History of the King’s bounty series part 1

Hello everyone, friends, as we all know, in the not-too-distant future, the second part of the rather famous and somewhat cult “King’s bounty” will be released. But not many people remember this work, and some don’t even know what kind of game it is, so I want to tell you the story of this game.
Sib777 is with you, and you are watching the story of the King’s bounty series.
Since this is the history of the series, we need to start with King’s bounty in 1990, which served as the basis for the creation of the remake and, as we already know, the second part of this game.

The game has two endings: good and bad.
For a good ending, as usual, you need to work hard. The game begins with choosing a character, you are given four heroes: a knight, a barbarian, a sorceress and a paladin, we’ll talk about their differences later.

And now to the plot, after choosing a hero, the game begins, and we, like a real hero, must find out what is happening here. Basically the plot is that we find artifacts, there are only eight of them in the game, and we kill the minions of darkness, there are a little more of them – 17.

These bosses and artifacts have pieces of a map that indicate the location where the scepter is buried. This item should save King Maximus. As the game progresses, you can take contracts in cities for the minions of darkness.
First, let me introduce you to the villains:

Hack the Rogue – a man with multiple battle scars and a cocky and arrogant demeanor. Along with many minor offenses, Hack is wanted for conspiracy against the crown and for grave robbing.

Murray the Miser – an old man with a continuous cough, wears shabby, worn-out clothes, a wig hiding his bald spot. Wanted for many petty crimes, especially treason – he helped a group of pirates break into the castle.

Baron Johnno Makahl – wears expensive and tacky clothes, has a scruffy beard and is overweight. The Baron is wanted for various crimes against the kingdom, including leading a direct attack on the crown and conspiracy.

Caneghor the Mystic – wears voluminous clothing, bald head, magical symbols engraved on his body. Caneghor is wanted for grave robbing, plotting against the crown and for looting the Royal Library.

Princess Aimoila – Uses excessive makeup to hide her aging features, always carries a lace handkerchief. The princess violated her status as a visiting dignitary by encouraging murder and joining a plot against the crown.

Sir Moradon the Cruel – Always wears armor and hidden weapons, has two front teeth and an unkempt beard. Sir Moradon, wanted for conspiracy to overthrow the kingdom.

Tsar Nikolai the Mad – wanted for leading a conspiracy against the crown, for violating diplomatic immunity and for murder.

Mahk Bellowspeak – Bright orange hair on a fluorescent green body. tendency to scream for no apparent reason. Mahk is wanted for conspiracy against the crown, leading a prison break and piracy on the high seas.

Scary Rob – a pirate with a thin mustache and an elegantly trimmed beard. Rob is wanted for piracy, as well as for conspiracy and for rescuing five traitors sentenced to death in the royal dungeons.

Cyclops Bargash Eyesore – Single eye in the center of the head, more than three meters high. Bargash is wanted for plotting against the crown and for waging a direct attack on the king.

Magus Deathspell – Eyes without pupils, white beard, always wears a crimson robe and matching cap. Magus is wanted for conspiracy against the crown and for practicing forbidden magic.

Arech Dragonbreath is a huge dragon with a green body and blue wings, it breathes fire. Arech is wanted for plotting against the crown, organizing prison breaks, organizing a rebellion, and stealing the scepter of order.

Rinaldus Drybone – a magically animated, undead skeleton easily identified by the crown he wears. Rinaldus is wanted for leading a conspiracy against the crown and leading a rebellion on the continent of Saharia.

Prince Barrowpine – Pointed ears, sharp elven features, pale blue eyes without whites. The prince is one of the leaders of the conspiracy against the crown. He also sells stolen artifacts.

Auric Whiteskin – has strong muscles and wears protective skin made from lamb skins. Auric is wanted for conspiracy and for leading an uprising on the continent of Saharia.

Ragface – undead, covered from head to toe in smoldering green strips of cloth, followed by a rotting smell. Conspiracy against the crown and leadership of the Saharan uprising.

Urthrax Killspite – Green skin, over 2 meters tall, horns protruding from the side of the head. Urthrax is wanted on charges of conspiracy against the crown.

