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Warrior, Paladin, Mage Different classes in King's Bounty |
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#1
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I'd have to say Dragon Arrows (great for a large stack of bowmen - it makes them my most damaging group from any range) and Resurrection. I pretty much cast Dragon Arrows the first turn, then save the rest of my mana to resurrect troops. That keeps me going without having to go back for more troops all the time.
-Munch |
#2
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Sandsai i think that youre point is purely circumstantial!
I can cast geyser with 1000 dmg aver. on 8 enemies , 2 times per round!(mage super skill!) ![]() |
#3
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The best spells for you depends on what's your battle strategy. And that's all. In my opinion, the buffs are good in some circumstancies, like Tibster points. Onslaught only solve the initiave's problem in the first turn. Teleport or fast moving force you to lose the turn's spell, besides leaves your troop in the perfect situation to be the main target of ALL foes.
In your hypothetical situation, maybe you'd be right, but the game it's not as simply as that. In the battle, there are some circumstances that don't let your troops to do what you want. So, that's why so important the direct damage of the spells: allows you to kill some units, no matter what would happen one or two turns before. |
#4
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This game has too many damn good spells. like have knights ans use haste on them. no dragon can face you. Use hypnosis, use fire rain, use demon's portal, use lightning, healing (against undead only) does damage costing 1 mana! (on level 3).
And Armageddon, too powerfull. Only sad part is our own troops get 1/3 damage. for lot more details, ask me... |
#5
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Fireball, ice dragon thing. Poison skull, flame arrow. Basically take out as many units as possible for they get into mele range
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#6
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I am about 2/3 through the Impossible Mage game. Now I consistently pull off 0-loss battles thanks to the following spells:
(1) Resurrection. Obviously needed for 0-loss. Inquisitor + Gift gets better at end game (when your stack of inquisitors grows over your spell power). (2) Trap. Very effective at stopping an advancing army. Also you... just know where that huge dragon stack is going to land, right? ![]() (3) Mass Lv 3 Magic Shackles. Remove annoying fireballs from all demons! (4) Sheep. Instantly render a huge stack useless for 2 terms. Better than slow the stack does not retaliate - so you can freely gang up and beat the crap out of it. (5) Slow. Cast it early on a bad stack and don't worry about this stack for quite a while. Direct damage spells are losing their appeal. You can still fireball out a huge Royal Thorn stack as there is 100% damage bonus. Other very handy things: - Reaper's Time Back - take heavy loss and boom! It never happened! Be careful that the old location has to be kept empty. - Higher magic. I only have level 2 and it is soooo good. |
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