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Release Date: Oct 23, 2012
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About the Game

A World to Build… or Destroy.

“A war is coming… a war between East and West - between Kingdoms and Empires, between man and Fallen. A future of blood and death, of chaos and destruction.” – the Oracle Ceresa

Design your sovereign with unique talents and weapons for the trials ahead. Learn powerful spells to enchant units, summon elementals, or destroy those who oppose you. Found cities and research technologies to expand your influence. Send your champions on quests to recover ancient artifacts, gain allies, or obtain the great wealth lost during the Cataclysm.

The land is not simply waiting to be claimed; it must be conquered. Darkling camps, ogre lairs and caves waiting to be explored dot the landscape. In remote corners of the world, tireless butchermen, fell demons and legendary locations are waiting to be found. Explore Varda, a pre-Cataclysm city defended by golems that have turned on the citizens and made the city into a prison. Defeat Sarog to claim the Temple of the Dragon and recruit Ashwake Dragons to your cause. Claim the Flooded Graveyard or the Pit of Sarpah to harness the powerful magical energy of those locations.

Key features:

  • Recruit Champions - Equip them with rare magical items that you create or discover. Customize your champion’s special abilities and traits as they gain levels.
  • Fight in tactical battles - Battle enemy armies or the wild creatures of the world. Command your armies directly and choose between the special attacks and spells your units have learned.
  • Design your units - Customize their armor and weapons. Equip units with mounts to quickly close on enemy units. Train them with specialized traits like Discipline and Ignore Pain.
  • Liberate or Enslave - Transform Elemental into a noble kingdom, or an empire where citizens are fuel for your spells. Build studies and workshops to make your citizens more productive, or gallows and sacrificial altars to keep your citizens motivated.
  • Explore Wildland Areas - Be cautious when entering these areas; they offer their own rewards and treasures, but you will need high-level champions, advanced armies and powerful spells to survive.
  • Build your own world - Use the included modding tools to create new improvements, locations, quests or factions. Design new spells in the Particle Cauldron and entire worlds with the Cartographer’s Table.

System Requirements

    • OS:Windows 8 / 7 SP1 / Vista SP2 / XP SP3
    • Processor:2.4 GHz Processor
    • Memory:1 GB RAM
    • Graphics:128 MB DirectX 9.0c Compliant Video Card w/Pixel Shader 2.0 (Radeon x1600 / GeForce 6800)
    • DirectX®:9.0c
    • Hard Drive:5 GB HD space
    • Sound:DirectX 9.0c Compatible Sound Card
    • Other Requirements:
      To activate this game you must create a Stardock account while launching the game on Steam.
    • Processor:2.2 GHz Dual-Core Processor
    • Memory:2 GB RAM
    • Graphics:256 MB DirectX 9.0c Compliant Video Card w/Pixel Shader 2.0 (Radeon X3800 / GeForce 7900)
Helpful customer reviews
51 of 53 people (96%) found this review helpful
559 products in account
34 reviews
8.4 hrs on record
Fallen Enchantress has been abandoned by the developers in favor of the standalone Legendary Heroes, a game which is a carbon copy of FE with the addition of some hero units, fixes, and some superfluous content. Instead of patching LE, Stardock decided to ditch it entirely in favor of grabbing even more money from its naive customers. Stardock may have tried to create some goodwill by offering FE owners a discount on the latest version of their infamously buggy IP, but the fact of the matter is that Fallen Enchantress is still a broken, abandoned mess that never got patched or updated to an acceptable level.

I should probably mention that Fallen Enchantress is itself an "improved" paid update of another broken game, Elemental.

Instead of being a sucker and supporting such horrible development habits, save your money and wait a few months for Age of Wonders III.
Posted: February 16th, 2014
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29 of 29 people (100%) found this review helpful
143 products in account
1 review
35.5 hrs on record
This game tries so hard to be a cross of Civilization and Age of Wonders, and it utterly fails at its goal. The original Elemental was terrible, and Stardock actually recognized that. Their solution? Instead of fixing their ♥♥♥♥ for free, given that it was a liability that they created, they decided to try to sell the fixes for their problems as a 'standalone expansion', Fallen Enchantress.

I usually find some worth in Age of Wonders-style games like this, but even now, so far after release, Fallen Enchantress is not complete. Age of Wonders, a fifteen year old game, had terrain modifiers in combat. Fallen Enchantress? Nope. Or even if it does, you can't tell - the UI doesn't make that information easily visible to you. It's sad to say, but Age of Wonders read the strategic map better when initializing combat - the field of battle was modeled after the hexes you and your opponents were on in the world map, and so terrain mattered as a result.

In comparison? I tried restarting similar battle scenarios in FE several times. Instead of recognizing that the enemy would be attacking from across a river - a river that, in the world map, impedes your movement if you try to cross it - you get a pond. Over and over again. The game simply doesn't understand the strategic significance of a river.

A pond, people. One that you can go around with ease. What's the point of setting your troops up by a river or on a hill if the game won't recognize the inherent advantages of doing such? Even worse, there's no terrain modifier from defending from a walled city. Instead, you just get a bunch of ♥♥♥♥ archers when you defend a city. It's not an adequate replacement for four walls and a gate at all. Your city archers can and will get wrecked.

