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| King's Bounty: Crossworlds The expansion to the award-winning King’s Bounty: Armored Princess. |
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#1
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I get a feeling that it was one of those chests that was "in the battle" in the beginning. I'm not sure though! I swore I dug it, but who knows. In my opinion, the demons true strength is tenacity due to infinite retaliation. That's why they are excellent summon units (and awesome candidates for Kamikaze). KarlosCV: were you playing Impossible No Loss mode? That must have been a pain to restore the imps? I like Archdemons since they are far more durable. I'm not so sure about other bosses, but it certainly made fighting the Frog and Spider doable. Admittedly they are NOT so good for damage/leadership. The Frog... I had to use the Archdemon to force him NOT to use a mass attack. I'm surprised you didn't see the power of orcs. Try using moldok as your hero, get onslaught level 3. Phantom Orc Veterans eat up the front line like nothing. Once they hit Adrenaline Level 3, even bosses can't counterattack their assault. Goblins end up doing 18K/damage per hit... throw in a Paladin and second wind. Oooh that pain. Last edited by ckdamascus; 10-25-2010 at 12:54 AM. |
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#2
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I myself tried to use imps in KBTL; no-retaliation, pretty high damage/attack per leadership ratio, and two fireball attacks to use in the first 2 rounds while they are getting into melee range. But it was a pain to do no-loss with them; I ended up getting demoness and demons, to compliment the inquisitors/shamans/emerald green dragons.
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#3
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a) in my last playthrough the cerberi, archdemons and demon/demon summons were my main tanks, so imps rarely got hit b) I played Paladin so whatever was lost was fully restored after the battle, so 80 percent of my battles was de facto no-loss anyway c) I tried the excellent "Gates of Hell" mod by Rider, which is exactly the special power that Archdemons (and the demon race as a whole) are sorely lacking As for orcs - all right, I'll try them for the third time, maybe Warrior and maxed out onslaught and rage control will make some real difference |
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#4
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I believe I used Berserker Axe (+30% crit for axe users), Dagger of Judgement (+20% critical), and Maybe battleaxe? Moldok gives EXTRA adrenaline to all Orc-ish units (excluding goblins), +1 speed and +1 init to all Orc race units (including goblins), makes all Orc-ish units (excluding goblins) have the ability to "Cause Bleeding" on hit. Paladin Goblin Orc Orc Veteran Orc Tracker No-loss, doable with these guys. Goblin should have close to 100% critical. After first kill (max morale), he will get 100% critical. That's why you need a fairly high base critical. Paladin Second Winds the Goblins. (or Orc Veterans) NEXT round, Orc Commanders the goblins if he has enough adrenaline (that's basically second wind) Orc Veterans use potion of rage to get into range, Phantom him. Phantoms have NO adrenaline, but that's GREAT for Orc Veterans. A level 3 Adrenaline Veteran doesn't get counter-attacked, but a phantomed one does. But Orc Veterans counter-counter attacks, so you do more damage in round 1. Real Orc then slices away. Orc Tracker runs up and summons tanks. Either waits or slices. Adrenaline level 2 gives him +20% phys resist, tanks reduce him damage by half? If you don't mind loss, this is a VERY fun build to roll around with. If you want to do no-loss it is doable, and not too crazy. Orcs get max morale if they score a kill. That is their huge racial advantage. So it is very easy to get very high critical hits with them as the battle progresses. @Lore- Sorry, the Ghost Armor chest was one that showed up pre-battle sequence. I tried skipping ahead, no soup. It is POSSIBLE that it will show up eventually during one of my battles, not necessarily that one. (e.g. the random items are pre-generated ahead of time). I don't know this for a fact though. I guess I will find out soon enough. However, this points out a very key factor and a big problem with my previous army. Low initiative or low speed. Those pre-generated chests in the beginning of battle. Pretty sure if the enemy gets it, whatever item it was will never show up again IF the battles are pre-generated. (of course you could get lucky and have 2 duplicate items in the pre-generation ... if it's even pre-generated to begin with). Demonesses got in first. But, can't reach the chest easily. Archdemons can still do my "first strike", Black Dragons can recover the chest. So maybe it works like "the 150th battle ever, will have a chest that has ghost armor in it" I know if I do it all exactly the same it will show up, but the problem is I don't want to and it is too far away for me to replicate it. Haha. Doing it with Demonesses made it much harder for a lot of the battles and I did a lot of sacrificing and such to raise my Demonesses ranks. (Yeah, from 1 Demonesses to like 93 haha, but I did steal a handful via diplomacy which I no longer have now). I guess I will be the ultimate guinea pig for this. If I don't see it show up as I catch-up, then we know it is truly random vs pre-generated in the game's mind. On the flip side, it isn't as critical of an item for me now, because I don't really plan to use demonesses that much now and/or I don't really need ghost armor that badly. [EDIT] LORE! Guess who just got his cake and ATE it too! The game spawned the SAME ghost armor again! Woot! I did go a similar path, but not completely identical. It seems it is not related to the unit make up (at least not the number of units and types of units?). Might be more related to the number of battles AND where you fight them (since you can change the terrain). Last edited by ckdamascus; 10-26-2010 at 12:14 AM. |
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#5
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And that's another problem - I couldn't phantom my orcs, because throughout my whole game I didn't find a single Phantom spell! I think it was the only spell I didn't find, I had tons of crap, but not the most useful (and be honest, overpowered
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