Kingdom Under Fire: The Crusaders - Strategy Guide (Page 06)
Below are the cheat codes, hints and help for Kingdom Under Fire: The Crusaders - Strategy Guide (Page 06).
*Leinhart understands that Regnier is doing this entire quest on a personal
battle, in order to regain his mortality (and die from this cursed place).
Leinhart is willing to fight to the death for Lord Regnier.*
- Head back to forward base. One awesome (yet expensive) item you should look
for is Valdemar's Killer Whale. This sword is perfect for Leinhart's Undead
unit, with a +12 Melee, and +12 Curse upgrade. Grab it ASAP. Aside from that,
you'll probably be broke. Go give Regnier a 2-level upgrade, along with his
officers. Head to Brimstone Forest.
___________________________________
/Mission 6 - Brimstone Forest (6.6)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
> Destroy all enemy units
- Enemy air troops have been spotted. As usual, bring your Archers along. I
chose to bring my Ghouls again, since we'll be doing some forest fighting
(where it's fairly tough to navigate). You have two options for support troops.
I just brought my Swamp Mammoth, although a Wyvern could help (but won't be
able to fight in the forest). Orc Riders do quite a bit of damage on this map,
but I preferred Ghouls for a distraction.
- This battle looks difficult simply because of your opposing units level, but
can be done quite easily as long as your Archers don't get in melee situations.
Start off by sending a scout north into the forest. You may notice a HUGE lvl.
33 Infantry unit. Lure it down (along with the other Paladins/Infantry) towards
your troops. Have your Ghouls flank along the right, and engage one of the
groups of Paladins/Infantry. Meanwhile, tell your Swamp Mammoth to lay support
fire down where the Ghouls are battling. Now, have Regnier fight that HUGE
infantry unit coming down. There's no leader for them, so concentrate on repeat
casting Lightning with your Lich Officer, and slashing away. They'll die after
about 5 casts plus multiple swings. Have Regnier chase one of the Paladin units
(the one that was casting Meteor on you) in open formation. He will catch the
unit eventually. Have your Archers lay down support fire. The Archers should
cast Tree of Healing to the Ghouls.
- Finish off the lone remaining Paladin units all the way up the halfway point
on the map, then reorganize your Swamp Mammoth into position. Send a scout
north. You'll probably notice a lone Paladin unit. It's a trap. As soon as you
kill this unit, explore a tad more. Suddenly, you'll be surrounded by 3
Catapults to your left/north flanks. There will be several Paladin units to the
NW & NE corners, (2) large infantry divisions, a few Mortars, and possibly an
Archer or two. Here's what to do. Concentrate your Swamp Mammoth on one of the
infantry divisions. It will not do much damage against the Catapults, nor will
it really distract them. Have Leinhart hold off the rush from the right flank,
while Regnier combats the main infantry division, and makes use of lightning
attacks. Your Archers must be your main healers on this one. Try to keep them
out of battle. Some of the enemy troops will cast Meteor or Vine, so be
careful. After defeating the main infantry divisions, try to engage one of the
Catapults with Regnier. These pesky devices were hurting your troops during the
infantry battle. Unfortunately, none of the Catapult units on this map have
leaders, meaning you'll have to focus on killing each and every soldier. This
is a painstaking process. Repeat the same for the other one, then cut back, and
try to eliminate the third one. Remember, Tree of Healing will be key here.
- Now, once the partial left flank is done, cut back right. Several more
Paladin units will spawn from the north and south, in the northeast corner. Get
rid of the ranged unit in the upper right, along with the Mortars to the south.
I lost my Ghouls at this point, but since they did not kill much, I wasn't too
worried abut the experience loss. Try to keep your Archers out of battling at
all, since the Paladin leaders' spells usually are fire-based. Cut back with
Regnier and finish off the Paladins. Your Swamp Mammoth will draw quite a bit
of fire on this one, and may need a Tree of Healing twice during the mission.
Remember, this is doing it one support unit down. If I had Wyverns, it may have
been a tad easier taking out the Catapults.
- Head to Forward Base. Upgrade your Heavy Orc Riders to lvl. 40. Get Regnier
to lvl. 30. Give your Archers a slight boost as well. Now, delete the magic
skill on your Archers' leader, and replace it with Riding. Upgrade Riding high
enough so you can morph the Archers into Dark Elf Cavalry Archers. Once you're
set, head off to Bronzewood (one with the Patriarch). After all, we're trying
to stop the Patriarch.
