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I'm playing as a mage on hard difficulty... I think I've put together a pretty good team: paladins (mass resurrection, repeat turn, and they fight well), inquisitors (additional resurrection, grant wrath), core griffins (summon and encourage), gloom wolves (put to sleep, take control), giants (mass damage, can apply target and stone skin). Before the wolves and giants, I had core thorns and cyclops, but they have a downside - they can't be resurrected :( My hero is currently level 38 - attack 14, defense 19, intelligence 43 :eek: (in The Legend, you could only dream of that) If I manage to assemble an elven set with +9 intelligence (I already have the helm and 2 crowns :)), it will be something amazing...
I'm too f*cking old To sell my soul
AlexSpl
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I also played as a mage. Inquisitors + Paladins + a fast-flying unit. The main tactic: Inquisitors in a corner, surrounded by a wall, eliminate all enemy ranged units, and then resurrect the Inquisitors. Next, use flying units or dragons to deal with the remaining ground units. I managed to defeat the Fallen Paladin in over 450 rounds using this strategy. At that time, the Inquisitors dealt approximately 30 damage per shot.
However, playing as a mage becomes difficult towards the end, especially against the formidable Baal.
I managed to defeat the Fallen Paladin in over 450 rounds! :)
I didn't have any problems with this guy, as someone randomly placed him on Elone (near the River of Memory). I defeated the Inquisitors in 3 rounds with a rain of fire, and then I attacked the paladins with dragons that hatched from eggs. Luckily, he doesn't have any offensive magic – he just casts armor spells on himself. But the "old and lonely" cyclops Xerxes, with his 20+ defense and +1 speed, gave my wolves a hard time... Either you defeat him in 4-5 rounds, or you lose half your army. And it seems like the bosses will be tough – I haven't fought any of them yet, although I'm already on Elone :o I read here how someone defeated Cthah as a Warrior – I doubt a Mage can do that.
It's still quite difficult to complete the Warrior campaign without losses, but I've already earned the third-level strategist title and I'm not worried.
In my opinion, the Warrior can easily defeat everyone without problems and without losses. :smile02: Drakkoshka
Now I'm thinking about how to get more rage.
What's there to think about? The Warrior has a lot of perks that increase rage, plus you can also take some from the Paladin skill tree. Moreover, "Rage Control" is at the very beginning of the skill tree, so take it and enjoy. :) Drakkoshka
There was a good combination at one time: griffins, dryads, and demonologists call for reinforcements (the latter can also resurrect them in the worst case), assassins poison (once or twice, it depends on luck), and archers set them on fire (especially under the control of Agvares, although after I lost a lot of assassins with him as a Paladin, I vowed not to give him non-shooting units).
I also like griffins - they are tough, have infinite retaliation, summon guardians who distract the enemy (they also have infinite retaliation, by the way), and are also immune to various harmful spells. Dryads look a bit strange in this combination: one stack of elven troops, but their morale should be very bad, right? They can't use "Elven Song" - there are no other elves. Their reinforcements are weak, and they themselves die in dozens (unless male troops start targeting them with high probability :D). However, I don't know, I've never played with them myself. However, I haven't had any difficulties in battles against dryads, either as a Mage or a Warrior, so they surprised me a little as a troop choice. Demonologists - again, because of them, the morale of everyone should be very low, right? And low morale is very bad for the Warrior, because he plays with troops. I took assassins in my previous playthrough and loved them, but if you think about it, they are very unproductive. At the very beginning of the battle, they cannot attack (they have short legs, they can't do a backstab until the enemy unit "shows its back") - and I always upgrade "Charge," which determines the style of combat - strike first, kill as many as possible before the initiative passes to them. But okay, we wait, then we strike (although this gives us a loss of one turn for poisoning - if we strike first, the unit will suffer greatly from poison in its turn, but now it has already moved away). What's next? Run forward? But assassins are a rather weak unit, it's too dangerous to go forward with them. The second ability - I don't remember exactly what it's called - is very rarely applicable. They can rarely destroy a stack, unless you specifically direct them to an almost defeated unit. Then, of course, we have a second backstab - which is very good. However, in reality, assassins only play in the first round, and then they stand behind the backs of those who are tougher. They are weak physically for the Mage (well, at least poison helps), but for the Warrior, they play poorly because it is impossible to apply any buff to them. Archers are, of course, good, especially with the fire arrow, but at some point it becomes clear that they die like flies, as a result of which the army weakens from battle to battle. You can't walk around for a long time with level 2 units, even if they have three good abilities - strong monsters will mow them down like the plague. I myself am now using griffins, red dragons, cannons, Incas (resurrection of level 5 troops + adding rage), and giants - after finding the Sandals of Ogr, which increased their speed, they became simply amazing. :smile51:
The dryads seem a bit out of place in this combination: one stack of elven troops, but their morale should be terrible, right? They can't use "Elven Song" because there are no other elves. Their reinforcements are weak, and they die in droves (unless male troops start targeting them, which is unlikely). However, I don't know, I've never played with them myself.
