Legends of Eisenwald

Legends of Eisenwald

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Intikhab Oct 12, 2015 @ 10:16am
Game's Mechanics Guide
This is unofficial unless stickied( and ofcourse unless they say it is working right).

v0.3(will be updating in parts so don't rush to comments with fixes unless update on this topic is atleast 1 week old or with crucial stupid mistakes i make okay :) , here is guide now ).

Only three heroes can be selected.
  1. Knight: Basically melee character
    Can equip heavy armors and stuff useful later on for heavy protection and can any equipement you can throw at it except for bow, crossbows and support stuff related. Requires level point to become horseback rider, to use two handed weapons
  2. Baroness: Basically range character.
    Can equip bows or crossbows, medium armor limited armor but more initiative than knight but crossbow low iniative road too so keep in mid when going that road.
  3. Mage: Basically wizard
    Can equip only cloths and support related stuff thus require spell based armor more often. Requires level point to become better mage too

Note:Further details and other skillset of heroes coming soon.

Common Skill set for heroes
  1. Commander: units adjacent to heroes recieve +1 willpower and +2 initiative
  2. Encouragement: For each killed enemy unit all units recieve +1 initiative and +1 melee attack
  3. Cohesion: Melee fighters give +2 to melee attack and defense to units adjacent to them
  4. Leader: You gain free castle slot for recruiting normal units.
  5. Siege Master: Reduces damage by 25% your units recieve when sieging enemy camps
  6. Feudal: Enable to take tribute from villages as tax but it will stop that villages income for 5 days. Also mercenary hiring cost reduced to 15%.
  7. Traveler: Rough terrain faster travel than before and army gain +2 initiative if battle start in forests or swamps.
  8. Merchant: Sell things at 15% higher pricer than before and buy 15% lower price than before.

Baroness Skill set
  1. Point-Blanks shooting: no penality to shooting targets at adjacent to the heroine.
  2. Long range: after 3 hexes any direction is long range and penality for them is reduced if this upgrade is selected by 50%.
  3. Pre-liminary shot: Attacking same character as last move increases the attack value by 5 until the targets are changed or action other than attacking same character is taken. Even applies to ghosts with blessed weapons where 10 damage is increased after first attack on same ghost is done
  4. Accurate shooter: Allow the heroine to use aimed shot if using bow or peneterating shot is using crossbow.
  5. Prepared shot: if using crossbow heroine's initiative is increased by 15 for first turn.
  6. Stunning shot: Crossbow shots stuns targets.

Seleting personalization at start of game will lead to random stats of characters that you come across never same(don't know about mercs though).

Experience gain:
  1. It is gained on the basis on how many turns the battle lasted and how many actions a character have taken even include getting damaged.(more details needed)
  2. When some one offers to give some knowledge as reward or to teach you some skills as reward or something similar every member of your group recieves exp based on how many people in group

Map jumping: (no mercenary type recruited troops are transfered but normal ones only)
Only hero/heroine keeps items they have for all maps and excess is lost. All gold is lost. All troops are lost.
Exception rules is map based given below.
  1. 1->2:All items on hero plus your special hero item's carry over, no excess items, no gold, no troops.
  2. 2->3:All items on hero and quest items which can't be sold, no excess items, no gold, no troops.
  3. 3->4:All items on hero and quest items which can't be sold, all excess items, all gold, all troops.
  4. 4->5:All items on hero and quest items which can't be sold, all excess items, all gold, all troops(few troops get lost automatically in start of 4).
  5. 5->6:All items on hero and quest items which can't be sold, no excess items, no gold, 2 troops in your group apart from hero thus total of 3 ( Select which of your troops to carry over to next map and removes others or else game would do it for you and you might lose good troops and items on them).
  6. 6->7 All items on hero and quest items which can't be sold, no excess items, all gold, no troops.
  7. 7->8 All items on hero and quest items which can't be sold, no excess items, all gold, 2 troops.
  8. 8->9 All items on hero and quest items which can't be sold, all excess items, all gold, all troops.


Buying troops (Max limit to keep in your group at a time is 12, but can be put more in buildings and buy new ones for the group you around with)
There are 2 types of buying options of troops so keep attention what you are buying.
  1. Where you buy and forgot about paying more are characters with potrait without any kind of little square block symbol at top right of their potrait.
  2. Buy and keep paying money to them for them to fight with you are characters with potrait with little square block symbol at top right of their potrait. Also know as Mercenaries


Default equipment: every character have default equipments with him/her(have to check if they upgrade or get better stats with levels not character upgrade but leveling of it)

Unit leveling: increases the health, initiative and Main attribute(this can be melee/range attack or spiritual energy). Yet to confirm the willpower, and melee/range armor of a leveling unit.