_______________________________
/Mission 7 - Bronzewood I (6.7)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
> Defeat the Patriarch unit before it reaches Southern Gate
- The mission is simple. The Patriarch is on the move towards Ecclesia, and is
attempting to get inside the gates. We cannot allow this to happen. You must
use speedy units to catch up to him, steal the Ancient Heart, and retreat. For
this mission, you'll only have two slots, so bring the recently promoted
Cavalry Archers and your Orc Heavy Riders.
- This mission is a pain in the butt, simply because the Patriarch keeps
retreating, and you have to get his health down BEFORE he reaches the gate. To
be honest though, this one can be a breeze, as long as you manually guide your
Heavy Orc Riders after the Patriarch unit. For starters, you'll notice the
Patriarch's Army in a line formation, with some Spearmen in the front line.
Send Regnier's unit north, then cut east towards the Patriarch. The Cavalry
Archers will probably get tangled up by some melee units, but should also try
to chase down and fire at the Patriarch unit. Have your Heavy Orc Riders
constantly charge through the Patriarch unit. They'll take the unit's life down
by about 1/8th each time. Repeat this strategy, and keep chasing the Patriarch
in open formation. The same can be said about Regnier. You should be able to
destroy the Patriarch's life bar before he hits the castle wall by just
constantly retreating the Heavy Riders out of battle, and then charging back
in. When the Patriarch is about to die, he commands the heart, and Regnier
loses control of his powers.
*The Patriarch manipulates Regnier, and he has no control over what he does.
Suddenly, we're brought back to a flashback showing the armies of Regnier
facing off against Urukubarr. This is how he earned Urukubarr's respect, by
defeating him in battle.*
- All you have to do is concentrate your attacks on Urukubarr either with your
Fiery Sword, or by doing the X + X + A combo. The stabs are effective, but
doing slashes eats away at his life bar. Once Urukubarr goes down, the battle
should end.
*After the battle ends, Leinhart questions your command. You don't remember
a darn thing. You ordered all units to halt, and the Patriarch ended up
retreating into the Ecclesian Castle. However, some Patriarchal Guards were
seen retreating to the north, perhaps with the Ancient Heart. Everyone is
chasing after the Patriarchal Guards with the heart. Regnier wants to
follow them as well.*
- Head to Bronzewood II.
________________________________
/Mission 8 - Bronzewood II (6.8)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
> Destroy all enemy units
- You'll only have two free slots on this one, so choose wisely. I chose to
bring the same units from the previous mission, my Cavalry Archers and Orc
Heavy Riders.
- Well for starters, you're going to be outnumbered 2:1, but if you strike the
key points in the enemy's formation, then you'll win easily. Take a quick recon
of what you're facing. It's primarily Paladins, a few large Infantry units, and
ONE Archers unit. Now be weary. Attack the Archers unit with all of your
troops. Be careful though. One of the backline Paladins will cast a Blizzard
spell that causes Regnier to be frozen, along with most of the troops. You'll
also take extra damage. Have the Cavalry Archers cast Tree of Healing on you
while this occurs. Once the Blizzard goes away, kill off the Archers unit, then
focus on the surrounding Paladins/Infantry. Make use of the Lich Officer's
lightning ability, and have ALL units attacking the same unit at once (for
quick/easy kills). Your NPC troops will do fairly well on this one, and will
tie up most of the other units. Help the northern flank out, where your NPC
Ghouls are probably dead by now. Finish off the high-level Paladins, retreat
back south, and finish off the remaining troops. There's one unit of Spearmen
tossed into the humans' forces, but it usually gets tied up, and won't be a
factor for your Riders.
- Head back to forward base. By now, it would be best if you got your Officers
to at least lvl. 20, since most people would neglect them. Regnier is in
tip-top shape around lvl. 30. Once you're ready, head north to Norwart.
*The Patriarchal Guards and Patriarchal Army have engaged in battle. Regnier
is infuriated, and wants to kill them all while regathering the heart.*
__________________________
/Mission 9 - Norwart (6.9)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
> Destroy all enemy unit
- As usual, you can toss in 2 free units and one for support. I chose to bring
my Orc Heavy Riders and Dark Elf Cavalry Archers. I tossed in the Swamp Mammoth
for extra measure.
