[quote]Wraith Blood: Of all the blood traits, this is the worst, in my opinion. -1 HP/level really hurts your champs. Relying on Dodge to save your #ss is a risk I would rather not take. This is partly preference, as I don't like too much randomness in turn based games.[/quote] You missed a bit on the Blood bonuses. A more or less complete list of the various blood bonuses, as they exist in E:FE:LH: Amarian Blood - +1 dodge per air shard, +1 ini
joeball123
[quote who="Fallenchar" reply="15" id="3412386"]Are you sure individual figures also roll to hit? So if I see 'dodge' after a 6 figure unit attacks, all 6 of them missed? That sounds a bit hard to believe...[/quote] If there is only one roll to hit, then there is no point in reporting damage as "X-Y x Z" as it would be functionally identical to "XZ-YZ" damage (note that this is damage , not attack - combining the attack score to make one large strike at A*Z at
"Water I: Slow is awesome, Inspiration is nice. Freeze (lvl 2) and Mantle of Oceans (lvl 3) are great as well, and worth the level-ups. Again, level 4 & 5 bring nothing worth mentioning" If you were talking about Fire Magic, I might agree with you. However, Water IV brings Blizzard, which is quite possibly the best damage spell in the game, aside from possibly Dirge of Ceresa after corrupting every last shard you found. [quote who="Fallenchar" r
[quote who="Spaceturtle120" reply="32" id="3412105"]Can you clarify what you mean by this? Do levels after level 20 not give the same bonuses as those prior?[/quote] Technically each level gives the exact same bonuses as any other level. However, the relative difference between levels 10 and 11 is much greater than that between levels 20 and 21 (just looking at the health due to unit level alone, going from level 10 to level 11 is a 10% increase in 'power', while going from le
Try the "Archers" faction trait (Tarth has it, or you can try a custom faction) - it won't really help the champions, but it will do quite a bit for the trained units once you get the Ram's Horn Longbow. Before that, the bows will be slightly superior to the normal versions. As for archer champions? Just hope to find one of the handful of good bows, such as the Lightning Bow which gives you an extra 2 damage per level, if I recall correctly.
[quote who="Raiddinn" reply="24" id="3410519"]but that is countered by everything having a whole lot less life than it used to have.[/quote] Out of curiosity, what is this significant health nerf you refer to? I checked my install of FE and my install of LH, and it looks like unit health was unchanged except that the largest group size went from 7 to 6, while champion base health went from 15 to 20. Warriors and Defenders lost 1 health per level a piece, the Adventurer's Boon trai
There isn't an in-game way to do this, but if you have Steam Cloudsync disabled you can go to the My Games/LegendaryHeroes/Race folder, find the faction you want to delete or edit (it will be the XML file called "Faction_YourFactionName"), and do what you want to it. If you want to be rid of it, be advised that it used to be that as long as Steam Cloudsync was enabled you couldn't be rid of the faction because it would be restored whenever the game synced to the cloud; since I disable
[quote who="sjaminei" reply="22" id="3410356"]It does not mean anything really, you are correct about the details, however in any practical comparison, mages are still the best way to crush AI skulls, even for defense... Both defender and warrior trees could use some tweaking at the end level to make them up to par with mages. That or buff the AI immensely regarding spell resist etc.[/quote] What it means depends heavily on what level your caster is, what spells you have available, an
[quote who="Raiddinn" reply="18" id="3410309"]IIRC, the defender used to get the 5/10/15 defense bonuses not just when defending but all the time back in FE.[/quote] Unless there was a bug, the defense bonuses were only in effect while defending in FE. So no, it wasn't a trait that gave Defenders the ability to stay with poor armor longer. [quote who="Raiddinn" reply="18" id="3410309"]Mages gained basically nothing from multi-classing whereas every other class gained a lot
[quote who="Raiddinn" reply="12" id="3409954"]Potential should be taken from mages and given to defenders and made more like 50%. In compensation, mages can take... rescue sounds good.[/quote] You can't really take the Potential trait away from Mages without changing the way that the General Traits tree works. It's certainly possible to make trait choices mutually exclusive, but it isn't done in the base game for any set of traits aside from the class you choose. A
[quote who="Fallenchar" reply="2" id="3409123"]Potential is only worth it if you have a mage Sov with many spells that deal x damage per level and that damage output is more important than a new trait.[/quote] It's not even really worthwhile then, because you're only going to be fractions of a level ahead of where you would be until you reach level 20 (21 with Potential), at which point you'll start to be 1.X levels ahead; you won't get a second full level ahead in a n
