bladewinddraconus

bladewinddraconus

Joined Member # 4744290
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Finding a good essence spot with sufficient productivity on the campaign map is about as elusive as finding the space ponies in SIN [e digicons]X([/e] (which I still haven`t found yet). It would be nice if cities has 3-6 essence spots each, so we can make use of the city spells. And maybe take a page from Civ where there is an option to turn on recommended city spot. Lastly, can we make the fertile land spells 5x5 as well, instead of having to click i

3 Replies 15,027 Views

Thanks Guys! That cannot die will be really useful. Which book gives haste and divine speed? I thought Destiny's Gift is something we had in old FE, but not scale by shard like now. Anyway, I wish they would clean up their spell list in the help section, and organize it by category (e.g. city spells, enchantment, etc.) Civilization and its built-in Civilpedia does such a great job organizing their stuff... Is there any

7 Replies 27,940 Views

What does Enchantment Master Volume VIII do? The description only say '+1 Cannot Dir' which I have no idea what it means. Item Enchantment: +4 Defense +5 HP +10 Fire Resist +10 Cold Resist +10 Poison Resist Counterattack on dodge +10 Dodge +1 Cannot Dir It also bothers me that we are no longer seeing the detail stats like elemental resist, the same way we used to b

7 Replies 27,940 Views

It appears the glitch have something to do with Former Farmer, road works fine when I removed him from the stack. There is nothing equipped on him. Scratch that, existing roads in the campaign map doesn`t work reliably once you link it up with roads from a new outpost.

3 Replies 8,019 Views

I have not nail down the exact course of the hiccup, but my army stack is ignoring the road costs of existing roads after I added an outpost... but I have also been equipping the unit with a scout ring and an amulet of the eagle before I move them around. It feels like equipping the +sight accessories might be the cause. I am playing on the campaign map as the Guardian Founded a city by the closest shard East of the Fearful Fog (East of shard) Ad

3 Replies 8,019 Views

Agree with OP... if you focus your quest reward on recruiting units, then you would stuck with a large # of meatbags that you file in the city... making them completely pointless. 2- We already have 6 people infantry unit/4 people calvary unit from FE, perhaps the Dev can recycle those resource. Paladin, as they mount dragons, it make sense to pair them up in 2`s to help balance the multiplier. Cleric can use a 4-person group to buff their health. 3- Dodge (fog buf

2 Replies 14,205 Views

As we get a lot of useless troops, park them on the chest spawning tiles of mines that give tier 1 or 2 junk. Eventually some of the other mines will give higher quality stuff. This is how I managed to farm radiant gems... Something in the chest spawning is not working as intended... but rather than the Dev fix it, I think they need to find a better way to implement. For example, all sovereign gets 1 random item per resource node. Wiz & Guardian`s skills en

5 Replies 14,997 Views

The wiki is so bare, it`s not even funny. I just added the page on the sovereigns, feel free to edit/add images. Whenever I get around to it/feel like it, I would add the blurb on abilities (as we can customize the Sovereign, might as well keep it separate). What would help is if you start a page on each of the sovereign class and add a picture of their skill tree, and a table of their skills. Easier for you to copy and paste than us typing it out... t

2 Replies 62,739 Views

Finding good essence locations for cities has annoyed me since FE... With the way SK restrict city to a 5x5 grid, I now have to save, start a city, check essence slots available, and reload & repeat to check nearby areas. While I did notice that the essence square tends to spawn around shards, is there a more definite way I can see how many essence a city location have access to? Also, there are times when I can a "bonus" essence (e.g. map only shows essence on 3 squar

3 Replies 15,027 Views

Best of luck with your mods :) @Devs: there are better way to gate gear progression than simply make mats unavailable. For example, give each unit an equipment point allocation that increase with level. At level 1, unit only have 10 equipment point (EP). Leather chest costs 5 pts, gloves costs 2 pts, boots costs 2 pts At level 2, unit now have 11 EP. They can now equip a leather hat that costs an addition 2 pts. Alternatively at l

11 Replies 60,785 Views

It keeps spawning loots, so you have to play where`s waldo and find which mine is spitting out loot... a totally frustrating experience even with an arena map. And unless you have sufficient nodes, it only spits out tier 1 mats... I would love for the devs to explain how this is suppose to work.

5 Replies 14,997 Views

I also missed MoM. World of Magic is too buggy/more broken than SK imo... and they are going to relaunch... so I would hold off spending any money on it. Eador: Masters of Broken World has similar ideas/done a better job than WoM (you conquer and piece together various shards). Age of Wonder is much more polished compared to the others out there. But as for SK, if they are trying to blend in RPG elements, then it does not make sense for them to m

3 Replies 51,668 Views

[quote who="fmalfeas" reply="9" id="3592188"] Regarding that, you can stuff those 4 plat ores onto the arrowheads, making +11 atk accessories that you attach to a unit of humdrum archers (with rain of arrows) making it effectively +33 atk. [e digicons]:)[/e] Hrm...thinking about that, maybe I should do a customized tinkerer game with Peregan as my hero and an archer swarm... [/quote] I found a way to farm Radiant Diamond using loot mine... so 6

12 Replies 25,173 Views

[quote quoting="post"] -Tinkerer- His sovereign tree could use some rearranging, in my opinion. When you already start with an enchantment slot, making getting a -second- enchantment slot as his first skill pick to get to the rest of his tree is a bit excessive. He needs a lot of other things than even more enchantment slots early-game, such as easier access to loot or the like. He has a total of +5 army slots on his tree, spread out over four sk

11 Replies 60,785 Views

[quote quoting="post"] -Commander- I really dislike the Commander's various Guild upgrades, because it leads too much to units getting made obsolete. Granted, this is also the case with certain Enchantment spells, but it really bothers me due to SK's more RPG focus, so obsoleting units you made and potentially grew attached to seems...wrong, somehow. Some way to retrofit units with these kinds of buffs would be welcome. I don't think I&#

11 Replies 60,785 Views

Agree with OP. Equipment progress is too chaotic and unreliable due to mats (wolf pelts). Especially annoying when you play as tinkerer... Enchantment system is cluttered by too much crap mats; locking of enchant slots meant that I tend to save the slots for good mats. Armor drops are mostly helms and hardly ever boots/gloves. Ditto on the Rival faction as well... and they should start with two skill picks they can use right off the bat. This isn&#3

12 Replies 25,173 Views

[quote who="Kongdej" reply="69" id="3322799"] Added 115 new unit designs for the AI to use (designs from Kongdej, thanks!) *Feels very important*... Yay Sincerely ~ Kongdej[/quote] Nicely done, grats [e digicons]:grin:[/e]

106 Replies 323,187 Views

[quote who="Frogboy" reply="32" id="3309988"]I think the best way to describe it will be a tightening of the game mechanics so that they are more related to one another. You're going on quests to help your civilization. You're champions are a reflection of your civilization and vice versa.[/quote] I am very glad to hear this. As your opening implies, there are times when FE does feel like a mix-mash of mechanics rather than one collective experience. Looking forwar

43 Replies 133,972 Views

1) Putting down a city only to find out you cannot build any upgrades (too close to another city). 2) A shortcut bar for spells in the overworld map, so I don't have to go to my spell book several times after every new hero recruited/city built. 3) Path of auto-roads between cities and outpost are not efficient at best. I would like more control over it... and instead of training a hero with road building, perhaps we can change it to a spell and let us just click and

221 Replies 589,637 Views