Where to find all units and recruiters in King's Bounty II - maps with the location of merchants from whom you can buy troops (units)

 

Where to find all units and recruiters in King's Bounty II - maps with the location of merchants from whom you can buy troops (units)

Units in King's Bounty 2 allows your hero to build up combat power and fight against various opponents. The better and more units you have, the more chances you have of winning any battle. In the game, you can recruit troops from individual characters that you find during the passage. In this guide, we will tell you where to find all recruiters and describe all the available units in King's Bounty II.


How To Get Super Troops in Clash of...
How To Get Super Troops in Clash of Clans

As you progress through King's Bounty II, you will encounter new recruiters. Usually, each recruiter has two new squads available. They all differ in characteristics and unique skills. The recruiter you found will always be displayed on the global map, so you can return to him without any problems and replenish the detachment lost or killed in battle.


The base damage , health and other indicators of fighters can increase as the rank of a squad increases. The rank of the army rises with each battle won. If all members of the squad die in battle, the rank will be reset.


Decim

This is the starting recruiter, which you will get to on the "Get out of the dungeon" story quest .


Units available for recruitment:


  • Spearmen .
  • War dogs .


Mark

Mark is in the house of the woodcutters, not far from the first settlement of New Tiren. To recruit troops from this character, you first need to complete the additional task "Axes and Chips" , and you will have to choose the side of the woodcutters. To complete the task, fight with people (select the "To order" action), after which a dialogue with Mark will open.

Units available for recruitment:

  • Wolves .
  • Militias .

Berengary

This character can be found by reaching the Albian Highlands and completing the side quests "Icy Bones" and "Letters from the Highlands" . After you deal with the stone golems at the "Witch's Stone" (you can kill them or ask the magician to remove the spell), you will find yourself in an abandoned settlement. The road to the left leads along the main task, and the path to the ruined castle will lead you directly to Berengaria.


First, you need to climb the steps to the tower and examine the stone tablet next to the three statues. The riddle is engraved with the riddle “The winds of the highlands are blowing. The northwest is replaced by the southeast, then to the southwest. Ride the winds and you will see the way! " To solve this puzzle, while facing the plate, activate the statue on the right , then on the left , and then - the statue in the center .

A portal will appear behind you. Enter it and find yourself at the top of the tower, where you can talk to Berengari. He will ask you to complete two tasks. In the first, you need to disenchant four abandoned houses (each building has highlighted runes), and also find five old letters (look in the same area). When everything is ready, return to the character and fight the Dark Spirit. After the battle, you can recruit troops from Berengaria.

Units available for recruitment:

  • Ghouls .
  • Skeletons .

Helena

When you reach the ruined castle, where you could find Berengaria, turn left and immediately meet Helena. Just interact with the girl to recruit recruits to your garrison. Later, this character will appear at the Batil Gate.

Units available for recruitment:

  • Spearmen .
  • War dogs .
  • Archers .
  • Healers .

Flap

Reach Batil Gate and fight a gang of deserters to activate a cutscene and chat with the dragon. After that, you will be taken to an appointment with the prince. Leave the castle and head to the marketplace. Not far from the square, you will find an archer named Patch. He will offer you to hire three squads of recruits.


Units available for recruitment:

  • The robbers .
  • Raiders .
  • Wolves .

Dexter

Like Patchwork, Dexter is located in the Royal Lands, near the marketplace. You can hire both standard guards and reinforced ones from this character.


Units available for recruitment:

  • Spearmen .
  • War dogs .
  • Archers .
  • Swordsmen .

Kurt

This recruiter will offer you to hire magical creatures as well as healers. Kurt is in the King's Lands, behind the marketplace. It is worth noting that magical creatures require a large number of leadership points. This means that at first you will not be able to recruit most of them into your army.


Units available for recruitment:

  • Healers .
  • Spirits of the Wind .
  • Spirits of Light .
  • Stone elementals .

Irene

The recruiter may offer you to recruit war spirits of darkness and other undead. All of these recruits are prone to anarchy , so if order prevails in your army, they are unlikely to be useful to you. This character can be found behind the marketplace in the capital of the Royal Lands.

