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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 11-15-2009, 06:17 PM
DGDobrev DGDobrev is offline
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Ok... I did some testing in order to go a bit in-depth on the intellect stat. I'm sure the people who like playing a mage hero will rub their hands in expectation.

So, here's what can be achieved theoretically:

Forenote: There is a possibility of spawning 2 Apprentice's Dress. I had this happen in at least 2 of my playthroughs, so I can say this for a fact. So having 2 magess' dresses is completely plausible and normal.

Own equipment:
Helm - BattleMage's Helm - +1def/+3 INT
Weapon - Archmage's Staff - +5INT/+20% Lightning Damage (spell and archmage attack)
Armor/Dress - Magess' Dress - +4INT/+800 Leadership/+30% Archmagi crit rate
Boots - Mystic's Boots - +2INT/Improved slow/haste spells
Regalia/Artifact - Royal Snake Ring - +5INT/+3 damage to all snakes in your army
Shield/Artifact - Moneylender's Ring - +5INT/-30% gold in battle
Belt/Gloves - Well of mana belt - +3 Mana/Round, +20% mana regen rate
Artifact - Ancient Amulet - +4INT/+15 mana (10 magic runes after 50 victories)
Total: 28

Elenhel companion: (+4INT bonus)
Shield/Gloves - Scaly Shield - +2def/+3INT
Dress - Magess' Dress - +4INT/+800 Leadership/+30% Archmagi crit rate
Belt/Regalia - AntiMage's Diploma - +2def/+2INT/+25% magic resist (absolute)
Artifact - Dead Skull - +5INT/+5 Atk
Total: 18

Skills:
Language lore - +6INT
Dissertation - +6INT
Scouting - +3INT
Learning - +3INT
Total: 18

Additional:
Ring of Intellect - +3INT (permanent after 30 battles)

EDIT: Additional 2: Illiteracy Exterminator medal - +3 intellect

Grand total: 28+18+18+3=67 + 3 =70
That is before bonuses from game objects and altars that add +1 INT. So generally, a mage hero can have over 70 INT.

70 INT transforms to:
+70% to get a post-effect (burn/slow/poison/weaken, etc.)
70*5=350% more damage from spells - but that's not all!
70/7=10, so 9. 10x15=150% more damage from spells, so 350+150=500% more damage from spells!!! (considering the 5% per point, 15% every 7 points bosuses)
Certain spells duration/power improved by 3 (every 20 points improve it by 1, so 3x20)

And it can go even further I'm uncertain if the pain skull/Snake ring/Moneylender's ring/Ring of Intellect can spawn twice. I've never seen 2 pain skulls in my games. But there's plenty of room for improving a mage. I think I'll do a fun test game to prove how far it may go sometime in the future.

EDIT: Actually the maximum basic value is 70 - the mage has a medal that adds up to 3 intellect.

Last edited by DGDobrev; 11-21-2009 at 07:50 PM.
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  #2  
Old 11-16-2009, 03:24 PM
DGDobrev DGDobrev is offline
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The thing is that the mage is the easiest to calculate, because he has only one decent companion for him - Elenhel, the elvish mage with +4 intellect bonus. The Paladin and the Warrior can utilize various equipment+follower combos and it will be very tough to calculate the best possible one. Besides, as a Warrior and as a Paladin one would want to balance Attack and Defense so that he can get a balanced hero - not a Berserk with 50+ attack and under 10 defense, or a "Tough" hero with 60+ defense and under 10 attack.

Both values seem accurate at the first glance:

- Agvares has: weapon, armor, Belt/Gloves and Artifact slots, so with a warrior with 2 weapons and Mauron, 50 attack doesn't seem that far:
Warrior:
Nomad's Helm +1
Ktahu's Claw +7
Armor - there is no armor with + attack
Boots - Princess' Boots +2
Dress/Regalia - Black Widow's Dress +3
Weapon/Shield - Ice Axe level 3 +5 (or another +5 atk weapon)
Belt/Gloves - Hunter's Gloves +3
Artifact - Dead Skull +5

Agvares:
Weapon - Singing Dagger +5 (or another +5 atk weapon)
Armor/Dress - if you luck out with a second black widow dress, you can add +3, but I've never seen a second one
Belt/Gloves - Battle Gloves +2 (or hand of necropolis +2)
Artifact - Dragonite +3

Skills:
Heroism +6
Power of Spirit +3
Medal +3

Total: 48 (51 with a second black widow dress)

- Moldok, the orc has the following slots: Weapon/Shield, Shield, Belt/Regalia, Artifact. He is the best companion for a "Tough" hero:
+8 from Mithril shield
+11 from skills
+7 from the Axe of Ice lvl 3
+4 from Paladin's shield
+3 from hero-equipped shield
+4 from armor
+4 from helm
+4 from artifact (Stone eye is back)
+5 from artifact (Royal Griffin King's portrait, KBAP-item)
+2 from gloves
+4 from Belt (Ogre's belt is back too)
+5 from boots (Bronze boots)
Well - that's 61 defense for starters.

