Things I wish I knew before playing KB2

GHub Platform · Гайд · 0 ответов · 15 просмотров

The purpose of the following guide is simply to give some general information that will help new players so they don't end up playing for ten hours and feel like they've reached a point where they may have made the game needlessly frustrating by making some wrong assumptions (never make assumptions). Basically I will be going over some of the things I wish I knew when I first started playing. Some of the things I'm pointing out may seem a bit obvious but I'm writing this for players who may need a boost or who may be a bit confused about how the game works (mana management for instance). This guide is not about telling you what to do so you can follow a set of instructions but rather about sharing some insight about the game so comments are welcome. These are not rules set in stone but guidelines to help with getting a good start with the game by avoiding certain pitfalls. While they do share the same skill trees, each character will develop differently as they level up. The paladin will have the most leadership and consequently the largest army whereas the mage will have the most effective spells and the warrior the most effective units in straight combat (by the way if the guy sounds familiar, it's simply because he is voiced by Doug Cockle who is best known as the voice of Geralt of Rivia in the Witcher games). Considering that the size of the army is the most important factor in terms of difficulty the paladin does have an easier start whereas the mage with the smallest army may be a bit more challenging especially at the beginning of the game. As long as you still have one stack on the field by the end of a fight you win so it's logical that having larger stacks make it easier to achieve this result. Regarding the actual development of the character you can't really go wrong even if some choices can be suboptimal and very situational (some of the less interesting skills do open up the option to take more valuable skills down the line). Mana management is central to the game when playing the mage whereas you can get by without giving it as much thought with the other classes (as long as you don't go crazy with scribing every scoll and upgrading all your spells). The Bookworm skill lowers the cost of learning spells and is worth considering for the mage especially since you can respec (for free the first time) and reaffect the points to other skills once you've learned the spells you wanted (just bear in mind that you will be needing points in the schools of magic in order to actually be able to use them after the respec). There is the Treasure Hunter skill that allows you to get more gold from looting and the Trophies skill that nets you more gold from fights but these are not really good choices for most characters unless you need them to unlock other skills (they won't make your army more effective and they won't get you that much gold). The Training skill gives your hero a bonus to experience would be a waste considering there is a level cap but since you can respec you may consider it if you want to level up faster. The problem is that you may reach the level cap before the end of the game and reaching the point where you no longer get any XP feels unrewarding. With that being said, if you're aiming for the top of the Order skill tree or don't mind reaching the level cap or don't intend to play through all the content (for whatever reason) then it may be worth considering. Just bear in mind that levelling faster will get you skill points sooner but chances are you won't be able to spend these on higher skills since these will require more points in Order, Power, Anarchy and Finesse (and you need a focus on Order to be able to take this skill in the first place). You will still benefit from the other effects of getting a level (increase in stats and leadership). The Practice skill adds a percentage to the experience gained by units and can be somewhat useful if you keep switching between armies and don't use the same units otherwise it's interest is limited (arguably you could simply respec once your units have reached rank 3 but it's not a trick that you want to repeat considering it costs 10,000 gold to reaffect your skill points and 50,000 if you want to do it another time). Investing in skills like Power Balance that allow to mix units of different alignments is situational. If you don't plan on mixing units these are wasted and if you do then you want to make sure that you are mixing unit types. During the game you will have to make choices that will reward you by adding to some of your alignment score thus unlocking higher ranking skills. It may be tempting to pick choices that will boost the ideal you need to unlock the next rank of skills you've been eyeing for your build but I recommend roleplaying your choices instead (especially for the first run through the game). If you base your decisions on external considerations and all you can see is a bunch of modifiers it will be difficult to relate to the characters and what is happening in the game especially considering that some of these choices will have consequences further in the game (of course feel free to disregard this if you don't care about stories or roleplaying). First things first, make sure you check the flags above the units as the numbers above indicate the initiative order in which units are going to take their turns. You can tell which enemy units your ranged units can target when they are selected and when you hover on your destination hexagon. Ranged units can shoot across the map if no obstacle or elevation difference block their lines of sight. Melee units have a zone of control which allows them to take a free opportunity attack on enemy units that move away from them or more in a one hexagon radius without ending their movement in that hexagon. Some units (mostly flying, cavalry and ethereal units) won't trigger these attacks. Most units get only one counter attack per turn so if you focus your attacks on one unit you can have your most resilient unit "eat" the counter attack so your other units get to attack without any counter attack (the game displays tooltips showing you exactly what you can expect). Make sure you read all the information relative to the special abilities that are available to your units (some will be unlocked by progressing through ranks). These abilities don't necessarily replace regular attacks and some can be very effective but you may want to check that the enemy is not immune to some effects (like undead and mechanical units being immune to bleeding and some elemental units being immune to a particular element). You can build entire strategies around some of these abilities like the Taunt ability knights get which can work wonders if you first engage the enemy with a fast unit like dogs or cavalry and use taunt to trigger attacks of opportunity and disrupt the offensive (bear in mind that the enemy will also spam Taunt if given the opportunity and this can be particularly aggravating if they get to act before you do). Troops with area attacks (like dragon fire for example) or area spells or spell like abilities can cause friendly fire so you may want to check that your own troops aren't in range. You want your ranged units not to be engaged by melee units since that will prevent them from shooting and most ranged units are terrible in melee. If that happens you should avoid moving your ranged units to stop the enemy melee unit to get a free extra attack. Worst case scenario you can wait for one of your other unit to eat the counter, if that's not a possibility it may be better to skip the turn rather than make a feeble melee attack with a ranged unit and get crushed by the counter. At the end of the fight you can use gold to replenish your ranks as long as a stack has not been wiped out (beware, some enemies have abilities that can "purge wounded units" which means that the purged units won't be available after th

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GHub Platform · автор07.09.2026, 01:26:37

The purpose of the following guide is simply to give some general information that will help new players so they don't end up playing for ten hours and feel like they've reached a point where they may have made the game needlessly frustrating by making some wrong assumptions (nev…

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