Statistics: Posted by JL42 — December 24th, 2023, 7:49 pm
Statistics: Posted by egallager — December 17th, 2023, 6:34 am
Statistics: Posted by JL42 — December 15th, 2023, 11:19 pm
Statistics: Posted by Konrad2 — October 27th, 2020, 11:54 am
Wrong target, no orcs because all my units are “weak” in damage and they decided to go all to the bridge....Beware of those orcs crossing the river! If they get into the forest they’ll be hard to dislodge!
Sorima got lucky and finally leveled up! but she’s a dexterous unit, therefore ....Advancing a level has fully healed me! I cannot heal adjacent units anymore, but to compensate, I have a new, powerful faerie fire attack that deals 7 damage each for 4 strikes. It also has the magical weapon special, meaning it always has a 70% chance to hit.
Hang on! You need to gather your forces. Or do you intend to fight the orcs single-handedly?
I killed them alone! Now you shame me, for not doing what Delfador wants? Traitors!Unfortunately, none of your troops survived your training, so you will have to recruit new units. If you had any veteran troops, you could have recalled them to battle this scenario. More experienced units would have been of help against these orcs.
This allows your units to take less damage overall when your enemy attacks.Unlike the Elvish Fighter, which has strong melee attacks, the Elvish Archer has strong ranged attacks. It’s useful to attack enemy units with strong melee attacks with strong ranged attacks, and vice versa. This allows your units to take less damage overall when your enemy counterattacks.
... In this case, the Elvish Shaman has the Heal ability, which allows her to heal allied adjacent units 4 hitpoints at the start of each turn.
near the keep you can capture. -> near your keep, that you should capture.While none of your recruited units can move yet, you still can. You need more income; there are some villages near the keep you can capture.
Alright, The bridge it is, then. I’ll try to be careful.Alright, The bridge it is, then, but I’ll be careful about the crossing.
Relax, you didn’t even tell me to bait him. You traitor! (Not like it matters)The Orcish Grunt is still blocking our path. ....
Move one of your units, into the Grunt’s vision, and position your other units nearby, so they can surround the Grunt and attack on your next turn! There are also scattered villages, on this side of the river. You should secure them for income, healing and to prevent it, from falling into your enemy’s hands..... Move them into position so they can attack next turn. There are also other villages on this side of the river. You should secure them for income and healing.
.... It is indeed a good idea to keep yourself, as the leader, safe and protected, within the range of your keep, early in the game. ........ It is indeed a good idea to keep your leader safe and protected and in range of your keep early in the game. ....
Careful! .... (basically careful should be at the start of that dialog as it probably has more impact than at the end of the whole dialog).... Careful!
Don’t forget, you can press u to undo most things, if you moved by mistake.Don’t forget, you can press u to undo most things if you make a mistake.
(Either Grunt or grunt, pick one for consistency....)No. Once you move close to an enemy unit, you are in its Zone of Control and cannot move further that turn. To move your troops onto that island without wading slowly through the water, you’ll have to kill the grunt.
This dialog should check if it’s possible to surround this Grunt, depending on the position of units, it is possible to bypass him with proper “baiting” and unit positions.No. Once you move close to an enemy unit, you are in its Zone of Control and cannot move further that turn. To move your troops onto that island without wading slowly through the water, you’ll have to kill the Grunt.
The units that can constitute its own Zone of Control around the surrounding hexes, are level 1 units and above.The hexes immediately around a unit constitute its Zone of Control.
Units will not be able to freely use all movement, when moving inside of another hostile unit’s Zone of Control. It is possible to move around Zone of Control, except if they’re surrounded at the start of their turn. While being surrounded by hostile enemies, you can only move one hex at a time regardless of how quick your units is.When an enemy unit enters those hexes, they cannot move any further that turn.
(The exception to this is units that have a skirmisher ability. They are not affected by zone of control.)(An exception are units with the skirmisher ability, who are unaffected by Zone of Control)
Zone of control can be used to create a blockade, to prevent stronger enemies from swarming and reaching key locations, such as villages, even if you have limited units/resources.This can be used to create a blockade to prevent stronger enemies from reaching key locations, such as villages, even if you have limited manpower.
But you’re on a 70% terrain ....Using me to attack is risky! I can slow the opponent with my ranged attack, but I hope you have a plan if I miss!
If, I can’t take this Grunt out on my turn, I hope my units survive after the grunt attacks on their turn. I’d better grab more villages if I can and move everyone closer on my next turn.I hope my units survive the counter-attack if I can’t take this grunt out this turn. I’d better grab more villages if I can and move everyone closer for next turn.
If one of your Shamans stands just behind your wounded units, she will heal them 4 hit points each (unit) at the beginning of your next turn.If one of your Shamans stands just behind your wounded units, she will heal them each 4 hit points at the beginning of the next turn.
Weird sentence, can’t pinpoint what’s wrong but there’s something ... eerie about it ...I also gained experience from striking the killing blow!
We need to occupy that village, otherwise they will take it on their next turn! Move one of your units into the village, to stop the orcs from capturing it. Whichever unit you will choose can benefit from the village’s healing.We need to occupy that village, otherwise they will take it next turn! Move a unit into the village to stop the orcs capturing it. Whichever unit you choose will benefit from village’s healing, too.
Careful! The sun has fallen and it is now nighttime. Orcs are chaotic in night, which means, their attacks are now 25% stronger. Once the sun has risen to its peak that is after the dawn of the day, their attacks would be 25% weaker. (Li’sar/Konrad) you are lawful: stronger by day and weaker at night. Your elvish warriors are neutral: unaffected by the time of day.Careful! It is now nighttime. Orcs are chaotic, which means their attacks are now 25% stronger. By day, their attacks are 25% weaker, which is a noticeable difference. You are lawful: stronger by day and weaker at night. Your elvish warriors are neutral: unaffected by the time of day.
During a scenario, the time of day will shift as turns pass. There are four alignments a unit may have: Lawful, Neutral, Chaotic, or Liminal. Each alignment gets a different damage bonus or handicap, depending on the time of day. You can hover over the sky image below the minimap on the right corner of your screen, to see the current time of day. You can use this information to gather day of time cycle for the current scenario.During a scenario, the time of day will shift as turns pass. There are four alignments a unit may be: Lawful, Neutral, Chaotic, or Liminal. Each alignment gets a different bonus or handicap depending on the time of day. You can hover over the sky image below the minimap on the right to see the current time of the day and who has the advantage.
It’s very dangerous to stand in water when there are enemies abound! ....It’s very dangerous to stand in water when there are enemies about! ....
Well done! The island village is ours. You can use the tress to set up a blockade against the orcs; they can only come across the bridge one by one without wading through the water, and you will be securely on a terrain with good defense.Well done! The island village is ours. You can use the tress to set up a blockade against the orcs; they can only come across the bridge one by one without wading through the water, and you will be securely on a terrain with good defense.
Statistics: Posted by Mawmoocn — March 5th, 2020, 5:48 am
However, second level units cost an additional 1 gold more (per turn) to support when compared to a first level unit. Upkeep increases for every level gained.However, second level units cost twice as much to support as first level units.
Statistics: Posted by Mawmoocn — March 5th, 2020, 5:32 am
Statistics: Posted by Konrad2 — May 3rd, 2018, 10:34 am
Statistics: Posted by Konrad2 — May 3rd, 2018, 8:28 am
Statistics: Posted by TheCatLord — January 4th, 2018, 8:51 am
Statistics: Posted by devavrata — October 22nd, 2016, 12:54 pm