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Adventure mode All you want to know about adventure mode (may contain SPOILERS)

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  #1  
Old 12-16-2008, 02:26 AM
taltamir taltamir is offline
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level 19 mage.
Started out going for combat damage, but later on switched to much more powerful battlefield control.
I got chaos3, order3, distortion3, destroyer1, higher magic2, nighttime operations 3. alchemy3. and well, a bunch of prerequisits...

Int is only 16, no wife, equipped items: +5 int archmage staff, +2def +1 attack boots, +10% experience tome, +2def lvl1-3 +5def lvl4-5 shield, anga's ruby (replaced my snake kings ring when i got dryads). some other items.

I abandoned my high damage ideals for leadership and % based spells, phantom, magic spring, mass bless, mass weaken, etc etc. And of course, the lovely resurrect, bringing everyone back to life. I was stuck with fireball from the begining of the game, I only got geyser recently and i didn't bother upgrading it (saved, upgraded, saw damage output, loaded and left it at level1), never saw lightening, ice snakes, armaggedon, or whatever. With nothing but fireball, at around level 10 it was simply not enough.
The battle mage dependancy on finding new more powerful spells, and then using enough crystal to level them to lvl3, and sinking a bunch of runes into low return skills... are hugely problematic. I can already defeat anything with 0 losses (provided that they are not many levels above me), any new distortion/order spell is just gravy. If I could do it all over again, I would skip chaos magic.

Here is an example tactic:
have int15+
have dryads/mother plant/whatever create summon stacks for you. Send them towards the enemy, the enemy is now engaging them. make sure they are low initiative summons. Wait with a unit. When the waiting unit is up again, use its turn to cast a level 3 magic spring (5 mana, 6 actions duration due to +1 from int) on one of the summoned. skip move on that unit, since it waited, its immidiately a new turn, use level 3 magic spring on the other summon, cast acid rain on both of them and the nearby enemies. Before the turn is over each magic spring should produce 5 mana 6 times, so 60 mana return on your 10 mana investment. The enemies are also not attacking you, since the are all surrounding the summons and hitting them. This gives you some time to use that 60 mana to resurrect as needed, or create some phantoms to hit the enemy with.

My biggest problem with attack magic... when it is the end of battle, you need to spend many turns farming mana to resurrect your units, when you finish doing that, you will just pop off the last enemy units with an archer and end battle, no need for chaos magic.
When it is the begining of battle and you have a bunch of mana. YOU COULD use an attack spell, but the enemy has stacks of 1000 pixies / 500 spiders / 100 griffins / whatever... And they often have LOTS of move action. And they have so much HP that your fireball spell is nothing to them, and the enemy has 5-10 stacks, AND the enemy has archers who will decimate your forces.. the first priority in battle then is to waste most of your mana on phantoms/summons/control to put something over in the enemy camp that holds the attention of ALL enemy stacks, all 5-10 of them, and then whittle them down with archers as you do so.
When it is the middle of battle, you have to balance farming mana with phantom/summon to continue holding enemy attention.

I cant wait to get the demon wife. 2 weapon slots will take my second archmage staff +5 int and my archdruid staff +4 int, as well as my ring of +3 int. that will put me very close to the magic 30 int needed for spells to last 1 turn longer.
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Last edited by taltamir; 12-16-2008 at 02:46 AM.
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  #2  
Old 12-16-2008, 03:42 PM
YENKO YENKO is offline
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Quote:
Originally Posted by taltamir View Post
level 19 mage.
Started out going......<SNIP>....that will put me very close to....
Very nice read! Thank you for posting this!
Consider yourself copied, pasted & printed! And ring-binded too!
y.

Last edited by YENKO; 12-16-2008 at 03:44 PM.
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Old 12-16-2008, 07:52 PM
Hento Hento is offline
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I also don't like it how everything is random and you can go through entire game without acquiring other spells, I was very lucky to get ice snake besides fireball, although I would prefer lightning, meteor shower, acid rain and other I've never even heard of.

Last edited by Hento; 12-16-2008 at 07:55 PM.
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Old 12-16-2008, 07:57 PM
taltamir taltamir is offline
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oh yea, that is the crux of the matter. your unit power increases over time as you gain levels and leadership. Your buffs/debuffs, once leveled, also increase in power, because they are percentage based. A phantom spell now creates twice as many griffins for me as it did when i first got it, because my stack has twice as many griffins in it. they require X mana for Y% improvement / weakening. So they remain as useful.

Your direct damage spells depend on luck and have a distinct "level" that it does not progress beyond... fireball absolutely dominated the battlefield for me at levels 5 and below. It was a one shot kill, sometimes killing multiple enemies with one shot.

If you get LUCKY and get an attack spell many level beyond you, go ahead and make the most of it until it becomes obsolete. Just don't spend too many crystals leveling too many attack spells.

Another thing is, a lot of the direct damage spells are NOT chaos magic. only the fire ones, and all the strong enemies are immune to fire (but not to physical or cold... so your non chaos magic direct damage remains effective)
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