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Thread: Artifacts, Knights, Ladies, Skills and Traits Guide

  1. #1
    Captain EightDeer's Avatar
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    Artifacts, Knights, Ladies, Skills and Traits Guide

    I wrote a guide listing all the Artifacts, Knights, Ladies, Skills and Traits for King Arthur.

    You can get Version 3.1 here: AKLSTv3_1.txt

    Note 1: This is for the original campaign ONLY. It does not cover the Druids and Saxons expansions.

    Note 2: The guide is complete, but please tell me if you see anything I missed.

    What's new in Version 3.1:
    Added missing artifact acquisition information.
    Added the artifact Banner of Chuchulainn to the guide.
    Added the knights Gal and Morold to the guide.
    Added the lady Nimiane to the guide.
    Corrected the name of the Banner of Persistence.
    Corrected the stats of the Banner of Deepwood.

    Constructive criticism is very welcome.
    Last edited by EightDeer; 31-08-2011 at 19:17. Reason: Re-uploading the guide
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  2. #2
    Nice work; thank you!
    I have couple of questions about the skills if know:
    1. Master of deepwood. In the left info screen it says it works only in the woods; in the right it says nothing about the woods; also does it works only on battlefield of on adventure map too?
    2. How exactly sidhe lore works? Does it also allows faster movement through hard terrain on adventure map? If not is there a skill which allows faster movement there?
    Also I should like to point out the area lore skill works on the locations which give +10% XP per turn for the heroes and the locations which give +5% per turn for the stationed units (heroes do not receive any XP there). I am absolutely sure it don't work with the +5 research points locations neither the locations which increase the probability of random events. This is for the original campaing ver 1.4)

  3. #3
    Ill Growl of Talking Polar Mongoose's Avatar
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    Awesome, thanks for doing this. Looking forward to when it is finished, especially the knights section. Acquisition information for the artifacts might be nice, but other than that it's great as it is.
    ¡Viva ArgentinAAR! - My Vicky 2 AAR (1836-1880)

  4. #4
    Captain EightDeer's Avatar
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    Quote Originally Posted by HANDEL View Post
    Nice work; thank you!
    I have couple of questions about the skills if know:
    1. Master of deepwood. In the left info screen it says it works only in the woods; in the right it says nothing about the woods; also does it works only on battlefield of on adventure map too?
    1a. Masters of the Deepwood: The text on the left is just a description for flavour, it doesn't have any effect on the game. The text on the right is the one that actually matters, and it doesn't mention the bonuses being forest-only. Therefore, I think that MotD gives its bonuses on any terrain.

    1b. Masters of the Deepwood: This skill only works on battlefields. I wrote that in the guide - "Masters of the Deepwood [Passive]: The knight's unit gains +5% Damage/skill level and +5%/skill level Movement speed in battles. All units in the army gains +5% Damage/skill level and +5%/skill level Movement speed in battles if the knight is army leader.". See the words "in battles"?
    Quote Originally Posted by HANDEL View Post
    2. How exactly sidhe lore works? Does it also allows faster movement through hard terrain on adventure map? If not is there a skill which allows faster movement there?
    2a. Sidhe Lore: It works like so - in forests, all non-light infantry units get penalties to Attack, Defence, Movement speed and they lose Stamina faster. Archers also get an accuracy penalty. Both heavy and light cavalry get worse penalties than archers, heavy infantry and spearmen. Light infantry gets a bonus to attack, defence and movement speed in forests.
    Sidhe Lore works by 1) reducing all the penalties that non-light infantry units suffer, 2) increasing the bonuses that light infantry get.

