BobCW
Warlord
- Joined
- Apr 13, 2005
- Messages
- 239
This forum is kind of dead, but on the off-chance that some FFH vets want to help out any new players who Google their way here, I figure there should be a thread for some of the more poorly-documented FFH features. I'll start us off:
- Lunatics (or any other "enraged" units) won't run away if you load them on boats.
- Units with the "Angel" race can be sacrificed on the Pyre world feature in exchange for permanent Fire Elementals. Bridgit or Sephener will yield several, although that trade is rarely favorable.
- Leaders with the Barbarian trait can hire +1 strength goblin units from goblin forts, with the options available depending on your tech level.
- The ability of most basic discipline units to add +10 culture to a city can be used to end revolts instantly. This is useful for both captured cities and for after building Beats of Agares as any civ other than the Infernals.
- Speaking of which, the Infernals do not lose population or suffer revolts when constructing Beasts.
- Auric Ascended's Snowfall spell is a more powerful version which has the ability to kill.
- Units dropped by Kurio Airships retain their full movement points. This gives them potentially incredible range.
- Tigers are the only land-based summon which can be mutated. You can exploit this to get every beneficial mutation on a Flesh Golem by constantly summoning and selectively merging them.
- Merging Kraken summons allow for the highest base strength possible for a Flesh Golem sans promotions, 16.
- You can merge Hawks with Flesh Golems to enable them to fly.
- Waterwalking or flying Mimics can steal naval promotions from boats.
- Slaves can be sacrificed in Balseraph arenas. The ones which survive are transformed into Warriors with a random amount of exp.
- Fireballs will disappear as soon as you end turn; you cannot use them as defensive units.
- Attempting to delete a Moroi with "burning blood" activated will instead permanently place it under Barbarian control, with ful movement points.
- Agnostic is a civ trait for the Grigori but a leader trait for the Illians. That means you can build religious units as the Illians if you play with the unrestricted leaders setting.
- Combining Wolf units together to form Wolf Packs will restore their movement points.
- There is no cap on withdraw rates. A Hippus Horseman unit with each flanking promotion and the "light" mutation will have an extremely high chance to flee combat if not surrounded.
- Invisible units can only block you from working titles if you can see them. Therefore it almost never makes sense to pay adventurers to remove the Spider from the mine event.
- Choosing the "spare" option in the witch event does nothing. Neither of the options in the "werewolf attacking a city" option has any impact either.
- The correct answer for the "governor has been murdered" event depends on what civics you are currently running (Godking = let the church decide).