It all started when Hack the Rogue got a book for the old magician Caneghor the Mystic, which says that if you steal the scepter of order, then Maximus will die, and chaos will rule the earth. The old magician took the book to a dragon living in the mountains, in the very center of a terrible desert. The dragon then ordered the cyclops and the baron to attack the king.
At the beginning the battle was successful, but then the king turned the tide of the battle in his favor. The Baron and the Cyclops were captured. At this time, the magician Magus Deathspell, together with the elf Barrowpine, deciphered the book with the prophecy and found out that the dragon should unite with the demon king.
At the same time, they were preparing to storm the king’s castle and steal the scepter: the barbarian Auric Whitskin and two powerful representatives of the undead: the zombie Ragface and the skeleton Rinaldus Drybone. The other trio of conspirators consisted of the fire lord Czar Nicolai, the traitor Moradon the Crel, and princess Aimola. They tried to poison the king but were captured. The day for their execution was set.
Soon the old magician learned that all he had to do was steal the scepter and wait – the king would get sick and die.
To free his allies, the dragon hired two pirates: the terrible Rob and Mahk Bellowspeak and bribed the gatekeeper of the king’s castle – Murray the Miser. Together they freed the Cyclops with the baron and the trio of conspirators in a night assault.
Now the execution of the dragon’s insidious plans enters the decisive stage. The magicians call the demon king, he moves the dragon to his dimension, from where he opens a portal to the king’s throne room for a while. The scepter was stolen, the king slowly but surely began to die, four continents were at war, chaos reigned. All castles, except one, are captured by the dragon’s companions or simply crowds of monsters.
But the king has a chance to stay alive – he sends the mighty hero t in search of the scepter. e. us, having collected together all 25 pieces of the map indicating the location of the treasure. The dragon tore the card and distributed 17 pieces of it to his allies. In addition, you need to find 8 more artifacts that will reveal the missing pieces of the map; you don’t have to kill the minions of darkness, but simply find all the artifacts and thereby open a part of the map where you can find the place where the scepter is buried. And return it to the king, thereby saving the whole world from chaos.

A little about the artifacts:

Ring of Heroism – After ridding the countryside of a ferocious beast, the magistrate gives you a ring of heroism. Increases the chances of a weak unit hitting a stronger unit

Articles of Nobility – having freed the virtuous Maiden from the clutches of a vile criminal, you were granted this artifact. Adds 2000 to the income parameter

Sword of Powers – following rumors about a great and powerful sword, you defeat its formidable guardian and acquire this sword. Increases the damage your units deal

The Book of Necros – Current knowledge level (which determines the maximum number of spells) is doubled

The Shield of Protection – after defeating the dark knight you receive a shield from him. Protects your units by increasing their health

The Crown of Command – resting on the throne in a ghostly castle, you receive a crown. Current leadership is doubled

The Amulet of Augmentation – the amulet can be found in the enchanted grove. Increases magic power by five units at a time.

The Anchor of Admirality – after discovering ancient scrolls that describe the patterns of the oceans. Sailors, as a sign of gratitude, give you an anchor. Increases boat movement speed. Also, the cost of renting a boat is reduced to 100 gold

To achieve bad, you http://vegaspalms-casino.co.uk/ just need to skip all the days given to you, and then the king will die. The fact is that at the beginning of the game, when choosing difficulty, the days that are allotted to us to complete an important mission are indicated. At the same time, they tell us that we didn’t have time and because of us the king died, and an evil dragon or demon sat in his place. The funny thing is that we, killing the dark minions, may not have time, and then time will run out, so if you killed a dragon and a demon, but you didn’t have enough time, they will rise again and rule this world, everyone will hate you.

In KB there were four heroes: knight, paladin, sorceress and barbarian.
Knight – was a hero with the maximum initial leadership value, t. e. could afford the largest army. His remaining parameters were at an average level, and he was, in my opinion, the most balanced hero, even despite the fact that to achieve maximum rank, it was necessary to capture 14 neutral castles (for a paladin, sorceress and barbarian this parameter is 13, 12, 10).
Paladin – differed from the knight in having a lower leadership value and a larger initial number of available spells – 3 instead of 2. Paladin was the most balanced hero along the line of army strength – magic power.
Sorceress – is a heroine whose strong point is magic. Only she can immediately use magic (everyone else needs to spend 5000 gold coins for this). Its maximum parameters: spell power and spell capacity and commission per week (3000 versus 1000 for a paladin and knight) compensate for the minimum leadership value and the weakest initial army.
Barbarian – was a hero whose abilities in the field of magic were minimal, but he had the maximum leadership value and an average income of 2000.