- Right off the bat, look slightly south of the middle of the map. Do an
all-out charge on the Mortars unit. Once it's dead, charge south, and take care
of the lvl. 40 Archers. Send out your Heavy Orc Riders west near the south
border of the map, and tangle up the Mortars in the forest for the time being.
Take care of any surrounding units. Your Swamp Mammoth should lay support along
the northern flank, where your NPC troops are probably getting pounded. Once
Regnier and the opposing units have taken care of the southern flank, start to
help out the north side. As usual, lightning is a killer on Mortars and
Archers. You may discover a few Mortar units that "spawn" out of nowhere.
Quckly distract them with the Heavy Cavalry, otherwise you'll get pelted while
fighting large groups of human infantries.
- By now, most of your NPC troops are dead. The north side is still fairly
strong, so keep the Swamp Mammoth in for support. One of the Paladin units
along the north flank may try to purposely target your Archers, so move them
around, and lure the chasing unit into your large group where Regnier is
battling. Finally, proceed west to finish off the remaining units.
*Regnier makes mention of how we march westward to finish off the humans.
Suddenly, Encablossa appears out of the ground. Regnier curses the humans
for the unthinkable. A FMV is then displayed showing Encablossa sucking in
all of the fighters on the battlefield for an energy source. Leinhart
freaks out, and knows nothing of what is going on. Regnier is prompt, and
says to take refuge somewhere quickly.*
- Head to Jungsburg.
*Jungsburg was completely wiped out by the monsters. Regnier says we must
hurry before the night falls; they are nocturnal monsters. Leinhart ponders
how Regnier knows such things. He says it's a wisdom of the Tower...inside
Encablossa.*
- Head to Cloud Borune.
*Scouts report that some humans were seen being chased by the Encablossa
creatures. Regnier laughs in pity as he knows he'll die a horrible death,
since Gerald wanted to kill him too. As they're about to move, Regnier says
he needs the human.*
_________________________________
/Mission 10 - Cloud Borune (6.10)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
> Rescue Gerald
> Escort Gerald to southern marked zone
- This mission is a slight pain, because you have to keep Gerald's unit alive
the entire time, while defending against the Enca creatures. I chose to bring
my Heavy Orc Riders, Dark Elf Cavalry Archers, and Swamp Mammoth for the back
lines.
- Start off by having your Dark Elf Cavalry Archers charging straight up to
Gerald's position, along with your Heavy Orc Riders. The Archers should lay
down fire on Gerald's unit where he's overrun by the Enca creatures. Meanwhile,
have the Orc Riders support him up close. Your Swamp Mammoth should try to get
up there if possible. It barely takes any damage from these darn evil beings.
On the other hand, I used Regnier to take care of all of the units next to the
Swamp Mammoth, and those that were trying to block my path to Gerald. Lightning
has some use against the creatures, but isn't as effective as it was on humans.
Make use of Regnier's A (STAB) move, this almost yields an instant kill. The
range on the attack is also perfect for looking for the enemy leader. You can
usually crush the leader within seconds. If Regnier starts to lose health
rapidly, retreat the Cavalry Archers southward, and heal him with a Tree of
Healing.
^^NOTE: The Tree of Healing does heal Gerald on this one. Didn't think it would
when I had to heal my Orc Riders, but it does, so use it to help Gerald
stay alive when he's overrun.
- Once you take care of 3-4 Encablossa units, flank Regnier westward, north,
and then eastward to where Gerald is. This way, you can save him ASAP.
Lightning is HIGHLY effective against the Enca Spitters though (you'll find a
unit in the middle of the map). Try taking it out to reduce unblockable damage
attacks. Once you take out the initial units around Gerald, a SECOND wave of
Enca creatures will spawn, along with some Spitters. It will get tough, but
help Gerald out as a huge mass of creatures will approach him. The Swamp
Mammoth should fire on the bulk, while Regnier takes care of any support/ranged
units. While you can retreat at this point, I recommend you fight on for the
extra EXP/gold. The enemies will not INFINITE respawn; they're just tossed in
to add a retreating flavor. Use the same strategies as before. Once the second
wave is down, have Gerald follow you south to the zone. You only have to get
Gerald's unit into the zone, not all of your units as well.
