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Warrior, Paladin, Mage Different classes in King's Bounty

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  #1  
Old 09-26-2008, 07:13 AM
Nike-it Nike-it is offline
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Default Warrior, Paladin, Mage (info, strategy, hints, etc.)

All discussions about classes in KB will be stored here.
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  #2  
Old 09-25-2008, 09:23 PM
stupidface stupidface is offline
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Default Warrior, Paladin, Mage (info, strategy, hints, etc.)

Hi!

I'm having a lot of trouble playing as a Paladin on Hard (full version.) My troop consists mainly of Humanoids (Peasants, Archers, Monks, Barbarians, Swordsmen) and I'm having a terrible time in fights. I still haven't been able to unlock Knights/Horsemen because the enemy guarding the tent is rated "Impossible." Likewise, exploring any of the nearby territories is difficult because there are very FEW enemies left that are rated "weak." Most are rated as matches or stronger - and I know that if I fight anything other than weaks, I'm going to lose a ton of troops, and then have nothing left to recruit apart from animals.
So I don't know what to do at this point to continue moving forward with my army. I have a ton of money, but nothing worthwhile to spend it on; I could buy equipment items, but would they really make any difference in a me-versus-"strong" battle?
I feel like there's very little left for me to do unless I can raise a substantial number of quality troops - but of course, as a Paladin, I can't raise too many at once.
The "home castle" with King Darion has already run out of everything but Peasants.

The only spell I've learnt is "Healing." I didn't spend my runes too wisely - I focused on mind buffs instead of magic buffs. I was hoping to get the "Tolerance" power so that I could replace some of my troop with Ghosts or Vampires - but I fear that I'll lose them quickly too, especially as I seem to be facing a lot of monks in battles lately.

Well I guess that's it - I just don't really know how to progress. All of my quests tell me to attack someone I cannot possibly defeat. All of my "fetch" quests I've done by waiting for the overpowering enemies to travel far enough along their path that I can sneak through.

So what now?

Thanks! Fun game - but hard!
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  #3  
Old 09-23-2008, 10:44 AM
Spiralkill Spiralkill is offline
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Default Warrior, Paladin, Mage (info, strategy, hints, etc.)

so far from the demo I was most impressed with the Paladin of all, he might not be as strong with rage as the warrior or as strong in magic as the Mage but at least in the demo i was able to get the highest leadership with him (probably the game is different) and he is the most versatile with the skills due to the ability to get 10 might and 10 magic runes in exchange for 10 mind runes (also might and magic runes are easier to get by in the demo via the skill and will tests).

So what class are u going to play?
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  #4  
Old 09-23-2008, 10:46 AM
Daedalus Daedalus is offline
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Mage most likely, incinerating stuff with mass damage spells is always a turn on in my book
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  #5  
Old 09-23-2008, 10:59 AM
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Zhuangzi Zhuangzi is offline
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Tough decision. I like the Warrior actually (gets Rage very quickly) but the Mage is cool too. And the Paladin looks like it might be okay as well (see the thread on this for some reasons why).

Oh well, looks like I will have to play the game 3 times.
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  #6  
Old 09-23-2008, 12:51 PM
jake21 jake21 is offline
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Quote:
Originally Posted by Zhuangzi View Post
Tough decision. I like the Warrior actually (gets Rage very quickly) but the Mage is cool too. And the Paladin looks like it might be okay as well (see the thread on this for some reasons why).

Oh well, looks like I will have to play the game 3 times.
One thing I Noticed is that the skill tree differs slightly by the class you play. Did anyone else notice this? Btw I think I'll probably go with mage but maybe paladin. Not warrior.
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  #7  
Old 09-25-2008, 10:09 PM
Sammual Sammual is offline
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Default Skill Trees

Does anyone know of a site that shows the skill trees and the skills?

I am stuck at work for a few more hours and want to plan out my character.

If anyone could post screen shots, skill descriptions, and costs that would be great.

Thanks all,
Sammual
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  #8  
Old 09-25-2008, 10:53 PM
pkt-zer0 pkt-zer0 is offline
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http://www.crpg.ru/sections.php?op=v...cle&artid=2299
http://www.crpg.ru/sections.php?op=v...cle&artid=2302
http://www.crpg.ru/sections.php?op=v...cle&artid=2303

Use Google translate or the translator of your choice.
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  #9  
Old 10-04-2008, 01:45 PM
Jem Jem is offline
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Default Need bigger disparity between player class

I loved KB back when I was a kid, HOMM helped me continue the flame for good turn-based strategy game. The KB:TL demo was really cool to begin with, nothing more can be said abt that. But I find it a huge disappointment later in the game; not only the non-replayable factor, the basic player class are just too blindly similar.