Troop upgrading: Troop upgrading is not same as leveling, when unit levels up they can be upgraded to new unit types, sometimes between 2, 3 or 4 choices depending upon the troop type. All troops can be upgraded with exceptions to your heroes, special members which joins your group, troops which are at last upgraded points and peasants.

Troop types
  1. Peasants: most basic unit type which don't upgrade to any other types but only levels up to better stats but marginally compared to others.
  2. Young Nobels: Starting Poing for upgrades. Good melee unit to start with as they can be max upgraded to Paladins(Horseback riding),Knights(Horseback riding) and Duelists(No horseback riding).
  3. Recruit: Starting Poing for upgrades. Standard starting melee unit to upgrade to further 3 unit types.
  4. basic monks(needs updating): Support unit can be upgraded to melee fighters or buffers as support or debuffers and evil sprit summoners.
  5. Peasant women: Starting Poing for upgrades. Support unit can be upgraded to pure healers/masshealers and buffers or towards witch style healing and damag dealers and debuffers.
  6. Hunters: Starting Poing for upgrades. Starting range units will be upgradable to crossbow men or better archers upto you.

Item's effects:(more coming soon)
  1. Blessed weapons: Posessed or undead, gets additional 10 damage ignoring their armor. Ghosts cannot be damaged by physical attacks at all and get damaged if weapons are blessed and only base damage of 10.
  2. Rugged armor: armor penetration is reduced by half on the character.
  3. Rugged helmet: Stuns effects are applied 1 level lower than they are suppose to. Light stun is completely ignored.
  4. Fearless: Given character is fearless and have less debuff from fear inducing skills.
  5. Regeneration: Heals character by 10% of it's health after each turn s/he takes and is applied after end of all actions of his/her turn including retaliation from enemy. Not combat turns but character's turn. Unit fully heals at combat end but not the wounds it receives.
  6. Power Soure: Character restores 10 spritual power each turn.
  7. Magic weapon: Attacks from such weapon does 25% additional magical damage of base attack value and this extra damage ignores physical armor.
  8. Poisoned weapon: Poisoned enemies lose 20% health per turn and undead or ghosts are not affected.
  9. Balance: Increases 1 point of balance to horseback riders so it can take 1 additional attack from attack's which reduces balance and make rider falloff.
  10. Ambush: Increases attack and initiative by 50% for first turn when starting combat on swamps or forests.
  11. Nocturnal combat: Unit can fight at night time without any penality to it's stats. Mind you so they are major debuffs for both side except with this ability and being undead.

Item choices: certain units won't like to have certain items on them no matter what.
  1. Paladin, monks would to equip certain holy objects while reject items which are witch craft or dishonorable like poisoning weapon ring.
  2. Neutral units might equip most items they can like poison weapons but still won't equip extreme items of holy like hallowed hand from a quest reward which no one wants but monks paladins.

Combat Related
  1. Night time combat all units receive debuffs unless they have nocturnal ability or are undead.
  2. On receiving more than half damage that unit get wounded even when it have higher buffed hitpoints from healers, because only original hitpoints count towards this check not buffed one.
  3. On getting four wounds units get killed permanently but remain in party so you can remove items from it before removing it from group.
  4. On dying in combat it depends on how many wounds you got at end for that unit to be dead or not. If 3 or less wounds that unit still leaves but requires healing from churches or similar place that can give healing out of combat. Unless they are healed units don't participate in combat and have blood drop on their portraits. Regeneration ability heals unit after combat to full health but not wounds so it will be weak and can be killed easily in next combat.
  5. There is general buff and debuff indicator with arrows next to unit's health bar red being debuffs and green being buffs. To see the details on such things right click on your unit and windows will popup while holding the right mouse click mouse pointer over the character portrait where at bottom there are square symbols, these squares when pointer hover over them again popup windows with details of what they actually mean and stat changed by them.
  6. No units cannot stay still, they can only wait till turn ends or have taken actions of some sort, exception to this is when melee units get blocked from attacking and can't take any sort of other actions.
  7. Units armed with spears or similar weapons will retaliate to your attacks first then your attack begins, so low health unit can be killed before it even attacks the enemy unit by retaliation. And units which attack such enemies by moving hexes to be at attacking position always get attacked but units which have moved adjacent to them and attack later on without moving would not get retaliated at all.
  8. Units armed with maces, axes, crowbars, lances(being on horseback), all two handed weapons won't retaliate at all.
  9. Two-handed sword even though attack 2 adjacent targets along primary targets but these max 3 targets still retaliate if they can to single unit so this unit better be armed well to take the retaliation well or at least kill 1,2 or 3 of them to have reduced damage back as retaliation.
  10. Units armed with single handed swords always retaliate and also those who have 1 sword and 1 dagger always retaliate and retaliate at every attack on them.
  11. If a unit's armor is high enough lowest damage for that armor is 5 damage. And if a unit have shield it can have 0 damage from a range attack instead of 5 damage.
  12. Archers and crossbow men have reduced damage at night unless they have nocturnal ability
  13. Archers and crossbow men have reduced damage if attacking units 3 hexes further than them and each additional hex reduces damage further down.
Last edited by Intikhab; Oct 13, 2015 @ 3:27pm
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Showing 1-9 of 9 comments
Intikhab Oct 12, 2015 @ 10:18am 
Will be adding things further in short due time hopefully so stay tuned
Kordanor Oct 13, 2015 @ 1:10pm 
Nice compendium!

