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King's Bounty: Armored Princess Sequel to the critically acclaimed King’s Bounty: The Legend.

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  #1  
Old 11-03-2009, 11:19 AM
BB Shockwave BB Shockwave is offline
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Agvares's special is great, too bad I don't use any of the units he could control (from those, only Knights, Assassins and Werewolves are good anyway).

Btw, there is an awesome weapon for all-dwarven armies that you can get and upgrade easily after getting the Pegasus wings: the Axe of Elements. Depending on what order you touch the three altars in Montero with the Axe, you can get the Axe of Winds Level III. (+1 speed and initiative to dwarves - great with Giants!) , Axe of Ice Level III. (no retaliation attacks to all dwarven units!!!) and... well I don't remember what the Lightning axe does.
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  #2  
Old 11-03-2009, 12:32 PM
DGDobrev DGDobrev is offline
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Actually the no retaliation trait gained by the Axe of Ice only works on lvl 1-3 dwarven units, and they are only 2 of them - diggers and dwarves. So it's really not that great, although I must admit that Diggers (the basic lvl 2 dwarven unit) can come in the thousands, pretty much like the fairies, but have much better attack, defense and damage, and they also get a +10% Physical resistance thanks to that axe. Besides, it's stats are great:

Axe of Ice, Class 3
+ 7 Defense
Dwarves lvl 1-3 attack without retaliation
+10% physical resistance (absolute) to all dwarven units

Here's the stats of the Axe of Lightning:

The Axe of Lightning Lvl 3
+5 Attack
+10% Critical strike chance
+20% damage to the Lightning Spell
(I'll have to check, but I think it also affects the archmagi's base attack, as it is Lightning-based)

They are all great - but in the end, it depends on your playing style which one are you going to get and use, so do not be hasty in making that decision.
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  #3  
Old 11-04-2009, 10:51 PM
BB Shockwave BB Shockwave is offline
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Quote:
Originally Posted by DGDobrev View Post
Actually the no retaliation trait gained by the Axe of Ice only works on lvl 1-3 dwarven units, and they are only 2 of them - diggers and dwarves. So it's really not that great, although I must admit that Diggers (the basic lvl 2 dwarven unit) can come in the thousands, pretty much like the fairies, but have much better attack, defense and damage, and they also get a +10% Physical resistance thanks to that axe. Besides, it's stats are great:

I did play around with dwarves for a while - MIners are awesome now even without the Axe, if you use them in tandem with Foremen (and frankly, Foremen are much better then the level 3 Dwarf). Foremen increase the base attack and intiative of miners by 100% just by being in the army, and using the ability "Forward March" they give 3 speed and initiative to Miners! Making those slow little buggers very, very fast.
PLus, during the Miner's strike the Foremen get +1 speed, initiative and 100% critical chance (because he's angry, as all bosses are during a strike... )

Also, don't forget that Droid Engineers are level 3 too. They are ranged units, but they fly, have a speed of 4 and no melee penalty, so they could benefit from the no retaliation bonus too.

Zhuangzi - already on the first Island I found the "Fairy Dress" that gives +3 morale to Sprites and Dryads and +7 to Mana. Also I believe there is another item that boosts them, I saw it on the Elf islands. Generally there are a lot more creature-specific items, for example a Dark helm that reduces leadership of Death Knights.

I found out that there is a good Lizardmen-boosting item that you can get in every game - In Alona, you can do an exam in the Lecture Hall (the headmaster elf is a strange fellow, all courses exam's end in a big battle... ) - if you choose Biology (I think that is it) he wants you to show him the weak points of lizards - in battle! You get a diploma (Regalia) in biology (?) after this that gives +10 Rage, +5 Attack to Lizardmen and +10% critical chance to Tirexes!

The other two options (from what I can tell, translation is quite bad here) are Abjuration and Botany.

Abjuration pits you against a mage army (so you can show how you defend yourself against battle magic) and the Diploma gives you +2 defense, +2 Intelligence and +25% Magic resistance.

If you choose Botany (that's the funniest) Amelie says "Oh I love this, to arrange lovely flowers in a bouqet!" To which the professor says "But how to protect it? Now show me how you protect a lovely bouqet from firey creatures from hell!" and you will be pitted against an army of Demons while your army will consist of Ents and Thorns...
The Botany diploma Gives +10 Attack to Ents, Thorns and Dryads (so that's the other item I remember that boosts Dryads)....
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  #4  
Old 11-04-2009, 11:31 PM
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Zhuangzi Zhuangzi is offline
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That's the thing I love the best about these games - the combinations of units and combinations of items. In AP they have worked on the 'sets' of items a lot too - now the item tells you what other items you need to complete the set. Nice.
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Old 11-05-2009, 01:08 AM
DGDobrev DGDobrev is offline
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I wholeheartedly agree with that statement. Not every playthrough must be made to show a great score. There are many combinations that are worthwhile to try. I for one, like this a lot - if you get a Call of Death Wanderers' Scroll, hang on to it - it's great in the late stages of the game. When you use it, it fills out a free spot with units worth the maximum amount of leadership you have. Try to luck out with a couple thousand Skeleton archers, use dragon arrows and drop an entire dragon stack in one blow. Priceless

What I really like about tKBAP is that it provides even more options to mix parties with mutual benefit than in KBTL. What I don't like is the fact that in certain playthroughs, one can get the units he wants at a very late stage, while it's much more fun to try them early on. A good example are the Demonologists, Necromancers and Druids. I like all of those, because the Necro's and Druids are great in utilizing mass attacks, and the Demonoligsts are Human Neutral, meaning they don't harm the morale by mixing up 3 types of units (humans, demons, undead).

