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King's Bounty: Crossworlds The expansion to the award-winning King’s Bounty: Armored Princess. |
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#1
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I like challenges like this and will keep an eye on this thread, even if I wont try it myself
![]() Oh and after some testing in my game, I've found the sheeping from the Rune Mages extremely usefull, and often have 2 stacks of powerfull enemy units sheeped, although with 30% chance it's abit random. The summoning is very usefull too, and I was surprised to find out they can heal and revive black dragons as well ![]() ________ ASIAN MOVIES Last edited by Swindley; 03-20-2011 at 09:09 PM. |
#2
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Well, I can confirm that there is a cap on the abilities of the rune mage. Destruction seems to be capped at +200%, which still provides a real nice damaging capabilities in a straight line.
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#3
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e.g. 19-20 might runes, 19-20 mind runes, 19-20 magic runes at about 19-20 magic runes, your debilitating effect is "sheep". mind runes max at about 140% power as well (20*7). |
#4
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Now we need to compare if the rune mages are really useful for that high lds and rune cost and price (I suppose it depends on your current strategy)
A more correct comparison would be: which is better: x rune mages or x red dragons? (since they have the same lds)
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Time to become an active member!! King's Bounty for the LOLZ!! |
#5
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Rune mages can raise red dragons or black dragons. It means nearly every game where I have level 5 units in my team is going to require rune mages to smoothen the game play. Rune mages can summon (like demonologist) can revive better than demonologists. They can randomly sheep enemies (this is like a free 40 mana spell). Rune mages are pretty tanky (650 HP with 20 mind runes). Just phantom the rune mages and you can increase the odds of sheeping and you can re-raise many level 5 units. |
#6
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Travel update.
level: 33. Unused runes: 465. Still going with Linguistics 1, Distorsion 1, Scouting 1. My ultimate goal is to get with only these skills all the way to k-tahu. Then one will have to probably boost Distorsion for stone skin & phantom purposes. Difficulty has been somewhat lowered but it is still gruesome. The most difficult part was level 15-25, from entering Verona until I was strong enough to defeat continent scroll guardians. Now all maps opened, finally got Inquisitor blade. Torkve now comes with 20 runemages! Btw. apart from all those boosts for runemages coming from spare runes, they also get +10 to all resistances including astral, haven't checked precisely when. No order magic hurts, since I cannot dispel burning/poisoning/sheep. Before I embarked on this challenge I thought a lot how I am going to do it. Since there were no restrictions placed on pet dragon, he was going to be my main weapon. One has to play conservatively, since ressurection options are limited. Distorsion 1 gives cca 20% phantom on paladins, which was very little since i had only 30-70 paladins before acquiring Inq.blade, plus I had very little mana. Problem then was how to get a lot of rage for pet dragon with conservative play. So this is how I played : round 1 - royal griffins move 2 tiles forward and summon. Rune mages move 2 tiles forward and summon. Summons stay during battle mostly in the middle blocking the enemy. Not too close to my army in order not to get my main forces hit by incoming enemy, and not too close to enemy back rank , since it would be out of safe reach of royal snakes and paladins. Hero casts phantom on inquisitors. (Phantomed inqisitors are frequent target of the enemy range units, so it helps) Now inquisitors cast holy anger on melee units, paladins cast extra turn on summoned inqusitors, sum. inquisitors cast holy anger. Second round royal griffins cast cheer and after some skirmish there is more than enough rage for ball of lightning. If there is enough rage for another one, cast awaken dragon. Summoned units most of the time just reposition and defend in order to hold enemy for as long as possible. Obviously it is preferable to have maxed rage when entering battle. For normal fights it is not that imortant, but for hero fights & scroll guardians it is crucial. I therefore always leave "pre-allocated" weaker wandering army close to main fight; in order to charge up once i am ready for big fight. Another interesting tactics (brute force) which makes army with high number of paladins pretty much indestructible is as follows: Upon starting the battle (or after some initial lightining balls) cast maxed out mana ball close to army and leave it. Continue doing the same every round until end of battle with only few enemy archers left. Now start colecting those mana balls giving you 100-200 or even more mana in total. Use mana for phantoming paladins and resurrecting. Adios PS. whose brilliant idea it was to give already very very overpowered droid combo - extra skill and boost to repair coming from Neatness which is an excellent skill for all classes anyway ![]() |
#7
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travel update.
level 44. unused runes 620. Only investments are still distorsion 1, linguistics 1, scouting 1. Couple of interesting observations: - when you have runemages in your army then fighting enemy army which has inquisitors is a guaranteed no loss win. Runemages rechargable talent Illusion creates a copy of 1-3lvl enemy, so if you at the end of the battle leave just some enemy inquisitors standing, you can bit by bit resurrect your whole army and get a full rage. This way fight with otherwise nasty Demenion is a pushover. -inquisitors in my army are no longer for generating rage (I still have them because they resurrect cca 2000hit points and a considerable force due to inquisitors blade). Being the weakest part of my army they are a target of enemy melee & range units. Distorsion 1 gives Time Back spell for creatures up to level 3. You got the picture.. - Having inquisitors (or similar) might be the only way to fight those overpowered orcs. I tried other setups, having 95%magic res. and 70% astral but those blood shamans & goblin shamans are a menace. Great Uschuk killed 240 of my inquisitors in the first round! Time for time back ![]() - one has to utilize the knowledge of kbap in order to proceed in the game. I occassionally had the employ the following a) when there is a huge enemy single stack = gourguanas + dragon toy + lightning ball pretty much guarantee 50% reduction b) 10+ clustered medium size enemy stacks (Shenobi, Hagni etc.) = pain skull + spear of rage x 1-2 + either dragon dive or fiery phantoms repeatedly, with massive rage generation c) winter set (-1 to enemy speed) admittedly consisting of crappy parts is truly powerful. Enemy melee creatures with speed 2-3 become hopeless |
#8
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That's what I love about this forum, you can learn so much even after playing this darn game for so long. That said, I am REALLY curious on how you will beat Scrounger's RIDICULOUSLY overpowered army. I barely beat it today with my mage. I had to actually use Black Hole (I have no idea who gave this scroll to me, but I thank them tons, as it is ridiculously overpowered, but not nearly as overpowered as the porc power. Yes, I said PORC power). |
#9
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Thanks.
