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Kings bounty the legend cheats.King’s Bounty: The Legend Cheats

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Kings bounty the legend cheats.King’s Bounty: The Legend Ultimate PC Cheat Codes & Tips


King’s Bounty – The Legend Cheats, Codes, Hints and Walkthroughs for PC Games..King’s Bounty: The Legend Cheats, Codes, Cheat Codes, Walkthrough, Guide, FAQ, Unlockables for PC


Feb 05,  · King’s Bounty: Legend PC Game Cheat Codes Players can input their desired cheat code while in Adventure Mode of King’s Bounty. Simply Hold the [Shift] + ~ keys to prompt a window in the center of the screen. Once it appears type the desired code listed below and hit [Enter] to switch on the function into the ted Reading Time: 7 mins. King’s Bounty – The Legend Cheat Codes: Submitted by: RM Press [Shift] + ~ during game play in Adventure mode to display the console window. Enter one of the following codes to activate the cheat function. Result Code Set gold amount – money [number] Set leadership – leadership [number] Double troops in indicated slot – doublearmy [] . King’s bounty: the legend cheats, cheat codes & hints Cheat Codes In adventure mode, hold down the Shift + ~ keys at the same time and a message box will appear in the middle of .


Kings bounty the legend cheats.Steam Community :: Guide :: Cheat Codes

King’s bounty: the legend cheats, cheat codes & hints Cheat Codes In adventure mode, hold down the Shift + ~ keys at the same time and a message box will appear in the middle of . Nov 19,  · While playing the game in Adventure mode, hold [Shift] + ~ to display the console window. Then, type one of the following codes and press [Enter] to activate the corresponding cheat 82%(25). 17 rows · While playing the game in Adventure mode, press [Shift] + ~ to display the console window. Then.
King’s Bounty: Armored Princess – Cheats
King’s Bounty: The Legend Cheats, Codes, and Secrets for PC – GameFAQs
King’s Bounty: The Legend – Cheats
King’s Bounty: Legend PC Game Cheat Codes
King’s Bounty – The Legend Cheats, Cheat Codes, Hints, Tips

Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page. It is only visible to you. If you believe your item has been removed by mistake, please contact Steam Support.

This item is incompatible with King’s Bounty: The Legend. Please see the instructions page for reasons why this item might not work within King’s Bounty: The Legend. Current visibility: Hidden. This item will only be visible to you, admins, and anyone marked as a creator.

Current visibility: Friends-only. This item will only be visible in searches to you, your friends, and admins. There won’t be any story spoilers or what not, the guide will be focused entirely on gameplay elements such as best units, best skills, the ups and downs of each class, etc. So if you’re only interested in advice on what class to pick or just some tips on your army composition, you’ll have no trouble finding either. This item has been added to your Favorites.

Created by. Paradosi Offline. Languages: English. Guide Index. Things to Know. Army Units and You. Rage Spirits. That’s All Folks. Attack – Determines how much damage your units do. It also lengthens the effect of spells like curses or buffs by 1 turn for every 15 points of intellect.

Leadership – Possibly the single most important stat. Your army strength will depend entirely on leadership. Every unit takes up a certain amount of leadership and the more leadership you have the the more troops you can hold.

Tip – The best thing you can do for leadership is that once you’ve leveled up enough that the game starts offering you over or leadership over 1 attack or defense or a bunch of mana, ALWAYS choose leadership at that point. It’s just a waste to spend it on anything else. Before that point, don’t bother wasting your level ups on leadership as the 1 attack or 1 defense would be way better compared to or leadership.

Rage – Determines how much rage you can spend on rage spirit abilities. The higher your rage limit, the more you can store for tough situations or for abilities that spend a ton of rage. Mana – Really straightforward, the more mana you’ve got, the more spells you can cast. Initiative – A very important thing to look for. The initiative of a unit determines its place in who goes first or last in a turn. If you’re wondering why you’re always getting jumped on first, you probably have very low initiative units or you’re unlucky and running only into opponents with high initiative units.

The speed of a unit determines how many action points it has, which are used for getting around on the field to actually do something. Every space a unit moves across eats up an action point, so make sure not to waste all your AP running up to an enemy only to find out you can’t attack him because you’ve run out of points.

Gold – Shiny coins. Eventually you’ll be carrying millions of these things in your endless pockets. Magic Crystals – Used for learning and upgrading spells from scrolls.

I’d advise not taking from every scroll you find as you’ll quickly run out of crystals. Learn the scrolls you find the most useful and then upgrade them. A lot of spells in the game are quite frankly pointless. Game Difficulty Modes Important thing to know is that this game’s difficulties actually mean what they say. If you’re going to try Impossible on the first go, a four-leaf clover is mandatory Anyways, unless you’re a masochist I’d suggest starting with normal and playing hard or impossible on a second playthrough.