*Regnier is going to take Gerald to Kalishire with them. Leinhart notices
something different about Regnier. He understands that the Ancient Heart
has been destroyed, and that perhaps...Regnier's immortality is to faulter
soon enough. He needs Gerald to finish the plan.*
*Hah, Gerald curses out Regnier claiming to destroy him at any cost.
Leinhart acts like an impudent fool, and Ellen questions your motives for
helping them. You explain the entire theme of Nibel and Encablossa, and how
the world changes from the Age of Light to the Age of Darkness. Regnier
explains how he needs a Battaloon to get inside Encablossa, hence why he
needs the Ecclesians to cooperate. For penetrating the skin, he will gather
a Bone Dragon. Both forces must unite in order to destroy the inner heart.
Regnier orders Leinhart to escort Gerald and Ellen to Ecclesia so that they
may accept the offer.*
*Leinhart wonders what will happen to Regnier when he morphs into a mere
human. The Vells have tried summoning a Bone Dragon, but failed. Regnier
still has faith though.*
- Enter the Barracks. Upgrade Regnier to lvl. 35. Also, upgrade your Swamp
Mammoth to something reasonable, mid 40s. By now, you'll be low on EXP, so head
to the Main Gate.
*Regnier wants Leinhart to stay behind to wait for the Ecclesian Army, while
Regnier goes to summon the Bone Dragon. Oh boy.*
- Head north to Gremium.
____________________________
/Mission 11 - Gremium (6.11)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
> Find all 10 Dragon Tombs
> Escort Bone Dragon to NE corner
- The mission is simplistic, yet difficult when construed. You have to find
(10) Dragon Tombs, but you do not know of their locations. When all tombs are
discovered, this will let you summon a Bone Dragon. You'll only have two free
slots, so bring along speedy units. I chose my Heavy Orc Riders and Dark Elf
Cavalry Archers.
- Talk about annoying missions - holy crud. For starters, this mission will
have INFINITE respawning Enca creatures/Spitters. This means you should not
fight them till they drop, because they'll keep on coming. In order to find the
10 Dragon Tombs, you have to be within a reasonable vicinity of them. You
simply cannot let them be within inside your view radius. I've constructed an
ASCII map which should greatly help. The dragon tombs ALWAYS spawn in the same
spots; they are not random locations:
_______________________________
| / / /| - The X's mark where each of the dragon
| X EXIT _ __ | X | tombs are. They actually sneak one in
|___/ _________/ | \__/ | slightly lower of where you spawn. This
| / | | is the last one I could not find for
| / X | _____| quite some time. Anyhow, when you start
| | X ___________/ / | off, you have two choices. You can quick
| |___/ | rush, screw the EXP, and try to find all
| X | 10 points, or you can fight for a bit.
| _________ X \_____| I recommend gaining some EXP from this
| / \ | mission, so you can build up Regnier for
| | START | the final mission. Anyhow, use your Dark
| X _/ X X | X | Orc Riders to scout out the 10 points.
|___/_____________|_____________|
^ I'd like to thank Michael McEwen for correcting me on the location of
the exit of the map. It is the northwest corner, not the northeast.
- Try to move Regnier and the Cavalry Archers in the northwest corner of the
map, where the EXIT is marked. After all 10 points are discovered, the Bone
Dragon will be summoned in the center of the map. You will the have to manually
guide it (use the directional pad to select it), and place it at the EXIT logo,
along with ALL other units. Use Regnier to combat the Encablossas, while you
use the Dark Cavalry Archers to heal you with the Tree of Healing. Be
forewarned, the Bone Dragon is EXTREMELY weak to Enca Spitters, and can die
unless you heal it, or get it out of the way. Remember, all units have to be in
the NW corner where it's marked. The mission should then end. If the Bone
Dragon dies, you must do it all over again.
- Head back to Kalishire.
*Regnier starts speaking with Kendal about the whole perspective, as to why
the Encablossa rose, Nibel, the age of darkness, yada yada yada. It's the
same cutscene as in Kendal's campaign as well.*
- Prepare one last time, because, you're NOT coming back. Pump Regnier up to
lvl. 37. Don't pump TOO much into your Swamp Mammoth, because you'll only be
able to use it for half of the mission. Instead, pump up the rest into your
officers/Archers/Ghouls. You should have a ton of gold from the last battle, so
spend most of it on the best equipment possible. Upgrade everything you can to
give bonuses to all troops. Head off to Funero.
