Overview
Detailed step-by-step video guide for Legends of Eisenwald covering each main aspect of the game. Consists of several short videos (currently 17 videos in total, each 5 to 8 minutes in length). Collectively these videos provide a detailed walk through for the first chapter of the main campaign. However, the videos can be viewed separately based upon the main focus of each particular video.
00 – How to Best Use this Guide
- Each video gives a detailed accounting of one or two aspects of the various game mechanics of Legends of Eisendwald.
The topics covered are similar to what is covered in the in-game tutorial screens, but more thoroughly. Even experienced players may learn some new aspects of the game or why the game operates in the manner that it does. In addition, various battle strategies are covered from simple concepts to more complex ones, such as anticipating and baiting of enemy movement. This guide emphasizes thinking ahead and being well-prepared for each battle.
- Collectively, the videos form a detailed walk through of the first chapter of the main campaign.
This is not the main purpose of this guide,though. (Please see the walk through guide for a more rapid half-hour progressiong through the first chapter). Rather, this guide uses the introductory chapter and the challenges posed therein as a means to illustrate different game mechanics. Each battle is explained in detail, but some battles are used to emphasize certain aspects of game play compared to others. The strategies described in the various videos can be extended to battles in later chapters, since they are general in nature.
Not every aspect of the game is covered, since not all aspects of the game can be well emphasized using only the first chapter of the main campaign. Additional videos based upon later chapters may be added in the future to cover these missing gaps.
In terms of making the best use of the guide, the videos can either be watched in their entirety in sequential order, or more likely, the viewer can refer to the particular topics described regarding a particular video. The videos do reference each other to some extent, but each is mostly self contained. If the viewer has any experience playing the game, and especially if they have already played through the first scenario, then the videos can freely viewed in any order.
01 – Game Options and Hero Selection
- Basic launcher options covered
- Recommendation to add an exception or disable anti-virus software if having slow loading screens
- Various ways to access in-game tutorial screens detailed
- Effects of various game difficulty settings discussed
- Description provided for the three different types of heroes (knight, baronness, and mystic)
- Corresponding difficulty of each hero class accessed
02 – Game Overview
- Basic game screen navigation
- Controlling the rate of the flow of time
- Accessing the inventory and army screen for unit placement
- Overview of high-level battle strategy with respect to unit movement (or the lack thereof)
- Movement and attack of the nearest enemy constituting a single action for melee units
- When ranged units move in order to retreat
- Spiritual units (including the mystic hero) being unable to move during battle
- Importance of saving the game before (and even after) each and every battle
Minor correction: the battle grid has 30 hexes, not 36 as stated.
03 – Unit Placement
- Basic unit statistics (health, melee/ranged damage, melee/ranged defense, etc.)
- How damage is calculated
- How inventory/army screen is used to place units
- General strategies for initial placement of units preceeding a battle
- Relationship of rows (front, middle, back) to different unit types (melee, ranged, spiritual)
- Default rows for each unit type
- Why the mystic may be placed in the front line
04 – Anticipating the Enemy
- When to auto resolve a battle
- How initiative controls the order in which units can act or attack
- Considering how the enemy will, and sometimes, must move
- Postponing a friendly unit’s action until the end of term
- Postponing an attack of friendly melee units in order to “bait” enemy units to come closer
- How to get the units to stand next to the mystic for his direct attack
- General battlefield control of which enemy units attack and whom
05 – Battle Strategies
- Determining both melee and ranged damage based upon unit statistics
- Pre-calculating damage to prepare units for attack
- Ranged unit distance penalties when either being too close or too far from target
- Example strategic decision making for the first battle against the fugitive peasants
- Taking advantage of the early surrender of the opponents
06 – Camera and Map Manipulation
- Changing camera perspective using the mouse
- How camera angles are limited to prevent the player from seeing off the edge of the world
- Description of the three nested square regions for a given scenario
- Inner square region in which a play can move
- Mid square region of the map
- Outer square visual boundary
- Accessing the map
- Toggling map annotations to locate buildings and units
- Zooming in and out of the map
07 – Journal and Quests
- How the journal tracks quests
- When the journal is updated as quests are completed
- Using the journal with the map in order to determine where to go next
- Triggering quest progression
- When some quests auto complete while others require returning to the quest giver
08 – Building Actions
- Typical actions available (hiring, buying, healing, etc.)
- Actions differing by buildings (castles, villages, churches, etc.)
- Example actions (hiring of a soldier, a low-level priest and a healing woman)
- How number units are capped by the castle-supported number of slots
- How liistening action is tied to a particular rather than a specific building
- Unit availability (for some buildings) regenerating each day
09 – Items and Inventory
- Sorting items by their type, separating weapons from armor and other item types
- Background coloring (green/brown/red) indicating item usefulness for unit
- Buying versus selling of items in a market
- Amulets and hats enhancing unit attributes
- Potions restoring health/spiritual power
- Auto-equipping versus direct equiping of items in inventory
- Equiping a horse and a lance, versus melee weapon, for a knight
10 – Inns and Rumors
- Provides insight in how to complete main quests
- Allows for mini side-quests based upon local gossip
- Gains access to new places to engage in battle and find treasure
- Generally free unless a particular good tip may cost a little gold
11 – Battle Healing
- Having multiple healers can provide more choices when deferring healing
- When to conserve friendly healing by either postponing or meditating
- Accounting for healers only having two or three heals before having to meditate
- Delaying attacks to cause enemy healer to waste their heal for turn
- Determining which units are best to heal given past and anticipated damage
12 – Buffing
- Choosing the best unit to buff based upon potential damage
- Determining whether to strengthen either the defense or the attack of a unit
- Accounting for initiative when buffing vulnerable units
- Combining priest and mystic defensive spells to provide a super defensive buff
- Whether to buff or attack when mystic is (or will be by end of turn) adjacent to enemy unit
13 – Mercenaries
- Inn hiring action available when mercenaries appear
- Difference between castle-supported units, followers, and mercenaries
- Negative income from daily upkeep for maintaining mercenaries
- Stronger armies after all the castle-supported slots filled
- Access to stronger units than may otherwise be available
14 – Sieging and Castle Assault
- Automatic damage assigned to attackers based upon row placement and defensive statistics
- Danger posed by ranged units with high initiative
- Likelihood of loosing one or two units before or soon after battle begins
- Initial unit placement needs to accomodate for extra initial damage
- Postponing attacks to reduce counter-strikes from spear-wielding units
15 – Upgrading Units
- Primary followers (like the knight) typically locked from upgrades
- First upgrade limited to a single choice
- Choice between two different paths for second upgrade
- Improvement in statistics
- Additional abilities gained by spiritual/healing units upon upgrade
- Heroes have extensive upgrade trees
- Mystic choosing “Stream” upgrade can next access “Punishing Fire” to move as a melee unit
16 – Castle Defense
- Garrisoned units adding to overall defense
- Garrison restricted from having either followers or heros
- Archers being strongest defenders
- Weakening of enemy units from automatic damage during the assault
- Strong armored attacking units remaining a challenge to defeat
17 – Equipping to Preserve Inventory
- Only hero, and possibly friend, transtion, while all other units lost
- Only equipped items persist while inventory and gold disappears
- Move best equipment to open slots on hero (and friend)
- Limited by being only equip wearable items