King Arthur: The Role-playing Wargame II Preview
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On the map there are many useful objects: artifacts' forges, monster lairs and such. You might even recruit some of these to your bidding if your standing on the Morality Chart is acceptable by these creatures. There is also a Forging or Crafting system implemented in King Arthur II: The Role-playing Wargame. With this you can use your magical ingredients or other artifacts to combine them into something more poweful. It is very important, what first part you choose, since it influences the type of the created item. Though some additional luck might be required as well. Other interesting innovations are available in the Diplomacy section. If you get an ally, you can run a joint military exercises making your army more experienced, for example.
Trade pacts and marriages present an indirect way to build relationships with your neighbors. Not always it will help you to reach the desired outcome, and the times for great battles will come. Probably, the flying units here is a wonderful new addition. In King Arthur II: The Role-playing Wargame these creatures can move quickly, fly over any obstacles and attack enemies on the ground. Though vulnerable to ranged attacks then can even get some passive damage from foot soldiers, which are defending themselves from an aerial strike. Your opponents will gladly use their monster creatures and big bosses to harm your army.
Your usual Spellcasting will require some adaptive changes as well. The sequel here arrives with another amazing novelty called Magical Shields. Each warring side gets this one to reflect the ability to resist opponent's magical attacks. Think of this as about a protective cover winning you some more time before the enemy spells strike down on your forces. Magical Shields absorb damage from spells, but they can lose their strength over time and attacks, and you will have to rush for victory, if you are fighting with a powerful mage.