___________________________
/Mission 12 - Funero (6.12)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
> Destroy outer skin using Bone Dragon
> Proceed to marked area with all units
> Destroy 4 Encablossa Corners
> Destroy central Encablossa structures
- The objective is simple. Penetrate the Encablossa's outer skin using the Bone
Dragon, then proceed to a teleportation area where you'll be warped inside to
destroy the Encablossian Heart. You'll have 3 free slots, plus 2 support units.
I chose to bring my Ghouls, Heavy Orc Riders, and Dark Elf Cavalry Archers. I
tossed in the Swamp Mammoth for good measure.
- Wow, this mission can be a real pain in the butt, since you have to do twice
the work as compared to Kendal's last mission. Anyhow, start off by immediately
moving your Bone Dragon NW of your position slightly, to keep it out of harm's
way. Now, have your Ghouls distract almost all of the Enca Spitters while you
manually retreat Regnier, the Heavy Orc Riders, and Cavalry Archers through the
canyon sifts. Keep pushing them forward till you're almost around the last
corner. Engage and kill the lone spitter here. Now, there will be 3 Spitters
out in front of the Encablossa lvl. 39 unit in the NE corner of the screen.
Start to engage them, and kill them gradually. Meanwhile, move your Bone Dragon
diagonally upward across the path you just took. Now's a good time to retreat
your Ghouls to the middle canyon, and start engaging the Encas yet again. Your
Ghouls should be almost dead, and let them die - don't worry. By now, you
should have 1 out of the 3 Enca Spitters guarding the Encablossa down. Move the
Bone Dragon in, and have it engage the lvl. 39 unit placed in the corner.
- It should slowly start to toll away at the life bar. Meanwhile, your Ghouls
will be dead, and a whole load of Spitters should be approaching your position.
Hold them off using your Heavy Orc Riders, and Regnier. You MUST distract all
of them while the Bone Dragon proceeds on with the destruction process. After
the Bone Dragon penetrates the skin, the Battaloon will start to arrive. Keep
holding off the Spitters to keep it protected as well. During this whole
mission, you should pretty much use your Swamp Mammoth as a partial distraction
too. It takes too long to wait for it to arrive in the NE corner, so march it
to the extraction zone (upper part of the middle canyon). It will barely lose
life thanks to its sturdy shell. Now's a good time to retreat your troops to
the marked zone. Any units that die will be revived, so do not worry. Simply
retreat out of battle to the marked area. Your troops will be summoned.
- Now you're inside Encablossa. Unfortunately, your Swamp Mammoth was too big
and could not be summoned inside. Nonetheless, the same process is to be done
to kill Encablossa. Proceed to each of the four corners, and kill off the
Spitters. Destroy all Encablossa units here, as they are vital organs to the
creature. As you progress to each new corner, some Spitters will ambush you
from behind. I retreated my Heavy Orc Riders out of battle, and charged them at
these Spitter units because they have dangerous magic. By distracting them, you
should be able to take out the threats in the corner, then have your Cavalry
Archers heal, or Regnier reinforce them. Once all corners are destroyed, head
to the middle, and destroy all vital organs. Repeat the same strategies as
before. Note that the Cavalry Archers are VERY effective in destroying
Encablossa limbs.
*A FMV plays showing Encablossa crashing to the ground. Soon afterward,
we're told about what happens to the Dark Legion empire. Arein ended up
splitting into a dozen tribes, with civil war reigning throughout. Even the
Half-Vampires split into two factions, and King Valdemar was murdered. The
region of Hexter also split into several factions, but the strongest tribe
prevailed, and ended up ruling over for some peaceful years. The last item
we see is Leinhart looking over the province of Hexter. Perhaps the
Half-Vampires took it over? One question is posed at the end. How did the
Ecclesians know of the Ancient Heart? Obviously, if you played the Kendal
Campaign (which you should have), then you'd know.*
=-= Risky Raiders mini-game unlocked =-=
__,='`````'=/__
'// (o) \(o) \ `' _,-,
//| ,_) (`\ ,-'`_,-\
,-~~~\ `'===' /-, \==```` \__
/ `----' `\ \ \/
,-` , \ ,.-\ \
/ , \,-`\`_,-`\_,..--'\
,` ,/, ,>, ) \--`````\
( `\`---'` `-,-'`_,< \ \_,.--'`
`. `--. _,-'`_,-` | \
[`-.___ <`_,-'`------( /
(`` _,-\ \ --`````````|--`
>-`_,-`\,-` , | THE
<`_,' , /\ / END - Part IV
` \/\,-/ `/ \/`\_/V\_/
( ._. ) ( .__. )
| | | |
\,---_| |_---./
ooOO(_) (_)OOoo
Zeus
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============================
- 7) X-BOX Live -
============================
Online multiplayer can be both an exciting experience, or a complete letdown if
you're not prepared. Kingdom Under Fire is one of the first battle-like RTS's
that I've seen with online multiplayer. While it may be somewhat laggy at
times, it's well worth the effort put forth, as you get to incorporate RPG
elements with one heck of a strategy game. This section will describe the basic
X-BOX Live process, and individual game strategies.
