King's Bounty walkthrough as a mage on impossible.

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In the new game King's Bounty: The Princess in Armor, the characters have been significantly revamped. Now each level, a character gains leadership equal to the character's level multiplied by 10 and multiplied by a coefficient from the class: 1 for mage, 1.5 for paladin, 2 for warrior. Additionally, the offensive magic of the mage has been significantly weakened. Therefore, the most challenging class to play in PvD is the mage. Furthermore, the game features several difficulty levels. In summary, the most challenging variant of the game is playing as a mage on impossible. It is for this class that I will describe the tactics.

So, let's generate a character. A dragonling is best suited for defense. Defense will be Amelie's primary parameter. Alternatively, you can go for rage, which will ease the dragonling's leveling, although it will be almost insignificant at the end.

We go through the tutorial and set off on a tour of the islands. The first two maps are located on Bolo and the Scarlet Wind on the first island of Debir and even without guards. We run through the island, collect all the prizes, and do not engage in battles. Next, we head to the Scarlet Wind and repeat the procedure. It's harder to steal the map there since the guards are guarding it quite tightly. But this can be solved with some skill.

We get close to the guard, and as soon as the exclamation mark appears, we pause the game and save. We then unpause, move a minimal distance away (preferably diagonally). We pause again and save. This procedure is repeated until the guard moves far enough away. In case of failure, we reload.

Thus, we run through all the islands of Theana except for Montero (you can only access Montero via the bridge from Verona after defeating the guards). Pay special attention to the peaceful and transport quests. Particularly lucrative quests in Sheterra: one involves helping a demon escape from stone, the other requires returning a runaway slave.

While traveling through the islands, buy those artifacts which require a certain number of victories for their use. Also, hire Moron Dark from the elves' island. We are interested in +3 to attack and his slots for weapons.

When all the islands are completed, goodies collected, artifacts purchased, it’s time to return to Debir. Debir, as well as the Scarlet Wind, Bolo, Rusty Anchor, and part of Verona - we use for leveling medals. By this time, you should already be around level 20 and possess Level 3 Higher Magic (I will talk about other skills later). This will ease the earning of medals. Equip all artifacts that require victories (ring of the mind, dead skull, ancient artifact, sword, banner of the inquisitor), as well as artifacts for intelligence and mana, and methodically destroy weak armies on the first islands. The first priority is the medals of the Fire Mage, Guardian Angel, and Trap. Ideally, all battles should last 10 turns (in which stone skins for the angel are cast, oily mist for the fire mage, and all creatures are killed in traps). Also, within 10 turns, the dragonling digs for chests. In each battle, it should dig up 3 chests. Troops can pass with one stack of dragons and the rest as inquisitors for rage.

If you do everything correctly, by the time you reach Verona, you should have earned the Fire Mage, Guardian Angel, and Snare medals. Also, a medal for victory without losses and a treasure hunter's medal. Moreover, all the items should already provide you with bonuses.

After reaching Verona, our main objective is to break through to Montero. Your hero must be strong enough by this time to defeat the guards on the bridge. Buy any troops necessary to win the battle. You don't need to worry about losses. Our hero is about to become a gnome herder (!). So, already in Montero, we will fully buy only gnomes. If you can’t manage, use the scrolls of wandering. In the future, they will only be needed for the battle against the three final bosses, and by that time you will find plenty more.

In Montero, we form an army of gnomes. While it may sound strange, gnomes have been significantly strengthened compared to the Legend of the Knight. They have been strengthened to the point of being somewhat overpowered. So, we take the following composition: guardian droids, mechanic droids, gunners, alchemists, giants. From artifacts, we equip the Royal Gnome Axe (must be sold, +15% for hiring gnomes, +5 to attack), gnome horn (+10% for hiring gnomes, +1 to gnomes), mechanic's amulet (+20% for hiring droids, +2 to intelligence), Flute (+2 to gnome morale), Elemental Axe. The Elemental Axe should be on the Ice path - for this, it must be the first to touch the ice obelisk. The 3rd-level Elemental Axe gives 10% resistance to physical damage for gnomes, +7 defense, gnome attack without retaliation. All these artifacts are found in Montero and Tekrone. Among the other artifacts, Ogre's Boots are useful first (+2 defense, +1 speed for giants). Armor and boots for protection from physical damage are also useful. The other items are to add to the defense.