The search for the scepter takes place on four continents: Continentia, Forestia, Archipelia, Saharia, to open which you need to find cards hidden in chests.

By the way, chests give not only money and cards, but also spells, authority if you want to share the gold you find with soldiers, diamonds that increase your weekly income from the king. The main consumables are soldiers, not only do they have to be bought, they also have to be paid for their service, if there is no money, then the army will begin to “revolt” and run away, the problem with your subordinates was that the stronger and more elite you hired soldiers, the more money they demanded. You can hire troops in different places, t.To. often units are tied to a specific location: Plains, Forests, Dungeons, Hills and Castle, some neutral troops will run after you in order to join the ranks of your troops, it is worth considering that often you will have to refuse their help, there are several reasons: lack of leadership (after joining troops they can rebel against you), no place in the garrison (5 places in total), lack of money (everything that happens next is written above). In cities you can also take contracts for dark minions (if you defeat a minion without a contract, the villain will escape to another castle), to capture the castle you must buy a catapult, the most important purchase in the city is a boat. After all, quite a large part of the whole game is exploration and for this we need a boat to travel from one continent to another. At one point we find ourselves on Saharia, this is a desert continent where you will obviously lose a lot of time, money (expenses for the army) and your garrison (if you run out of money) wandering around the desert. In order to move around the desert without wasting time, you will have to make sure that your army contains only flying units, then when you press the F key your character will fly.

If part of the game is taken up by exploration, then the second part of the game is taken up by battles, which will be discussed now.

In the design bureau, the castle provided 5 types of warriors – Militia, Archers, Pikeman, Cavalry, Knight.

In the forest we could see: Elves, Druids, Trolls, Spirits and Dwarves.

Units from dungeons are Skeletons, Zombies, Ghosts, Vampires and Demons. Additionally, it needs to be said about ghosts, whose ability to replenish their ranks at the expense of killed opponents. Moreover, an interesting feature was associated with these ghosts: if during a battle their number exceeds the hero’s authority, then they go over to the opposite side, i.e.e., begin to fight against the hero’s army. If there is no one else in the army, then the battle is automatically lost.
The most powerful unit in the dungeon was the demon. He had the ability to “halve” the enemy squad. Later, it was not the number of units that was “halved”, but the parameters.

Field Units: Archmages, Barbarians, Nomads, Wolves and Peasants.

Hill Units: Orcs, Ogres, Dwarves, Giants and Dragons.

Just as a king is made by his retinue, so a hero is made by his army. For HF this statement is especially true, since.To. hero leveling is limited to only 4 levels and the results of battles depend almost entirely on the qualitative and quantitative composition of the army. So, let’s look at KV units in more detail.

The combat capabilities of units are described by 5 main parameters.

I. Skill level (SL). The only parameter whose exact action is not clearly described in any HF manual known to me. But after scouring the Internet, I approximately found out what he is responsible for. SL should affect the damage a given unit deals and receives from opponents. However, the exact relationship of these damages to SL is unknown.

II. Hit points (HP). Well, everything is clear here, this is the health of the unit, I won’t get hung up on it.

III. Damage (D). Damage dealt by a given unit to another with the same SL value. For shooting units, the D values ​​for shot (DR) and for melee (DM) are different.

IV. Movement points (MP). Speed. In HF it means the number of cells by which a unit moves on the battlefield in one turn. If a unit strikes, all remaining MP until the end of the turn is spent on it. It is noteworthy that among shooters a shot is equated to a blow. A t.To. All shooters have a KV MP greater than 1, then a shooter blocked by an enemy unit can move 1-2 steps away from it and shoot. A flying squad can, using the F button, move to any unoccupied cell of the battlefield and then strike. If a flying unit does not fly, it can only move 1 square.

