Armored Princess Skill Analysis Part 1: Might

Same basic description as back in The Legend, including that , and are used to label the Rune costs for purchasing a given Skill rank.

Attack +1.

Attack +3.

Attack +6.

Skill tree requirements: None.

Huzzah! Now you can actually gain Attack with Skill Runes!

I'm not so convinced the amount of Attack is all that significant in real play, but on a design level I appreciate Heroism's existence. The Legend offloaded so much of what made the Warrior the Warrior -and, to a lesser extent, what made the Mage the Mage- onto loot that it somewhat drowned out the Warrior being the king of army usage. Armored Princess introducing Heroism -and, as you'll shortly see, related Skills- is a notable step in helping ensure the Warrior will legitimately tend to have better armies than the Paladin and especially the Mage. (Because the Mage's pathetic supply of Might Runes tends to mostly be siphoned into several Magic Skills, such as Chaos Magic, whereas the Warrior has so much Might Runes they end up buying stuff in the Might tree just to spend the Might Runes at all)

Personally, I tend to keep Heroism as a lower priority, since the impact is relatively low compared to a number of other options and the increasing Mind Rune cost gets in the way of expanding toward some of the important Mind tree Skills, but it's certainly worth maxing eventually.

Not a lot else to say about it, given that primary stat increases are a bit boring. Good, but not affecting the way you play in an interesting manner.

Defense +1.

Defense +3.

Defense +5.

Skill tree requirements: None.

Heroism, but for Defense. Defense is generally a lower priority than Attack, so it's nice that the third rank is cheaper than Heroism's third rank, and more importantly the only Skill that actually requires Resistance is Caution. So the game is very much letting you ignore it if you like, which is a nice touch I approve of, particularly for non-Warrior classes who can't so readily afford the Might Rune expenditure.

Like Heroism, there's not a lot else to say about it.

Rage Control
Rage cap +8 and +10 to max Adrenaline on Orcs.

Rage cap +16 and +20 to max Adrenaline on Orcs.

Rage cap +24 and +30 to max Adrenaline on Orcs.

Skill tree requirements: None.

Weaker than in The Legend, ignoring the Adrenaline mechanic. This isn't too big a deal since there's multiple additional ways to raise your Rage now, particularly for the Warrior, though for the other classes its priciness can be a bit frustrating when you're trying to break into the Might tree to reach other useful Skills.

If you're ever going to use Orcs, you'll want at least the first rank and preferably the second as well, as the first rank is bare-minimum necessary to get Orcs to Adrenaline Level 3 at all and the second rank is necessary for them to be able to have any chance of spending Adrenaline without automatically being kicked out of Adrenaline Level 3. Getting to the second rank is also necessary if you want the full value of the Adrenaline Skill in the Mind tree re: Orcs, since it adds 35 Adrenaline. The third rank is a nice bonus for buffering your Orcs, but isn't as important as the first two ranks for maximizing Orc effectiveness, and you should in fact probably prioritize Skills that bolster their initial Adrenaline instead if you're thinking of getting Rage Control maxed for such Orc-boosting purposes in particular.

For purposes of improving your Rage game, Rage Control is important to keep up with rising costs, but usually maxing out Anger should be a higher priority. Keep it in mind if eg you've got Rage skills operating at the edge of your upper costs, but outside of that it's probably only a higher priority than Training for Rage-related boosting.

All player units receive +1 Initiative on the first turn. Additionally, +5 max Rage, and player Orcs have 10 Adrenaline distributed among them at the start of a battle.

All player units receive +2 Initiative on the first turn. Additionally, +8 max Rage, and player Orcs have 20 Adrenaline distributed among them at the start of a battle.

All player units receive +3 Initiative on the first turn. Additionally, +10 max Rage, and player Orcs have 30 Adrenaline distributed among them at the start of a battle.

Skill tree requirements: Heroism, Resistance.

I quite like that Onslaught gives max Rage and distributes Adrenaline, in addition to its old Initiative boost. The Initiative boost still has the design flaws from The Legend, but it's more tolerable because there's other reasons to pursue the Skill.