    2b. Sidhe Lore: No, it doesn't work on the Campaign Map. The next version of the guide will tell you that it's a battlefield skill only. The only way to get faster Movement through hard terrain on the Campaign Map is to have a Warlord-class knight as army leader. The Banner of the Brave and Banner of Pendragon artifacts as well as the Logistics skill also give faster movement on the Campaign Map, but they work on all terrains.
    Quote Originally Posted by HANDEL View Post
    Also I should like to point out the area lore skill works on the locations which give +10% XP per turn for the heroes and the locations which give +5% per turn for the stationed units (heroes do not receive any XP there). I am absolutely sure it don't work with the +5 research points locations neither the locations which increase the probability of random events. This is for the original campaing ver 1.4)
    3. Area Lore: I'm pretty sure that Area Lore not working with the +5 Research point locations is a bug. Didn't Linda_Neocore say it was a bug in this thread?
    As for the +50% Quest locations, I don't know whether or not Area Lore is supposed to work with them.
    Quote Originally Posted by Polar Mongoose View Post
    Awesome, thanks for doing this. Looking forward to when it is finished, especially the knights section. Acquisition information for the artifacts might be nice, but other than that it's great as it is.
    The problem with listing acquisition information is that not all artifacts have fixed methods of getting them. You get a lot of artifacts as random drops from enemies.
    I could write down the acquisition information for artifacts you can get from non-random quests and objectives, but that only accounts for about a third of all artifacts.
    Last edited by EightDeer; 26-02-2011 at 13:19. Reason: Grammar mistakes.
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  5. #5
    Quote Originally Posted by EightDeer View Post
    1a. Masters of the Deepwood: The text on the left is just a description for flavour, it doesn't have any effect on the game. The text on the right is the one that actually matters, and it doesn't mention the bonuses being forest-only. Therefore, I think that MotD gives its bonuses on any terrain.

    1b. Masters of the Deepwood: This skill only works on battlefields. I wrote that in the guide - "Masters of the Deepwood [Passive]: The knight's unit gains +5% Damage/skill level and +5%/skill level Movement speed in battles. All units in the army gains +5% Damage/skill level and +5%/skill level Movement speed in battles if the knight is army leader.". See the words "in battles"?
    The problem is I am pretty sure I read a topic somewhere which says it works only in woods.
    Also there is absolutely nothing said about "battlefied" in the description. Actually as the description is written it should work like the warlords skill which increases the adventure map movement.
    Quote Originally Posted by EightDeer View Post
    3. Area Lore: I'm pretty sure that Area Lore not working with the +5 Research point locations is a bug. Didn't Linda_Neocore say it was a bug in this thread?
    This is a topic started by me. It may be a bug but providing no new patch will be released it is now a feature:-)

    Quote Originally Posted by EightDeer View Post
    The problem with listing acquisition information is that not all artifacts have fixed methods of getting them. You get a lot of artifacts as random drops from enemies.
    I could write down the acquisition information for artifacts you can get from non-random quests and objectives, but that only accounts for about a third of all artifacts.
    Random drop/trade artifacts are no brainer - they are just "random". But info about the quest artifacts will be much appreciated.

  6. #6
    Captain EightDeer's Avatar
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    Quote Originally Posted by HANDEL View Post
    The problem is I am pretty sure I read a topic somewhere which says it works only in woods.
    Also there is absolutely nothing said about "battlefied" in the description. Actually as the description is written it should work like the warlords skill which increases the adventure map movement.
    I think one or both of us need to test this skill extensively. I agree with you that the in-game skill description isn't very clear.
    Quote Originally Posted by HANDEL View Post
    This is a topic started by me. It may be a bug but providing no new patch will be released it is now a feature:-)
    I'll put a note in the next version of the guide telling people that Area Lore is a bugged skill.
    Quote Originally Posted by HANDEL View Post
    Random drop/trade artifacts are no brainer - they are just "random". But info about the quest artifacts will be much appreciated.
    Very well, I'll add what information I can get about artifact acquisition to the next guide version.
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  7. #7
    I checked - no increase of the adventure map movement from the skill Masters of Deepwood incl in Beregrein forest. Which makes the skill kinda worthless:-(

  8. #8
    Neocore Dev Neocore_Kate's Avatar
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    Quote Originally Posted by HANDEL
    This is a topic started by me. It may be a bug but providing no new patch will be released it is now a feature:-)
    Haha Very funny. Who told you that no new patch will be released?

    EDIT:

    Last edited by Neocore_Kate; 01-03-2011 at 10:04.

  9. #9
    Actually it may be for good. Area Lore is too overpowered as it is now. The heroes gain levels much faster just by sitting on a location (1 hero with area lore is enough for all to get the multiplier). In the middle of the game I had lvl 22 hero which never ever saw a battle but had more experience then all the front-line heroes.

  10. #10
    Quote Originally Posted by Neocore_Kate View Post
    Haha Very funny. Who told you that no new patch will be released?
    Is anyone else imagining a wink at the end of this?

    Yay for patching!

    EDIT: It was edited to add a wink! No denial of a patch!

    YAY FOR PATCHING!
    Last edited by VutherA; 02-03-2011 at 00:29.

  11. #11
    Captain EightDeer's Avatar
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    I bet you thought I'd forgotten about this. Well, I haven't - even if work on it has been a bit slow.

