King's Bounty: The Legend: Difference between revisions

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* Prioritize doing the main questline at least until you get the chest of rage. Aside from dramatically increasing your effectiveness, its skills level up the more you use them.
* Prioritize doing the main questline at least until you get the Chest of Rage. Aside from dramatically increasing your effectiveness, its skills level up the more you use them.


* The difficulty goes Mage < Fighter < Paladin, from easiest to hardest. However, Mages have the hardest time in the beginning, since you don't have many good spells and you don't have a lot of troops. Usually by the time you get to the Freedom Isles, the mage starts growing exponentially. Beeline for Higher Magic if you play mage.
* The difficulty goes Mage < Paladin < Warrior, from easiest to hardest. However, Mages have the hardest time in the beginning, since you don't have many good spells and you don't have a lot of troops. Usually by the time you get to the Freedom Isles, the mage starts growing exponentially. Beeline for Higher Magic if you play mage.


* Beeline for Reserves. It is the most important skill no matter what class you are. I usually fill said reserves with melee troops or other troops that have a high tendency to die/are really inconvenient to reinforce.
* The Mind skill "Reserve" is important for all classes, letting you bring reserve troops with you for convenience and easier reinforcing, to the point that it was made a default feature in later games.
 
* Beeline the story missions until you get your first Spirits of Rage (you can get 2 pretty easily).


* Doing missions for people usually puts new stuff in their shop, or at least adds reinforcements to their populations. Doing story missions makes troops available in your main castle, sometimes at unlimited population.
* Doing missions for people usually puts new stuff in their shop, or at least adds reinforcements to their populations. Doing story missions makes troops available in your main castle, sometimes at unlimited population.
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* Don't have kids. They are usually worse than loot, but you can't discard them without divorcing your wife.
* Don't have kids. They are usually worse than loot, but you can't discard them without divorcing your wife.


* There are some random patches of ridiculously increased difficulty, like the Magic Range. Quicksave before any endeavor!
* Quicksave before any endeavor, especially as there are some big difficulty spikes here and there such as the Magic Range.


* Experiment with troops. There's a lot of them in the game and they're all pretty unique.
* You can find/earn new scrolls beyond your limit but you can't buy any until you clear them out. Attack spell scrolls aside from Trap tend to be weak, spells not reliant on ranks like some buffs more worthwhile.
 
* You can find/earn new scrolls beyond your limit but you can't buy any until you clear them out. Get rid of scrolls for attack spells since low level attack magic sucks. Keep scrolls for things like buffs and healing.


* Leadership is the most important stat because it determines how many creatures you can recruit and that's 90% of the game right there. If you level up and leadership is one of the rewards, choose it to the exclusion of everything else.  
* Leadership is the most important stat because it determines how many creatures you can recruit and that's 90% of the game right there. If you level up and leadership is one of the rewards, choose it to the exclusion of everything else.  


* I think right-click lets you see the difficulty of the enemy. I forget the exact words, but never fight anyone very hard to impossible. This game is about troop management.
* Creatures that summon other creatures are very useful as the AI does prioritize the summons, eating up enemy turns and retaliations without any permanent losses. Ranged units are another high AI priority.
 
* Creatures that summon other creatures are the best in the game because the AI prioritizes summoned creatures regardless of strength. If an enemy could choose between 20 summoned weaklings and 100 priests, they'll attack the summoned creature every time. The second highest priority enemy are ranged units and the AI will go out of its fucking way to destroy them even ignoring melee units in their way.  


* The best, cheapest early game units are the flowers that can summon other flowers, fairies, bears, snakes, and undead. They have devastating special abilities and are cheap and plentiful.
* Snakes and Royal Snakes make for strong early game troops particularly if you luck upon the +1 snake Speed item. There's also a companion that doubles their attack. In general the artifacts you find go a long way in dictating which types of units are the most useful, and which ones are readily available varies from game to game. Much of the fun is in finding great item/unit/spell combinations so go wild and experiment.


