When a unit uses the Trog faction ability to go Berserk, the player loses control over the unit's AI, but the unit gets improved attack and initiative. The description says that berserk units never cast spells, and an intuitive expectation would be that a berserk unit should charge and attack with little to no regard for its own safety. This is not the case in the game right now -- as far as I can tell, Berserk units act like any other AI-controlled unit, complete with spellcastin
jonathansfox
What's extremely frustrating to me about monsters razing cities is that they still destroy the fertility of the city site, many months after the pre-release FE patch that supposedly removed this behavior. It is one of the most infuriating mechanics in the game. I stopped playing FE for months after a wandering abomination mowed through my armies and razed my capital city, and I've been extremely disappointed to see that nothing his changed. I mean, as ridicu
It could just be sanity checked to not give more than, say, 100 gold per turn (1% of 10,000 gold).
Curse, which is intended to reduce the target's defense to 0, only affects the tooltip for the defense entry on the character sheet. It doesn't have any effect on the target's defense for the purpose of actual damage calculations against that creature, and it also doesn't have any effect on the number shown on the character sheet (outside the tooltip) or in the bottom-right window that shows when you hover over the creature on the tactical screen. - Full Detail
[quote who="dragoaskani" reply="1" id="3068534"]As far as your side note goes. you are pretty much just arguing semantics. Its the same thing at the end of the day. [/quote] Not when it visibly shows up as a permanent enchantment when hovering over the champion one way, and not the other. How information is presented to the player is very relevant to the experience and coolness of spells.
Celerity is a level 5 air spell that improves the initiative of a champion by 1, and costs a whopping 250 mana. The killer feature of celerity is that it has no upkeep and can stack with itself. In theory. In practice, you can only cast it once per champion. I suspect the equivalent spells in other schools may be similarly broken, but have only tried celerity. As a side note, the implementation is pretty questionable: It doesn't actually alter the champion's base stats, it jus
I'm running 0.77, and have a three units of 5 figures each that have been keeping my questing sovereign company throughout the game. They're equipped with shortbows, leather armor, and warhammers. They're woefully behind the times in equipment. But hey, they're also level 11. No problem, right? I designed these units with upgradeable equipment. I'll get whip up some gold, and buy them new gear to get with the times. It's just one upgrade step -- maces, chainmai