Units available for recruitment:

  • Spirits of Darkness .
  • Ghouls .
  • Skeletons .
  • Skeleton Archers .
  • Assassins .
  • Adepts of Darkness .

Artemio

This character is located at the Pig of Life tavern, next to the eastern gate of Marcellus. From Artamio, you can recruit units in which strength prevails.


Units available for recruitment:

  • Bears .
  • Militias .
  • Heavy crossbowmen .

Fist

The recruiter is located in the Bandit Fortress, in the Kistenya camp. He can offer you raiders and some animals, in the units of which anarchy and strength prevail.

Units available for recruitment:

  • The robbers .
  • Raiders .
  • Wolves .
  • Eagles .

Arsen

This recruiter is located in the Pellian Marshes between Marcellus and Stara Zastava. To get to it, you first need to clear the outpost from robbers (for this you need to complete the additional task "Die Hard" and call a flock of eagles to help). After completing the quest, you will be able to cross the river and turn west. Here you will see a trail leading to the swamp. Follow this path until you are next to the recruiter.


The character may suggest that you hire only undead, which are subject to the ideal of "Anarchy", to your squad:

  • Skeleton Archers .
  • Zombie .
  • Ancient ghouls .

Torif

Dwarf Recruiter Torif is located in the small village of Riquil, northeast of Marcellus. To get to this village, you first need to complete the story quest "Rikwil under siege" . Regardless of which side you take in the conflict, Torif will kindly share recruits with you, not for free, of course.


From Torif you can purchase units that are subject to the ideal "Strength":

  • Heavy crossbowmen .
  • Militias .
  • Druzhinniki .

Evert

Recruiter Evert is located in the Tower of the Mages, east of Marcellus. To get here, you will have to complete the main mission "Rikwil under siege", as well as fight the elementals who guard the northern gates of the Tower of Mages.

Units available for recruitment:

  • Swordsmen .
  • Crossbowmen .
  • Free shooters .
  • Mercenaries .

Olorin

The recruiter of magical creatures, elementals and golems is also located in the central square of the Mages Tower. You can purchase one of the best Sentinel Golems units in the game from this character. It is worth noting that recruiting such creatures will require a large number of leadership points.

Units available for recruitment:

  • Novices .
  • Spirits of Light .
  • Spirits of the Wind .
  • Iron golems .
  • Stone elementals .
  • Sentry golems .

Govin

Another recruiter who will offer you improved squads of dwarven fighters. This character is located far to the north of Marcellus, in the location "Fair at the Wind Port" behind the Tower of Mages. To get here, you will have to fight several squads of dwarves led by flamethrowers. The battle will not be easy.

Units available for recruitment:

  • Druzhinniki .
  • Flamethrowers .
  • Bear riders .
  • Berserki .

Alessandro

Recruiter Alessandro is located in Arden Castle, east of the Mages Tower. It's almost impossible to get here in the early stages of the game: along the way you will have several serious battles with spirits and elementals. But even if you manage to get to the gate of the castle, then you will not be able to go inside until you have completed several main tasks. We will describe the recruiter's squads a little later.


Spearmen (People, ideal "Order")

Spearmen are the standard unit of spearmen. Such a detachment is subject to the ideal of "Order".


Squad characteristics:

  • Leadership: 130
  • Base Melee Damage: 12-18
  • Health: 100
  • Features: Retaliate deals 50% more damage.
Skill:

  • Precise Strike : Deals critical damage to the selected enemy unit.

Archers (Human, "Order" ideal)

A long-range archery unit can also attack in melee, but the damage done will be reduced. Archers deal 50% more damage to enemies with the Beast trait.

  • Leadership: 140
  • Melee base damage: 6-9
  • Base damage at a distance: 9-13;
  • Health: 49.
Skill:

  • Fire Arrow : Deals base damage to the target unit (ranged only) and applies the Burning effect. At the beginning of the turn, the unit takes 2-3 damage.

Healers (People, ideal "Order")

Like archers, healers can attack in melee, but with reduced damage. Healers deal 50% more damage to enemies with the Undead trait.

