![]() If you want you can add Archmage's shield for 97.5% physical resist. With those you can use divine armor and stone skin to get 95% physical resist. I got order magic 2, distortion magic 3, and multi-cast. Although I was a mage I didn't upgrade chaos magic or destroyer. One way to take advantage of this is to use a super tank. None of them are able to use their special abilities, they can only do physical attacks. So for example, in one battle I had a unit within range 2 of 3 huge stacks of demonesses and a stack of imps. Enemies who are within range of the Target will not use special abilities. The strategy is based on the Target spell. I cleared almost all of Demonis with no losses starting at level 15, before I even had upgraded rage abilities. I just replayed The Legend on impossible mage. I probably missed something, so I'd love to hear some other strategies that people use. ![]() This way, you can concentrate all your spells and resurrection abilities on one stack and manage your casualties much more easily. Using this combination on an already tanky troop such as a Troll, Jotunn, or Dark Knight gives them so much effective HP that they're effectively invulnerable to most enemies.Īs an addendum to #8, doing battles with only one or two stacks of units is easier to manage, rather than maintaining an army of 5 units. Not only can you buff up your own defense + health stats to absurd amounts, but you can use additional damage mitigation techniques such as Orc Shield (rage ability) + Resistance or Peacefulness for added survivability. ![]() ![]() As a substitute for things like Slow and fear, you can also make creative use of Traps or, in Warriors of the North, Christa's Gift.Ĭhaos Breath (Dark Side). Sheep and Fear can debilitate an entire enemy stack Slow can cripple melee units Magic Shackles can prevent you from having to bear an enemy special attack etc. Making tactical use of spells such as Sheep (which is incredibly annoying), Slow, Fear, and Magic Shackles can really wreak havoc on the battlefield. After all, you can't incur any casualties if you don't engage in a battle, right? Although there are mandatory battles in every KB game, the majority of battles are technically optional.ĭebuff spells. This one might seem so obvious as to not merit a mention, but it still must be said. The idea is that if casualties are inevitable, then you want them to be summon casualties, since these don't really "count."Īvoiding enemies on the overworld. This can be accomplished with certain spells, such as Call of Nature or Demon Portal, and certain rage abilities, such as Mystic Egg (in Armored Princess) or Gudrida's Rage (in Warriors of the North). Seadogs, Cerberi) can allow these units to attack without fear of counters. not to mention, Assassins are a blast to use! Furthermore, making tactical use of cleave abilities (i.e. Units such as Assassins and Royal Snakes are phenomenal for early-midgame. The philosophy here is offense is the best defense you won't suffer casualties if you kill all of the enemy before they kill you! This loadout has worked ever since 1990, in the original King's Bounty games: archers and elves reign supreme and consistently are some of the best units throughout the entire quest for the Scepter.Īs an addendum to #3, utilizing no-retaliation melee units is ALSO very effective. For instance, a team with Scoffer Imps, Imps, and Rangers can do a significant amount of damage to the enemy team before there's any chance to react. Though this isn't really feasible earlygame, there always comes a point in KB games where you can piece together some really great burst damage teams. Straightforward blitzkrieg with high initiative units. Even if a troop like Paladins only has 1 charge of their resurrection, you can use Phantom to create a new stack of troops, and then use that new stack's resurrection ability. Warrior Maidens (Warriors of the North) and Paladins (Armored Princes and beyond) are prime examples of this. ![]() Troops with resurrection abilities + Phantom abuse. Sacrifice + Turn Back Time is a solid combination. Using the Resurrection Spell is one, but Turn Back Time (reaper ability in The Legend spell in subsequent games) works wonders. Please feel free to add on more ideas and/or expand upon the ones I'm listing here: This thread here is the best list of techniques I've seen, though I'm sure there are others as well. I wanted to discuss different strategies and techniques that players typically use to achieve no casualty playthroughs. After lurking a bit on the GameFAQs forums and 1C forums, I've come to learn that no casualty runs are the gold standard of challenge runs as far as KB is concerned. ![]()
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