some other things worth adding:
-Range Malus for Archers on more than 4 tiles
-How exactly spears work (afaik they only intercept when you run on the hex next to unit AND attack it, unless the attack is from behind)
-How buffs/debuffs can be seen in combat (little green/red arrows as indication, and buff/debuff in character screen)
-How wounds work
-Minimum Damage and shields
-Archers and shields
Intikhab Oct 13, 2015 @ 1:58pm 
Edit:Thanks
still in progress, will write it up as i get more time to do so
Edit: What is range malus for archers? is it that reduced damage after 3 hexes thing?
Last edited by Intikhab; Oct 13, 2015 @ 3:29pm
QuillCarrier Apr 17, 2016 @ 11:45am 
Would like to see what the troop upgrades are and, specifically, how they map onto the user interface. When upgrading, all you see are some images. For hunters upgrading to better archers or to crossbowmen, this isn't so bad. For nobles and recruits, its not intuitive which pat leads to mounted troops, or which infantry can use two-handed weapons, et cetera.

Originally posted by Intikhab:
Young Nobels: Starting Poing for upgrades. Good melee unit to start with as they can be max upgraded to Paladins(Horseback riding),Knights(Horseback riding) and Duelists(No horseback riding).
Recruit: Starting Poing for upgrades. Standard starting melee unit to upgrade to further 3 unit types.
Muut Mar 18, 2017 @ 4:45pm 
Item effect not listed above - "Evasive" = reduces received melee damage by 30%. (So far seen it on Winged Spear and Fencer's Sword.)
gepard28 Jun 6, 2017 @ 8:53am 
I didnt know where to put it so i took this:

Maker of the game, one thing that would be nice is, if you can lock your men to level up in a line you like them to go up in, if you not there to level like in your defents, town or other where you whant your men in.

Like: Recruit - Soldier - Heavy Infantry <--by click on this
Kestral Jul 10, 2018 @ 9:59am 
"Quest items which can't be sold" - Can you elaborate what those are? I found the black necklace, but nothing else so far. Would hate to miss out on something.

Edit: Also under experience gain, you really should mention that units in garrisons will gain XP over time. The XP gained is pseudo-random every hour, but tends to average a little less than 10xp per day. Units will also auto-upgrade while garrisoned, so if you want a unit to take a particular upgrade path you need to take them out of garrison and level the up over the upgrade threshold in actual combat.
Last edited by Kestral; Jul 12, 2018 @ 10:34am
Intikhab Jul 15, 2018 @ 8:27am 
Originally posted by jancomx:
"Quest items which can't be sold" - Can you elaborate what those are? I found the black necklace, but nothing else so far. Would hate to miss out on something.

Edit: Also under experience gain, you really should mention that units in garrisons will gain XP over time. The XP gained is pseudo-random every hour, but tends to average a little less than 10xp per day. Units will also auto-upgrade while garrisoned, so if you want a unit to take a particular upgrade path you need to take them out of garrison and level the up over the upgrade threshold in actual combat.
Yes I actually forgot about such things. Unfortunately don't get much time to do such things. When I get the time I will add such things properly.
Chios Dec 10, 2019 @ 3:06pm 
I will type it in here because I did not readily find the info on the internet before and tested it myself:
Weapons with the "Magical" property WILL damage incorporeal enemies (ghosts and similar). Quite a lot better than blessed weapons do, actually.
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