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YMMV / Phantasy Calradia

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  • Demonic Spiders: Like the vanilla game, the sheer amount of troops, and length of troop trees, makes these pop up quite often. Once again, remember that with recruiting savvy and training, you'll have them on your side instead.
    • The Shadows, Death Knights, and Demons wandering hostile parties. The Death Knights are especially infamous, as they are so powerful that it is very difficult to defeat them without heavy casualties, unless leading a large and/or high level party.
    • Sieges are basically made of large groups in thin places, and chokepoint fights. Mages have AOE attacks, including a fireball they can spam and does severe damage. Do the math yourself. Hint 
    • Remember the Huscarl praise in the vanilla game? How they threshed through armies, could throw and swing axes better than anyone, and could outfight whole armies at ten-to-one odds? Take them, make them dwarves, give them hammers, and ramp them up. You now have Dwarven Paragons.
    • Golems. You may notice how utterly difficult they are to recruit. There is a reason for this: Even clay golems can win ten-to-one odds with ease, and a couple silver golems can outperform the rest of your army five times over.
    • The Awoken Immortals is a party made of three giant armoured characters who randomly spawn and travel on the worldmap like any bandit party, except they are initally neutral to the player. Their armour offers an obscenely high protection (to the pont of them being impossible to even lose one hit points by a successful attack if you aren't very high level) and each of their blow is enough to one-hit-kill most of your troops.
  • Goddamned Bats: Orcs, Drows, and Undeads (both bandits and faction members) form quite large parties made of relatively weak units.Then can be easily defeated with little to none casualities thank to brutal tactics and enough high level units (Swadian Knights…).
  • Good Bad Bugs:
    • Necromancy is supposed to summon cheap Undead units by sacrifice of hitpoints. In early versions of the mod, using necromancy doesn’t drain health below 40%, then allowing to summon an infinity of Undeads until the Arbitrary Headcount Limit is reached.
    • For versions until .53, looting a town. Spellbooks, spells, holy symbols and such count as trade goods. You get a crapton of trade goods from looting. Result? You can get thousands and thousands of dinar from looting just one.
  • Game-Breaker:
    • Performing in taverns grants (when successfully done) huge amounts of party morale and renown (and a few XP and gold, too), allowing to increase the Arbitrary Headcount Limit quite fast and to verily easily keep high the morale of a huge party. Also, this feature is not affected by the limitation which restricts Save Scumming in the unmodded game, meaning that this feature can be very easily exploited.
    • The Awoken Immortals. Not only they can be captured, but they can accept to join your troops as any other prisoners. Each three of them. If you do it, you become unbeatable.

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