Fallen Enchantress Legendary Heroes Walkthrough will take you through this strategy gameplay.
Fallen Enchantress Legendary Heroes Walkthrough will guide you through the beginning levels of the game and provide you with some of the best tips and tricks to take on this turn base fantasy game. Follow the complete walkthrough to get the best strategy to advance through the game as you face brood hunters, banshees and powerful magic. The game is a standalone expansion and as gamer you will forge a new empire in a world sundered by powerful magic, fight against terrible creatures, complete quests and rediscover lost secrets in their bid to rule the world of Elemental.
Fallen Enchantress Legendary Heroes Walkthrough
Part 1 | Part 2 | Part 3 | Part 4 |
Part 5 | Part 6 | Part 7 | Part 8 |
Part 9 | |||
See the complete Fallen Enchantress Legendary Heroes Walkthrough and see all the features that the game has to offer as you go through it:
- Gain Champions Through Fame: Champions are no longer simply found, instead, they seek you out based on the amount of Fame your kingdom has generated. And not all of these legendary heroes were Men or Fallen…
- New Leveling System: Your sovereign and champions now evolve through a skill tree that visually allows you to plan what kind of hero you want him or her to be. Make your mage into a powerful Necromancer, or train your Assassin in special attacks that bleed the life from your enemies.
- Updated Tactical Battles: Battles are now more intense with additional special skills, combat mechanics, spells and new maps.
- New Monsters: The legendary heroes didn’t reach our lands alone. The events of the Fallen Enchantress have raised the dead and caused forgotten creatures to return to the surface of the world.
- More Magic: New spells like ‘Lightning Form’ and ‘Raise Skeletal Horde’ add new options and dangers to battle.
- Larger Maps: A new gigantic sized map delivers truly epic games.
- Updated Graphics Engine: An improved graphics engine delivers stunning new visuals while improving performance on older machines.
Each faction has a special ability
Altarian- Rush ability allows them to use their attack to go again
Ironeer- Guarded Strike ability allows the unit to attack for half damage but puts the unit into a defending stance
Kraxis- Fortify ability increases the Dodge and Accuracy of units in fortified tiles (as it was in FE)
Mancer- Mancer units get +1 Movement and +1 accuracy per level
Pariden- Soul Spark does lightning damage at range, but costs mana
Quendar- Flame Tongue does fire damage to an enemy within 1 tile
Tarth- Double Strike allows the unit to attack twice at -30 to Accuracy
Trog- Berserk ability puts the unit under AI control, but the unit gets to go immediately and gets a bonus to attack and
Initiative. Berserk units can’t cast spells. Berserk doesn’t do damage per round anymore.
Urxen- Urxen units get double the normal swarm bonusWraith- Wraith Touch ability drains a small amount of life from an enemy within 1 tiles and gives it to the attacker
Weapon types have special abilities
Axes- Cleave ability allows the attacker to strike up to 3 enemies that are adjacent to him. Cleave damage can be
modified by traits. (axes still backswing)
Spears-Impale ability allows the attacker to strike an enemy and an enemy on the opposite side. (spear still ignore a
percentage of armor)
Club/Hammers- Crushing Blow ability does double normal damage, but the attacker loses their next action. Crushing
Blow damage can be modified by traits. (blunt weapons still have a chance to knock victims prone)
Swords/Daggers- Swords and daggers allow the unit to counterattack when attacked (as in FE)
Shields- Any unit with a shield can shield bash an enemy, doing normal damage and knocking them back a tile
Added Crossbow class weapons. Crossbows are ranged weapons that are slightly slower than normal bows, but they allow
a special attack called power shot that allows them to fire through multiple enemies in a straight line (the amount of
enemies depends on the type of crossbow)
Spells/Abilities can now be dodgeable (if this tag is set on spells like Throwing Knives, Hurl Boulder and Spit Acid the
caster must hit the victim for the effect to take place)
Added support for the Line range type- Spells and abilities can now target a line of tiles at a specified length
Added support for the Adjacent range type- Spells and abilities can now target a selection of units next to the caster but
adjacent to each other
Added support for spells that are multiplied by the count of units in the casters stack- This is used by abilities like the
Quendar’s Flame Tongue ability so group of trained units can use spells.
New Monsters
Banshee- Undead ghost that is immune to physical damage and attacks with the Horrific Wail spell, which damages all
enemies
Brood Hunter- These half spider creatures are fast and armed with a longbow. They are usually found with spiders than
immobilize and weaken enemies so they can pick them off at range.
Brood Warden- Armored half spider creatures that are even better defenders to Brood Wardens and can quickly close with
their pikes and high movement.
