King's Bounty: The Legend
A completed analysis of various aspects of the gameplay of King's Bounty: The Legend.
With much thanks to Quaranyr in the comment's section for digging up a lot of otherwise-opaque info.
A disclaimer; I play with the Good Old Games release, not the original Steam release. There may be discrepancies between these posts and your experience as a result, if you're playing a different version; I know for a fact the GOG release has some (fairly serious) bugs exclusive to it, so this is a very real concern.
In order;
Units

Humans. Also includes an overview of various broad mechanical details pertinent to units such as how Morale works and the details of critical hit mechanics.

Dwarves.

Elves.

Orcs.

Demons.

Undead.

Neutral Animals.

Neutral Sapients.

Extra: Gremlins.
Magic

Chaos. Also includes an overview of basic Spell mechanics, such as how Intellect actually works.

Order.

Distortion.
Rage

Zerock. Also includes an overview of basic Rage mechanics, such as maximum Spirit of Rage level.

Sleem.

Lina.

Reaper.
Skills

Might. Also includes a basic overview of some broad aspects of Skills, such as Skill Rune costs. Also covers the Warrior class in particular.

Mind. Also covers the Paladin class in particular.

Magic. Also covers the Mage class in particular.
Other

Bosses. The Legend's three Bosses, which are their own category of entity that plays by its own rules. Including denying you Rage.

Companions. AKA 'wives'. I don't go into detail about children; there's other sites if you want to mess with that largely-useless part of the system.
Turn Order and Damage Types. A complete listing of the Initiative+Speed tier of every unit (Though I leave out Level, and that factors into turn order too), plus a visual representation of how units are distributed as far as damage type access goes. The short version is: they're almost all Physical.
In order;
Units

Humans. Also includes an overview of various broad mechanical details pertinent to units such as how Morale works and the details of critical hit mechanics.

Dwarves.

Elves.

Orcs.

Demons.

Undead.

Neutral Animals.

Neutral Sapients.

Extra: Gremlins.
Magic

Chaos. Also includes an overview of basic Spell mechanics, such as how Intellect actually works.

Order.

Distortion.
Rage

Zerock. Also includes an overview of basic Rage mechanics, such as maximum Spirit of Rage level.

Sleem.

Lina.

Reaper.
Skills

Might. Also includes a basic overview of some broad aspects of Skills, such as Skill Rune costs. Also covers the Warrior class in particular.

Mind. Also covers the Paladin class in particular.

Magic. Also covers the Mage class in particular.
Other

Bosses. The Legend's three Bosses, which are their own category of entity that plays by its own rules. Including denying you Rage.

Companions. AKA 'wives'. I don't go into detail about children; there's other sites if you want to mess with that largely-useless part of the system.
Turn Order and Damage Types. A complete listing of the Initiative+Speed tier of every unit (Though I leave out Level, and that factors into turn order too), plus a visual representation of how units are distributed as far as damage type access goes. The short version is: they're almost all Physical.
And that's everything!
... for now.
Thanks a lot for you king's bounty posts! They were very helpful and just professionally done.
ReplyDeleteGlad to hear it!
DeleteI want to thank you for your detailed posts and amazing dedication regarding King's Bounty series!
ReplyDeleteYour entries not only provide valuable information and raw data but also insights regarding gameplay and giving ideas about units/spells etc, combinations. So this blog was my inspiration (alongside hardware limitations) to return to KB game(s) and just did my first impossible run in Legend and I will try some of the other games as well.
Also as someone, who writes (for different game) big wall of text guides, I can appreciate the time invested in both checking all these information and writing the actual posts. Also your writing style is pretty good with on point humor. Since I am not knowledgeable as some of the other users commenting, can't contribute much to these discussions. Anyway, thanks again for your posts.
I'm a little surprised to hear someone describe these posts as humorous, but I can certainly appreciate the appreciation. Hope you have fun with the later games!
DeleteHello there. I've read a good part of your articles and I've been captivated by the amount of insight and details you provided. I am still playing KB the Legend, testing few mods now, the best which is not breaking the game being Spirit Enhancement for a balanced and reasonable rage skill output. The information your provided helps people find out why certain troop and skill combinations don't work and avoid an enormous waste of time just searching out for themselves.
ReplyDeleteI would be glad to also discuss with you on some eventual platform, maybe with some other passionate players altogether. Happy new year!
Well, I've got a Discord if that works for you, linked in the upper-left after clicking the 'expand-out-sidebar' thing. (I... really probably should replace that setup)
DeleteCould someone explain what exactly the "condition effects" (Bleeding, Burn, Freeze, Poisoning, Shock and Stun; I guess that's all of them) do? If it has been already explained in a page, could someone link me there? This page seemed to be the most appropriate candidate for such a request, though I am aware that some of the "conditions" started inflicting percentile damage after the Legend.
ReplyDeleteBleeding is explained in the Elf page, because in The Legend only Werewolf Elves inflict it. It lowers max Health temporarily. Freeze is -1 Speed, with no damage prior to Warriors of the North. Burn does slight Fire damage per turn (5-10% after The Legend) and lowers Defense by 10% or something similarly small. Poison is the same, but Poison damage and lowering Attack instead. Stun reduces Initiative and Speed to 1. Shock reduces Initiative and Action Points to 1. (In some games, the Action Point drain doesn't properly work on units that have already taken a turn)
DeleteWhat's the difference between Stun and Shock in practice, is Shock immediately effective but not long-lasting whereas Stun is the opposite in this regard? And I remember Stun locking Talents as well, is that something that has been implemented in a later game or have I presumably just misunderstood?
DeleteP.S. Thanks for all the information.
I forgot to mention Stun disabling Talents is all. It's the primary difference, aside some fiddly interaction stuff where 'Speed is 1' and 'Action Points are 1' have different outcomes.
DeleteThey're normally both 1 turn, though the series has a handful of 2 turn Shocks.
Alright.
Delete