I see that the Black Knight diplomacy has successfully migrated from Empire Total War to the world of Elemental.
rvgr
Everyone could use a single fortress for troop production, but when playing as Paridan I tend to ignore towns in favor of conclaves. Whatever I lose in gildar and growth I get back in Research, Mana and Crystal which to me is an acceptable trade. My only towns end up being the ones I took from the other factions. Am I alone in this approach?
[quote who="Lord Xia" reply="25" id="3263863"]Oh yea, archers and magic staff troops are great.[/quote] But is there anything an archer can do that a magic staff user can't? Ignoring archery alltogether saves considerable research time that can be better spent elsewhere (like in the Magic tree). Both bows and staves give -init .... About equal Bow damage gets mitigated by armor vs Staff damage gets mitigated by elemental resist ...Staves win, as armor i
[quote who="Lord Xia" reply="1" id="3263785"]That's a good question, I have no idea, but I would like to know too. Talking about magic staff wielding troops, right?[/quote] Affirmative.
Are their Fire/Ice bolts dodgeable, resistable or both?
[quote who="Tuidjy" reply="26" id="3263357"] Quoting NienorNiniel, reply 25In my opinion, the closest successor was Age of Wonders: Shadow Magic. This is the fourth time I ask this question on this forum, and I will ask it until I get an answer. Why do people always talk about Age of Wonders: Shadow Magic, and not about the original Age of Wonders? I mean, I enjoyed the sequel and its extension pack, but the original charmed me a lot more. I still replay the
[quote quoting="post"] I've been enjoying FE for the past few days very much. Although I do have a problem when starting sandbox games with a mage souvereign. For example if I pick Fire and Life as starting Apprentice level skills, the only combat spell I start out with is Burning Hands. [/quote] I bolded a part of your problem: most schools of magic are worthless in combat at the Apprentice level. You need at least a disciple level in one school to be
[quote who="Parogar" reply="8" id="3263190"]So do I need to restart my game? [/quote] Restart? Why? Take the cities from your neighbors instead. They went through the hard work of settling them and building them up, and you get to take them for free.
I prefer winning the old fashioned way through conquest, but the final boss in the master quest has some delicious looking armor that I'd like to use. Besides, Curgen's Hammer is nice as well. Anyway, can the Master Quest be undertaken just as a regular quest if the Master Quest victory is disabled?
More spots (and really good ones at that) free up if you conquer the nearby wildlands. If cities could be founded anywhere, there would be that much less of a reason to tame the wildlands.
[quote who="Nerhesi" reply="7" id="3263057"]Actually - the same is true exactly of Melee. Your traits are what make you ridiculous. You buy armor just like a casting-sovereign, and you don't need to find ridiculous weapons when you consider what you can shop for.[/quote] There are a few things to consider in favor of spells though: 1. Most damage dealing spells are ranged vs melee which is obviously up and close 2. Melee can be dodged, and Dodge itself can be
I have to confess that I am quite impressed with the spear: it is a cheap, low tech, armor piercing instrument of pain that also prohibits retaliation attacks. Sure, the 56 damage Curgen's hammer goes well with that Gilden sovereign, but what about the trained troops? The guys who are maybe wearing leather (or a chain tunic at best), are cheap to build, last surprisingly long after a few levels, and will be the backbone of any army long into the midgame. No need for crystal, maybe a bit o
Heal is handy.
I am struggling to figure out why would I ever want to pick the Warrior class over Assassin or Defender. Is there a compelling reason or a set of circumstances where it would make sense to pick the Warrior specialization over others?
[quote who="Nerhesi" reply="5" id="3262918"] Ophidians are immune to flame dart - and wouldn't even be scratched from it. [/quote] Hmm, perhaps it was another snakelike creature then. Anyway, yeah I'm aware of the Arcane Veil, but its casting price doesn't make it a very practical spell except perhaps in a dire emergency. And of course any Magnar with the store bought cloak that give +50 fire resist will be totally immune to fire, but these are very infrequ
Should be. Any other skill you steal is fully upgradeable.
Awesome. That means the Krax can make the ultimate spellcaster with ALL schools of magic.
Yes, but the point is that Kraxis can recruit ANY champion, from Kingdoms or Empires. The question is: can a Krax sovereign steal spirit and gain life magic from his Champ?
I know that they are mutually exclusive, but what about the Krax? The Krax sovereign can recruit any champ, so if he himself has Death magic, can he then go ahead and steal the spirit of a Kingdom Champ with Life Magic and get the skill for himself?
Ophidians died miserably to Flame Dart. Never met an Obsidian Golem. As for Ashwake Dragons, I had three of my own, and I can tell they would have been more difficult to handle as I would have to rely on spells like Storm to kill them. One nice thing about Air magic is that it allows you incredible mobility on the battlefield: the dragon would have taken longer to kill, but it would have had a hard time catching my sovereign. Oh, and with 75% Fire resistance, the fire breath would have barely
Played a game with a dedicated spellcaster: a custom Magnar Warlock Fire Disciple with all the casting related starting skills and equipment. Stole Spirit from my first champ (Air Apprentice) and off I went... Flame Dart and Sunder were my main damage skills. Starting from around level 5 or so I was able to one shot just about any target: flame dart killed fleshies, sunder killed elementals (and most guys immune to fire happen to be elementals/demons i.e. extremely vulnerable
After half a dozen deaths or so, the champ oftentimes becomes more of a liability than an asset.
[quote who="cardinaldirection" reply="6" id="3260513"]I'll add that turning champions off completely in the world creation options makes for a wonderful game; I actually haven't played with them in a while.[/quote] They come in handy for the Steal Spirit spell.
Just beat the game via the master quest vs 8 normal and 1 Ridiculous AI. Here's the problem: there is a research requirement for it that I never fulfilled. I had a ridiculously high lvl Sovereign + 3 Ashwhatever Dragons from the Dragon Monument. 3 Dragons + lvl 23 Warlock spellcaster will mow down ANYTHING. Anyway, I obviously had the Level needed for an Epic Quest. Speaking of the Dragon Monuments, they need to be toned down: If you find the spot early and build it, you're un
Can we have that as a setting? I know that some people like the idea of immortal champs, others hate it. If we have this as an option when setting up a custom game, everyone should be happy. The current setup (immortal with injuries) can remain the default, but we should be able to turn it off and enable permadeath. Thanks! rvgr