V. Morale group (MG). The unit belongs to a certain moral group. There are 5 such groups in total, from A to E. The interaction of these groups is described by the following table:

A B C D E
A N N N N N
B N N N N N
C N N H N N
D L N L H N
E L L L N N

Here the morale type of a given unit is selected in the top line, the morale type of its neighbors in the army is selected in the left column. By looking through the table column by column, you can find out how the morale of a given unit is influenced by its neighbors; and looking through the lines – how this unit affects the morale of colleagues. Morality in HF plays a big role and there are 4 types: high, normal, low
(low) and uncontrolled (out of control).

Morale in Warfare does not affect the probability of missing a turn, it sets a reduced or increased value of damage inflicted by units. High morale means that the unit constantly deals 150% of normal damage. For high morale, all neighbors of a unit need to increase its morale. Normal morale means no damage modifiers. Low morale means that the unit constantly deals 50% of normal damage. For low morale, it is enough that at least one of the unit’s comrades lowers its morale.

Particular attention is required when a unit goes out of control. This condition is due to the fact that in HF, the total number of HP of any unit in the hero’s army cannot exceed the value of the hero’s leadership. Otherwise, the squad in battle stops following your commands and attacks any squad that happens to be nearby, regardless of whether it is your own or someone else’s. However, if during the battle the number of the squad drops to normal, it will return to your control and receive morale corresponding to its group and surroundings.

T.To. this condition is quite dangerous for the player, we should dwell in more detail on the reasons for its occurrence and ways to overcome it. In a normal situation of recruiting an army for housing, you simply will not be allowed to buy more warriors than the current norm. However, 4 situations are possible when the squad size is above critical:

a) The unit was hired under the influence of a raise control spell, which artificially increases leadership, and then this effect ended (the effect ends at the beginning of the next week);

b) While traveling across the map, one of your units was joined by a group of the same creatures so that their total number exceeded the critical one;

c) Squads of identical creatures were scattered across several castles you occupied, and then you merged them into one squad;

d) If there are ghosts in your army, and during the battle they multiplied beyond the norm.

Situations A and B, in 90% of cases, occur only due to the player’s inattention and can be easily corrected: by timely use of raise control; placing the rebellious detachment in the conquered castle until better times (until the leadership rises), etc.n. However, sometimes players, when storming heavily fortified castles, specifically recruit 2-3 norms of some strong detachment, then use the teleport spell to throw it into the midst of enemies and admire the effect produced. Situation D is more serious; it is precisely because of the danger of its occurrence that players are not always willing to take ghosts into their army, because.To. handling them requires increased care. Perhaps the only means of fighting can be to quickly bring the number of ghosts to normal, preferably with archer fire or combat spells.

In addition to the five main parameters listed above, shooting units are also characterized by the number of shots (Sh). Some units also have special abilities (Sp), which greatly influence their combat value.

An important characteristic of the unit is also its price ©. It also plays a more important role in HF; in HF, all troops, in addition to the initial purchase price, must also pay a weekly salary in the amount of 1/10 of the initial price. To save money, strong troops can be temporarily hidden in conquered castles, t.To. the salary goes only to the regular army, and the garrisons of the castles do not ask for money.

Any of the dwellings scattered around the map has a fixed number of creatures available for hire. When a new week begins, replacements for the warriors you hired do not appear, unless the unit is the symbol of that week. Then the number of available units is restored to the original. Therefore, in order to make up for the combat losses of a unit, sometimes you have to wait quite a long time. All this does not apply to troops sold by King Maximus. They are available at any time, in any required quantity.

All unit characteristics are shown in the table below.

Units’ combat qualities:

In HF, all units are tied to one of 5 habitats or terrain types. Each type corresponds to a group of 5 units, conditionally divided within the group into 5 levels in accordance with the SL value. Let’s look one by one level by level, comparing the combat characteristics of units from different groups.

1. Peasants. Weakest unit, reference point for all others. The lowest physical performance is complemented by poor morale. Peasants are afraid of 10 partners out of 24 possible and do not experience a surge of morale with anyone. Their only advantage is the lowest hiring price and, accordingly, maintenance costs. This allows the hero to accumulate money by placing the main army in the castle and recruiting peasants, and then garrison the castle with these same peasants, taking the army with him. In real combat they are used only in the very first days, when there are simply no other troops at hand. And even then mainly as a barrier for shooters or to take off a response from an enemy who came close.