I'm not sure how precisely the Adrenaline distribution works, but it's fairly randomized with the caveat that if it's at all possible the entire pool of Adrenaline will be granted to your Orcs. So if you've got Onslaught Level 3 and Rage Control Level 1, fielding a single Orc stack will result in that stack always starting the battle with 30 Adrenaline points. Maxing out Onslaught thus somewhat encourages splashing in an Orc unit that is really good at high Adrenaline but isn't necessarily so good at getting there in the first place.

It's also apparently buggy; I've not run into trouble from it, but other players have. Fortunately, somebody has already produced a fix; if you're comfortable slightly messing with your game's files, it's simple enough to address.

Anyway, I particularly appreciate how the Rage being added affects the Warrior. Back in The Legend, the Warrior has a tendency to end up maxing Might Rune-heavy Skills simply for lack of better choices, but while Onslaught 1 is fairly consistently useful and Onslaught 2 is useful often enough to justify it by itself, Onslaught 3 tends to be a waste of Runes. Here in Armored Princess it's at least a way to bump up your Rage if eg you've already maxed out the other relevant Skills, even if the benefit from rank 3 in particular is not much of an improvement over rank 2.

This is a much stronger execution on Onslaught, and I quite like it.

... though I do still wish the Initiative bonus didn't last exactly one turn all the way up to Rank 3. That's a bit frustrating.

+1 Defense.

+2 Defense. Units take 15% less damage during the first turn of combat.

+3 Defense. Units take 30% less damage during the first turn of combat.

Skill tree requirements: Resistance

Combat Readiness Caution is still hampered by the whole 'you don't necessarily take any damage on the first turn' issue, but it both provides a bigger boost at Level 3 and is now an alternate source of Defense, making it worth considering if you're trying to raise Defense and have already maxed Resistance anyway, especially as a Warrior. The second rank in particular is actually slightly cheaper than Resistance's second rank and is arguably more useful of a bonus.

Mind, raising Defense is the lowest priority of the core stats, so it's still not very good, but it's definitely better than it used to be. And at least now it's completely optional, instead of acting as a hurdle before you can get to better Skills. If you want to ignore Caution entirely, you can totally do that.

+20% Rage experience generated.

+40% Rage experience generated.

+60% Rage experience generated.

Skill tree requirements: Rage Control.

It's Master of Spirits, but with a new name and graphic. Oh, and you're forced to take the first rank if you want Anger.

Which is frustrating, because Training isn't all that desirable, just like Master of Spirits wasn't.

It's not quite as dramatically bad as Master of Spirits was -I've not personally maxed out the pet dragon's level in a run, where Zerock and Reaper I default to maxing well before beating the game and even Sleem isn't that far behind, all while ignoring Master of Spirits entirely- but it's still a questionable gain. You might as well try to get the first rank early if you can to maximize its benefits, just because it's required for Anger and you really should make sure to get at least the first rank of Anger no matter which class you're playing, but beyond that it's iffy.

I still think it would work better for it to modify experience requirements and thus potentially level up Rage after grabbing a rank, in particular.

Quick Draw
+3 Attack and +1 Initiative for non-magical ranged units.

+5 Attack and +2 Initiative for non-magical ranged units.

+7 Attack and +3 Initiative for non-magical ranged units.

Skill tree requirements: Onslaught.

The list of specific units affected by Quick Draw, going by the code, is Skeleton Archers, Bowmen, Cannoneers, Goblin Catapults, Elves-the-unit, Hunters, Goblins, Thorn Hunters, Royal Thorns, Goblin Shaman, Beholders and Evil Beholders, Alchemists, Engineers, Repair Droids, Cyclops, and Fauns. It's a weird, somewhat-arbitrary list, avoiding most wizarding types -but then Goblin Shaman are in the list- and yet including the surprising case of Beholders and Evil Beholders, which outright do Magic damage.