Oh, and Age of Wonders? It allowed you to have walls and gates when defending a city. You wanna garrison the town you're protecting and stick out a siege? No problem!

Not to mention, the spells in this game are in every way less developed than they were in Age of Wonders. Christ on a stick, Stardock, were you TRYING to take features away?

Don't buy this game. Stardock is trying so hard to make good games, but they're just refusing to admit when they need to change their guard. Whatever ♥♥♥♥ty managers worked on Elemental must have worked on Fallen Enchantress too, because it's still terrible at what it's trying to accomplish.
Posted: February 7th, 2014
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32 of 36 people (89%) found this review helpful
959 products in account
4 reviews
0.7 hrs on record
Stardock threw us all under the bus when they released a standalone expansion for this, then promptly gave up on the base game. Don't support crappy devs, especially ones who talk up a "Gamers Bill of Rights" then purposely violate almost every one of them!
Posted: February 19th, 2014
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6 of 9 people (67%) found this review helpful
466 products in account
46 reviews
4.1 hrs on record
At first blush, Fallen Enchantress is a fairly traditional 4X game set in a high fantasy gameworld. And it certainly is something of a 4X game, but it's more of Civ meets the classical Heroes of Might and Magic than a pure 4X. It offers a dynamic of champion leveling and equipment mechanics very reminiscent of a roleplaying game. The game gels really well in that regard.

Most of the gameplay mechanics are fairly familiar to fans of the 4X genre, including three different tech trees (for civilization, military, and magic upgrades), the standard progression and upgrading of buildings, and a familiar interface for the governance of your realm. It does offer a level of customisation which is a little different, however, in the cities. Each city building upgrade takes up a 'square' near the city, and certain specific buldings must be built on certain tiles. The latter is familiar, but the former is a bit different to the Civilization series which popularised the 4X genre. Most of the time, you can rely on the game's automatic placement of these buildings to be sensible, however if you want to micromanage, there is a setting that allows you to place them manually. I feel this is a fairly strong addition actually, as it was gratifying to see the city expand and grow in a very visible manner. It gives larger cities an appreciable sense of grandeur - and it also makes it easier to tell how your opponent is doing and what they're building. Scouting is much more effective in the game as a result, then it would be otherwise.

The champions and army combat is where the comparison to Heroes of Might and Magic comes in. While you can just assemble normal armies without a champion like a normal 4X, armies can also be led by champions you can find on the world map and hire. There are also quests you can find and complete on the world map, much like HoMM. These champions can be equipped with special items you find, and also can buy items from cities. These champions can be a definitive edge in the tactical combat, which again acts a lot like classical HoMM, though it has a fair bit more depth in the available spells, items, and the ability to create your unit types. The influence is obvious, but the implementations of these elements works quite well in the context of the game and is executed well.

The game allows a great deal of customisation, both in your initial hero (which acts as your sovereign), and in the ability to design individual units from the ground up. You can customise the name, gender, equipment, and special abilities of the units available to you, and the game places no restrictions other than the traditional RPG fare of encumbrance, and of course having the available technology researched.

Quests in the game piece together into a small overarching story for each map. While the game is obviously not huge on the narrative, the quests offer a reasonable way to implement the narrative of the game into the game flow without interrupting the player constant. It works pretty well, actually, though the game could use a stronger emphasis on it in my opinion.

The AI varies in difficulty depending on settings, but the default AI offers a challenge without being overly so. They do have a few quirks, including the occasional absolute violent streaks a.la. the memetic Gandhi from Civilization. I might complain if it wasn't something of a genre staple, but all in all I felt challenged without being overwhelmed at the default settings, and the game offers a lot of ways to increase the challenge if you find that too easy.

Visually, the game reminds me a lot of the original Spellforce in terms of the sort of 3D/2D sort of mesh you got there, although a lot more is modeled in Fallen Enchantress than is in Spellforce. The aesthetic is aged, but well-crafted and it generally works alright if you can see past the low polycount of some of the army models (seeing as the game has to render a lot of them, the polycount was kept low.) It looks and feels fairly good for a fantasy game, with enough of it's own touches to keep it from being simply generic.

If there was one complaint I had in the theming of the game it's that the soundtrack and sound design is the one part of the game that is pretty generic, feeling almost a little uninspired in that regard. Nothing terrible, just not particularly inspired and no real flair to it.

All in all, a classic 4X/RPG hybrid well worth your money, if you can see past its flaws.

Published: http://highlandarrow.com/index.php/reviews/35-nostalgia-train-fallen-enchantress
Posted: February 22nd, 2014
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2 of 2 people (100%) found this review helpful
70 products in account
5 reviews
1.5 hrs on record
Although the game itself may or may not be good, I never managed to successfully register it due to incredibly strict DRM, and thus never got the chance to play it. Customer support was no help, and the money I spent on this game was wasted. Despite not being able to ever play the game, my refund request was denied.
Posted: February 15th, 2014
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