_____________
/Starting Off/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
After you sign in to your account, you can create up to four different
"profile" characters, which will each contain different armies you build. You
must select from four leaders, either Gerald, Lucretia, Kendal, or Regnier.
Afterwards, you'll now be at the main Live menu. You have the following choices
to choose from:
))- Troop Management ((-
------------------------
This is where you create your troops within the profile. Each profile
automatically starts you out with 1,000 EXP to freely spend on 9 different
units (one with your Hero, 8 others with leaders). Depending on your race,
you'll either have all humans, or 4 Dark Elves & 4 Orcs. There are some KEY
changes though from single-player.
>> NO EQUIPMENT - That's right, no equipment at all. This means you cannot
gain any modified skill bonuses, increase resistance, or
accumulate gold. This is a huge setback believe it or
not.
>> NO HERO OFFICERS - While you do have officers, there are none in the
hero's unit. You can no longer get out of a jam by
pressing X + A, or Y + B. You have to do it
yourself.
>> ALL ABILITIES AVAILABLE - With exception to your Hero unit, which is
forced to be infantry, all other leaders can
learn any or all abilities available. It's
not like mercenaries where they were
restricted on what they could learn.
- Now that you understand the basics, it's a tad more "strategic" on Live play.
For the most part, using Fire on Dark Elves is going to do insane damage,
because the Dark Elves have no way of repelling the damage. It becomes more
perspective-based, such as knowing the weakness of each race, who to use what
against, and to focus on taking out the ranged threats at hand. The Troop
Management screen is practically the Barracks, except downgraded a lot.
))- Quick Match ((-
-------------------
Searches for the quickest available match that would fit your player, but
also be an optimized connection. This however can pit you against players
larger than your size.
))- OptiMatch ((-
-----------------
Allows you to search for either Even-based matches, or All-Matches.
Even-based matches even it out so you face players that are equal to your
level, if not close. All matches allows you to play anyone who is hosting a
game, but this also means you'll face people that are up to lvl. 99.
))- Friends List ((-
--------------------
Let's you view your current friends online.
))- Scores ((-
--------------
Let's you view your own current rank, the rank of your friends, or all
ranked players. Ranks are based on overall scores, which are accumulated
from earning EXP in battles, earning victories, and so forth.
___________
/Strategies/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Obviously one of the more sought after sections, I plan on revealing some keen
Live strategies employed. This is helpful for those who want to gain in rank,
or promote themselves beyond recognition. Unfortunately, I haven't clocked in
enough time on Live play for KUF to bring any significant advice. I'm willing
to accept strategies, and plan on posting my own strategies within the next
update.
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============================
- 8) Skills -
============================
\=======/
] Melee [ SLOTS: 1
^^^^^^^^^ "Increases hand-to-hand combat damage. Melee skill increases
defensive capabilities more than other skills."
- This is the most commonly used skill of troops during Kingdom
Under Fire. It basically governs how well you do with melee
attacks up close and personal. You'll be upgrading this skill
quite frequently, and the EXP cost is at a toned medium.
\=======/
] Scout [ SLOTS: 1
^^^^^^^^^ "An expert scout will run faster and see further."
- Scouting is an exclusive skill to Gerald. It allows you to view
opposing armies by sending a lone spy out to determine the
enemy's size, status, and levels. By increasing the level of the
scout, he will become faster and much more efficient. You'll be
using this frequently to get a heads up of who is on the
battlefield.
\========/
] Ranged [ SLOTS: 1
^^^^^^^^^^ "Ranged skill increases damage for ranged attacks. Non-arrow
attacks are affected by other skills as well."