* Even though you're a warrior, try to get the trap spell as soon as possible because it's the best thing in the game. You can easily lure enemies into a trap and even at its lowest level it will cause the enemy to lose their action for that turn which is essential to winning battles with minimum casualties. For example, the snake units can strike at someone from a tile away and you can place a trap in front of them to really hurt a strong unit. Sacrifice is another good spell and you can target summons or huge, cheap units like peasants and undead to totally wreck powerful monsters.
* The humble "Trap" spell is useful even for a non-Mage as they're invisible to the AI and instantly end a unit's turn, delaying melee units a great deal. Also Snakes for example can strike at someone over a trap which will then stop the enemy as they try to attack them back.


* Basically, choose creatures based on their special abilities and avoid creatures with high leadership requirements. The red beholders are great because of their mind control but they're expensive and rare as shit. Dragons are also super powerful but you can probably get 1-3 at a time and they go down when fighting enemies en-masse. Majority of the fun is finding great unit/spell combinations so go wild and experiment.
* Some spells work a bit differently from what you might at first imagine. "Sacrifice" gives permanent bonus units. "Fear" prevents the use of many Talents even if the unit has valid targets to attack. "Kamikaze" can be cast on enemy units. "Divine Armor" doesn't give a flat Resistance boost but sets them to the designated value if they're lower (but not negative).


[[Category:Games]]
[[Category:Games]]

Latest revision as of 07:55, 11 July 2021

  • Prioritize doing the main questline at least until you get the Chest of Rage. Aside from dramatically increasing your effectiveness, its skills level up the more you use them.
  • The difficulty goes Mage < Paladin < Warrior, from easiest to hardest. However, Mages have the hardest time in the beginning, since you don't have many good spells and you don't have a lot of troops. Usually by the time you get to the Freedom Isles, the mage starts growing exponentially. Beeline for Higher Magic if you play mage.
  • The Mind skill "Reserve" is important for all classes, letting you bring reserve troops with you for convenience and easier reinforcing, to the point that it was made a default feature in later games.
  • Doing missions for people usually puts new stuff in their shop, or at least adds reinforcements to their populations. Doing story missions makes troops available in your main castle, sometimes at unlimited population.
  • Don't have kids. They are usually worse than loot, but you can't discard them without divorcing your wife.
  • Quicksave before any endeavor, especially as there are some big difficulty spikes here and there such as the Magic Range.
  • You can find/earn new scrolls beyond your limit but you can't buy any until you clear them out. Attack spell scrolls aside from Trap tend to be weak, spells not reliant on ranks like some buffs more worthwhile.
  • Leadership is the most important stat because it determines how many creatures you can recruit and that's 90% of the game right there. If you level up and leadership is one of the rewards, choose it to the exclusion of everything else.
  • Creatures that summon other creatures are very useful as the AI does prioritize the summons, eating up enemy turns and retaliations without any permanent losses. Ranged units are another high AI priority.
  • Snakes and Royal Snakes make for strong early game troops particularly if you luck upon the +1 snake Speed item. There's also a companion that doubles their attack. In general the artifacts you find go a long way in dictating which types of units are the most useful, and which ones are readily available varies from game to game. Much of the fun is in finding great item/unit/spell combinations so go wild and experiment.
  • The humble "Trap" spell is useful even for a non-Mage as they're invisible to the AI and instantly end a unit's turn, delaying melee units a great deal. Also Snakes for example can strike at someone over a trap which will then stop the enemy as they try to attack them back.
  • Some spells work a bit differently from what you might at first imagine. "Sacrifice" gives permanent bonus units. "Fear" prevents the use of many Talents even if the unit has valid targets to attack. "Kamikaze" can be cast on enemy units. "Divine Armor" doesn't give a flat Resistance boost but sets them to the designated value if they're lower (but not negative).