Both these values are roughly calculated. This means they can go even higher.

And now, it's time to get back to the starter post and add the contract hero info.

EDIT: Done
EDIT 2: Fixed - Bronze boots is not KBAP item. We had it in KBTL too.
EDIT 3: Fixed the warrior's formula for max attack.

Last edited by DGDobrev; 11-21-2009 at 08:22 PM.
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  #3  
Old 11-19-2009, 11:02 AM
BB Shockwave BB Shockwave is offline
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Yep, Royal Griffins get bad morale when Dragons are present (-2 actually). There is a Mind skill that raises neutral troop (animals) morale, so that's the only way you can counter-balance this. I used Tirexes instead of dragons to avoid this problem. (HINT: When you get Birth of Giant scrolls, save game and travel to different islands before using them. It is pre-set what they give you, but you get different troops on different islands).

Regarding spell changes questions from various people, here are the biggest changes:

-Gift, Last Hero (it was useless anyway) are gone.
-Oil Cloud and Shroud are merged into one Distortion spell now and it is more powerfull in the archer damage reduction too.
-Battle Cry is a mass spell on Level I already (very usefull for a warrior)
-Magic Shackles is leadership-dependent now, meaning it won't work on troops above the set leadership amount. In my walkthrough on Normal, this was never a problem but I guess it will be harder to use on Impossible due to larger enemy armies.
-There is a Summoning skill that improves the abilities of summoned units, maybe it's just my experience but this seems to affect the HP and damage of the Phoenix and the Evil Book too, as they are more effective now.

New spells:
-Create Evlin (Chaos) :transforms a corpse into an Evlin, if any unit steps on it a % of them dies instantly and the unit loses that turn. Undead are resurrected though. Evlin can even move 1 space and enter a unit next to them at the end of a round, but they can attack your own troops too. Use the Dragon's kick ability or headbutt to push enemies into them, but AI usually waltzes into them anyway.
-?????? (Distortion) - not sure what it will be called in english: Does great damage to Undead and demons, and double damage to summoned units. This includes not just phantoms but units summoned with gremlin towers, dryads, etc...
-Transfer Rage (Order): Transforms a percentage of Rage into Mana, to a Max of 55 rage into 29 mana (I think). A must-have for boss battles but usefull otherwise too.
-Wake Dragon (Distortion): Wakes up the dragon so you can use his abilities again that round. Costs mana, and the dragon burns a % of your total mana too after use, upgrading the spell minimizes this.
-Death Star (Chaos): Powerfull damage spell, inflicts astral damage (no resistance) on all targets in a star-shaped area. Hard to use without damaging your own units.
-Summon Animals (Order): Instant summon of an Intellect/Leadership size of animals, they can attack on that round. Upgrading it will give you higher level creatures (max of 4) and more leadership
-Avenging Angel (Order): Cast it on your troop, if it is attacked, magic lightning strikes the attacker (works for ranged attacks and magic attacks like shaman axe too). Same as Magic Shield, duration decreases after number of attacks.
-Turn back time (Distortion): Same as Reaper's time back ability in Legend! At max level works on Level 5 too, so everyone except Black Dragons. Important to note that the stack you use it on won't be able to attack twice in that round - worth using it on units that already attacked that round and took heavy damage.

Last edited by BB Shockwave; 11-19-2009 at 11:21 AM.
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  #4  
Old 11-20-2009, 10:47 PM
DGDobrev DGDobrev is offline
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DOUBLE POST ALERT!