"which do you consider the best faction traits?" Enchanters, possibly Decalon if I'm playing a faction with Creatamages (Henchmen or Sions), Master Archers if you want to play with Archers, Masterwork Chainmail because I value 4 initiative more than ~5 defense. Really depends on what you want to play your faction as, though - there are all kinds of very strong combinations you can come up with. "Is wanderlust (quest m
[quote who="Fallenchar" reply="12" id="3405134"]Joeball: penalty for trying to apply logic to a fantasy game.[/quote] [e digicons]>:([/e] Umpire, I dispute this call - fantasy and logic are by no means mutually exclusive; the logic need only be consistent with the fantasy. [e digicons]:grin:[/e]
[quote who="Apheirox" reply="7" id="3404558"]@ joeball: I didn't particularly like the Prestige model, either. I will freely admit that I didn't get to experience it much since I joined FE around the time LH was released and did not play a whole lot of games of FE. I recognize that FE had problems (population requirements for city levelups were far too high, for one, which LH has fixed), some of which I'm probably not aware of. I supposed I should have made this clear in the origi
"1) That's the problem exactly, there aren't enough unrest-reducing buildings, hence why I said adding could be [part of] the solution. Cleric-line is for Conclaves only, other cities get a 20% reduction maximum (Bell Tower + Town Hall). The only good way to reduce global unrest is Fortresses." - Apheirox Unless it's been changed for 1.4, you can build a Cleric and its upgrades in any settlement that has at least 1 essence. <p style="paddin
[quote]2) How am I generating these research points I have available for trade in the first place? Is it some percentage of my main research that gets converted into 'research currency'?[/quote] Each time you research a technology you get some percentage - I think 10 - of that technology's research cost as tradeable tech points. [quote]1) When I trade 23 points in warfare for 17 points in Yithril AI's civilization tech, what exactly do I get? Are those 17 point
My information comes from the XML that Primal put up, which can be found in CoreSpells.XML. [quote who="Apheirox" reply="2" id="3404065"]With +1 attack and +5 accuracy per friendly, it would seem swarm is very strong early in the game but gets significantly weaker later. Not sure I like that (why would superior numbers stop being useful?)[/quote] Yes, Swarm gets weaker in the later stages of the game, but it still isn't terrible. While the accuracy bonus is negligible once
Swarm does not lower the defense of the target. It does, however, provide the attacking unit with +1 attack and +5 accuracy per friendly unit adjacent to the target. Thus, if you have F T F X A X where F are friendly units, A is the attacking unit, and T is the target, A gets a bonus of 2 to its attack score and 10 to its accuracy (X represents an empty square).
[quote who="Apheirox" reply="2" id="3403863"]2) Mages are generally not expendable units, but the game does tend to put you in situations where you have huge amounts of crystal. Crystal availability should possibly be decreased, because mages should not be throwaway units.[/quote] I get the feeling he's referring to Mage champions rather than Mage units, since he said "spam its spells upon the juggernaut," which makes crystal availability less of an issue (though that depends to s
[quote who="Crono908" reply="15" id="3403493"]Is it possible to add features from War of Magic that would make the game more interesting? Such things as dynasties?[/quote] To a limited extent, yes, it is possible to bring dynasties back into the game. There have been a couple of threads on the subject, including this one: https://forums.elementalgame.com/448640/page/1/ You can try
[quote]The spearman in second tile can't hit the enemy right but, it can. Just have it use it's impale on the friendly unit in front of it and the enemy unit will get hit, not the friendly. Was great! Made spearmans really good in super tight spaces because if a melee unit moves in, it'll be getting hit twice whether it likes it or not. Quite a few juggernaughts died this way to the wall of spear[/quote] Impale can also be targeted on empty tiles, which is useful for getti
It is a bit funny, though, since the quest that gets you the Brothers Sparus unit of spearmen is almost guaranteed to make you fight a (?Giant) Ravenous Harridan if you activate it at a time when you're still using an early game army, and that one is listed as 'weak' (this, of course, is assuming that you choose an option which results in gaining the Brothers Sparus). I don't know about you guys, but I'd consider a quest which results in a nearly guaranteed fight a
[quote who="sjaminei" reply="13" id="3403480"]This is a great idea actually. Mod it?[/quote] If you want to do so, you can - I'm certainly not going to stop you. I myself probably won't.
[quote who="webusver" reply="11" id="3403154"]If units are cheap, then every mine becomes more important because it can help more and quicker.[/quote] I disagree. Mines are only valuable up to the point that my metal income matches the demand for my desired production rate, and if units get cheaper I don't need as many mines. Once you have the minimum required number of mines to meet your desired production rate, you don't need any more mines, so the only value mines beyond th
On the other hand, the point where Karavox's title cut off is rather amusing, given the background they gave him as a traitor in the minds of the Kingdoms.