[quote who="SBFMadDjinn" reply="17" id="3362554"]starting with a full set of leather can possibly ensure that your starting army lives a little longer to get those items[/quote] The Gauntlets of Grazna are effectively two-thirds of a suit of leather armor for 1 point. [quote who="AlLanMandragoran" reply="15" id="3362275"]Or 47 pairs of unequipped leather bracers walk into an AI bar... ahh, memories![/quote] I thought it had been greaves ... though why exactly the Queen
joeball123
[quote who="Trojasmic" reply="10" id="3362304"]c ) Defenders (esp Henchmen) - as Trainers giving the entire army experience[/quote] This should be Commanders. Defenders don't get the Trainer traits.
Usually if I have an army moving around without a champion, it's headed off to join a champion whose army has been depleted, or it's headed off to garrison some point of the map I consider important (1-tile passes through mountains which bypass my main border defenses, or join the garrison of a border town or newly-conquered city, assuming I don't want to move a governor in and don't want to keep the conquering army there but do want to keep the city). When at war with
Check its equipment to see if anything makes the user Berserk. Also check the traits - I don't think any of them provide Berserk, but I could be wrong. If there is a piece of equipment that has the Berserk effect, unequip it and you should be able to control your champion again. If the problem does not go away, then make sure you unequipped every piece of equipment with that property, check enchantments to make certain that those don't have that property, and check traits. If
Depends on what you're asking. If your question is which of the hero classes you should be choosing at level 2 for early/mid/late game strength, then my answer would be: Early Game - Damage-line Warriors work well, as those +3 attack traits provide a very significant boost at this stage of the game, though I'd wait to see what high-end weapons I get before picking a weapon specialization. Tank-line Defenders work well, if you don't mind having your champion act mainly as a
[quote who="Brenil" reply="57" id="3361380"]One part you're omitting from your equation is level dependent (and to an extent, trait dependent) weapons and equipment. These are power multipliers tumbled along with traits, hit points, and attack[/quote] [quote who="joeball123" reply="56" id="3361346"]About the only time levels, independent of traits, grant power for champions is when you primarily use something that does level-dependent damage (certain spells, a handful of rare weap
[quote who="Brenil" reply="55" id="3361213"]I don't mean to pinch the bubble you're blowing, but, like Azunai before you, isn't this raw data taken in a vacuum presented as practical fact?[/quote] I gave my opinion. If yours is different, then that's fine. I personally don't feel that Potential is worthwhile on its own, and think that generally speaking you get more from having a real trait than from having the +1 accuracy/spell resistance/spell mastery and +2 heal
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[quote who="parrottmath" reply="12" id="3361058"]There are no disconnection.[/quote] I think it's an issue of presentation. The player only sees that you can settle certain parts of the map and not others, and fairly often those parts you can settle look much like those parts which cannot be settled. If the green (or blue) forests, hills, and plains only appeared in the inhabitable areas, and the uninhabitable areas always had the brown hills and plains, the dead forests, and the
[quote who="jshores" reply="11" id="3360753"]It's never a waste because it is a FREE +1 to attack. The only time you would not do this is if you want another weakness for whatever reason. It would ALWAYS be worth it because it is a free +1 to attack, no matter your build. [/quote] If I want a free +1 attack, I'll take Cruel. That lets me pick another, potentially more useful, trait, and +5 unrest in every city is barely noticeable and easily negated - just get a Commander spec
[quote who="Burress" reply="46" id="3360629"]The way it works form what I have read here in the threads is that there is a breakeven point somewhere in mid to late teen levels,[/quote] If you take Potential at level 3, you will be level 21 at approximately the same time a champion who did not take Potential is level 20. This is the first time at which the 'Potential' champion will be a full level ahead, so at that point the two champions will be equal in terms of 'real'
In all honesty, if you really want to min-max a sovereign for attack, the Clumsy and Cruel weaknesses are much better than Weak. You can get around Clumsy simply by not sitting your sovereign next to an ally while making melee attacks or by only using ranged attacks, and Cruel adds an additional +1 attack at the relatively minor cost of 5% unrest in all cities.
[quote who="Lord Reliant" reply="6" id="3360500"]Does it grey it out with a description that says you can't build it with no essence, or does it just not show up at all?[/quote] It doesn't show up in the build menu.