A good question is whether you have some means to resurrect the undead armies, besides the Paladin hero Resurrection ability, as it resurrects every stack. In KBAP, Necro Call resurrects dead stacks as undead, and it doesn't work like resurrection. All you can do is sacrifice to regain lost units, and that takes quite a lot of mana and rounds...
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Old 11-05-2009, 05:33 AM
travelingoz travelingoz is offline
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Demonologists can resurrect undead too!
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Old 11-05-2009, 11:10 AM
DGDobrev DGDobrev is offline
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Indeed, but they are hard to come by Unless I can rush to Shaterra and find some there, I will be left with some basic 5-8 demonologists which may spawn on the starting island, or may not...

In any case, thanks for the tip
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Old 11-09-2009, 03:49 PM
BB Shockwave BB Shockwave is offline
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Quote:
Originally Posted by DGDobrev View Post
A good question is whether you have some means to resurrect the undead armies, besides the Paladin hero Resurrection ability, as it resurrects every stack. In KBAP, Necro Call resurrects dead stacks as undead, and it doesn't work like resurrection. All you can do is sacrifice to regain lost units, and that takes quite a lot of mana and rounds...
The "Evlin" spell can resurrect a percentage of them. You need dead bodies for that, but you can get plenty of those with summonings. Also, there is time back!
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Old 11-12-2009, 11:14 PM
DGDobrev DGDobrev is offline
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Well, there we go I've completed the playthrough I've been looking forward to for quite a while.

I must admit the Paladin is a force to be reckoned with if you develop him properly. The key to the easy going with a Paladin lies in 3 skills, which should be fully developed in this order ASAP - Learning, Resurrection, Rage. Learning lvl 3 gives 20% more XP per battle, Resurrection lvl 3 lets you use scapegoat units all the time (100% of which will be resurrected in the end of the battle), and Rage lvl 3 improves the rage income in battle by 60%, which puts you on an even foot with the Warrior. I also made sure I stared with Marshal's Memoirs artifact (+5% XP) and got the Shark Tooth from Jim Crowd for 5% more XP. So I had +30% XP per battle very early on. I even found the Hand of Necropolis - +10% XP more, so I had a lot of XP to go around.

So with this build, I had learning lvl 3 and resurrection lvl 3 by lvl 18. Until that level came, it was tough as hell (still, not as tough as a mage). After I got that behind my back, the game get way easier. Achieving Resurrection at lvl 3 made me sacrifice every possible spell improvement, though. I was using only the healing spell until lvl 19. Doing that put me at a wicked disadvantage, but it was very rewarding after I got what I wanted. I'd have to admit that with Inquisitor's Sword - guaranteed drop from Thomas Torkve (Torque?) and Warrior of the Light medal (+20/30/40% to Paladins, Inquisitors and Priests' damage), the Paladin may get a wickedly powerful army, which is worth more than it looks. So there is nothing unusual that I used these 3 types of units - as soon as they became available - pretty much through the entire game. The only battles I missed out on them were the 2 boss battles with Ktahu and Zilgadis. Top that with some items that improve the crit rate and watch the carnage

Even with the scapegoat units, and with only 164/290 battles without losses, I was amazed I ended up with only 3326 losses. I was expecting this game to go into about 10 000, but nothing of the sort happened. This saved me tons of gold - at one point, around lvl 50, I had over 3 million gold, so I even started buying runes to complement the ones that were missing.

I also noticed why I was missing out on some of the quests in my previous playthroughs. There are contract heroes, which have a bounty hunt-type quest associated with them. It would appear that I have been missing on 5 of them all the time. Now I missed on 1 of those, because I never knew it existed until it was too late - I had already killed the hero it is associated with, which automatically fails the quest, as it cannot be undertaken. This is very important for everyone who tries to get all the quests done.

So, in the end:
Final level: 57
Final pet dragon level: 55
Difficulty: Impossible
Ending date: 13
Quests completed: 86
Follower: Moldok
Total followers: 2
Attack 28
Defense 33
Intellect 26
Rage 87
Mana 74
Runes obtained: 208 Might 370 Mind 196 Magic
Gold: 1069451
Crystals: 601
Battle count: 290
Killed enemies: 458784
Casualties: 3326
Killed heroes: 73
Killed bosses: 6
Damage: by troops: 84%, by pet dragon: 16%
Best troops: Paladins, Inquisitors, Knights, Priests, Archmagi, Demonologists, Executioners

Final score: 1729

Decent, I guess
Attached Images
File Type: jpg Amelie Paladin stats 01.jpg (301.9 KB, 75 views)
File Type: jpg Amelie Paladin stats 02.jpg (309.6 KB, 66 views)

Last edited by DGDobrev; 11-12-2009 at 11:16 PM.
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