Each of the class shld have distinct AND powerful abilities.

Warrior Class
2 words: Brute force. Warriors should have very strong Attack &/or Defence advances after each level up. And at least +2 for both Attack/Defence should be a given for each levelup even when the user chooses neither. And addition +2 for the picked upgrade.

Mage Class
Mage shld be have same power as Warrior in magical sense to make these 2 classes even and worth playing. I had thought this is being addressed with the [Higher Magic] attribute, but it merely boosts spell casting to 2 per turn and max 3 times per battle is laughable. There should be at least spell level 4 upgrades for Mages, setting it distinctly apart from other classes. By level 4, there should introduce mass effects for most if not all of the spells, other than even more powerful spells. There should be endless spell casting in entire battle for mages and increase from basic 2x per turn to 3 on+after level10, 4x on+after level20, 5x at level30 (can cast spell at each unit turn).

Paladin Class
Paladin being the mix of warrior & mage can be hard to balance with other classes. The focus being on [Mind] should be natively enhancing own troops' use of their ability; like Mage's [Higher Magic] ability, but enhances each unit's unique non-rechargeable spell/skills in each battle to 2x after Paladin's new ability upgrade, and 4x on+after level10, 8x on+after level20, 16x on+after level30. Battles that take more than 16 turns & use of unit spell/skill is too long in my opinion, well I could be wrong as everyone's style of play is different.

The above is just building on top of the existing game features, so it won't be hard to implement as patch or addon to enhance gameplay. But after playing through entire game once, replaying again the same thing all over again is most dry and tasteless... but either way, this would be a great enhancement to this already great game. There are even more desireable game features which will totally set this game apart from other turn-based games but let's not go there here.

Jem

P.S. there's a minor error/bug(?) where Lake Dragonfly has mixed up hover description/tip for Weakness & Fire Resistance.

Last edited by Jem; 10-04-2008 at 01:51 PM.
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  #10  
Old 10-04-2008, 03:12 PM
Amamake Amamake is offline
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Quote:
Originally Posted by Jem View Post
I loved KB back when I was a kid, HOMM helped me continue the flame for good turn-based strategy game. The KB:TL demo was really cool to begin with, nothing more can be said abt that. But I find it a huge disappointment later in the game; not only the non-replayable factor, the basic player class are just too blindly similar.

Each of the class shld have distinct AND powerful abilities.

Warrior Class
2 words: Brute force. Warriors should have very strong Attack &/or Defence advances after each level up. And at least +2 for both Attack/Defence should be a given for each levelup even when the user chooses neither. And addition +2 for the picked upgrade.

Mage Class
Mage shld be have same power as Warrior in magical sense to make these 2 classes even and worth playing. I had thought this is being addressed with the [Higher Magic] attribute, but it merely boosts spell casting to 2 per turn and max 3 times per battle is laughable. There should be at least spell level 4 upgrades for Mages, setting it distinctly apart from other classes. By level 4, there should introduce mass effects for most if not all of the spells, other than even more powerful spells. There should be endless spell casting in entire battle for mages and increase from basic 2x per turn to 3 on+after level10, 4x on+after level20, 5x at level30 (can cast spell at each unit turn).

Paladin Class
Paladin being the mix of warrior & mage can be hard to balance with other classes. The focus being on [Mind] should be natively enhancing own troops' use of their ability; like Mage's [Higher Magic] ability, but enhances each unit's unique non-rechargeable spell/skills in each battle to 2x after Paladin's new ability upgrade, and 4x on+after level10, 8x on+after level20, 16x on+after level30. Battles that take more than 16 turns & use of unit spell/skill is too long in my opinion, well I could be wrong as everyone's style of play is different.

The above is just building on top of the existing game features, so it won't be hard to implement as patch or addon to enhance gameplay. But after playing through entire game once, replaying again the same thing all over again is most dry and tasteless... but either way, this would be a great enhancement to this already great game. There are even more desireable game features which will totally set this game apart from other turn-based games but let's not go there here.

Jem

P.S. there's a minor error/bug(?) where Lake Dragonfly has mixed up hover description/tip for Weakness & Fire Resistance.
Admittedly, classes do look somewhat simular on paper, but the game they play dramatically different. Warrior could never annihilate Karador using a single stack of green dragons, since he wont ever have enough runes, intelligence and skills. Mage isn't even a half as effective with rage offensive abilities. Paladin's strengths are order magic and that he isn't as terrible at rage and leadership as Mage is.

Classes are fine as they are. (Though I do hope we'll see something entirely different in the expansion).
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