Since Initiative is so important to ranged units, this is honestly a bit of a godsend, especially for some of the lower-initiative units like Cyclops. Being able to forcibly drag Cyclops up to a serviceable 4 Initiative -before Onslaught or any Item boosts- does a lot to make them more appealing as a relatively straightforward ranged attacker, and Quick Draw's boosts last forever. While the list is a bit arbitrary, it's sufficiently broad that if you're leaning heavy into ranged units odds are good you're using at least part of the list, and a lot of the units in question are operating in an awkward middle zone of Initiative where maxing out Quick Draw catapults them ahead of a huge number of units that otherwise go before them.

Of course, it's still a specific selection of units, so depending on your preferred force composition you may find you don't terribly much care for getting more than the first rank. Tactics demands Quick Draw so you'll probably get the first rank, assuming you can spare the Might Runes... but beyond that it's more of a judgment call.

Nighttime Operations
+2 Attack and Defense if combat is occurring at night or underground.

+4 Attack and Defense if combat is occurring at night or underground.

+6 Attack and Defense if combat is occurring at night or underground.

Skill Tree requirements: Onslaught.

Its price has more than doubled, but other than that it's unchanged. You get a lot more Runes overall in Armored Princess, so the price being higher is misleading.

It's worth noting that Nightime Operations has been kinda stealth-nerfed if you just play normally, in that cave-based play has less prominence in Armored Princess than in The Legend. Several islands have no cave system at all, and none of them is quite so expansive as some of the ones from The Legend.

On the flipside, the way Fast Travel works means that if you don't care about getting a good score and don't mind occasionally sitting through loading screens a few times, it's not that hard to arrange to always be benefiting from the bonus. The Legend had no equivalent way to tune the time rapidly pretty much anywhere in the game world.

Personally, I'd still rather have had a more interesting effect, and with Armored Princess introducing Fast Travel I'm a bit unhappy with how it's kind of gameable for relatively little effort, but broadly speaking it still works okay as a Skill.

Rage gain in combat +20%. Additionally, any damage is guaranteed to generate +1 Rage.

Rage gain in combat +40%. Additionally, any damage is guaranteed to generate +2 Rage.

Rage gain in combat +60%. Additionally, any damage is guaranteed to generate +3 Rage.

Skill tree requirements: Training.

That's right, Anger is now a universal Skill. It's also a lot pricier, and even demands Magic Runes. The in-game description doesn't mention the +1/+2/+3 effect, but it's right there in the .txt file, and it's relatively obvious that Anger has a disproportionate effect on Rage generation.

The Magic Rune cost is also interesting, since there's now more than one Might Skill that demands Magic Runes. In practice this serves to somewhat offset the increased overall Rune count so that the Warrior still has difficulty breaking into the Magic Skill tree just like The Legend, since the Warrior really ought to try maxing it out so they can properly leverage their Rage specialty, but that's not a bad consequence.

Those points aside, Anger is still Anger, with the main other change being that it's no longer a basic Skill with no Skill prerequisites. Much of what I said about it in The Legend applies in basically the same way, just no longer class-locked.

If an allied unit finishes off a unit, it gains +2 Attack for the remainder of the battle.

If an allied unit finishes off a unit, it gains +4 Attack for the remainder of the battle.

If an allied unit finishes off a unit, it gains +6 Attack for the remainder of the battle.

Skill tree requirements: Quick Draw.

It hasn't really changed since The Legend, other than raising its Might cost and redistributing its Mind cost so it's not backloaded. Just like in The Legend, it's sort of a neat idea, but not terribly relevant in actual play. I really wish Armored Princess had taken the opportunity to overhaul it into something more interesting and meaningful, or replaced it entirely.

Power of Darkness
Player Undead get +3 Attack.

Player Undead get +5 Attack and +1 Initiative.

Player Undead get +7 Attack and +2 Initiative.

Skill tree requirements: Nighttime Operations and Anger.

