New To FFH

Chickensocks

Chieftain
Joined
Jul 17, 2010
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2
Played Age of Ice and found it really fun so I decided to give FFH 2 a try. But man I'm kind of overwhelmed. So much has changed I'm not really sure what I'm doing. I read through the FAQs so I understand the basics but the whole magic system still confuses me. Could I get some beginners tips?
 
For Arcane units, you need to research Knowledge of the Ether first. This will allow you to build a Mage Guild, which can train Adept units.

Next you need to research one of the magic techs, Alteration, Necromancy, Divination or Elementalism. These techs allow adepts to build "typed" mana nodes on raw mana nodes.

Spoiler Mana type information for Arcane units :

Alteration:
Body:
friendly territory heal rate +5%/mana
CI - Haste (+movement for land units)
CII - Regeneration (increased heal rate, heal while moving)
CIII - Graft Flesh (creates a flesh golem)

Enchantment:
happiness +1/mana
CI - Enchanted Blade (+20% strength to metal melee units)
CI - Repair (for dwarves) (repairs golems, siege units)
CII - Flaming Arrow (+1 fire to archers)
CIII - Enchant Spellstaff (gives caster spellstaff promotion, which allows a caster to cast twice in one turn)

Nature:
CI - Treetop Defense (+first strikes gives full fortification bonus to units in forest)
CII - Poisoned Blade (+1 poison to recon units)
CIII - Vitalize (terraforming)

Divination:
Law:
maintenance -5%/mana
CI - Loyalty (units die instead of switching allignment, charm resistance)
CII - Summon Host of the Einherjar ( 3+2holy, 1 move, Angel, gains a turn of summon duration for each successful combat)
CIII - Valor (+1 XP/combat, 10% spell resistance)

Life:
health +1/mana
CI - Sanctify (removes hell terrain, removes city ruins, reduces armageddon counter)
CII - Destroy Undead (30% holy damage to undead in surrounding tiles)
CIII - Resurrection (resurrect civilization hero, on graveyard produces champion)

Mind:
research +3%/mana
CI - Inspiration (+2 research, +1 sage GPP in city)
CII - Charm Person (enemy units won't attack)
CIII - Domination (gain control of enemy unit, can backfire and destory or give control of your archmage to enemy)

Spirit:
GPP +5%/mana
CI - Courage (immune to fear, +10% healing)
CII - Hope (+4 culture, +1 happiness, created units receive courage promotion in city)
CIII - Trust (improves leaders' attitude towards you)

Sun:
CI - Sorch (plains -> desert, snow -> tundra)
CII - Blinding Light (adjacent enemy units are stuned and cannot move)
CIII - Summon Aurealis (6 strength, 1 move, +2 sun affinity, elemental)

Elementalism:
Air:
CI - Fair Winds (+movement for naval units)
CII - Maelstrom (light damage to units in a large area)
CIII - Summon Air Elemental (5+2lightning strength, 2 move, +1 air affinity, successful combat creates lightning elemental)

Earth:
increased chance of finding metal at a mine/turn/mana
CI - Wall of Stone (+ city defense)
CII - Stoneskin (+3 first strikes, +2 defense strength, 50% resistance to most elements, removed after combat -- cast on self)
CIII - Summon Earth Elemental (11 strength, 1 move, +1 earth affinity)

Fire:
CI - Blaze (starts fires)
CII - Fireball (creates fireball (cruise missile))
CIII - Summon Fire Elemental (6+3fire strength, 2 move, +1 fire affinity, causes collatoral damage)

Water:
CI - Spring (desert -> plains, extinguishes fires)
CII - Water Walking (cast on self.. walk on water)
CIII - Summon Water Elemental (8 strength, 1 move, +1 water affinity, water walking)

Necromancy:
Chaos:
small chance of new living units to be created with a mutation
CI - Dance of Blades (+ first strikes)
CII - Mutation (random promotion good/bad for units)
CIII - Wonder (3-5 random effects)

Death:
CI - Raise Skeleton (2+1death strength, 1 move, infinite duration)
CII - Summon Spectre (3 strength, 2 move, +1 death affinity, causes fear)
CIII - Summon Wraith (6+3death, 2 move, +1 death affinity, causes fear, withers enemies in combat)
CIII - Lichdom (archmage -> lich)

Entropy:
heal rate of enemies within your border -5%/mana
CI - Rust (-10% strength, removes all metal weapon bonuses)
CII - Summon Pit Beast (4+1unholy strength, 1 move, gain additional summon duration by combat)
CIII - Whither (10% damage, -20% heal/turn, -10% strength, -50% combat XP)