I personally tried to kick off my first playthrough with Hard and got rekt rather hard, but I am a masochist so I enjoyed it. Class The classes in this game are pretty straightforward; you have the Warrior, the Paladin and the Mage. The Warrior – A master of making your army composition as boss as it can be and a master of maximizing your rage potential to allow the more frequent use of rage spirits will go more in-depth on them in another section.

It’s also the class I used for my favorite playthrough. The Paladin – A master of utility and a master of improving all skill trees rather evenly compared to the focus on might or magic of the other two. Tbh, he’s not really a favorite of mine, his utility can be useful, but the mind tree is rather lackluster compared to the other two.

Though considering you’re able to get more might and magic runes via a unique skill of his in the higher tiers of the mind tree, he can become pretty powerful in the middle to end game. The Mage – A master of magic This guy has a unique skill in the magic tree that allows him to double cast in a single turn. Depending on how powerful your spells are, this will quickly become the most useful skill in the entire game.

The downsides are that he’s pretty meh compared to the other two on army strength, but really, the double cast more than makes up for it if you play it right. It’s the class I’d say is OP probably why he’s used so commonly on impossible. What you have to absolutely remember is that once a battle ends, any units you lost will be gone forever. You cannot resurrect them or sacrifice one unit for another outside of combat and the only way to replenish your losses is to buy more.

Now this is where it gets tricky; the supply of every shop or barracks or what not is limited to a certain number and once you’ve bought out all the supply, all you’re left with is an empty shop.

The key is to preserve your best units as much as possible, via using sacrifice to get rid of useless units to boost up useful units or resurrecting them depending on which spell you invested in. And without further ado, these are the units I would consider the best in the game. Their speed and initiative are the best in the early stages and their innate ability to never get counterattacked makes them very hard to get killed.

They’re also able to use a special ability that allows them to attack across one space extra every few turns. Alchemist – A bit harder to come by than royal snakes, but they are so worth it for early to mid game.

They have three concoctions that they can toss across the map, one doing aoe poison damage, one doing fire damage and the last one doing holy damage to undead also reduces their attack. The alchemist’s basic attack is pretty awesome too as it allows you to hit more than one unit as long as they’re lined up in a row.

Inquisitor – It’s hard not to love these guys. They do a good amount of ranged damage especially to undead units , they can use their holy anger ability to give a troop constant max damage for a few turns AND extra rage for you to use. And of course, their signature ability that allows them to resurrect a certain amount of troops once a battle, freeing you up from spamming resurrection or sacrifice every time a good troop gets damaged.

They’re pretty much useful from early to endgame. The downside is that it’s hard to get a hold of them early on unless you luck out on a huge supply. Shaman – I used this unit from as soon as I was able to get it all the way to end game. The greatest boon provided is that shaman totems are perfect distraction tools. Most enemies will go out of their way just to brutally murder your totems, giving your ranged units time to do tons of damage.

They also have an axe ability that attacks across the field and provides an excellent heal from the damage caused if you’re using units with high hp. And frankly, they have a pretty damn good melee attack.

Necromancer – Rather OP aoe ranged attack, ability to completely lock an annoying enemy unit’s abilities and an aoe plague ability that affects all units on the map beneficial if your army is composed largely of undead. You can also raise both dead friendly and enemy units as undead units that can be great distractions and do quite a bit of damage if you raise a good stack. Bears in general – Even the regular bears are pretty damn useful at start, as they have a fair bit of health and do more damage for being hit.

Polar bears are the best ones possible and they’re without a doubt one of the best mid-game units. They kind of become inferior in the endgame, but it’s still viable to use them if you want great single-target damage and tanking ability. Evil Beholder – One of the units I like most for early to mid game as they deal tons of magic damage which few have resistance to early in the game.

Their signature ability is mind control and boy is it awesome. Takes care of annoying units at the same time as dealing damage to even more units by ordering them to attack a stronger stack of theirs.

It also wastes their turn if they survive. Griffin – Great all around units especially if you’re able to find a good amount early as it gives you flight-capable units at a time where they’re the most effective. You’re able to split them when you’re dealing with a bunch of small stacks as it saves you time. They also have endless counterattacks on whoever attacks em instead of the usual one per turn of every other unit.

Hell, I’d even call em downright broken if used correctly since iron first allows you to stack silly amounts of em. If you’re going for an all human army, these guys will be your bread and butter. All three types have their kinks and their weaknesses, but they are without a doubt the strongest end-game units if you have a nice amount of leadership. Emerald Type – Unlike the other two dragons, they have a physical attack type, which is quite more of a boon than it seems.

While most enemies are heavily resistant to fire in the endgame, they’re not so much resistant to physical damage which makes the Emerald dragons great against other dragons and demons in general. They also have quite possibly the best ability in the game, an aoe magic blast that not only does a nice amount of damage, but also gives you a ton of mana more for every enemy you hit with it.

If you’re able to hit 5 enemies with it, you can regain up to points of mana, which is just downright awesome for Mages you’ll constantly be low on mana with doublecast. It’s pretty awesome for non-mage characters too.

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