Dark Commander is much as it is in The Legend, though a bit pricier overall and with a new name. That's reasonable, as it was a fairly good Skill in The Legend, and Armored Princess has both increased how many Runes the player gets per level and increased the maximum level the player can achieve, further increasing their Level-derived Rune total.

While Undead haven't been particularly nerfed, Power of Darkness actually stands out less than it did in The Legend. Quick Draw in particular actually provides a more significant Initiative boost and provides more Initiative more quickly, and eg Hunters backed by rank 3 Quick Draw can fill the same role as Necromancers backed by rank 3 Power of Darkness of going before any enemy unit that doesn't have an actual Initiative boost, even Archdemons. In particular, the Undead-focused Companion in Armored Princess doesn't boost Initiative, so Undead just plain aren't the easy Initiative kings they were. In fact, if you're wanting a Companion for high Initiative in conjunction with Skills, your Orc-focused Companion -Moldok- is the best choice, able to stack his +1 Initiative on Orcs in general with Quick Draw's benefits to Goblins, Catapults, and Goblin Shaman, which can push Goblins and Goblins Shaman up to 9 Initiative, beating out literally everything in the game aside most Bosses.

Admittedly maxing out Power of Darkness and Quick Draw ends up placing Skeletons at that hilarious 9 Initiative too, but that's a more significant investment than maxing out just one Skill and then picking an appropriate Companion. Undead are also not ranged-biased, where Quick Draw by definition affects a bunch of ranged units, which is a point in favor of focusing on Quick Draw-based armies.

It's still a perfectly good Skill to grab if you're intending to run an Undead army anyway, it's just no longer the clear winner for winning at turn order all the time. In particular, it's no longer something the Mage has reason to consider going way out of their way for... though admittedly a rank in Nighttime Operations isn't terribly out of the way if you were planning on getting Anger anyway.

Prior to the beginning of a battle, the player is allowed to choose where their units begin the fight within an area up to 1 tile out from the normal starting row.
Prior to the beginning of a battle, the player is allowed to choose where their units begin the fight within an area up to 2 tiles out from the normal starting row.

Skill tree requirements: Frenzy.

Now Tactics is free of its Mind cost, but has heaped on the Might cost further, even further emphasizing it as a Warrior Skill, especially since it's placed deeper into the Might tree in the first place, making it more of a burden on the Paladin and Mage to go for it.

Which is sort of funny since the Mage now has a nuke Spell that makes them care about Tactics, unlike The Legend.

The overall utility hasn't changed too much. There's individual new units that benefit from it -such as Engineers- and as previously mentioned Death Star is a Spell that has better, more consistently safe usage if you've got Tactics, but its mechanics are unchanged and the larger context hasn't changed too much.

When counterattacking, +10% to crit chance.

When counterattacking, +15% to crit chance.

When counterattacking, +20% to crit chance.

Skill tree requirements: Nighttime Operations and Frenzy.

I... don't get Revenge. Like, sure, if you're playing a Warrior anyway, you're probably going to end up maxing it just because you get an excess of Might Runes... assuming you don't decide to instead trade them in for Mind and Mage Runes in Montero. Which you can absolutely do.

But really, you want to minimize the number of times you're counterattacking in most situations, and even when it's maxed it's not anything like a sure thing. It's just, when pulling all the way back to the biggest picture, a minor-to-modest increase in your average damage in a specific situation you should be avoiding having happen too much.

Orcs on the March makes it slightly more appealing for the Warrior, since she can get Counterattack, which obviously synergizes with Revenge, but you're still looking at a weak, unreliable Skill that's at its best when you're doing something that's generally a bad idea.

It doesn't even synergize with the crit-focused Companion! Trigger is all about ranged attackers, and while eg Cyclops are actually respectably tanky and good in melee most of those units shouldn't be letting the enemy get hits in on them if at all possible.

... at least nothing else requires it and so you can ignore it entirely.