About leveling the hero: In the warrior branch, we are only interested in increases to defense, attack, and ferocity (+6 to attack after killing an enemy). This should be enough for these 4 skills. In the paladin branch, we are interested in leadership, attack and defense, item breaking, critical hits. The remaining points are allocated to Absolute Balance and Training. In the magic branch, primarily we are interested in Higher Magic, all schools of magic level 3, Meditation, magic recovery after killing enemies. Summoning magic is also useful. The mage levels up as a fighter, so the direct magical abilities interest us very little. Intelligence interests us even less.

About leveling the dragon: We are interested in treasure hunting, ball lightning (leveled up to the penultimate level, where only one turn cooldown is required), and foreign egg (maxed out). Other skills are optional.

And now, directly about the tactics. The same tactic will remain to the end of the game. Gradually clearing the islands as they become more complex up to the final bosses.

First turn. Guardian droids teleport into the midst of the enemy, closer to the shooters. A phantom is made from the droids and sent into another mass of enemies. Giants approach and jump in, gunners shoot, alchemists approach and throw poison. The dragon, at the end of the turn, brings in the egg or places the ball lightning.

Second turn and until the approach of the battle's end. Here, either stone skin\armor of the gods on the guardian droids, or additional phantoms for the guardian droids are possible.

End of battle. At the end of the battle, leave one weak shooter\character without a counterattack and take the following actions. The dragon interrupts the field. Mechanic droids repair the guardians. If the mechanics are wounded, a phantom is made from them, and the mechanics are repaired themselves. Also, sacrifice is applied to the guardian droids to increase the number of other troops (including mechanic droids). To increase the guardian droids, sacrifice is applied to the mechanic droids, and then phantoms heal them.

Ideally, in each battle, 3 chests should be dug up, and some stack should be increased by sacrifice. Thus, as we progress through levels, we won’t even need to buy additional troops.

With this tactic, absolutely everything on the islands is destroyed, except for the Burrower, Zigaldis, Ktakh, Baal. They are the last ones to go. By this time, you should already be over level 50. The Burrower will go down very quickly thanks to the large number of troops (the developers expected that he would be fought by someone level 35+). For Zigaldis, Ktakh, and Baal, you should have enough scrolls of wandering collected. You are particularly interested in 3 scrolls granting +20% to troops. Cast all scrolls on yourself and set off to campaign against Zigaldis. Before the battle with Zigaldis, it's especially important to change to protection against magic. For this, a magics diploma and a mage's cloak are needed. Armor of the gods is cast on the guardian droids and mechanic droids. The Armor of the Gods not only provides +40% or more to magic defense but also removes the negative magic defense from the droids. Thus, having an initial -50% magic defense on the droids, due to artifacts and Armor of the Gods, you can raise magic defense to 80%. The droids-guardians strike Zigaldis closely. Mechanics, gunners, and alchemists shoot. Giants knock down the towers. Gunners assist if the giants fail (the gunners have 150% damage against towers).

After Zigaldis, it's Ktakh's turn. The tactic remains the same. Guardian droids stand under the weak arm and hit. Giants destroy summoned creatures. Shooters attack Ktakh or support the Giants.

Baal is destroyed using the same tactic and the same composition.

Thus, the mage completes impossible without any losses, sweeping everything in its path. Usually, battles can last 3-4 turns. Boss fights can last 4-6 turns.

I hope this overview helps someone. Good luck in your experiments.

If you liked it, I can clarify the numbers, names, and fill in the gaps.