Still, dryads are a decent stack. In "Legend," they were one of my favorite troops – with the "Ruby of Angi" artifact (too bad it's not available anymore), they were very effective in combination with fairies and elven archers. In my opinion, their main advantage is the "lullaby" ability – it seems to have even been improved (it now affects troops of levels 1-3). However, they really have nothing to offer against troops like dragons... And it seems that elves only have morale problems with dwarves; in this combination, everyone should have 0 morale. Demonologists are not demons; they are neutral creatures. I might try using dryads myself (since I have elven artifacts), but it seems I won't be able to find demonologists – it's all down to chance...
However, I haven't had any difficulties in battles against dryads, either as a mage or a warrior, so they surprised me a bit as a troop choice.
As opponents, they are really weak. Demonesses are a different story... :smile51:
By the way, does anyone have a link to a complete list of squires, including their specializations and slots? I had a complete dossier of wives in the original King's Bounty, choose whichever you want, but I'm having trouble with the squires.
I've started playing as a paladin, and I need to decide who to take with me, but I don't even remember what slots each squire has.
AlexSpl
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On the official website, you can download a very good manual created by fans. It contains everything.
Guys, I've almost finished it (I tried to make it last as long as possible :)) But I can't figure out where the key to the Zag-Zag cave on Rusty Anchor is!?
To the left of the cave, on the shore, stands the leader, Sokhaty. He asks you to bring him mercenaries. As a reward, he will give you a key. So, move the necessary units to the nearest Castle and go defeat the pirates, bandits, and other riffraff. At the end of the game, the Zag-Zag cave is, of course, a very rewarding location. :D
In my opinion, the Warrior handles everything without any problems and without losses:smile02:
Well, maybe I just got used to the Paladin's resurrection, and that's why it was tough with the Warrior. But with the Paladin, it's easy – you just put in a little effort, upgrade resurrection (both the skill and the spell), and nothing is scary! Although, I seem to have defeated bosses with the Warrior with fewer losses. Slonysh
But what's there to think about? The Warrior has a bunch of perks to increase Rage, plus you can also take some from the Paladin. And "Rage Control" is at the very beginning of the skill tree, so take it and enjoy. :)
I took almost everything. I didn't have enough runes and money for the Paladin skills. On top of that, I added artifacts wherever I could + a set of Rage. But still, it might not be enough. Yes, I'm greedy :D Slonysh
I also like Griffins – they're tough, have infinite retaliation, summon Guardians that distract the enemy (and they also have infinite retaliation, by the way), and are also immune to various harmful spells.
I kept Griffins just because of the Guardians. It was extremely amusing to watch enemy heroes trying to hypnotize them :D I had a shortage of the Griffins themselves – they were only sold in four places, and in the first two, there were very few, and by the end, my Leadership was skyrocketing to 50k. I didn't manage to upgrade Resurrection properly, so I had to be careful and not put them in harm's way. Slonysh
Dryads look a bit strange in this combination: one stack of Elven troops, and their morale should be very bad, right? They can't use "Elven Song" – there are no other Elves. Their reinforcements are weak, and they die in dozens (unless male troops start targeting them in an unlikely way :D). However, I don't know, I've never played with them myself. But I didn't have any difficulties in battles against Dryads with either a Mage or a Warrior, so they surprised me a bit as a troop choice.