2. Militia. Has average speed and impact, health is slightly below average. In general, militias could claim 2nd place among 1st level units, but too high a price and poor morale, like peasants, push them to 3rd. However, at the initial stage of the game they are used very widely, i.e.To. are the most accessible army.

3. Perfume/Sprites. Average hit value, very low price, and most importantly, the ability to fly would take them to a solid 2nd place in the level, but the whole thing is spoiled by SL=1, like the peasants. Another major drawback of perfumes is poor health. They are afraid of 10 possible comrades, but among the rest they have 8 allies, with whom the spirits mutually increase morale. As a result, 4th place. The application is standard for weak flyers: blocking enemy shooters, finishing off weakened units.

4. Orcs. By far the best tier 1 unit. The strongest health, the most powerful melee strike (2-3), average speed, and most importantly the ability to shoot, take them to 1st place. Their morality is never low, and with wolves, trolls, ogres and dragons it becomes mutually high. At the same time, they are capable of ruining the morality of almost half of the possible companions. Among shooters, orcs are, of course, the weakest: damage 1-2 and only 6 shots, but for level 1 this is good. A unique feature (melee attacks are stronger than ranged attacks) allows orcs to effectively deal with weak units blocking them. The impression is somewhat spoiled by the price of 75 coins, which is more appropriate at level 2. They can serve as a good addition to the initially available archers, i.e.To. You can hire twice as many orcs based on hit points, but if you have strong infantry they can be easily sacrificed.

5. Skeletons. Traditional necromantic army. They are average in all respects. No neighbors are able to change their morality, but they themselves spoil it for almost everyone except wolves, orcs, trolls, ogres, dragons and other inhabitants of the dungeon. Because of this, they are used relatively rarely. According to the totality of characteristics, a solid 2nd place.

1. Wolves. Based on a set of parameters, we can probably put it in 3rd place at the level. The blow is average in level. The advantages include high speed (the fastest at the level), the lowest price at the level, comparable to the average for the 1st, and high personal morality. A serious disadvantage was the very low health, the lowest at level 2 and comparable to the average at level 1, as well as the ability to spoil the morale of half of the neighbors. Due to their low price and high speed, they are often used in the first third of the game to quickly reach enemy battle formations and engage them in close combat before the main forces arrive.

2. Archers. The main striking force at the beginning of the game. In terms of combat parameters, they share 1-2 places with the dwarves, however, the unlimited supply for replenishing the squad and the absence of the need to wait for the corresponding week put them in the lead. Average level of impact (remote) and speed, second level of health. The only thing that confuses me is the rather high price. Archers are only afraid of evil spirits and they themselves do not spoil anyone’s morals. A higher impact value, twice the supply of arrows and health allow archers to easily win duels against orcs, but they are inferior to all other archers, also due to the low SL value. It is better not to let enemy infantry near them.

3. Gnomes. Average strike, relatively low health, minimal speed. The only advantage is the relatively low price, 3rd on the level. Group C morale, t.e. fear 10 units, but mutually increase morale when paired with 8 others. Overall they share 4th-5th place on the level with zombies. At the initial stage, they may have limited use as a barrage detachment.

4. Dwarves. Physically the toughest unit on the level. Health 20 hits, quite decent at level 3, the highest SL value and the most powerful blow at level 2 are somewhat spoiled by the minimum speed and the prohibitive price for level 2 of 350 coins. Morals are the same as dwarves. A good unit for covering shooters and fighting enemy landings (in the first half of the game).

5. Zombies. Low health, minimal speed, weakest hit on the level – 5th place. The only plus is the low price. Morality is always neutral, but others are greatly spoiled. Can be used as a defensive unit at the very beginning of the game, but zombies are not widespread.

1. Nomads/ Nomads. Average health and speed, below average impact and price, group C morale. 4th place at level. Not a bad unit for the mid game. Suitable for both repelling enemy attacks and organizing your own.

