Its leader, oracle ceresa is the main antagonist of the game (according to the lore and campaign map).
atlatea
I don't really delve in to the mystery of initiative, critical hit, and to a lesser extent defense. But attack works like this -> Min Atk is half the Atk Value/Number, Max Atk is equal to the Atk Value/Number. Level works like this -> Each level up without any modifier will give you: hp, 1 spell resistance, 1 spell mastery, 1 accuracy.
As said above, Growth is more important than food, but higher food yield also means higher growth, so in that case i think food is also important. Depends on which type of city of course. And don't forget that if a city levels up, not only the unique building that is useful, but their yield will increase too, example: a level 2 conclave have 10 research, when it reach level 3 it will become like 17 or 20, it's a passive bonus of level up, not because of any spells, any abiliti
Yeah that's a good idea, and show the traits info on all class too.
[quote who="pomalley" reply="34" id="3372467"]If they're on the rugged terrain you lose the two movement points for the attack anyway...? I'm saying after the battle you move onto the square for free. Or do you mean that they could lure you further away from the direct/road-ed path? That's possible but I think it would be pretty rare. Maybe I'm wrong.[/quote] Ah, sorry i didn't notice that it was free movement. Still, it doesn't sound right, and i fear
Which is the problem with crushing blow right now, or i should say mass crushing blow. Because as said above, single crushing blow is not that threatening, however a massed one is crazy.
I believe the OP problem is more on the how many cities you can build without conquering other player city at initial stage of the game, doesn't mention any specific about the tile yields. But i agree with the OP, the tile yields is not as important as to how many city you can build as fast as possible before other spots runs out or in other words how many city you can build versus the number of AI city before each AI and you go to war against each other. As to that proble
@ dacty4491 Here's some tips regarding your condition. But first thing first, i've experienced similar situations many times (i play expert/expert at minimum, and sometimes ridi/ridi, and insane/insane if i have the mood, been playing this game for more than 500 hours total), i believe in your expert/expert looking for tips thread i've said
That's also good idea. I don't care nerf or buff, as long as it can balance them. By the way, you still get countered by 3 swordmen if you attack the middle one in current version, but i think the damage is buggy and count as just 1 counter, perhaps this is due to swarm system animation.
Yes, not only heal but it can also have growth/shrink, which is the best spell from adept books (henchmen spellbook). I guess why Sion is slightly weaker than henchmen is because it is available to all fallen factions, while henchmen is only for altar, other kingdom faction doesn't have it. Wait, Sion can't be a governor?
Well, my reason is because to win the game, mostly you don't clear most or all lairs, you clear enemy armies, which is a pain if after killing each army i move to their squares, especially if they are clever and stick in rugged terrain without road like forest, it would impact my mobility greatly and delay the victory much longer or even messing with crucial strategic timing to turn the losing situation to victory or vice versa. And to the yes/no dialog box, i'd still opt no,
Unrest doesn't really bother me, especially in higher difficulty, most of the time it start to bother me is when i already got advantages over my opponents. That being said, if i decide to play around, i will get to that point, when i arrive to such point, i usually pick the ignore unrest thing for each of my fortress and conclave then set tax to high, fort unrest won't affect its production, conclave one won't impact its research output. Unrest didn't impact town role
I'd help by adding some inputs, not only for Resoln, but for anything and other faction, but i won't start in depth guide for a faction i'm most familiar with, i'm bad at writting a guide, i'm more of an adviser. Regarding summoning, especially earth summon and fire summon, the best thing about them is they have overpower, good against army, the difference is fire is less tanky than earth but good against high armored enemies because it deals elemental damage, eart
You're welcome. It seems what you are searching is some sort of technological rating of each faction (as in civilization games), and from what i know, there is nothing like that in LH.
Yes, that is the main rule, because that spell obey the rule for minimum range between city.
[quote who="highwayhoss" reply="9" id="3372177"]Some possible ideas on weapons balance: Take backswing away from axes (except dual axes) and give it to swords. Swords being fast should give a user the chance at a second hit if the first misses. All attacks at one tile range should be vulnerable to counterattack; no exceptions. Give spears a range of 2 tiles instead of CA immunity. Swords should get a slightly higher chance of critical hits.[/quote] I like
Indeed, by the time you have 3 fortress with prison the game is already won, even in expert/ridiculous/insane (especially on insane). A trick that i'm willing to share regarding gildar spending is to rush creature dwelling without killing the guard, work best for buying dragons without killing the dragon guarding it, you can kill it later with your own dragon after you do the trick. How to do it? Click the dragon guarding it, then about 1 second later click it again, if yo
Crushing blow is fine as it is. But it must be susceptible counter. As does axe and spear. Right now swords seems the most underpowered one due to other weapon ability negate the counter effect of swords. Crushing blow, impale, cleave, all negate counter attack. The only advantage right now is it has the highest initiative, so it's good for creating a unit with Finesse trait, +3 attack is decent, especially if you already unlock company that's +18 attack total. But the pu
Generally if you want high essence tile, you need to cast it near a fertile land, i mean grassy one or living forest, not the dead forest. By dead i mean dead forest, not purplish fallen forest. Some example: in an 9x9 (81 squares total) wasteland, if you cast the first 3x3 (9 squares total) revive land on the middle 3x3 squares of that 9x9 squares, you will have 3x3 tiles with bad essence yield, after you turn all 9x9 to a buildable land (land with yields), the first 3x3 land (especi
As said above, the current system is already fine, i don't want to move to a tile after destroying an army, especially if the tile is rugged terrain, and as explained above attacking should cost movement point to represent the time used on battle, that's the only rational way.
The caravan things is very annoying indeed. Let's just hope there's an update to address this issue.
I think you can view it if you are on diplomatic talk with other faction's leader, in Trade, there's Magic, Warfare, and Civ. CMIIW
That's precisely sum all of it Chaosti. That's what i always did if playing insane, but i loathe creating custom faction (since gal civ 2), no comment about custom faction, but as i see it now, it seems custom faction here is no different than in gal civ 2, they are ridiculously overpowered. Indeed, basically for insane, lightbringer is the key turning point, it's like everything you do is just aiming to get to this point asap. Well basically in all difficulties if
That's what the spell does though, changing wasteland only. No desert, ocean, fissure, etc. It always works for me, since FE v1.00. The description of the spell doesn't have much detail. But if you pay attention to the lore (which 99% of folks doesn't) you can easily guess what that spell does. Just watching the opening movie once is sufficient.
I never tried sion, but it seems it's just a slightly weaker version of altar's henchmen. CMIIW Henchmen spells are incomplete version of the real spellbook path. That being said, hencmen can be build as an excellent mage without decalon books because there are some very useful spells on the henchmen minor spellbook path, like growth/shrink, storm, haste, slow, etc plus the path of the mage. Because of path of the mage, henchmen is much much better mage compared to ori