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| King`s Bounty: Warriors of the North Next game in the award-winning King’s Bounty series |
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#1
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This save is great. However no Dark Paladins. I eddited it using the scanner to add them in the Iselburg, If you want it I'll post. Last edited by iregev; 04-28-2015 at 07:08 PM. |
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#2
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Sorry for necro this, and my English as well.
I bought Dark Side last year, but not played it until today. I choose Demonesses, never played Paladin before, Impossible Difficulty, and aim for a no loss campaign, finish all quests Right now I'm stuck at one of the very first quest, the rescue "Demon Cubs" quest. I have 2 Demonesses, 1 Blood Priestess, 4 Cerberus, 1 Demon, 5 Scoffer Imps. I've used all knowledge I collected from TL, AP, CW, WotN, but I still loss troops in this fight TT Could you guys tell me how to remain no loss after this fight ??? I can't pass the portal now, the quest will be marked as "failed". THanks, and sorry for my ENglish, again. |
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#3
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Three years later, I've finally come back to Dark Side to finish MattCasperMeyer's 'Phoenix Ore Cart' Vampire save. I knew that the rest of the game would be fairly straightforward to achieve no-losses, and it was, EXCEPT the final battle against the Spirit of Light.
The Vampire (Mage) ends up with very high Intellect in this game due to a skill which gives you an extra point of Intellect for every learned skill in the Mage tree. I had 109 Intellect by the end, including FOUR Rings of the Snake King! Early on I was using Ancient Phoenix a lot to inflict damage, but even that eventually becomes ineffective around level 40-50. Thereafter I used Dragon Riders a fair bit, and when I got bored of the grinding I started cheesing with Dragon Riders + Armageddon, which I did for the last 100 battles or so. This doesn't work in the final battle, however, as the Spirit of Light will hit you on Turn 1 and you can't Resurrect or Turn Back Time on Dragon Riders. I tried a lot of other combinations without much success. By this stage my Fireball was doing 13k damage on the Spirit but I was still losing troops too fast (especially if I used Armageddon too). Eventually I remembered that Call of Nature is REALLY overpowered in this game. It's a spell I never really used but it is ridiculously strong. I summoned a stack of Royal Griffins on Turn 1 which did about 20k damage per hit to the Spirit. I just used one stack of Dark Paladins meanwhile. By Turn 12 the battle was over and thus at long last I was able to complete a no-losses Impossible run as the Vampire, but only with Matt's save with the Phoenix in the Ore Cart |
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#4
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