- Not quite as popular, but still a useful skill for your long
range units such as Archers and Longbowmen. Ranged basically
is the Melee skill for ranged attacks. Upgrade it on Officers
or Archers for maximum effectiveness.
\=========/
] Frontal [ SLOTS: 1
^^^^^^^^^^^ "Increases attack strength of spearmen, axemen, cavalry, and
riders. Slightly increases defense."
- Again, this skill is more useful for any spearmen, or
specialty units inside your Army. Not really a truly important
skill unless you're attempting to get extremely powerful
Cavalry which are necessary later on.
\===========/
] Gunpowder [ SLOTS: 1
^^^^^^^^^^^^^ "Increases the explosive damage of mortars and sapper mines.
Slightly increases defense."
- Gunpowder is a unique skill, similar to ranged attacks. As
you can see, it helps increase the strength on explosive
weapons such as mortars and sapper mines. Unless you have
these units, you may find it futile to upgrade.
\======/
] Fire [ SLOTS: 2
^^^^^^^^ "Required to cast 'Meteor'. Higher skill increases the number of
meteors."
- Pretty much a fire-based attack. Launchs numerous projectiles
from the sky which rain down destructive damage. Effective
aginst pretty much ALL units, but no real extra damage unless
used upon Dark Elves.
\===========/
] Lightning [ SLOTS: 2
^^^^^^^^^^^^^ "Required to cast 'Thunderstorm'. Enemy's defense and speed
decrease when hit."
- Lightning is a much better spell to upgrade on characters
in my opinion. Not only does it lower status values on
units, but it's HIGHLY effective against high-armored
units, such as Knights especially. You'll find this great
to use later on when it comes to taking down heavily
armored units.
\=====/
] Ice [ SLOTS: 2
^^^^^^^ "Required to cast 'Chilling Touch'. An ice magic is a great way to
immobilize enemy troops."
- This spell acts more of like a paralysis effect, as it allows you
to halt troops for quite some time. Great against oncoming rushes
and what not.
\======/
] Holy [ SLOTS: 2
^^^^^^^^ "Required to cast 'Curatio' and 'Bless and Heal'. Heals all
friendly troops and damages undead troops."
- This is going to be ONE of the most used spells by your officers
in the game. Holy spells allow you to cure troops that have lost
HP, and it's really necessary during long battles where you and
your Heroes will lose health. Get it ASAP on your officers.
\=======/
] Earth [ SLOTS: 2
^^^^^^^^^ "Required to cast 'Vine'. A deadly poison by earth spells is
feared by many."
- Poison is basically an endurance spell that gradually lowers
health by any opposing units inside the radius of the spell.
Seems extremely good on the outside, but only useful at high-end
areas.
\=======/
] Curse [ SLOTS: 2
^^^^^^^^^ "Required to cast 'Darkmist'. A dreadful curse that lowers attack
and defense rate by blinding targets."
- To be honest with you, I never used Curse magic at all during
Campaign play. Simply put, this is more of status-change magic,
and would probably serve more useful during online games, where
you're facing high HP opponents. Try casting Silence to really
limit a person's thresh-hold on casting magic spells, or even
using SP for that matter.
\==========/
] Teamwork [ SLOTS: 1
^^^^^^^^^^^^ "Reduces sapper work times. Greatly increases attack of
catapults and ballistae. Slightly increases defense."
- Useful for those of you who enjoy the nitty-grit human classes
that involve machinery or complex traps. I personally dislike
upgrading this skill, as it does not help Dark Legion beasts
greatly, nor are these units very effective anyhow.
\========/
] Taming [ SLOTS: 1
^^^^^^^^^^ "Increases attack power of beasts (Dirigibles, Scorpions, and
Swamp Mammoths). Slightly increases defense."
- Certainly a skill worth upgrading, as it greatly increases
splash damage by your Swamp Mammoths. The offensive factor in
how powerful your beast is.
\========/
] Riding [ SLOTS: 2
^^^^^^^^^^ "Increases turning speed of cavalry and riders. Slightly increases
defense."
- Very effective in making Cavalry/Riders speedy units. It should
truly only be upgraded to about 15 points, but anything more is
a waste of experience.