But this is important. I see that the Trapper medal in the english version of KBAP now says "Without any regard to kind" - pretty crappy translation, but I suppose this means disregarding unit type at battle start (existing or summoned). I'll try to confirm this sometime soon from the Russian version (Russian version added to the counter only when a pre-existing monster was killed by the trap, disregarding the summoned ones), but if this is changed, Call of Nature + Trap spell will be a wicked exploit.
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Old 11-24-2009, 09:07 AM
Nike-it Nike-it is offline
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Quote:
Originally Posted by Infiltrator View Post
DGDobrev, is there any place I can look for a complete item listing of the game?
You can see them all in the Russian Manual here: http://files.games.1c.ru/kingsbounty...ht_1.2.0.1.zip
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Old 11-19-2009, 11:25 AM
DGDobrev DGDobrev is offline
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Default KBAP Info thread PART 2

XIII. Morale.

In a nutshell, morale shows your troops' motivation to fight for you. If their motivation is high, they'll fight even better, as if they're not themselves. If their motivation to fight is low, they'll fight poorly.

Morale can go up and down when mixing troops, learning hero skills (like the conviction skill in the Mind tree), using unit abilities, or when receiving positive or negative effects in battle. You can check the current morale by examining the unit info at all times.

Here's how morale affects the units fighting capabilities:
+3 Morale (High) - +30% to base Attack and Defense; +40% critical hit chance
+2 Morale (Good) - +20% to base Attack and Defense; +30% critical hit chance
+1 Morale (Positive) - +10% to base Attack and Defense; +20% critical hit chance
0 Morale (Neutral) - no positive or negative bonuses
-1 Morale (Low) - -20% to base Attack and Defense; -25% critical hit chance
-2 Morale (Bad) - -35% to base Attack and Defense; -50% critical hit chance
-3 Morale (Critical) - -50% to base Attack and Defense; -100% critical hit chance

NOTE: AI troops do not receive any morale penalties regardless of the current race composition of their troops.

XIV. Race relations and how they affect the morale.

It is very important to study the race relations in advance. You should be aware that some races dislike other, some races simply hate others, others tolerate everyone. There are also a few races like to be only with their own kind.

NOTE: If a race relation is not shown here (like humans and elves, humans and dwarves, etc.), this means that these races tolerate each other and have no remorse when fighting side by side, thus there are no morale bonuses or penalties when mixing them up.

NOTE: Some units have innate traits that affect race relations. For example, Paladins, Priests and Inquisitors have the "Devoted to the Light" trait and they suffer no morale bonuses when there are undead in the army. The Emerald Green Dragons have the "Hates Giants" trait, which reduces their morale by -2 if there are Giants in the army. Royal Griffins have the "Hates Dragons" trait, which reduces their morale by -2 if there are dragons in the army. Refer to the units' traits for further information.

So, here we go:

1. Humans.
- presence of undead in the army - Morale -1
- presence of demons in the army - Morale -1

2. Elves.
- hero army consists of elvish troops only - Morale +1
- presence of dwarves in the army - Morale -1
- presence of orcs in the army - Morale -1
- presence of lizards in the army - Morale -1
- presence of demons in the army - Morale -1
- presence of undead in the army - Morale -2

3. Demons.
Demons consider all other races inferior, so they get neither positive, nor negative bonuses regardless of the troop setup.

4. Lizards.
- hero army consists of lizard units only - Morale +1
- presence of undead in the army - Morale -1
- presence of dragons in the army (with the exception of the bone dragon, as it is Undead) - Morale -1

5. Orcs.
- hero army consists of orcish units only - Morale +1
- presence of lizards in the army - Morale -1
- presence of demons in the army - Morale -1
- presence of undead in the army - Morale -2
SPECIAL: When an orcish unit kills an enemy, it always gains the maximum positive morale for the duration of the battle, in anticipation of the big spoils of war. Morale +10

6. Dwarves.
- hero army consists of dwarven units only - Morale +1
- presence of elves in the army - Morale -1
- presence of lizards in the army - Morale -1
- presence of undead in the army - Morale -1
- presence of demons in the army - Morale -2

