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Thanks for the time to put this all together. O_O
For me for example, the spell "Sheep" sounded so cool in the beginning, but in the end I never used it because there were better alternatives. I spent valuable crystals on a spell I never used.
Note that Turn Back Time is more useful than its description indicates as it "resets" the unit back to its status at the beginning of the previous turn - so it moves, reloads special attacks, removes any negative (or positive) conditions added over the turn and resurrects any units lost since the beginning of the previous turn. If you use level 5 units it is one of only 2 possible ways to resurrect units the other being the (significantly more fiddly) sacrifice.
I see the magic shackles tactic seems pretty powerful against many types of enemies. I honestly never tried to revive units with turn back time, as the description of the spell doesn't make it really attractive to use. Does it also work on e.g. Ice Dragons which are practically immune to every non-damage spell, be it good or bad? If so, you can even revive units that can't be revived with resurrection or the sacrifice tactic (doesn't work on ice dragons)
You just made me think about another gameplay type... Doesn't really fit here, but did you ever think on using Trolls/High HP Units as a real miracle? You can beat the spider boss with only trolls in your army and I bet it is also possible to efficiently use only them in the whole game... Spells like divine armour, which are only cast upon one target, would become immensly powerful. The damage output side will suffer however as you would only have one source of damage, that isn't really strong either. This tactic would require tons of magic and so a soothsayer would be needed. I'd imagine:
Peacfulness: Main spell, used to increase HP immensly
Divine Armour: Granting basic resistances to all elements
Stone Skin: High physical resistance and additional defence
Magic Spring: Additional Defence and Mana recovery option
Pain Mirror: One source of additional Damage
Avenging Angel: A better source of additional damage
Hell Breath: Makes up for the loss of attack power due to Peacfulness
Turn Back Time: The really miracle part about this idea, resets everything
Invisibility: In case you'd like to stack the beneficial effects and get to the enemy safely
Berserker: Only non mind-immune, Doubles attack
Haste: Only for slow ones
Calm Rage: Your Magic recovery tool
The higher the health of the troop, the better Peacefulness will work. Trolls would make a good choice as they regenerate their health at night/evening every round, but their damage output is pretty bad. I think other big creatures, such as Dragons just are immune to most of those beneficial spells. Definitely going to try it out with Black Dragons.
This tactic will grant you the ingame achievement to get up to 10% additional resistance against all elements.
I feel like there's a guide coming up :D
Trolls, thanks to their regeneration, don't require too much attention and can serve as amazing way to generate mana via Magic Spring. In fact that's the way I played the previous KB games.
Also, you say that Doom isn't as impressive as it sounds, but in fact it works well against single stacks of very high HP enemies. The way I use it: cast Flame Arrow and Poison skull for 100% chance of putting the target on fire and poisoning it (yes, Poison skull has 100% chance at higher levels of INT, and the effect is much better than the direct damage the skull deals), then cast Blizzard to freeze the target, then cast Doom and enjoy critical burning/poisoning/freezing effect (which deals damage according to target's max HP). It works especially well when you're low on mana, since the damage will still be consistent with you just running in circles/flying from corner to corner.
Trap is great because it has its own medal which puts three random traps on the battlefield at the beginning of the fight. It is a HUGE advantage since it can stop a lot of fast enemies in their tracks.
Also, Geyser is my personal favourite in battling gremlins (when upgrading artifacts), since it often hits towers which are usually the major threat in the battles.
And I'm not sure if you checked Invisibility on single stack yet, but I can say that this tactics works, at least most of the time. The enemy troops will just skip their turns until you come out. The only drawback is that the enemy mage can sometimes cast Geyser/Armageddon randomly, which WILL hit the invisible troops.
Overall I can't help but feel that, comparing to the previous chapters of KB, WotN has the pure damage spells efficiency reduced in favour of summoning spells. I find it hard to burst down armies with pure damage, and at the same time Phoenix/Books of Evil and burning/freezing/poisoning work wonders in reducing enemy head count.
The Trap is indeed good for holding the enemy back, but in my opinion, getting the 3th medal rank is quite a challenge. For me, it doesn't suit with the gameplay of a Soothsayer, because you'd have much too less damage sources. I guess it's rather suited for a Skald or a Viking.
I also really like Geyser (shouldn't it be Geysir? Because it can hit targets that are wide spread and deal respectable damage.
The Troll-Armageddon tactic also went through my mind after my latest post. One can easily put on astral resistant gear, cast divine armour and Armageddon for damage.
You say that in favour of summoning spells, the destruction spells were weakened? Well then for the next KB they can even continue so. I was unable to get through Demonis with a pure summoner on normal difficulty. But you can easily get through Demonis with a pure Destruction Mage.
I'm about to write another sort of guide in the Discussions section, telling a bit about the Magicolossus, a one-troop gameplay.
Description: Reduces the target's size, decreasing it's health and the damage of its base attacks.
Health: -20% / -30% / -40%
Attack: -20% / -30% / -40%
So which is it, does it reduce damage or attack? That's quite a difference.
Except that's totally different.
If I cast it on a 5k group of peasants, who already have an attack of 5 versus my defense of 80, then reducing that attack to 3 doesn't do anything.
Your attack and target's defense factor in a number from 33% to 300%.
Other abilities, like the Horseman's Horsemen skill: "increase damage done by 10% for every cell traversed in a straight line", literally increase damage. The 70 attack horsemen deal a lot more damage to the 5 defense peasants when they're going in a straight line than when they aren't.
To make it clear for the complete fool:
The spell reduces the attack value. Full stop. End.
Now calculate yourself what that means on your damage.