Everyone loves Dryad Thorns. As soon as I get them, half of the archers become no problem. If at least half of them reach the enemy, it will be quite painful. Besides, the summon has a cooldown of a few turns. Again – no retaliation. But with spells, it turned out to be a matter of bad luck – my companions missed everyone they could, and enemy units didn't even try to miss... However, they didn't aim at the Dryads either. Slonysh
Demonologists – again, because of them, everyone's morale should be very low, right? And low morale is very bad for a Warrior, because he plays with troops.
Demonologists are neutral, they don't lower morale ;) Nor do summoned demons. And in my opinion, they are a valuable unit – a ranged attacker and two very good abilities. It's a pity there weren't many of them on the map, otherwise, I would have used them until the end of the game. Slonysh
I took Assassins in my last playthrough and loved them, but if you think about it, they are not very productive. At the beginning of the battle, they can't attack (they have short legs, and they can't do a backstab until the enemy unit "shows its back") – and I always upgrade "Charge," which determines the style of combat – strike first, kill as many as possible before they get their turn. But okay, we wait, then we attack (although this gives us a loss of one turn for poisoning – if we strike first, the unit will suffer greatly from poison in its turn, but now it has already moved away). What's next? Run forward? But Assassins are a rather weak unit, it's too dangerous to go forward with them. The second ability – I don't remember exactly what it's called – is very rarely applicable. They can rarely kill a stack, unless you specifically direct them at an almost defeated one. Then, of course, we have a second backstab – which is very good. However, in reality, Assassins only play in the first round, and then they stand behind those who are tougher. They are physically weak for a Mage (well, at least poison helps), and for a Warrior, they play poorly because it's impossible to apply any buffs to them.
I tried to poison as many thick units as possible with a backstab (especially good against neutrals), and then I finished off those who managed to break through the Guardians, Demons, the Dragonling wall, and other fairytale monsters with the Assassins. If you wait to strike down some slow units and retreat, nothing will happen. Slonysh
Archers are, of course, good, especially with the fire arrow, but at some point, it becomes clear that they die like flies, and therefore the army weakens from battle to battle. You can't play for a long time with units of the second level, even if they have three good abilities – strong monsters will mow them down like the plague.
Recruit more and go for the mines for the Orders! I don't regret the Archers. They'll kill half the squad, so what, I'll buy more (hmm, I wonder if there will be a lot of money on the "impossible" level too?). Again, they distract the attack. Not like Griffins and Demonologists, they are worth their weight in gold. By the way, I used not only the second but also the first level with the Paladin. There were fewer problems with resurrection, and fakes in the amount of 2-3-4 thousand hit VERY hard, no worse than 12-13-14 dragons. Again – what is more noticeable: +20 to the attack of a dragon or +20 to the attack of a fake? On the other hand, it's harder to kill a dragon, but when you lose only one squad in a battle with a Paladin, you can have some fun. Slonysh
I'm currently playing with Griffins, red dragons, artillery, Incas (resurrection of fifth-level troops + adding Rage), and giants – after finding the Sandals of Ogr, which increased their speed, they became simply amazing:smile51:
In the final, I had such a mess that I'm ashamed to even mention it. But before that, I played with Griffins, black dragons (I don't feel sorry for them... but I couldn't find them at the most crucial moment), Dryads, Elves, and Archers. Black dragons took a lot of morale from the Griffins, but a good artifact helped me. Archers were usually controlled by my squire (who constantly put them in harm's way, but they hit hard). Elves are just good archers (yes, my favorite tactic is to kill goats before they reach you), and Dryads and Griffins distract the enemy with summoned troops as much as they can. I got red dragons only for the battle with Baal (well, I messed up badly with the army, hmm... :o), I regretted not taking them earlier – they are not much weaker than black dragons, and they can burn from a distance without harm to health. Artillery is good, I loved playing with them and alchemists in Legend. Inquisitors, hmm... Resurrection, I agree, is very valuable – if I had taken them and Demonologists, there would have been fewer problems with troop losses. But I don't really like them. I don't like Giants :D They ruined so many battles for me with their jumps (there were no resurrection spells, and Demonologists can only help once), that I tried to kill them as soon as possible. They may be good in your army, but – I don't know, I don't like them.
