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| King's Bounty: Crossworlds The expansion to the award-winning King’s Bounty: Armored Princess. |
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#5
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There are often loses (especially again damn orcs, I hate them now) so you must have some healers and revivers, at least for most valuable units. Healing spell is excellent on level three (that's one of many reasons to get Order Magic III), because it costs only 1 mana and is powerful. Some revivers are: inquisitors - living things, but not plants demonologists - suck life from many units, even undead, and can give to most living things, including demons (aim for targets with lower defense) paladins - heal themselves and most surrounding living, but repel demons Ancient Phoenix - order magic 3, has powerful revive, and you can summon another one to replenish, costs a lot of mana though fauns - heals only plants, useful for royal thorns, assuming you got lucky and have royal thorns orc trackers - (on adrenaline high only) heals animals runemage(s) - well, I don't really use runemage, because I can have one of them, and when I met them in battle they were quite sucking (say hello to witch hunters Orc shamans mass heal with dancing axes, though it's quite weak unless you have only few stacks. Trolls heal themselves in the beginning of turn at night, so can be good for low level sacrifice (which revives other units), BTW I have no trolls in my current game. Vampires in bat form and ghosts suck life from enemies and revive themselves. Ghosts can grow beyond stack limits, so there are strategies abusing that ability Vampires in human form and werewolves heal themselves like trolls, but also during day time, if nothing changed (I met no werewolves yet, unfortunately). Resurrect spell is sometimes difficult to get, but may revive low and midlevels. Sacrifice spell is also tend to be difficult to get early but is quite neat for units which are Hypnotized or seduced by demonesses. Generally, you encounter many units which seem new and better, but until you get a breakpoint (like phoenix, or later phantom spell, or resurrect and sacrifice and high mana, or dragons, or some mana renewal skills etc.) it's better to rely on tested, trusted veterans with whose lows and highs you are better accustomed, than new units. And tactics with summoning is best for mage, I think, as a general strategy. So demonologists (there are often some of them on Verona) are one of the best. Dryads (but they're elves). Royal thorns (if you get enough of them, good with dryads). These archeopteryx-like birds (they have hard balls, I mean eggs). Demons (from store or demon portal spell, demons summoned by demonologists don't summon further). Engineers (though they are somewhat costly in leadership). Druids are weaker, but you may try them if you're following an eco-terror path. Necromancer are not so bad, but they are not really compatible with living units. Spells: Necro Call, Summon Nature, Call Phoenix and Demon Portal. Mystic Egg ability of your pet, at higher levels you can get like 4 red dragons sometimes. And evil beholders to mind control one stack of enemies in the beginning and hit their colleagues with them, and to repeatedly putting to sleep some low levels after that (best against massive stack of 1, or 2 level enemies). Dryads are good for that too, and Fear spell also, so you can concentrate on other enemies for a moment. |
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