2. Pikemen. Poor health; speed, impact and price like nomads. In terms of combat parameters, the weakest unit at level 3. The situation is somewhat corrected by fairly stable morality and without limited access in the castle. Widely used in the army until the middle of the game.

3. Elves. Tidbit for the beginning and middle of the game. Health, of course, is traditionally weak for elves, the strike is also below average in level, and even half in hand-to-hand combat. But the elves compensate for this with a huge supply of well-aimed arrows (24 shots). Plus high speed (although it is not very important for HF shooters), the lowest price at the level and morale of group C. Find good company for the elves that will give them reliable protection and lift their spirits, and the elves will arrange a bloodbath for their enemies! Definitely ahead of orcs and archers, elves are able to compete with stronger archers, although the balance of losses will not be in their favor due to the average SL value.

4. Ogres. They are very similar to themselves from the subsequent series of heroes: the best health is at level, more than that of many at level five; minimum speed; maximum impact at the level; strong group D morale. As in all heroic series, they play the role of a defensive medium tank. Disadvantage: high price for level 3. They share 2-3 place with elves at level.

5. Ghosts. High speed, average impact and price, low health, traditional dead amorality – it would seem a strong average. But ghosts have the ability to multiply during battle at the expense of killed enemies. They are able to pass like a scythe through the enemy’s ranks, swing by swing strengthening the blow. Just beware that this scythe does not cut off your own legs when the ghosts multiply so much that they get out of control. The balance here is very delicate: a squad of ghosts that has approached a critical level is best immediately thrown at the strongest enemy squad. After they suffer losses, feed them someone weak. If all enemy units are weak, it is better to keep ghosts away from the fight. IMHO, the best tier 3 unit. Except during Peasants’ Week, all the ghosts become peasants!

1. Barbarians. Average health at the level, high (but still average at the level) speed 3, low price, good morale – it seems that barbarians should be average in the level. However, the lack of any additional abilities, and most importantly, a very large spread of impact (1-6), making their attack too unpredictable, throws them back to the last stage. Combat use is quite problematic due to the presence of stronger fighters, but it is quite possible if there are problems with money.

2. Cavalry. Why are human troops always so dead??! So the cavalry with its 20 hit points shows the worst result at the level. But everything else looks quite decent: average hit value for the level, low price, stable morale of group B, unlimited access for heroes from level 2. The most impressive is speed 4, highest for non-flying units. Cavalry is capable of covering the entire field in one fell swoop and entering battle on the first turn. In general, only the lack of special abilities and poor health prevent her from rising above 3-4 places.

3. Trolls. Excellent health (2nd at level), below average hit, not very high price, strong combat morale of group D. The big minus is the minimum speed. But a huge plus is the signature troll trick, regeneration. An excellent unit for defensive combat. These guys really understand defense! 3rd place at level.

4. Giants. Unconditional leader of the 4th level. Highest health (2nd overall), highest speed, group C morale and biggest hit in the level (also 2nd in the game). So he also shoots! And it shoots well: hit 5-10 with SL=5 and 6 “cartridges” in reserve. The strongest of the pure shooters. And when they run out of ammunition, the giants go into hand-to-hand combat… And this is scary, because their close blow is twice as strong as a shot (like orcs). True, the price is proportional to the usefulness. A good army until the very end of the game.

5. Vampires. Classic bloodsucking flyers with traditional undead immorality. Health is slightly below average, hit is slightly higher, price is quite high. The ability to restore their number to the original due to the health of killed enemies takes them to second place on the level. In combat, the vampire scheme, which then became traditional, is used: hit the strong, suffer losses, recover from the weak. An excellent late-game unit, capable of blocking enemy shooters and forcing them into close combat.

1. Druids. Low health (especially for level 5), Low speed, surprisingly low price and very little hit, more decent for level 2 but somewhat corrected by high SL. Group C morale, t.e. a combination of a large number of low and high moral combinations. An outstanding feature of the Druids is the ability to cast a Lightning bolt 3 times per battle. It should be emphasized that they do not shoot, but rather cast a spell. As a result of this, they are analogous to the caster units from Heroes 3-4 and, as a result of this, they are harmless to dragons. At the beginning of the battle the army is very strong, but after 3 turns they lose effectiveness. In hand-to-hand combat they can more or less successfully fight off low-level troops. 5th place in level. They are often used in conjunction with elves: after shooting the cartridges, they run across the field and distract the brake infantry, which at this time is methodically shot by the elves.

