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

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  #1  
Old 11-24-2008, 11:43 AM
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Gatts Gatts is offline
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Originally Posted by Metathron View Post
Hmmm...I thought your army gets +1 morale if its made up of the same race? I'm pretty sure I got +1 with my all-dwarven army last game I played.
The "same army morale bonus" goes only for elves and dwarves and orcs (see manual) but there are many items that would give you human morale bonus (and some that would give you swordsman, guardsman, horseman, knight morale bonus)
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  #2  
Old 11-24-2008, 01:55 PM
Keneth Keneth is offline
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Actually there's only one item that gives a morale bonus to humans, as I've already mentioned, and there's a few for specific units like knight-type and mage-type.
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Old 11-24-2008, 02:22 AM
TemjinGold TemjinGold is offline
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Originally Posted by Metathron View Post
I have archmages, priests, inquisitors, archers and swordsmen. No +1?
Seems not to work with Humans or Demons so far. Not sure about other races as I've never tried them.
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Old 11-24-2008, 05:18 AM
travelingoz travelingoz is offline
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@Met,

Mages, inqs and priests seem not be counted as humans in the game. Your army must be knights, horseman , guardians, swordsman and archers to get the morale bonus.
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  #5  
Old 04-24-2009, 06:43 AM
Kelteel Kelteel is offline
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Default Morale Boosting!

I use two talents to help morale. The first is Tolerance which prevents morale decrease if you have demons or undead in your party. The second one is far more important and that is Onslaught. The reason is that after you set your troups the higher Initiative overrides lower morale and if your initiative is higher than the other side you strike first. Use your most powerful spells against the enemy's most dangerous units. Initiative only lasts for the first round of moves which is why it is so important to use your best weapons. Thin the enemy out and then take them out.

Use Horseman instead of Knights because of their strike zone which is twice as far as Knights. Horseman also have the same hitpoints as Knights though they do about one point less damage on the top and bottom.


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Last edited by Kelteel; 04-26-2009 at 08:51 PM. Reason: sig
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  #6  
Old 04-24-2009, 08:07 PM
Vilk Vilk is offline
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Hi all, nice to see people arguing about tactical choices in this game.

I agree that a one race army isn't really the point, the morale bonus of 1 isn't that big, the right skills can allow some nice mixing, not to mention all the interesting Neutral units.

That said if it could not be the more efficient, it's fun to play sometimes. At this point I tried full dwarves, elves, undead and human.

Let take and example, dwarf army, just one long range and all units are slow, not the more appealing combination but if you get the right items:
  • Ogre Sandals giving giants +1 speed.
  • King's Hammer giving -10% Leadership of dwarves.
  • Mithril Shield giving -20% -10% Leadership of dwarves.
  • Ale Barrel + Telescopic Sight giving +1 morale +100% attack to archer + +30% chance of Critical Attack to archer.
  • The dwarf wife giving + 1 morale to dwarves.
  • If possible (don't remember if a slot is free for it) the Banner of Heroism giving +1 to Initiative for level 1-3

This gives you:
  • A huge bonus of -30% Leadership for you whole army, this means in fact that it's like if your leadership is 42% higher than it is, that is more than huge.
  • For the first strike you have the more powerful long range strike particularly with the +42 Leadership bonus and the morale boost, the tripple attack of the Cannoner. And an excellent long range attack for the Alchemist. And the Giant first Earthquake move to 3 forward then Earthquake does a good damages to all units (again the 42% bonus is nice).
  • Now if you play a fighter and use rage more than magic, get Order magic to 3, your first or second spell will be haste all to transform your slow lazy army as a terribly powerful tornado even even can make huge the first Earthquake.
  • Still more for a fighter, the initiative skill to +3 give your units those initiatives: Cannoner 9, Giant, Alchemist and Dwarf 8, Miner 7. Not bad for the first strike.
And that dwarf army has some nice tactical possibilities, particularely with a haste all spell:
  • The special Alchemist attack that get a huge tactical bonus with the haste speed.
  • The regular giant earthquake is quite powerfull.
  • The giant suddenly becomes a huge unit with the haste spell and the ogre boots.

That said this army involves various problems like:
  • A problem is how manage to keep all your units at their max number.
  • You got a good initiative for all units but no unit will give you the first attack during later battles.
  • For long battles the lack of more real long range units can be a problem.
  • No flying units can be quite a problem in some battle area.
  • It's far to be the best army for gremlins towers fights.
But clearly giving up the -30% leadership bonus for some units and a morale not that high open up much more choices for a more powerful army. But I feel it's a good one race army for a special battle and a more common use will be with this base to replace Miner, Dwarf or both or even Alchemist by some other unit.
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Old 04-24-2009, 08:26 PM
Vilk Vilk is offline
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Quote:
Originally Posted by Kelteel View Post
Use Horseman instead of Knights because of their strike zone which is twice as far as Knights. Horseman also have the same hitpoints as Knights though they do about one point less damage on the top and bottom.
Knights get a nice special attack if you train the skill, plus they have a better resistance against physical and fire (30% vs 20%). But well the horsemen better speed and initiative is nice.