The following two skills are exclusive to the Warrior, and I'm going to use this post as a micro-analysis of the Warrior. (Though one of the Skills goes into the Magic tree, technically speaking)

The Warrior, though the Might tree is still a bit weak, is way, way better than in The Legend. Rage is stronger, the Skill tree is no longer heavy on Skills that are outright junk, and her Leadership advantage is real due to overhauled level-related Leadership mechanics. Armored Princess is also just lighter on banners around the world in general -probably in part because you get Leadership every level now, instead of every other level at most- and so her level-based Leadership makes up a larger proportion of Leadership anyway. Armored Princess is also less aggressive about Quest/plot-derived Leadership bonuses, which was yet another strike against the Warrior having Leadership as an advantage.

Plus, her unique Skills are not garbage!

... okay, one of them is great, and the other is more eh, but still.

Narrative-wise, you're always playing Amelie, and it's just the direction she went for her combat style differs, her clothing differs as well, and, uhhhh for some reason her hair color differs. Realistically I'd think the Warrior would be the most natural class for Amelie given she looks up to Bill Gilbert -ie the previous game's Warrior- and is in part trying to follow in his footsteps, but I dunno I guess the devs don't really agree given that the Paladin has her natural hair color from The Legend while the Mage is the one who actually got onto the boxart.

It doesn't really matter in the end because the game doesn't really pay it any mind. Which class you were in The Legend barely affected the narrative, and in Armored Princess it has even less impact. Amelie is not any more aggressive or hard-headed as the Warrior, or whatever.

I like her look, overall, anyway. I suspect from a strictly realistic standpoint it's not particularly great, but outside the part where her armor has 'breast plate' going on it's really not that bad compared to most fantasy stories' attempts at female warrior outfits. Slap a helmet on her and she might not stand out overly much among, say, a bunch of Roman legionnaires. The red as a mnemonic for her being the Rage class is also nice and not overly ham-handed, even if it's strictly a bit weird to realize that Darion's princess isn't wearing the blue that is Darion's default color.

Max Rage +5, and Rage cannot drop below 15% of max when outside battle.
Max Rage +10, and Rage cannot drop below 25% of max when outside battle.
Max Rage +15, and Rage cannot drop below 40% of max when outside battle.

Skill tree requirements: Power of Darkness.

I love Bloodlust. (Mostly) In particular, note that the minimum value isn't 'your Rage can't rot below this' -if you end a battle below your minimum amount, your Rage will kick up to the minimum value in short order. This means that you can blow through all your Rage every battle and still expect to come into every battle with a healthy amount of Rage, ready to immediately toss out stuff the other classes would have to put in effort to start a battle ready to use. And it provides max Rage to boot!

By far the most frustrating aspect of Bloodlust is that the game isn't properly coded to account for it.

The thing is, your Mana regenerates much, much slower if your Rage is even a single point above zero. Normally this just means you end up waiting for your Rage to drain, at which point your Mana rapidly refills the rest of the way... but Bloodlust doesn't cause the game to treat the minimum Rage value as zero for this purpose. Once you have Bloodlust, you'll never have your Mana regenerate at full/normal speeds ever again.

I'm not sure why they didn't have it activate at the beginning of a battle instead, kicking your Rage up to the minimum value if it's below it. That would bypass this issue, while achieving the same functional result.

But outside this weird technical oddity, Bloodlust is amazing, and pretty much perfect for giving the Warrior a new form of Rage specialization without going lazy and just giving her Higher-Magic-But-Rage.

Humanoid units get up to 1 additional counterattack per round.

Humanoid units get up to 2 additional counterattacks per round.

Humanoid units get up to 3 additional counterattacks per round, and can counter No Retaliation attacks.

Skill tree requirements: None. Quest-locked instead.

A new Skill to Crossworlds, and technically placed in the Magic tree, though this seems to be for ease of coding reasons rather than any thematic/meaningful-to-the-player reasons. And yeah, it uses Iron Fist's graphic, I guess because it's the only Warrior-exclusive graphic they hadn't already used?

This is an interesting idea, though the implementation is iffy. The fact that the third tier is burning 4 non-Might Runes is one of the bigger painpoints -those are precious for a Warrior.