Shadow:
CI - Blur (immune to first strikes, immune to defensive strikes)
CII - Shadowwalk (immune to defensive strikes, ignore building defense)
CIII - Summon Mistform (6 strength, 2 move, +1 shadow affinity, invisible, hidden nationality)

Sorcery:
Metamagic:
spell strength +5, enemy spell resistance -5 per promotion level on caster
CI - Floating Eye (flying scout thing)
CII - Dispel Magic (dispel magical promotions/effects)
CIII - Summon Djinn (1 strength, 2 move, +1affinity for all mana types)

Illians only?
Ice:
CI - Slow (slows enemies)
CII - Summon Ice Elemental (2+2cold strength, 1 move, +1 ice affinity)
CIII - Snowfall (damage and snow to large area)

This does not include priests' magic, which is often far more potent than magi's.


With a typed mana node built, your Adept units will have spell promotions available when they level up. Adept units slowly gain XP on their own, and a leader with the Arcan trait will boost the XP gain.

Adept can only learn magic of the first circle. If you have multiple mana node of the same type, newly built Adepts will get a free promotion (two mana nodes for the first spell).

If you research Sorcery, you can upgrade Adepts of level 4+ to Mages. Mages can learn spells up to second circle. Sorcery also enables the mana type Metamagic. A Mage with Metamagic II (Dispel) can revert a typed mana node back to raw mana node, thus allowing you to switch mana types.

If you research Strength of Will, you can upgrade Mages of level 6+ to Archmages. Archmage is a National Unit, and you are limited to four of them at a time (though if one dies, you can upgrade another Mage to take his place). Archmage can use spells of the third circle.

Death III allows you to convert your Archmages into Liches. Liches are also National Units, but the conversion leaves your Archmage slots empty - so you can have 8 units capable of using level 3 spells.

Disciple units use magic too, but they do not learn new spells the way Arcane units do. Disciple units' spell list is fixed and independent on mana nodes available, but when you eventually upgrade them into High Priests, their spells are very potent.

Disciple units gain XP a lot slower, but you can boost newly built disciple units by building a series of national wonder called "Altar of Luonnotar".

http://fallfromheaven.wikia.com/wiki/Main_Page is still a great resource for information.
 
Thanks for the info I'm checking out the link now, looks usefull :goodjob:
One question though, could you explain the new victory conditions?
 
Altar of the Lunnotar: For this you will need several great prophets, a high productions city, possibly great engineers, plus good or neutral alignment.

When a great prophet is available, one option when in a friendly city is to build the first stage of the altar of the Lunnotar, which consumes the prophet as a religious shrine does. When another great prophet is available, if it is moved to the city with the first stage of the altar, and a certain technology is reached, the second stage can be built. This process continues through the different stages of the Altar, until the final stage. The final stage must be built, and possibly great engineers can speed its construction.


Tower of Mastery: This victory involves building four separate towers, each associated with, and requiring one of each type of mana, in the categories mentioned above. Once these four towers are built, the final "tower of mastery" becomes available, and once built, it wins the game.

To build the tower, you will somehow either have to get all 16 types of mana needed for the four individual towers, or get metamagic mana and enough mana nodes that you can cover all requirements for the towers. Using dispell magic, you can convert raw mana to a particular type, build the required tower, than convert the node back ot raw mana, get the next set of required mana, build the next tower, etc., until you have all the four sub towers necessary.

(It's a bit complex sounding if you're new, so hopefully the example will simplify things:

Say you are playing as the Amurites, who start with metamagic, fire, and body mana, and you are able to found, and get great shrines for, the Order and Council of Esus religions. Religious shrines, in addition to other effects, provide mana.

With these religions, and your palace, you now have metamagic, body, law, fire, and shadow magic, which provides 1 required mana in each category, meaning you only need 3 raw nodes to build all towers.

If you research, say, necromancy first, you can convert these mana nodes to entropy, death, and chaos, which with the shadow from Esus, allows you to build the tower of necromancy.

Once you get mages, you will be able ot give some of them dispell magic, which can convert the three nodes back to raw mana. You will than, if you've researched elementalism, be able to convert the nodes to water, earth, and air, and with the fire mana given automatically, you can build the tower of elementalism.

A similar process occurs with the divination and alteration towers. I don't remember exactly what the requirements are for these towers, as one of the mana types listed under "divination" above is actually required for the alteration tower, but the building process is generally similar.

Once these four towers are built, and the Strength of Will technology is researched, the final Tower of Mastery can be built, winning the game.)


I think that covers the unusual victories, as the other ones are in regular civ, but may have forgotten some.
 
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