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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 12-16-2009, 09:55 AM
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Zhuangzi Zhuangzi is offline
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Quote:
Originally Posted by aj2000 View Post
Regarding destroyer of chains, being saturating sword with dragon souls. It seems to be an incredibly powerful quest item, open to abuse. I read it as converting each dragon killed to 1 might rune, unless enemy army has >15 dragons. Is it possible to look for all the stacks with <15 dragons and turn them all into massive amount of might runes or are there limits to it? I've just gotten the quest and killed the Rusty Anchor dragon in cave spot and extracted a might rune, and I'm drooling over the prospect of more might runes. Although I expect that there aren't a lot of <15 dragon stacks around.

Reference:

15. Destroyer of Chains - Sheterra, the quest for saturating the sword with dragon souls - if you kill even 1 dragon (but the sword isn't saturated yet), and use it, you'll gain 1 Might Rune, and the counter will be reduced by 1.
Thanks for the tip. I did not realise that you could get Might runes from the sword! Surely by mid-game the runes are worth more than completing the quest, and you'll end up finding a stack of 15 dragons sometime anyway.
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Old 12-16-2009, 11:01 AM
DGDobrev DGDobrev is offline
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Default About Gremlin Towers

I've posted it as an answer, but it would fit here as well"

Well, looking at the russian guide, The health of the gremlin towers seems to be influenced by the total health of the item defenders (the towers that Zilgadis spawns are an exception - they have 10k-15k health) and the number of gremlin towers in the item.

Gremlin tower health = 0.5 * Total health of all defenders / Number of gremlin towers

Gremlin tower stats:

1. Friendly:
- Attack = 3+Item level
- Defense = 3+Item level
- Intellect=7*Item level
Abilities:
Resurrection (based in item lvl)
Haste lvl 3
Slow lvl 3

Summon - based on the formula:
Troop health = tower health/ random number (0.8;1.6)
- translation: that means that the total health of the summoned stack is between 62.5% and 125% of the gremlin tower health.

Based on item lvl means:
Item lvl 1-2 - spell lvl 1
Item lvl 3-4 - spell lvl 2
Item lvl 5 - spell lvl 3

2. Evil:
- Attack = 5+Item level
- Defense = 5+Item level
- Intellect=7*Item level
Spells:
Lightning (based on item lvl)
Fireball (based on item lvl)
Weakness lvl 1
God armor (based on item lvl)
Doom (based on item lvl)
Sheep (based on item lvl)

Based on item lvl means:
Item lvl 1-2 - spell lvl 1
Item lvl 3-4 - spell lvl 2
Item lvl 5 - spell lvl 3

Resistances:
0% Physical
0% Fire
20% Poison
80% Magic
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Last edited by DGDobrev; 01-25-2010 at 11:48 AM. Reason: post updated
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  #3  
Old 12-16-2009, 05:03 PM
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Zechnophobe Zechnophobe is offline
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Quote:
Originally Posted by Zhuangzi View Post
Thanks for the tip. I did not realise that you could get Might runes from the sword! Surely by mid-game the runes are worth more than completing the quest, and you'll end up finding a stack of 15 dragons sometime anyway.
It only works once, you can't keep killing dragons to get more.

And the way it works, is that you can 'use' the ability if it has between 1 and 14 dragons in it. Once it is full, you can't. Once you use it once, you can't.

That's all.
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Old 12-16-2009, 08:09 PM
Granamyr Granamyr is offline
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So kill 14 dragons with it on you then use it for the max, one-time, benefit?
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Old 12-16-2009, 08:24 PM
Elwin Elwin is offline
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kill 1-14 dragons .. it decreases counter by 1 and cant be use 1 time.
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  #6  
Old 12-17-2009, 03:26 AM
aj2000 aj2000 is offline
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Ah figured there was a limit to it, would be too broken otherwise. My mage can certainly use some might runes >.<
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  #7  
Old 02-16-2010, 07:31 AM
vsutra vsutra is offline
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I just bumped into some heroes such as Morto, Azzak and Halt on verona, looking at this info thread, is it safe to presume that I can kill these heroes without losing out on a potential quest/bounty ?
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  #8  
Old 02-16-2010, 11:01 AM
DGDobrev DGDobrev is offline
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Yes. Only the ones posted there are a part of a bounty quest.
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Old 02-16-2010, 03:46 PM
DGDobrev DGDobrev is offline
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Default Damage type from spells

whydoyouthinkthathappened asked a very valid question about spells and damage types. I think the answer belongs here, so here goes:

1. Order Magic

- Healing vs. Undead
Damage type: Magic
Damage = Damage*(1+0.05*Int)*(1+0.01*Magic Light skill)

- Magic Pole Axe
Damage type: Physical
Damage = Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items)

- Lightning
Damage type: Magic
Damage=Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items))

- Life Light vs. Undead
Damage type: Magic
Damage=Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items))

2. Distortion.

- Pain Mirror
Damage type: Magic
Damage=Damage received*(Base%*(1+0.01*(Destruction+Items))+Mirro r Shield+Инт/2)/100

- Ghost Blade
Damage type: Physical
Damage=Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items))

- Exorcism
Damage type: Magic
Damage=Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+magic Light+Items))

- Geyser
Damage type: Physical
Damage=Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items))

3. Chaos magic.

- Flaming Arrow
Damage type: Fire
Damage=Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items))

- Poison Skull
Damage type: Poison
Damage=Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items))

- Sacrifice
Damage type: Astral
Damage=Damage*(1+0.05*Int)*(1+0.01*(Destruction+It ems))
Note: Rounded down

- Hell Breath
Damage type: Fire
Damage spell lvl 1 = +20%*(1+0.01*Items), but no more than 80%
Damage spell lvl 2 = +30%*(1+0.01*Items), but no more than 80%
Damage spell lvl 3 = +40%*(1+0.01*Items), but no more than 80%

- Kamikaze
Damage type: Physical
Damage = Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items))

- Fire Ball
Damage type: Fire
Damage = Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items))

- Evlin
Damage type: Astral vs Living creatures
Damage: 30%/40%/50% of the total troop health

- Fire Rain
Damage type: Fire
Damage = Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items))

- Ice Snake
Damage type: Physical
Damage = Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items))

- Death Star
Damage type: Astral
Damage = Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items))

- Armageddon
Damage type: Astral
Burning post-effect damage: Fire
Damage = Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items))
Note: inflicts 50% damage to allied troops

Explanations about the formulas:

- The general formula for calculating the damage looks like this:
Damage = Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items))

-> Damage*(1+0.05*Int) - that is the bonus for each point in intellect (+5%)
-> (1+0.15*Int/7) - that is the bonus of 15% for every 7 points of intellect
-> (1+0.01*(Destruction+Items)) - that is the additional bonus from the destruction skill and any item that affects spell damage (like +% to fire spells, +% spell damage, etc.)
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  #10  
Old 02-16-2010, 04:04 PM
pavned pavned is offline
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About the damages, the destruction percentage is additional to the item percentage? I would have tought that, since the destruction skill is permanent once you get it, it would serve as a base for the calulation of the base damage, like the intellect modifier.

In the same trend, does stoneskin (+% of def) take into account the defense modifier if you cast Mana Spring (+def) just before? If so, does the stoneskin is set once cast, meaning it become a definate number instead of % or does it change as % if the mana spring spell wears out.
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