Potion of Strength (+1 melee damage, +8 HP) - living non bat units.Accuracy Bow (adds marksman special to ranged attacks) - bone shooters and elvish rangers and their advancements, and Erathan.Potion of Deftness (+1 movement, +1 ranged damage) - living non bat units.S14: Explosive arrows (6 uses, does 80% base damage to the unit in the hex behind the target) - elvish archers, skeleton archers and their advancements.Potion of Drain (adds drain special to melee attacks, -5% HP, +10% arcane resistance) - living units.Berserker Potion (adds berserk special to melee attacks, +1 melee damage, +10% HP, and +10% blade / +20% fire / +30% impact resistance) - not usable by: ghosts, bats, corpses, elvish shamans and their advancements, or hero units.S8: Poisonous Bow (adds a new 11-3 poisonous ranged bow attack) - skeleton archers, revenants, elvish archers, elvish heroes and their advancements.S7: Void Armor (secret item) (sets physical resistances to 50% blade/50% pierce/40% impact, +10% fire resistance) - elvish fighters, rangers, skeletons, skeleton riders and their advancements.S5b: Shardia's Meteor (adds 15-2 ranged fire firststrike slow attack, +20% fire resistance, intimidates ability which causes level 0 and 1 enemies to fight worse) - elvish hunters, fighters, and their advancements.S5a: Ring of Regeneration (if you chose to spare the bandit leader) (+5 HP, regenerates +4 ability, +1 melee damage) - not usable by: shamans and their advancements and Anlindë.S5 (This is a branching path so you'll only be able to obtain one of the following:).S3: Ring of Swiftness (+1 movement) - living units.This is a list of the permanent items which can be picked up throughout the campaign, and which units can use them. In Part II gold becomes very scarce so you will only be able to use a limited amount of veterans in each scenario therefore quality (units with good traits such as resilient, and several AMLAs) is better than quantity.S21 (Innuendo): You can only recall 8 veterans, which will be the only veterans you have for the rest of the campaign.In addition, any unit not recalled in this scenario is permanently lost. S16 (Dawn of War): You can only bring up to 6 elves with you and the rest are permanently lost.S12 (The Escape): You can only bring up to 6 undead units (dark adepts/sorcerers/necromancers and bats do not count) with you and the rest are permanently lost.To compensate for the difference, there are several recall list wipes in the campaign: You have the option of either continuing to Part II keeping all your veterans from Part I (recommended), or starting Part II fresh.The lawful sprites which you can recruit starting from S14 are helpful in S15 (Shadows of Time) against undead, but are useless from S17 onward where it is perpetually night, so do not invest too heavily in them.Fighters, archers and scout types are generally not so useful. Enchantresses are also valuable for their arcane magical damage and slowing, though they do not advance to sylphs in this campaign. Prowlers are one of the most useful elvish units, being good in melee and able to slow in ranged. For elves, leveling at least a couple shydes for healing is essential.On almost every scenario it’s helpful to recruit some vampire bats for scouting, village grabbing, and to act as distractions since they do not cost upkeep.Skeletal undead are generally not recommended due to their low mobility. Nightgaunts (raw damage) and necromancers (arcane resist and plague) are also very useful. Spectres are perhaps the most useful unit throughout the campaign due to their draining, excellent mobility and arcane damage. A large part of this campaign takes place underground, making undead units especially ideal.You begin with the typical elvish recruits plus the campaign specific elvish hunter unit, then gain the ability to recruit undead in Scenario 4, dark adepts in Scenario 5, and sprites in Scenario 14. It’s advised to play Under the Burning Suns first, to familiarize yourself with the story and the two suns schedule.
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