-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>-
============================
- 9) Equipment -
============================
Before you can jump in and use any equipment, it's imperative to understand how
the equipment system works. First of all, you can only buy items via the
Barracks shop. Each character in the game, plus your general troops can be
equipped separately with different items. This section will briefly describe
equipment, but cannot go into detail for certain reasons.
- Depending on the class, type of character, or restrictions, most characters
can equip up to 3 different items. This usually consists of a weapon, a
secondary item (another weapon, a shield, a bow), and their armor. Undead
creatures wear no items, while a typical infantry soldier may wear all 3. This
is determined by the game.
- Items can only be purchased at the Barracks shop, where a set cost is put
forth. After purchasing an item, you can sell it for a maximum of HALF of what
you paid.
- Unfortunately, Kingdom Under Fire: The Crusaders uses a special "random item"
generator, that purposely creates random items using special modifiers. The
resistance amounts on armor, the skill bonuses on weapons, and so forth all
change based on your character's level and/or current location. Not purchasing
a weapon early on could be a huge mistake, as the item is not guaranteed to be
there in the future. Thus, a good tip of advice is to purchase a good item
whenever you see one.
- Because of the random generated items, there is no way of listing them at
all. However, certain story-like characteristics accompany certain ones. For
example, Leinhart is capable of equipping an item with the prefix Valdemar.
Rupert can equip Hugh's Flask, and so forth. While these items are not unique
per say, the character is limited to these type of prefixed items. Costs vary
based on the item's level. I may plan on creating a prefix item guide in the
future, but for now, the higher the cost of the item in gold, the better it is
generally.
-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>-
============================
- 10) Special Abilities -
============================
__________
>> |GENERAL |
|ABILITIES:|
\----------/____________________________________________________________
| Name | Description |
|^^^^^^^^^^^------------------------------------------------------------|
|Curatio | Heals all friendly units within range |
|REQ: Holy (1) | - One of the more useable spells during the game. |
| | Pretty much your only source of healing your HP |
| | bar. Necessary for survival. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|Meteor | Summons a gigantic meteor from the sky to target |
|REQ: Fire (5) | location. |
| | - Useful all-around damage spell that does pure |
| | magic damage in which MOST enemies have no extra |
| | resistance towards. Meteors increase by level of |
| | spell. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|Thunderstorm | A chain of blue lightning bolts attack everything |
|REQ: Lightning (5)| in its path. |
| | - Similar to Diablo II's chain lightning attack, |
| | TS links to opposing enemies based on proximity |
| | and does extreme damage to those with HEAVY metal|
| | armor - preferably Knights/Paladins. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|Blizzard | Summons a blizzard storm on a target location. |
|REQ: Ice (5) | - Much like a wide-proximity based attack, BS let's|
| | you freeze enemies based on a small %, and also |
| | does minor ice damage. Many troops seem to be |
| | impervious to this though. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|Vine | Summons tendrils on a target location. The number |
|REQ: Earth (5) | of tendrils increases with earth skill. |
| | - Similar to sharp grass blades, Vine slices and |
| | dices opponents who walk over this furious plant.|
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|Tree of Healing | Summons Tree of Healing to slowly cure nearby |
|REQ: Dark Elf | allies. |
| | |
| | - Absolutely love this ability as it heals all Dark|
| | units for about 15 seconds, that are next to the |
| | tree. Takes time to build up full health rebuild,|
| | but is not instantaneous. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|Elemental Boost | Adds elemental effects to non-magic attacks. |
|REQ: Dark Elf | |
| | - Very useful in turning the tides of battle. This |
| | makes common warriors into lethal weapons. Only |
| | problem is that it costs a tad of SP, and does |
| | dissapate after a bit. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|Curse | Forbids a hostile troop from casting spells for |
|REQ: Curse (5) | limited time. |
| | |
| | - Meh, not as great as you think. This only stops |
| | spell casting, not SP spending, or officer |
| | abilities. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|Dark Mist | Lowers offensive and defensive strength of targeted|
|REQ: Curse (5) | troop to near zero. |
| | |
| | - Creates a temporary weakness on your opponents. |
| | Strike the leader while this is casted. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|Enrage | Orc soldiers enter a state of frenzy, immediately |
|REQ: Orc | healing themselves. |
| | |
| | - This is a last resort healing spell. It eats up |
| | a decent amount of SP, but can cure the OWN unit |
| | when necessary. Does not cure over a radius. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
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