Among other points, it has the misfortune of being another one of those design choices suggesting the developers were making an effort to improve the viability of melee, and in particular comes back to a subtle conceptual issue from The Legend where the Warrior seems to have been imagined as being about hurling their troops into a gloriously chaotic melee but then the rest of the game design so heavily discourages that it doesn't really work out in real terms. The series really needs to provide strong incentives for using generic melee units if it wants to overcome the inherent disadvantage of 'is a generic melee unit', and it's not really trying unfortunately. And in this case Armored Princess has already introduced Grand Strategy as something that discourages using generic melee for the early-to-midgame, while Counterattack is unlocked fairly early on.

That said, in the late game when you don't care as much about casualties Counterattack can be fun to take advantage of, assuming you're willing to commit to a humanoid army, or at least a humanoid designated meatshield.

The Skill itself explains itself in an unclear way, and unusually digging around in config files doesn't clarify its mechanics much, and indeed the translators missed a UI element entirely -if you hover over one of your unit's Defense stat, you'll get their resistances and also an untranslated line followed by a number. This number is how many retaliation opportunities remain on that unit in that round.

I call it 'opportunities' because a unit isn't actually guaranteed to retaliate against follow-up attacks past the normal first one, but the number decrements each time they're attacked in melee, regardless of whether they retaliated or not. From experience, it seems that the odds of a retaliation are higher the more possible retaliations are remaining, where if you have the skill at the first rank you'll only occasionally get a second retaliation, whereas if you have it at the third rank you'll usually retaliate against a second attack but retaliating the maximum of four times is a bit unlikely.

The fact that it's RNG-based is another strike against it, and it's particularly unfortunate that its design is such that you really need to either ignore it or max it. Among other issues, probably most players grab the first rank, end up unimpressed or even uncertain whether it works at all, and so never bother to give the higher ranks a try where it gets decent. The fact that the third tier in particular unlocks the ability to retaliate against No Retaliation attackers is especially noteworthy, legitimately addressing one of the big painpoints of a melee-heavy army... but you have to get it to rank 2 to have a chance to see the UI mentioning Rank 3 adding this benefit. Oops.

It's actually reasonably decent at Rank 3, honestly, but I imagine very few players have had the chance to see this in action.


Next time, we cover the Paladin version of Amelie and the reworked Mind tree.


  1. I got excited about the onslaught skill just for getting a single Vetteran Ork to run in with reckless abandon quickly (playing paladin). However, the skill appears to be glitched. When I use a single ork unit, it very often gets no addrenaline at all. I had one battle where I just had to move it's slot around until it worked. The workaround didn't work on the next battle. Even when I'm using 3 units the total doesn't equal 30. Did you ever encounter this glitch? Did you ever find a solution?

    1. I've not run into such an issue, no. It's possible I just overlooked it, as I didn't pay close attention and make notes of this particular aspect of Adrenaline, but Adrenaline always seemed to function as intended in my own play. I know there's some inconsistencies in version details based on seller throughout the King's Bounty games, though; my version is the Good Old Games version. If you got it from eg Steam, that might explain the difference?

      I unfortunately don't have any advice beyond seeing if further Adrenaline boosting fixes the issue, somehow or another.

    2. Dissapointing, but thank you for the swift reply. Addrenaline-the-skill works properly, but it's got crappy pre-requisites so I was hoping to avoid it until I had mind runes falling out my ears. Maybe I'll just use Demons or Exicutioners instead. Tried finding solutions in other online resources, but there is shockingly little information on this game, so your guide is very welcome.

    3. Yeah, I made this series in no small part because only The Legend was mostly-documented, even though Armored Princess won awards and whatnot so you'd expect it, if any, to be the most-documented game.

      Good luck with the run!