    Version 2.0 has been released.
    An AAR: The Very Secret Diaries of the Roman Emperors (CK) - abandoned
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  12. #12
    Neocore Dev Neocore_Kate's Avatar
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    wow Thanks. This guide is great!

  13. #13
    Moderator Moderator Cat Lord's Avatar
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    Very nice !

    Now just add the Knight's starting ability (Leadership/Reign/etc...) and it will be the ultimate guide.

    Cat
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  14. #14
    Captain EightDeer's Avatar
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    Quote Originally Posted by Neocore_Kate View Post
    wow Thanks. This guide is great!
    Thanks!

    Quote Originally Posted by Cat Lord View Post
    Very nice !

    Now just add the Knight's starting ability (Leadership/Reign/etc...) and it will be the ultimate guide.

    Cat
    I'm not sure, but I believe that the level of newly recruited knights changes depending on the level of your best existing knight - that makes adding starting Abilities not really possible.
    Last edited by EightDeer; 13-04-2011 at 23:44. Reason: Edited for clarity.
    An AAR: The Very Secret Diaries of the Roman Emperors (CK) - abandoned
    A guide: Artifacts, Knights, Ladies, Skills and Traits Guide for King Arthur the Roleplaying Wargame
    A project: LibrAARian of the Knights of Honor LibrAARy - Updated 11th Sep 2011
    View my profile on Backloggery!

  15. #15
    Hi,
    First of all, thanks for doing this! It's nice to see someone take time to gather all this information.
    On that note, I have one more knight for you to add for your next version.
    His name is Sir Gal.
    Below is a complete listing of Sir Gal's stats. The numbers in parentheses next to each stat/skill name represent the starting level, with which Sir Gal joined.

    Sir Gal, Champion (13)
    Console name: unknown to me
    Acquisition: During the quest "Champion" (available after turn 71 in my last campaign) you must offer him a place at the round table (and pay him in gold, food, artifacts, or damsels)
    Quest appearance: random location, non-plot
    Starting artifacts: Phoenix Shield, Enchanted Ring
    Traits: Thrifty+, Martial+, Stern+, Greedy-
    Starting Morality: Rightful 8, Christianity 4
    Starting Abilities (unmodified): Leadership (3), Reign (3), Adventuring (2), Fight (9), Magic (7)
    Starting Skills: Enchanted Equipment (3), Blast (2), Cleave (3), Enchant Armour (3), Magical Weapons (3)

    Thanks again for working on this compilation!

    --Mith

  16. #16
    Ill Growl of Talking Polar Mongoose's Avatar
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    Awesome resource, thanks for updating to version 2.
    ¡Viva ArgentinAAR! - My Vicky 2 AAR (1836-1880)

  17. #17
    Thanks a lot, great work !

    This threads deservesto be sticked !

    I'll check this evenning if it's correct (I'm right at this point during my game), but it seems there's also Leodengrance who is recruitable : http://www.kingarthurthewargame.com/...php?f=13&t=227

  18. #18
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    Sticking done

  19. #19
    Leodengrance is recruitable. He is part of the Visions quest at the end when you face the Seelie. He's part of the Old Hermit (not ageless child) portion when you look for help. I don't recall his exact stats, but will post when I go through again. He's a sage with burning magic, enfeeble, dragon's breath and one other.

  20. #20
    Quote Originally Posted by Connachk View Post
    Leodengrance is recruitable. He is part of the Visions quest at the end when you face the Seelie. He's part of the Old Hermit (not ageless child) portion when you look for help. I don't recall his exact stats, but will post when I go through again. He's a sage with burning magic, enfeeble, dragon's breath and one other.
    Unconfirmed in 1.06 : I just did (and won) the Dragon's Heart fight with the 3 options :
    - help of ageless child + hermit
    - help of ageless child alone
    - help of hermit alone
    And Leodegrance never appeared.

    But what Connachk says is confirmed somewhere else : http://forum.paradoxplaza.com/forum/...1#post12132055
    Quote Originally Posted by rk47 View Post
    Taking the hermit option during the Visions quest will grant you another sage hero, Leodegrance.



    Strange skill picks. Mana burn isn't bad, but not great. In Very Hard it might be worthwhile to burn half mana, but the rest of his skill picks like Enfeeble (lowers enemy hero HP%) is not that great. However, he has access to Hold spell. Might be worthwhile to build him up as backup sage.
    But now EightDeer has every info about this knight !

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