7. Undead.
The Undead are equally indifferent towards all races.

8. Dragons (with the exception of the bone dragons, as it is Undead).
- presence of lizards in the army - Morale -1

Going in-depth: unit abilities

1. Harmony Aura (Druid) - all elves in the army, with the exception of the Druid, gain +1 morale.
2. Enormous Lizard (T-Rex) - all lizards in the army, with the exception of the T-Rex gain +1 morale.
3. Robber (Robber, Marauder) - all level 1-2 Human units lose 1 morale (peasant, bowman, priest, swordsman)
4. Demonologist (Demonologist) - the Demonologist gains +1 morale if there are demons in the army.
5. Valor (Knight) - Knights gain +1 morale
6. Tree Faerie (Dryad) - the presence of the Dryad in the army boosts the morale of all thorns and ents by +1.
7. Defender of Beauty (Unicorn) - Faeries and Dryads gain +2 morale
8. Commander (Guardsman) - swordsmen and bowmen in the army gain +1 morale.
9. Orc Commander (Ogre) - all orcs in the army, with the exception of the ogre gain +1 morale.
10. Likes Emerald Green Dragons (Giant) - the presence if Emerald green dragons in the army improves the morale of the Giant by +1
11. Mechanical (Droids) - always neutral morale
12. Hates Giants (Emerald Green Dragon) - the presence of Giants in the army reduces the Emerald Green Dragons' morale by -2
13. Hates Dragons (Royal Griffin) - the presence of dragons in the army reduces the morale of the Royal Griffin by -2
14. Cloud of Darkness (Necromancer) - the Necromancer's attack affects all 1-4 level creatures, with the exception of the Undead, reducing their morale by -1 for 3 turns.
15. Devoted to the Light (Priest, Inquisitor, Paladin) - does not receive penalty when there are undead in the army.
16. Cursed (Undead spider) - with a probability of 50% curses a level 1-4 enemy, reducing its morale by -1 for 3 turns.
17. Perfection (Royal Griffin) - all human units and griffins gain +1 morale.
18. Dark Commander (Black Knight) - all undead units in the army gain +1 morale.
19. Tolerance (Black unicorn, Werewolf Elf in both wolf and elf form) - does not receive negative morale bonuses if there are undead in the army.

Last edited by DGDobrev; 11-19-2009 at 12:04 PM.
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Old 11-19-2009, 11:33 AM
BB Shockwave BB Shockwave is offline
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Quote:
Originally Posted by DGDobrev View Post
XIII. Morale.

NOTE: AI troops do not receive any morale penalties regardless of the current morale of their troops.

Sorry, that's not so... AI troops do not receive penalties due to Racial composition, that's true. But their Attack/Defense and critical chance are affected when they are low or high on morale.

Also some stuff that increase morale:

1 Positive effect: +1 Morale
1 Negative Effect: -1 Morale
More then one Postive effect: +2 Morale
More then one negative effect: -1 Morale


More units that increase morale:

-Death Knights: +1 Morale to all Undead.
-Royal Griffins: +1 Morale to all Humans/Elves. (This includes Pirates and Assassins too)
-Ogres: +1 Morale to all Orcs
-Knights: +1 Morale to themselves
-Dryads: +1 Morale to Ents and Thorns
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Old 11-19-2009, 11:45 AM
DGDobrev DGDobrev is offline
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You are right about the positive and negative effects and the presence of certain units.

However, if there are demons, undead and humans in an AI army, the humans have -2 morale, but in the end, it is not calculated and all their stats are as they should be. That is what I meant. I guess it needs clarification.

BTW, when you guys see I'm not done writing, please don't rush into conclusions... I got used to saving my work from time to time in order to preserve it from random PC blocks, power outages and such

EDIT: Fixed and clarified.

Last edited by DGDobrev; 11-19-2009 at 11:52 AM.
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Old 02-26-2010, 07:49 PM
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Metathron Metathron is offline
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Quote:
Dersu: Verona, Uzala
Umkas: Dersu, Uzala, Nameless island, Reha
Well this stinks. Uzala is now the only island I haven't uncovered and I would welcome it for some extra free experience, but here's the deal:

1 of 2 navigational charts on Dersu turned out to be a scroll. The other spawned in the "frog area" which is blocked on the one side by the huge orc fellow and on the other by the orc in love who will let me pass and collect the map to Uzala when -- and here's the good part -- I collect the remaining pearls from Uzala.

Ok, fine, so I went to ghastly Umkas and after some gruesome kiting attempts fished out Nameless and a wanderer's scroll. I thought the latter was a stroke of bad luck, but was sure the Uzala map had to be in the third location, close to mama bear & her cubs. Well, guess what, I got a 4th frickin Magical flow scroll instead.

So, Uzala is esentially shut for me, unless I beat the huge orc guy or Hagni for the wings, both of which are pretty difficult fights on impossible.

Sorry about that, felt the need to vent. /end rant
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Old 02-26-2010, 09:44 PM
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Zechnophobe Zechnophobe is offline
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Hogan is MUCH easier than Hagni. He has almost no good magic to cast, and his army of orcs is often light on ranged damage. Just a tip . I used to get to the frog via the other orc... then I learned that Hogan is often just a wuss!
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