Yes, I forgot that demonologists aren't demons, but neutrals. :o I haven't played with them, and they don't appear very often in the game.
I like red dragons much more than black ones; you can resurrect them, load them with buffs, and so on.
And giants are indeed annoying, which is why it's so fun to play as them. :p They are almost impossible to kill, very tough, and hit hard. The only downside is their speed, but the aforementioned sandals solve that problem. And even without them, someone has to stay near the archers when enemy creeps approach.:smile01:
I kept Griffins mainly because of the Guardians. It was extremely amusing to watch enemy heroes try to hypnotize them :D
Yes, Guardians are a worthwhile unit – they can't be burned or poisoned... And the Griffins' second ability is also good – I often sacrificed summoning in the first turn for it, because 8 initiative is very useful for an Enchanter (whose Attack skill is difficult to upgrade).
There was a shortage of the birds themselves – they were only sold in four places, and in the first two, there were very few, and by the end, my Leadership was skyrocketing to over 50k.
Mine is even better – in two places – on Veronia and Tekron :)
Hmm, I wonder if there will be a lot of money on the "impossible" difficulty level too?
I don't know about the impossible difficulty – I haven't played it yet (but I will), but on the hard difficulty now (after "clearing" everything except Sheterra, the Nameless One, and Rehau), I have over 1.5 million – even though I buy all the minor artifacts for crystals, I rarely take chests on the battlefield, and I only upgraded trophies to level 1 (for training). Random chests worth 10-15k are already getting a bit boring. But it's better to get 15k than 4 scrolls of "Wrath Control" :D I try to avoid losses, but it doesn't always work out :o Recently, Elenhel "pleased" me a lot. A companion for a mage is extremely useful, but at level 40, he complains that he has already learned everything. I don't really want to let him go... So, I successfully destroyed the frog without any losses, left with 30 mana, gained a level, and then died in a battle with the companion around round six... I tried to gain experience through quests – he doesn't want to fight until you go into battle :( I had to find a weak squad and finish the battle, replenishing my mana to the maximum – there were still significant losses, even considering the resurrection spells and two phantoms (maybe I built the battle incorrectly, but I didn't want to replay it). After that, by the way, Khnaga and Ftaghn fell without any problems or losses :) By the way, while playing as a mage, I noticed a pattern: troops that become effective under the guidance of a mage are often useless in the enemy's army (like Dryads, Celestial Guardians), and the mage gets little benefit from those that can cause serious trouble (like Berserk Goblins, Demonesses with their ability swap)... Although there are exceptions – like Giants, Dreadnoughts, or Cyclops :cool:
I'm too f*cking old To sell my soul
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Yes, I forgot that demonologists are not demons, but neutrals. :o I haven't played with them, and they don't appear very often in the game.
I don't think I ever encountered them with the Paladin (or maybe I just didn't pay attention), and with the Warrior, I only found them in one place, and there weren't many of them. In general, as I said, this unit is very valuable, in my opinion, which is probably why it's rare.Слоныш
I like red dragons much more than black ones; you can resurrect them, buff them up, and so on.
But for me, as someone who mostly just kept chanting over the poor Dragon in the Warrior playthrough, that's not very valuable (although sometimes it annoyed me that I couldn't heal the black ones and had to either pull them back or sacrifice one). But their stream of fire can do more damage to the enemy than the Black Dragon's ability, and with less risk to the lizards themselves.Слоныш
And giants are really annoying, that's why it's so fun to play with them. :p They're almost impossible to kill, very tough, and they hit hard. The only downside is their speed, but the sandals mentioned solve that problem. And even without them, someone has to stay near the archers when enemy units run up to them.:smile01:
Yes, if such a brute stomps, it won't be pleasant. It's better to have them on your side, that's for sure :) WishmasteR
Yes, Sentinels are a good unit - they can't be burned or poisoned... And the Griffons' second ability is also good - I often sacrificed the first turn's summon for it, because 8 initiative is very useful for the Incarnate (for a mage, who is very difficult to level up in terms of attack).
