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Crossworlds Campaigns Questions, strategies, hints and other info about campaigns in KB: Crossworlds.

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  #1  
Old 09-17-2010, 05:15 AM
JQueue JQueue is offline
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F.) Orc:
Talents:
1.) Running: A troop receives additiona 2 Action Points to rush the enemy. Charges: 1

2.) Commander: Any troop of goblins with a combined leadership of 240 or less is called once again to act in the current turn. This does not end the orc's turn. Available at 2 level of Adrenaline. Decreases Adrenaline by 5! Reload: 2.

3.) Onslaught: Runs along a straight line until reaching the enemy, inflicting 10-14 physical damage. Pushes the enemy back one cell. Available at 3 level of Adrenaline. Decreases Adrenaline by 10! Reload: 3

Abilities:
1.) Violent: Retaliatory strikes score as Critical Hits. Available at Adrenaline level 1.

G.) Goblin:
Talents:
1.) Goblin Rage: Smashes down with his axe, which causes 3-6 damage and pushes the target back 1 cell. Available at 3 level of Adrenaline. Decreases Adrenaline by 15! Reload: 1.

Abilities:
1.) Giant Killer: Little goblins greatly fear large creatures, but this fear gives them strength when battling with them. (+30% damage for creatures of level 5).

2.) Archer:

3.) Zeroing In: Their axes swirl and blur, and their Attack increases by 5. Available at Adrenaline level 1.

4.) Unstoppable: Upon attacking, the troop gets a (3 * level of Adrenaline)% chance to take another turn. Available at Adrenaline level 1.

5.) Poison Axes: Attack has a 20% probability of poisoning the target. Available at Adrenaline level 2.

H.) Shaman:
Talents:
1.) Dancing Axes: Calls forth ghostly axes, causing 20-25 Magic damage. 80% of the damage dealt is used by the Shaman to heal his allied troops. Available with 8 Adrenaline. Decreases Adrenaline by 8! Reload: 2.

2.) Totem of Life: Shaman places a Totem which gives protection to allies and heals them each turn. Area of effect 2. Health 532.(*Varies maybe) Availble at 1 level of Adrenaline. Increasea Adrenaline by 3! Reload: 3.

3.) Totem of Death: Shaman places a Totem which reduces the Speed of enemies, and attacks them each turn. Area of effect: 2. Health 760. Available at 2 level Adrenaline. Increases Adrenaline by 3! Reload: 3.

Abilities:
1.) Fighting Spirit: With the maximum of adrenaline, the orc shaman shouts loudly, encouraging nearby allied orcs. If there is no allied orc nearby, the Shaman becomes enraged. The Shaman's Adrenaline is reduced to 8.

2.) Thirst for Glory: Always receives +1 Adrenaline whenever an ally increases in Adrenaline.

3.) Enraged: Troop begins with 10-15 Adrenaline at the beginning of battle.

I.) Ogre:
Talents:
1.) Drain: Through a magical chant, the shaman strips an enemy of its Action Points. Charges: 1. *Does not take Adrenaline, but getting Adrenaline level 3 gives you an extra chage!

2.) Ogre's Rage: Ogre falls into a battle rage, and receives 1 Action Point. The troop's attack power is raised by 100%, for 2 rounds. Available at 2 level of Adrenaline. Decreases Adrenaline by 10! Reload: 3.

3.) Strike: Throws enemy into the air, dropping it in a random location within a 3-cell radius. Target receives 70-90 physical damage, and is stunned for 1 turn. Available at 3 level of Adrenaline. Decreases Adrenaline by 10! Reload: 3.

Abilities:
1.) Orc Commander: *Tooltip looks broken, Bug!

2.) Heavy Mace: Inflicts 150% damage to flying creatures, and reduces the target's Action Points to 2. Available at Adrenaline level 2. *Nice!

J.) Catapult:
Talents:
1.) Detonation: Explods a selected bomb or a powder keg. Relaod: 2. *May be good early game?

2.) Fire Missle: Uses exploding projectile that inflicts 8-13 damage to the target and any neighboring targets. Ignites the target with a probability of 50%. Available at 1 level of Adrenaline. Decreases Adrenaline by 10! Reload: 2.

3.) Explosives: Set an explosive bomb. Available at 2 lewvel of Adrenaline. Decreases Adrenaline by 15! Reload: 3.

Abilities:
1.) Archer:

2.) Siege Weapon: Inflicts 200% Damage to obstacles, barriers, and gremlin towers.

3.) Susceptible to Fire: Fire inflicts 150% damage.

Edit: I appear to have forgotten the Furious goblin in all of this. Oh well lol.
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  #2  
Old 09-17-2010, 07:17 AM
guciomir guciomir is offline
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Awesome! thank you very much for details.

I wonder if other races also got so many new skills and abilities. Could you please provide some examples?
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  #3  
Old 09-17-2010, 07:45 AM
JQueue JQueue is offline
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Hmmm I could direct you here:

http://forum.1cpublishing.eu/showthread.php?t=15046

and here:

http://forum.1cpublishing.eu/showthread.php?t=16342

A few more changes include Skeleton which gets a lay bones and bonerporting skill and the bone dragon's ability to now eat corpses and generate skeletons.

I didn't really like it when I tested it with my 16 int Paladin skeleton, maybe someone else will like it on their mage.

You can summon it anywhere on the field and it does damage as it is summoned. More advanced versions of it have an AE knockback damage spell on it. Problem is it appears to have low initiative and at the advanced stage of the game on in it just gets fragged before it gets a turn.

Dwarves have an Engineer that generates droids, repair/resurrects droids, and an AE attack that blinds level 1-3 units around it AE style for 3 turns. (Pretty brutal).

Guard droids now have a Beam of Light skill that does AE damage in a line 3 spaces long, and does thousands of damage to Undead.

Dwarf alchemists no longer have the Holy Water ability if there is no undead in the opposing team, instead it has an Energy Drink ability (no joke).

All humans now have the Favored Enemy ability which means the first unit to hit it takes 20% extra damage from your unit for the rest of the encounter.

Thats about all I can think of, most drastic changes being with the orcs given the namesake "Orcs on the March".
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Old 09-17-2010, 08:02 AM
Mandea Mandea is offline
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All the changes seem to be very useful. More or less, of course, depending on one's style.
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Old 09-17-2010, 08:33 AM
JQueue JQueue is offline
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There are a *few* nurfs, IE the inability to lay Totems without Adrenaline. The inability to fire AOE projectiles from catapults without Adrenaline.

I open almost every fight with level 3 Balance of Power spell (you'll see, it primarily takes everyones rage and evens it out between all your orcs). With advanced tactics and all my orcs starting at level 2 adrenaline, I can rip armies down to almost nothing by the time they even get one turn.

I try to play a lot of different styles, but this one is very fun. Also I am going virtual no-loss with Paladin (losing but resurrecting). It's not very great with no loss but its not hopeless either because there are a few skills that give you rage which you can then turn into rez/timeback mana.
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Old 09-17-2010, 08:50 AM
Mandea Mandea is offline
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I would really like to see all the conections between all units with likes/dislikes. I think the next time I play, I'll start to make one for myself. There are so many likes/dislikes between units that one has a hard time remembering all of them.
x likes y but hates z and so on. And they are very useful when trying to put different creatures together.
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  #7  
Old 09-22-2010, 07:02 PM
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camelotcrusade camelotcrusade is offline
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So what actions give you adrenaline, exactly? Killing a stack seems to do it, but does anything else give it to you? I noticed the might ability "onslaught" gives a random amount to troops in your army, too.
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