    4. My first battle testing out if Onslaught 1 would grant my sole Orc/Adrenaline unit, Orc Trackers, the crucial 10 Adrenaline to allow him to turn 1 summon, and lo and behold he started with 0 adrenaline. So this is clearly not some type of anomaly, and is probably par for the course. Maybe the "solution" is to move around the Orc unit, but it would be quite a pain to have to load until the unit properly started with the adrenaline.. especially for those that dont like Loading at all (albeit this wouldnt be cheating if one solely tries to make sure their Orc starts with adrenaline like they should).

      What is with Onslaught always being buggy in some way. Onslaught in Dark Side also was bugged to give a permanent +1 initiative and +10% to all ones units, even after round 1 and for the rest of the battle. Meanwhile Onslaught 2 correctly gave its bonuses round 1, but then round 2 (and on) the initiative disappeared (i believe the +20% attack stuck, maybe indefinitely). Onslaught 3 also wasn't granting the alleged final initiative on turn 3. What this meant was that even as an Orc drowning in might runes at the end of the game (potentially upwards of 50 dead might runes), and with an incentive in Chief to max all the might skills, it would be foolhardy to ever upgrade onslaught past level 1 and to surrender the perma +1 initiative and +10% attack bonus the superior bugged Onslaught 1 granted, in exchange for the more severely bugged onslaught level 2/3.

    5. Thankfully there seems to be a fix that works. Found it on the forums, it's extremely easy to just plop in a file that (so far) seems to be granting the initiative bonus to my Orc Trackers. Here is the forum thread that has the tiny 16kb download and where to plop it, easy as can be-

      I'd also highly recommend that Ghoul King mention this in his analysis of Onslaught, just in case people don't read comments, since otherwise they will be getting shafted by the bug, and if Ghoul King somehow didn't notice the bug, then presumably others might fall prey to it as well.

    6. I've adjusted Onslaught's description to reference the bug and link to the fix.

  2. Random note: your mention of Bill Gilbert the Warrior reminded me - for the most of the Legend development it was actually Paladin's default name. I personally don't like it - yeah, I get, it's a reference, but it just sounds stupid. No offence to any Bill who read it.
    Even through AP always used 'Bill Gilbert' as canon name for the Legend's hero, his class was not always planned as fixed Warrior - he could be of any class and used corresponding class portrait. I don't know how exactly it was chosen (my best guess is that it was dependant on Amelie class) but it was removed in the released game.
    Canon hero being warrior was not very popular desicion (and kinda unexpected too), as Paladin was the class most used in marketing while Mage was the most popular among the players.

    Canon Amelie is Mage. According to indirect sources canon Olaf is Mage (well, Volhv/Soothsayer) as well. And while we don't know for sure about canon hero of the Dark Side, main menu song kinda hints it's Daert. No love for hybrid classes.

    Non-mage Amelie originally was a stereotypical bikini warrior/paladin but a lot of people disliked it. Devs actually listened and changed her look.
    Btw atleast from my expirience, bikini-armor opposers were overwhelmingly male haters of Impractical Fantasy Armor(tm) trope; female players usually just didn't care. Compare it to modern times, when most discussions about female character's look have high chance to become (anti)feminist infantile shitshows (muh waifus!/objectification!11). 'sigh'

    1. Interesting. I actually like Warrior Gilbert being the canon hero, but I was surprised they didn't base it off your class or the like. I wonder why they changed their minds?

      Also, I had no idea Bill Gilbert was a reference at all. What, specifically, is it a reference to?

      I'm also pleasantly surprised to hear it was fan pushback that gave us less cringe-y Warrior and Paladin outfits. I'm used to people poking at this kind of thing as dumb, but in a way that makes it clear they like this dumb thing and don't actually want their media to stop doing it.

  3. Bill Gilbert is (was?) a legendary (in certain circles...) Polish hacker from the 90s. He always left signature on his, hm, work. "Redacted by Bill Gilbert", "Hacked by Bill Gilbert" and the like. If you want to ask, what do a knightly warrior and a hacker have in common - no idea. But Katauri confirmed that it is indeed the source of the name.

    1. Ah. Interesting. And consistent with The Legend's overall approach to humor. Not remotely what I'd have guessed, though.


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