BeardyDan

BeardyDan

Joined Member # 3754549
14 Posts 83 Replies 352 Reputation

Anyone else had Morigan's(sp?) Spellbook Quest yet. [spoiler] Got 2 spells as the reward, i think its hard to tell: Mana Shield; Enchantment, Cost 30, Upkeep 3, ALL damage is taken to Mana pool instead of HP. Mana Blast; Single target direct damage, not sure on base cost, Deals damage equal to your mana pool resist for half. seems to be unaffected by damage bonus traits, but with a Mana pool of 5k+ who needs them. [/spoiler] &

29 Replies 19,722 Views

death magic ineffective?? What game are you playing? Damage from ONE spell: That's 6505 total. From only 11 nodes. [e digicons];)[/e] *Edit* Oh and thanks to stacked spell cost reducers & the Staff of Souls starting item i GAINED 27 Mana. :p

11 Replies 6,659 Views

Water & Earth both seem to suck as far as I can see. In terms of power id rate them as: Death with Death Worship Fire Death without Death Worship Life Air Water Earth

21 Replies 7,385 Views

I just got Daxus as part of a quest, costing 150 guildars! He looks like he should be a champ but he can't shop/trade/be imbued ect. Looking at the CoreUnits.xml the only difference between him & regular champs is he is missing the & lines. Also he has no weapon, according to the xml he should start with an "Axe_Berserkers".

7 Replies 5,490 Views

I see several possible solutions. Change it so you can only build orthogonally (no corner to corner) Limit distance from city to a distance based on city size, perhaps extended by buildings like the bell tower. Have resources within a certain range "count as" part of the city so if attacked the city garrison will fight with its bonuses. Enter & exit a city via the central hub only, leave the rest as a graphical&nb

13 Replies 8,545 Views

No. I agree with Xia, and have never seen a durability system that made sense or was fun. Like the disarm idea though.

7 Replies 1,988 Views

[quote quoting="post"] + Fixed an issue keeping champions with mounts from being able to trade them + Recruited champions are level 1/3/5/7/9 instead of 1/2/3/4/5 + Merchants require city level 2[/quote] Does this mean my Sov could get a Ravenous Harriden as a mount by taking it from the champ? Nice, will this alter their recruitment costs at all? And no more Lvl 2s? This seems like a really weird thing to do,&

26 Replies 30,234 Views

[quote who="Mtrixis" reply="18" id="3067666"]Defender gets good con and some useful army boosting traits - assassin is terrible though, its consistently underperformed in every game I've tried to use it, it needs more unique traits and worthwhile special abilities.[/quote] I got WhatHerName the Scorpion up to 75ish% chance to crit one game, it made the Maul Broadsword scary . Of course graveseal works at 100% for very little mana. The PoT Assas

46 Replies 123,903 Views
Reply to Enemy Champions in FE Beta

[quote who="DsRaider" reply="13" id="3067703"]I think that champion locations should be allegiance neutral. Kingdom players will always get kingdom champions from them and Empire players will always get Empire champions from them. Also while some should just cost gold other champions should ask you to do a quest before they join you.[/quote] Good idea! if not they could challenge you to single combat, with a hefty diplo penalty if y

41 Replies 32,416 Views

How about a combo of the two; A Diablo style tree with the skills semi-randomly chosen at the start of the game? Kind of like the SOTS tech tree. Once a certain no of skills have been chosen it could un-lock a second tree.

46 Replies 123,903 Views

The best "fake" result is: [spoiler]During the Alchemy spell quest a guy demands money to let you search the ruins. If you say no he responds with somthing allong the lines of "It was worth a try" and leaves![/spoiler] Worst: [spoiler]That F***ing Corpse Spider you can occasionally get in the Rats in the Basement quest. That thing is just fatal to a Lvl 1 Sov.[/spoiler] Btw anyone know if the first two choices for

5 Replies 3,580 Views

I get that the watermill being a Kingdom only building is a design choice. However I believe there may be an unintended consequence in that the Kingdom can use a docks & the watermill to bridge a river with their cities. This is done by building one of them on the city side, the next building then can be placed on the opposite bank of the river. For example: Docks first. <img src="http://i806.photobucket.com/albu

5 Replies 2,497 Views

One game I designed an upgraded Pioneer with the Fast, Scout & Weak traits, swapped the club for a staff, and named it Nomad. A couple of games later I saw an identical unit from another faction?

5 Replies 8,071 Views

Happened to me too. [quote who="Lord Reliant" reply="5" id="3063955"] Quoting sweatyboatman, reply 3 You move the unit to a tile and click on "Build Road" and it puts down a road. It's like Settlers in Civ except building a road takes no time. So I can build 4 road tiles per turn with them. Wheee! I didn't know that about Pioneers. Sounds really helpful. Do caravans go faster on those routes, too? Back to the OP, I thin

9 Replies 6,513 Views

Sorry for the pun. Wither has the same effects listed for its tactical & strategic versions, Dex/Str/Con loose 3+1per Death Shard. If cast in Tactical the spell works but the enemies HP is not adjusted. WIth multiple death shards I've even taken some Darklings down to -2 con! They died on the Strategic but not Tactical.

1 Replies 2,652 Views