maybe I would =) BTW, could we drop the .0 off the prices? It just seems so mercenary that they might want another .2 gildars or something. Savegame here: http://dl.dropbox.com/u/59771612/Hope.EleSav - Manii Names - Issue #21

5 Replies 1,702 Views

I like how the land of Deorcynsse has a custom tactical map displaying the city off to the side. I hope to see more variety like that in the future =) - Manii Names

2 Replies 1,296 Views

Ohh is that it? I had my saves get corrupted last night, and I had recently unlocked the Legendary Weapons from the Arena questline. - Manii Names

4 Replies 1,447 Views

So I am working the Epic questline for the Staff of Dominion. I track down two dragon statues and get the eyes (difficult) and then trek all the way back to the quest starter (no air mage for easy teleports). I finally get there, and the game crashes. Corrupts my saves too. I wanted to complete the quest to see what happens ... =\ Aigh! - Manii Names - Frustrated

1 Replies 3,307 Views

On the ... 4th step I think? Defeated Arneson and his armies, and a text window comes up with the following typo. "... One group breaks into Arneson's quarters and tries to make off and tries to make off with the Dragon's Eye." - Manii Names - Issue #20

1 Replies 1,207 Views

The Shrill Lord monster is capable of casting several different spells, including Blizzard and Fireball. The problem is that it instant-casts them, even though Fireball and Blizzard would normally be delayed and go into the queue. Unless this is a 'feature' of the monster? The reason why I noticed this issue is it fireballed the crap out of my army, and so I started thinking about casting counterspell. But since it instant-casts, that doesn't work so well

0 Replies 605 Views

Mantle of Fire claims to do 4 dmg to anyone who attacks the enchanted hero. In reality it seems to be doing 2 dmg. Suggestion #1: Make Mantle do 3 damage +1 per fire shard. Three points is hardly enough to justify casting it IMO, given the cost is 25/+1, but if it ramped up (slowly) with additional fire shards it might be more useful. Suggestion #2: If #1 above is rejected, correct the spell description so that it accurately reflects what it real

2 Replies 941 Views

They are doing it (I think) because of stack limitations. IE your army size is 6, and your max stack size is 6, it will not let you occupy the same space as the caravan (even temporarily). This is something that should be changed IMO. - Manii Names

7 Replies 3,909 Views

The text for Tactician II is identical to Tactician I, they both say they only grant +1 to army initiative. If you choose Tac II then it replaces Tac I in your traits listing, so I think the text on Tac II should be amended to state 'This unit's army gets a cumulative +2 initiative' or some such. Functionally the trait works fine, if you examine the initiative of an army member it lists +2 in bonuses. Also the icon for Tac II appears to be the icon for Tac III,

0 Replies 581 Views

When creating a custom unit, the 'Experienced' trait mouseover description says '+1 Level, -1 Gidar per turn'. 'Gidar' is misspelled, it should be 'Gildar'. - Manii Names - Issue #14

0 Replies 416 Views

As a follow-up, first I will say thank you for looking at this balance issue. My next comment is that there are quite a few spells such as Contagion that might never been seen by anyone unless they read the manual carefully and then deliberately build to access them. I didn't even know it existed until I went through the entire Hiergamon (spelling?), wrote down each spell that required multiple types to access and then made an effort to try them out. None of the premade

33 Replies 16,289 Views

Contagion is extremely underpowered. Some comparisons: Contagion: Costs 18 mana. 3 dmg per UNIT, +1 per death shard. Damage repeats every turn, is resistable. Note that this is poison dmg, and every elemental unit is immune to poison. This is so little damage that it's laughable. If the damage was per figure then it might be viable. Fireball: Costs 30 mana. 6/+3 per FIGURE. Some creatures resist fire but not very

33 Replies 16,289 Views

[quote who="Bellack" reply="41" id="3077620"]Also there needs to be a way to heal injuries.[/quote] There is already a potion in the current game which heals injuries. - Manii Names

144 Replies 343,564 Views