Cindercorpse- Burning undead corpse with the Inner Fire ability (ranged fire attack)Hergon- Half wild boar, half brick wall. Hergons have high movement and every time they attack a unit they knock it back
a tile, messing with defense lines and attempts to control the battlefield.
Hergon Sow- A smaller version of the pushy male of her species.
Lich- Powerful undead spell caster. As if dark wizards weren’t bad enough, they get worse when they die.
Lightbringer- A strong Spirit equipped with an Angelic Longsword and the ability to use Soul Spark and Blinding Light
Skeleton (3 variations)- Skeletons are weak but they often come in large numbers and with dangerous weapons
Wisp- A weak Spirit able to use the Healing Light and Soul Spark abilities
Armored Sentinel- An animated suit of armor with immunity to poison, crits and swarm and the arching Shield Bash ability
New Champions
All the champions have been redone for Legendary Heroes to make them more unique. But the following champions are
brand new and can be gained through quests or they may offer their services.
Raza the Wild- Wilding Shaman and powerful mage. He has access to the same Coal Stones ability as his wild kin.
Kasst- Fast Brood Warden warrior with an innate resistance to magic.
Tuatha- Troll hero with innate regeneration and a love for giant weapons.
Huhrus- The Ogre from the FE quest, but now he is a champion so you can equip him and have him learn traits as he
levels up.
Gallowman- An undead master of necromancy.
Nen Ratcatcher- A darkling shaman, master of death magic and with his brother’s aptitude for Shrink spells.
Ascian- A great cat and former assassin for Lady Umber.
Mausolos- The tomb guardian, a massive stone golem and defender with the ability to cast Death Ward in battle.
Corinne the Archivist- A ghost champion
Pellion the Bright- A lightbringer champion
Warboar- Vicious creature, but if it is beaten it can be made into a mount
New Spells/Abilities
Blinding Light- Surrounding enemies must save or be blinded. Special ability of the Lightbringer.Blink- Teleport to any location on the battlefield. Ability granted by the Flickering Ring.
Break- Assassin attack that does normal damage and removes the targets defense for 3 turns.
Call Lightning- Does lightning damage to all units within the radius.
Channel Lightning- Does the units attack as lightning damage.
Command- Commander ability that allows another unit to take a turn immediately.
Consume Spirit- Special ability of Gallowman, does damage and grants mana if it kills the unit.
Cure Plague- Used to complete a quest.
Death Ward- Tactical version of the strategic spell with a limited duration. Allows a unit to be reborn if he dies within 5
turns. This is a special ability of Ancient Grave Elementals and Mausolos.
Eviscerate- Assassin ability to attack an enemy for an automatic critical hit.
Guard- Defender ability to add a unit’s defense to up to 3 adjacent allies and it puts the unit in the defensive stance.
Gust of Wind- Blows back up to 3 enemies that are adjacent to the caster.
Healing Light- heals all allies within 1 tile of the caster. Special ability of Wisps.
Inferno- Tactical version of the strategic spell that surrounds the caster with inferno tiles and damages anyone in them.
Special ability of Fire Elementals.
Inner Fire- Does fire damage at range. Special ability of Cindercorpses.
Lightning Bolt- Does 10 lightning damage to all enemies in a 5 tile long line.
Lightning Form- Unit transforms into lighting, shooting through 5 tiles and damaging all enemies in those tiles. Unit ends
the action at the end of that line. Special ability of Ascian and Bragni.
Rain of Arrows- Bow only attack that strikes all enemies within the effected radius.
Raise Skeletal Horde- Summon 9 different skeletons into battle.
Raise Skeleton- Summon a lowly skeleton. Raise Skeleton has no casting cost.
Rescue- Defender ability to switch places with an ally in tactical combat and take another action.
Riptide- Do damage to up to 3 adjacent enemies.
Shadowshift- Assassin ability to Switch places with an enemy and take another action.
Summon Air Elemental- Summons and Air Elemental, if used in Tactical it knocks back enemies around the elemental.Summon Crag Spawn- Summons a Crag spawn and dumps stinking mud in all tiles around him, reducing movement of
anyone in them.
Summon Delin- Summon Delin, the Pyre of Man for 3 actions.
Summon Grave Elemental- Summons a Grave Elemental, if used in tactical all surrounding allies receive Death Ward for 5
turns.
Summon Ignys- Summons an Ignys. If used in tactical all surrounding enemies take some fire damage.
Summon Lightbringer- Summons a Lightbringer. If used in tactical all surrounding enemies must save or be blinded.
