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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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http://www.kingsbountygame.com/handbook/magic Check part about Rune magic. I think it has some connection to runes you mentioned for units. This is available only for Viking troops i think.
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#2
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It's a special skill from the viking race. I found this on the HP of the game:
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I'm wondering if the player will be able to choose at the beginning of each combat round for each of his units, if he wants to use a rune or if he has to use them in the three first rounds of a battle?! Greets J.B. |
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#3
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That is what I wanted; wish they had included it in the manual. It was very confusing. Hum. I *think* there is a missing detail; it seems that something rests them - perhaps rage; or maybe it is being reset at the start of each round.
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#4
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very nice aditions by the way. I really like them.
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#5
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That rune of Attack is mm-mm tasty. 20% boosted crit AND attack will be a pretty major boost to damage, especially late game.
Though I do wonder if the Viking units will end up being good at all. Most of the Human units waned in value late game (barring paladins, archmages, and inquisitors) |
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#6
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Note that the chance of trigger is really low. You select the rune to use and then move the character. If it triggers the effect then the rune is used; if it fails to trigger the effect then (somtimes) you can use the runes the next turn - the sometime bit confuses me - not sure if if it is by design or bug; but the fact that the rune only has a small chance of actually using the effect is a bit 'frustrating' or 'annoying' or something or other. You want to use them because they grant nice benefit but you can't actually depend on them working as they are unreliable.
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#7
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Quote:
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