I used the birds' second ability once or twice, just so they wouldn't stand around doing nothing (usually they wait to take out the goat that gets too close). But the summon is the priority. By the second round, you can move the Sentinels closer to the enemy and just sit back and enjoy.WishmasteR
I have it even better - in two - on Veronia and Tacron :)
I was luckier - I got a couple more on Debir/Bolo/Crimson Wind (I don't remember exactly), then I found them at Rusty Anchor, and on Veronia and Tacron, I also had them :)WishmasteR
Recently, Elnhel "pleased" me a lot. A companion for a mage is very useful, but on level 40, he complains that he has already learned everything. I don't really want to let him go... In fact, I successfully defeated the frog without any losses, gained 30 mana, leveled up, and then lost the battle with the companion around the sixth round... I tried to gain experience through quests - he doesn't want to fight until you go into battle :(
I didn't play as a mage; I endured both playthroughs until Sheterra without a companion :D I didn't want to take Elnhel because of his whims, which I had heard about (although he's an elf, and I love them :D). I also tried to fight without losses as much as possible, but sometimes it was very difficult when enemy heroes cast powerful spells.WishmasteR
By the way, playing as a mage, I noticed a pattern: the troops that start to dominate under the guidance of a mage are often useless in the enemy army (the same dryads, celestial guardians), and those that can cause serious trouble (frenzied goblins, demonesses with their swap) are of little use to the mage...
Believe me, this is not only when playing as a mage :D I took demonesses with the Paladin, and I still don't understand why; I did without them with the Warrior. In the enemy army, they quickly pulled my archers away with their swap, throwing a stronger unit into my ranks, but I can't do that with my own - I feel sorry for them :) By the way, these demonesses, dryads, and swordsmen really annoy me. It feels like the chance of them missing is at least 90%. Ancient vampires don't dodge like that, but these three... Maybe in the next playthrough, I should fill all the slots with animals? And who should I take as a companion then? >_>
Of the units, I also like the purple-eyed ones (I don't remember, beast or evil-) with hypnosis. When they charm the strongest unit on the enemy side, it's awesome... Even if it's only for one turn - it's a small thing, but it's nice... Ents are also good, both young and old. They are vulnerable to fire, which is bad, but they are very tough. And with a swarm of wasps. I really dislike the brontosaurs of the lizards. A unit of the "try to hit one of those" type, slow but reliable. And if they dig in, it's a real massacre. It's better to have them on your side. I don't like Gorgons, as well as all enemy archers and mages. I only played with high-tier rangers once, who hatched from a Dragon's egg, a good unit. Or maybe I just didn't feel sorry for him? :D
By the way, those demonesses, dryads, and swordsmen really annoyed me. It felt like the chance of missing them was at least 90%. Ancient vampires didn't dodge as much, but these three... Maybe in the next playthrough, I should fill all the slots with just animals? And who should I take as a companion then? >_>
The law of perversity... I remember, especially in Legend, the demonesses were a pain when I was playing with an army consisting entirely of dwarves. I even wanted to play with demonesses and cerberuses myself back then, but now I'm unlikely to take demons - they've reduced their ability to resurrect :( As for swordsmen and guardsmen, it's a different story - anyone will miss them if less than half of the unit remains. It's annoying sometimes, but not as much - I had more problems with knights and paladins... Drakkosha
Of the units, I also like the purple-eyed ones (I don't remember if they're beast or evil) with hypnosis. It's so satisfying when they charm the largest unit and bring it over to their side... Even if it's just for one turn - it's a small thing, but it's nice...
Exactly, they have three advantages right away: they're good archers, they have a sleep-inducing arrow (I wonder, can you put enemies of level 5 to sleep?), and, of course, hypnosis. It was especially fun in the battle with the demon in Dersu to charm the executioners and watch them hit each other about 5 times thanks to their ability :D Drakkosha
I really dislike bronteros among the lizardmen. A unit that's hard to hit, slow but reliable. And if they dig in, they become a real killer.
I can't stand bronteros myself. I'll just lock those demonesses or shamans with magic shackles - and that's it, but these guys have mind resistance :mad: Luckily, their initiative is low, otherwise they would charge right away...