That said for a fast close range fighter units using a reserve slot, Griffins are huge because of their speed, initiative but also fly and the Furious skill involving a counter strike at any strike make them very powerful for a units with reserve.

If you add items like Griffin banner -30% Leadership, Wind Wings boot +1 speed to flying units, Golden Feather +1 speed to griffins and/or Banner of Heroism +1 to initiative, this unit is huge if you dedicate it a reserve slot. With all those regalia items the elf wife with no children is a nice choice.
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Old 04-25-2009, 12:50 AM
Kelteel Kelteel is offline
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Quote:
Originally Posted by Vilk View Post
Knights get a nice special attack if you train the skill, plus they have a better resistance against physical and fire (30% vs 20%). But well the horsemen better speed and initiative is nice.

That said for a fast close range fighter units using a reserve slot, Griffins are huge because of their speed, initiative but also fly and the Furious skill involving a counter strike at any strike make them very powerful for a units with reserve.

If you add items like Griffin banner -30% Leadership, Wind Wings boot +1 speed to flying units, Golden Feather +1 speed to griffins and/or Banner of Heroism +1 to initiative, this unit is huge if you dedicate it a reserve slot. With all those regalia items the elf wife with no children is a nice choice.
Hey Vilk

Thanks for your reply. I had thought of Griffins for first strike but went for Horseman because of the 130 HPs they have. I am level 8 and have seen very few items of value including Spells at every place I stop and they don't ever restock their inventory(or change it). I have 140,000+ gold and have spent an additional bunch of gold trying units that are pests for fodder and do some damage. Simply no good equipment in any of the first four areas except for a shield and a sword I upgraded to a Runic Sword also a Snake(?) ring.

Knights do better on a retalitory strike but I must have missed the 'training up the skill' part. I will have to go check.


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Last edited by Kelteel; 04-26-2009 at 08:50 PM. Reason: sig
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  #9  
Old 04-25-2009, 10:53 AM
Vilk Vilk is offline
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Quote:
Originally Posted by Kelteel View Post
Hey Vilk

Thanks for your reply. I had thought of Griffins for first strike but went for Horseman because of the 130 HPs they have. I am level 8 and have seen very few items of value including Spells at every place I stop and they don't ever restock their inventory(or change it). I have 140,000+ gold and have spent an additional bunch of gold trying units that are pests for fodder and do some damage. Simply no good equipment in any of the first four areas except for a shield and a sword I upgraded to a Runic Sword also a Snake(?) ring.

Knights do better on a retalitory strike but I must have missed the 'training up the skill' part. I will have to go check.


Kel . ..... .
Yes the best choice depends a lot of the random you get. In my previous (paused) game I didn't get much griffins and no horsemen so soon in the game and in fact even much later I get only few. In my current I get a nice pack of Griffins very soon but again no horsemen that soon but a horde after solving for the king the problem with dwarves.

With this horde I used them for a nice number of fights, in fact with griffins, both was troops with reserve slot. Throwing them both in the battle and when possible to enemy long range was quite efficient. I couldn't use knights in a same way.

But in all few games I started I used an interesting alternative quite a lot, it's using ghosts and cursed ghosts to the battle, with the zombie wife it's a quite nice combination, one or both get a reserve slot. That limit you troops choice until you learn the skill that cancel morale penalty with undead but with neutral and undead you still get a nice range of choice during a long beginning.
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  #10  
Old 04-26-2009, 07:37 PM
Kelteel Kelteel is offline
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Quote:
Originally Posted by Vilk View Post
Yes the best choice depends a lot of the random you get. In my previous (paused) game I didn't get much griffins and no horsemen so soon in the game and in fact even much later I get only few. In my current I get a nice pack of Griffins very soon but again no horsemen that soon but a horde after solving for the king the problem with dwarves.

With this horde I used them for a nice number of fights, in fact with griffins, both was troops with reserve slot. Throwing them both in the battle and when possible to enemy long range was quite efficient. I couldn't use knights in a same way.

But in all few games I started I used an interesting alternative quite a lot, it's using ghosts and cursed ghosts to the battle, with the zombie wife it's a quite nice combination, one or both get a reserve slot. That limit you troops choice until you learn the skill that cancel morale penalty with undead but with neutral and undead you still get a nice range of choice during a long beginning.
I just ran into a group of all Undead ( I think it was in the Chapel in the Cemetery ) that gave me a new appreciation for the abilities of Necros and Vamps. I suffered huge losses but it was my most satisfactory win (level 10) of the game so far. I had just added a group of Royal Thorns for ranged units and discovered them to be one of the toughest units. They deal more damage than any other ranged unit I have found so far and I used Griffins for my strike force.

I just added my first stack of Royal Snakes. I think I have stacks of troups at every Castle in the first four areas. This is one of those games where money is no problem and I love it.

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Last edited by Kelteel; 04-26-2009 at 07:45 PM. Reason: adding signature
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