In FE, where Clerics provided a bonus dependent on the amount of essence the city had, it made sense for them not to be available to cities without essence. In LH, where Clerics provide a flat bonus, it just feels like an arbitrary distinction which punishes not taking spots with essence. I believe that Guardian Statues, Guardian Idols, and a few of the upgrades to Conclave buildings also require essence for construction since they required it in FE, but I'm not certain.
[quote who="ElanaAhova" reply="3" id="3359621"]Oh, you ran into the 'invulnerable caravan of war' ploy. Nasty, isn't it? I think the invulnerable caravans should be invulnerable to monsters/wilds, and not kingdom/empire forces.[/quote] I don't really care if they keep the invulnerability. I'd be satisfied if foreign caravans simply stopped blocking my army from moving onto the tile where the caravan is. Even better would be if the caravan became just an animation o
If the city is being taken over by Kraxis, then I suspect that you've been hit by the Broken Loyalties spell, which captures a city for the caster without provoking a battle and expels any garrison you may have had in that city. If the city is not being taken over by Kraxis, then you've hit a bug. If Broken Loyalties doesn't cause a message along the side of the screen, then that is something that should be added. [quote]In the scenario I keep losing a city
They are beasts, but they are magic-immune and Tame counts as a spell. Thus, Ophidians are immune to being tamed.
[quote who="thadianaphena" reply="4" id="3358628"]Likewise, you could use it to settle 2 or 3 squares away from a river or forest and still build those improvements if you "touch" them.[/quote] In the sandbox game, you are not supposed to be able to do this. I'm not sure about whether or not you're supposed to be able to do it in the campaign, though. I personally like snaking my cities for map control and protecting resource nodes. The faster travel thing I don't
[quote who="Replicators" reply="11" id="3358592"]and if you have a faction that has first 3 tiers of all 3 trees researched pitted against one with a dragon, who would win? The ridiculously lopsided match that would be demonstrates how overpowered the dragon is in that stage of the game.[/quote] I can kill dragons using leather-armored spear-wielding horsemen and a decent champion or two. Perhaps the AI cannot do so, but that's more of a human-vs-computer issue than a game balance
[quote who="ElanaAhova" reply="41" id="3358335"]I disagree with the folks who want counter spell removed.[/quote] I don't think that they want counterspell removed, I think that they want it changed so that it has some utility against the predominantly instant-cast spells that Legendary Heroes has. For example, by making it a curse-type spell, where you cast it on a target and if it sticks, then the next spell that that target attempts to cast fails, or a defensive spell t
[quote who="NorsemanViking" reply="60" id="3358365"]Quoting Trojasmic, reply 34 quoting post *** Unreleased *** Removed the Potential 2 and 3 traits Now make Potential 1 = 25% exp bonus. That would make it a clear non-brainer first choice......[/quote] Based on the experience numbers for champions, +25% experience taken at level 3 only pays for itself at level 12 (i.e., at th
[quote who="Replicators" reply="4" id="3358139"]middle of the line research[/quote] Dance with Dragons is hardly a "middle of the line" research. Granted, you can reach it relatively quickly if you focus your research into getting there, but that's true of just about all of the end techs in each of the research trees.
[quote who="Lord Reliant" reply="16" id="3356225"]Lethal III - adds +12 attack; replaces all prior Lethal traits[/quote] I prefer this version of the tooltip. The behind-the-scenes mechanic doesn't matter so much, since whether Lethal III grants +X attack and stacks with Lethal I and Lethal II for a total of +Y attack or Lethal III grants +Y attack and replaced the bonus from Lethal II which replaced the bonus from Lethal I doesn't really matter to me, unless I'm trying to
[quote] Why no blood ability?[/quote] Capitar Pioneers can build roads. It isn't mentioned anywhere, and isn't useful to anyone but Capitar (or a custom faction with Mancer blood), but they do get a blood ability. Perhaps it should also grant a 'hire mercenaries' ability to champions, so that it's at least useful to non-Mancer factions? Get a unit of Silver Sword Mercenaries or something for a small amount of money? [quote]Warriors is a waste of a trait.[/q
So far, the only difference that I've noticed when picking different options at the Wishing Well is that the Ancient Scrying Pool that appears is in different locations and shows you a different vision ... and some of those visions are worse than others. I don't really know what else it affects in the rest of the game, since I haven't gone very far into the scenario.