Summon Wisp- Summons a Wisp. If used in tactical all surrounding allies are healed.
Wall of Fire- Added a tactical version of the Wall of Fire spell. It sets fire to a line of tiles 7 long.
Withstand- Defender ability that makes the unit immune to magic damage for until its next action.
Autumnal Equinox ability (heal all allies half of the units current hit points)
Vernal Equinox ability (poison damage to all enemies for half of the unit’s current damage)
Tectonic Shift ability (teleport to any location on the battlefield, surrounding enemies take damage equal to half the units
defense, and stinking mud surrounds the unit)
New Traits
Abjuration- Unlocks the Cloak of Thorns, Protection from Cold and Protection from Fire spells
Aeromancy- Unlocks the Gust of Wind, Lightning Bolt and Obscuring Fog spells
Armor Proficiency- Defender ability to carry additional weight
Axeman- Warrior ability to do increased damage with the Cleave ability
Bleed- Assassin ability to have damaged units take damage per turn, traits can modify the amount of damage done by
bleeding.
Cautious- Allows this units army to escape from combat
Compassion- Mage ability that increases the amount healed with heal spells
Geomancy- Unlocks the Gift of Iron and Sunder spells
Ghost- ghosts take no damage from physical attacks
Greater Necromancy- Unlocks the Raise Skeletal Horde and Horrific Wail spellsHydromancy- Unlocks the Gentle Rain, Frozen Bones and Riptide spells
Immune to Swarm- This unit is immune to its enemies swarm bonuses.
Innovation- Commander trait that gives the player an immediate +100 research
Missing Finger-Injury that reduces the amount of accessories this unit can equip
Necromancy- Unlocks the Raise Skeleton spell
Pack Tactics- Monsters with this trait get double the normal swarm bonus (typically this goes to wolves)
Pyromancy- Unlocks the Soulburning and Incinerate City spells
Reap- Unit gains life whenever he damages enemies, traits can modify the amount of life received
Revenge- Unit gets +1 attack each time it is struck in battle
Savant- Mage ability that reduces casting times by 1
Spirit- spirits take half damage from physical attacks
Tinker- Unit can equip an additional accessory
Volcanic Rites- Mage trait which increases the amount of damage from fire spells
Wealth- Commander trait that gives an additional 500 gildar when selected
Calloused Hide- +1 Defense per level
New Items
Amethyst Collar- Can be used to tame a twisted unit to your control.
Angelic Longsword- Longsword that does additional damage vs. Undead.
Bacco’s Hammer- A very crude hammer, but it gets better as the wearer levels.
Blessed Hammer- Hammer that does additional damage vs. Undead.
Brood Cuirass- A spider curiass that retains some of its makers spell resistance.
Brood Vambrace- A sharpened vambrace that improves the units attack.
Butcher’s Axe- Heals the wielders life each time it strikes an enemy.
Crossbow- Ranged weapon with a special attack that fires through up to 3 enemies.Dagger of the Leech- Heals the wielders life each time it strikes an enemy.
Flickering Ring- Allows the unit to cast blink once per battle.
Guardian Blade- Short sword that does double the normal counterattack damage.
Heavy Crossbow- Ranged weapon with a special attack that fires through up to 5 enemies.
Padded Vest- A very cheap vest, better than nothing, but not by much.
Perfect Crossbow- Enchanted crossbow with increased initiative and attack.
Ring of Ash-Increases fire damage of the wearer’s spells.
Ring of Calling-Increases the level of the wearer’s summons.
Ring of Restoration-Increases the potency of the wearer’s healing spells.
Ruined Chain Shirt- Still being worn by the skeletons of elementals, and starting sovereigns.
Pendulum Axe- Late game axe that does bonus cleave damage.
Soldier’s Boots- +1 Initiative, available for unit design
Soldier’s Gloves- +5 Accuracy, available for unit design
Soldier’s Cloak- +10 Magic resist, available for unit design
Scaled Cloak- +25% Fire Resistance, available for unit design
First Aid Kit-2 Hit Points and +1 Healing Rate, available for unit design
Rations- +3 Hit Points, available for unit design
Equinox- Longsword granted from killing Morian, +20 hit points, enables the Autumnal Equinox ability, enables the Vernal
Equinox ability
Sunderer- Great axe granted from killing Abeix, each strike reduces the targets defense by half for 5 turns
Tectonic Bulwark- Tower shield granted by killing Torax, unit is immune to swarm, enables the Tectonic Shift ability
Delin’s Ember- Accessory granted from killing Delin, +12 fire attack, +50% fire spell damage, +100 fire resistance