here is a few more tips then (maybe well known by now, i on the other hand never read any tips about kbap strategies, it would spoil the fun for me, rather find them myself) - use runemage sheep ability to your advantage; although it might not always work. Unless desperate, attack unit which size & overall threat is the biggest,rather than nearest threating unit or unit which will suffer the most from your standard damage. I'd rather shoot at 50 blood shamans in enemy back rank for measly damage than causing massive damage to his repair droids. Normally, killing blood shamans will take ages and cost casualities at some point, once sheep-ed, quickly bring in flyers to kick its ass. From my experience, sheep-ing probability is the same across level1,2,3,4 units unlike beholders put-to-sleep ability -the same with runemage talent Illusion. Since it creates image from random enemy 1-3lvl unit, take out the weak ones during first 3 round so you can summon the ones you want in the round 4. Summoned for example droids will last much longer (20% phys.resistance) than thorns. Or kill all enemy 1-3lvl units quickly and go for 50% phys resist. angelic guards -lighting ball is by far the best pet ability imho. True, in certain situations other spells can do more damage, but they are very costly. I value lightning ball very much for shocking ability too. I usually do not do the last +1 rest upgrade until hero level 40++, so i can spam it at least once every round without casting awaken dragon too often. Once you'll have 3-4 balls running it will seriously cripple and slow enemy forces. Bit of fighting + those balls in one round will generate enough rage for another ball, and by turn 5-6 battle is decided. -sometimes it is preferable to cripple nasty enemy shooters with lightning ball rather than slow big melee stack. Example being 3000 skeletons archers just waiting to shoot that poison arrow, but the ball would choose by itself 50 trolls instead. Use to your advantage the fact that lightning ball can only travel limited distance in one turn, and therefore cast the ball 3-4 hexes from skleton archers in the opposite direction of trolls so it won't reach the trolls and goes after skeletons instead -I already mentioned leaving pre-allocated wandering stacks close to enemy heroes or castles for the time when i'm ready and they will serve as top-up unit at some point. Another option is to buy in the shops upgradeable artifacts and carry them around. Apart from few nasty ones (pandemonic mask etc.) they are easy battles which you can use as a charge up battle for maxing out rage when needed. Always plan ahead. Don't choose an easy way out unless desperate. yes, you can drink those rage potions now in middle game, but what are you going to do once you are stuck in Reha without a chance to get a rage? - use your allowance of scrolls you can carry. I usually carry scrolls which are mana expensive and would think twice to cast them in battle, but for free... Examples being Sheep scroll,turn back time, extra action points scrolls etc. Also, for tough end game battles you can carry phantom scrolls (for phantoming paladins..). In order to have as many available scrolls as possible do not pick wandering scrolls from ground if you have an access to area already, pick the scroll in the endgame when yuo really need them. You can find sage skull (+20 scrolls allowance), equip it, get scrolls, take it off, voila ![]() -enemy forces mostly go after your weakest stack. So if you have an army of roughly equal level 4 or 5 units, once they kill a few of their main target they MIGHT move onto another one. On the other hand if you have a unit which defence/hit points/resistance/attack type.. is lower than rest of an army enemy will most probably stick to going after this unit until the end of the battle. I do not know the precise formula, but you can experiment until you know or find a unit that fits you. In my army in the screenshot it is inquisitors. Their defence & hit points are higher than royal snakes, but they are ranged and have no phys. resist. But i can tell you nearly every enemy goes after inquisitors like mad ignoring the snakes completely. Use this information to your advantage. I won quite a few battles just by comfortably sipping tea and casting 1-2 timebacks on inquisitors and after 4 rounds i have suffered hardly any damage to my overall army. -general gameplay. I usually go after quests and heroes first leaving wandering stacks behind, even if it means lot of traveling and picking on enemies here and there. This is to get experience and levels quicker. Once stronger you can clean entire continent you left behind now comfortably in one clean sweep where every battle serves as an charge up battle for the next one. That overpowered orc. Standard equipment might not work. I have been thinking of getting voodoo doll (-2 enemy initiative), armor that gives -30% enemy attack at night, helm giving you +20% attack at night, maybe the orc pipe you mentioned in another thread. Timeback strategy might help. Maybe gorguanas + balls to kill those trolls and melee orcs quickly.. one will need units which withstand plenty of punishment - paladins, knights..fast units to go after range units - horsemen (teleported snakes?)...summoners (griffins, demonologists, runemages, dryads, engineers)..plenty of phys., magic, astral, fire resist goes without saying. Might have to go fully charged with wanderer scrolls. we'll see ![]() Last edited by impy; 10-04-2010 at 09:31 PM. |
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