2. Archmages. Strengthened version of the druid. Health, hit and morale are the same, the price is higher, but quite acceptable. Strengthening occurs due to the ability to fly and the fact that instead of 3 Lightning bolts with 10 damage, they throw 2 fireballs with 25 damage. The features of combat use are the same as those of the druids: for the first 2 turns, archmages sweep out enemy lines with a fiery broom, then the best thing they can do is use the fly button to escape from enemy infantry. However, heroes take them into their armies very willingly due to the very high damage inflicted at the beginning of the battle, and because of the ability of archmages to be part of mobile flying armies. In addition, low health allows you to recruit a large number of archmages into the army. 3-4 place at level.

3. Knights. Low, like all human troops, health (3rd at level) and minimal speed are quite big disadvantages of this unit. There are more advantages: low price, strong morale of group B, and most importantly – a powerful blow, 2nd at the level and 3rd overall in the game. Unlimited access for heroes of 3-4 levels allows you to quickly make up for losses, in addition, relatively low health makes the use of spells clone, resurrection, raise control effective. As for low speed – one teleport, and the knights will show who is slow! In general, 3-4 place at the level and certainly a guaranteed place in the army until the very last battle.

4. Dragons. Well, the dragon is also a dragon in Bounty… In all respects, the dragon has no equal either at the level or in the game. Health 200, flight, hit 25-50, highest price of 5000 coins, fearless group D morale, plus immunity to magic. Of course, everything has a downside. The morale of group D determines the half-strike of half of the comrades (groups A and C). High health means in HF a small number of creatures in the squad. Price 5000 coins (and 500 coins per week for feeding!) – a major undermining of the kingdom’s finances. Immunity to magic allows dragons to spit on enemy druids and archmages, but does not allow them to be cloned or resurrected. But in general: 1st place in the level, 1st place in the game and the most desired companion of the hero.

5. Demons. 2nd place at the level and in the game. Average level (3rd in the game) health, flight, average level strike, but with SL=6. The price is very high, 3000 coins. Morality is normal for undead, although the demon is not undead (turn undead does not affect it). What makes demons a source of increased danger for heroes and a desirable troop in their army is their ability to halve the attacked stack with some probability.

1. Castle. In general, the group is average in strength, includes both level leaders (archers), and middle peasants, and outsiders (pikemen). Perhaps the only group that can be quickly and easily assembled in full, t.To. all its members are sold in the same place. A big plus of all units in this group is their constant availability for sale in any required quantity, which allows you to quickly make up for losses. Group composition (low-level marksmen and a set of medium-strength infantry with one very fast unit). The group is well coordinated in terms of morality: no one ever experiences ecstasy, but they don’t spoil each other’s mood either.

2. Plains. The weakest group in the game. No one rises above 3rd place at the level. A group put together will fight worse than its fighters individually, i.e.To. wolves will imprison everyone’s morality.

3. Forest: A classic combination for these castles: a weak flyer + a brake for defense + a couple of good shooters + fairly strong infantry, the rest is optional. In general, the group also consists of relatively weak units, although better than the plains. Things would be just fine with morality if it weren’t for trolls spoiling everything.

4. Hills. Direct predecessor of the barbarian castle, etc.d. The usual set for this line: 2 shooters, of which the first is a dust, and the second is one of the strongest in the game; + plus cover from very thick infantry + someone fast. Probably the strongest group in the game (also, dragons and giants, and in general a complete set of musclemen from all levels). Morally absolutely unbalanced: dwarves with giants love each other and can’t stand everyone else, everyone else loves each other and arrogantly spits on dwarves with giants.

5. Dungeons. Gloomy undead and evil spirits. The group is also very strong (with the exception of zombies), although slightly weaker than the hills. The main trump card of the units included in it are various special abilities. A friendly disregard for morality makes it quite possible for all its participants to live together.

Leave a comment

Your email address will not be published. Required fields are marked *