  • Leadership: 140
  • Base Melee Damage: 6-8
  • Base damage at a distance: 8-12;
  • Health: 72.
Skills:

  • Healing : Restores [base ranged damage] health to the selected unit;
  • Lesser Dispel (unlocked with increasing rank): removes a random debuff from the selected allied unit.

Swordsmen (People, ideal "Order")

A strong unit that takes 33% less damage from arrow attacks. If in a squad of swordsmen there are 2 times less fighters than at the beginning of the battle, the effect of "Evasion" is increased by 30 units.

  • Leadership: 240
  • Base Melee Damage: 22-30
  • Health: 95.
Skills:

  • Empowered Strike : Deals increased damage to the selected enemy unit;
  • March : Imposes the Haste and Armor Up effects on itself. The speed of the unit is increased by 2 hexes, the armor of the unit is increased by 25 units.

Crossbowmen (Human, "Order" ideal)

Crossbowmen are able to ignore 10 points of armor of any unit. Unlike archers, they have no penalty to melee attacks.

  • Leadership: 240
  • Base Melee Damage: 16-22
  • Base damage at a distance: 16-22;
  • Health: 94.
Skill:

  • Armor-Piercing Shot : Deals base damage to the target unit, ignoring 40 points of armor.

Knights (People, ideal "Order")

Very strong melee fighters, able to receive a bonus to armor (+3) after taking damage. If a squad of knights has 2 times less fighters than at the beginning of the battle, then the squad deals critical damage.

  • Leadership: 440
  • Base Melee Damage: 38-53
  • Health: 170.
Skill:

  • Provocation : the unit becomes a priority target of the enemy. Other units cannot be attacked.

Novices (People, ideal "Order")

A reinforced squad of magicians, which in their characteristics resembles healers. The peculiarity of the squad is that you can purchase a limited number of them for the entire game and only from a single recruiter. Acolytes deal 50% more damage to enemies with the Undead trait.

  • Leadership: 510
  • Base Melee Damage: 24-33
  • Base damage at a distance: 34-47;
  • Health: 173.
Skills:

  • Healing : restores [base ranged damage] units of health to the selected unit;
  • Stoneskin : applies to the selected unit the effect of "Enhance Armor", (+25) points of armor.

Rogues (Human, ideal "Anarchy")

This melee unit takes 33% less damage from arrow attacks. Each battle won with such a unit increases the victory reward by 3%.

  • Leadership: 120
  • Base Melee Damage: 15-21
  • Health: 52.
Skill:

  • Ambush : the unit inflicts base damage on the selected enemy unit and applies the "Weaken Armor" effect when the unit's armor is reduced by 25 units.

Raiders (Human, ideal "Anarchy")

This equestrian unit is able to avoid the “zone of control” of enemy units, without taking damage when retreating or fleeing a hex near which enemies are located. Raiders' first attack deals 20% more damage. The "Robber" feature allows you to receive an increased reward for winning a battle.

  • Leadership: 480
  • Base Melee Damage: 51-71
  • Health: (82.
Skill:

  • Strike and Retreat : Fighters move to the target unit and inflict base damage, then return to the starting hex ignoring the “zone of control”.

Assassins (Humans, ideal "Anarchy")

A strong infantry unit that is capable of attacking enemies without receiving a retaliation strike. Squad evasion increased by 20 units. When dealing damage, finishes off all the wounded in the enemy squad.

  • Leadership: 460
  • Base Melee Damage: 31-43
  • Health: 124.
Skill:

  • Backstab : fighters inflict base damage on an enemy squad and apply the Poison effect. At the beginning of the turn, the enemy unit takes 6-8 damage.

Free shooters (People, ideal "Anarchy")

A squad of shooters deals medium damage to any units and increased damage to enemy units with the "Beast" trait.

  • Leadership: 280
  • Base Melee Damage: 12-16
  • Base damage at a distance: 16-23;
  • Health: 69.
Skill:

  • Serrated Arrows : Deals maximum base damage to the target unit and applies the Bleed effect. At the start of the next two turns, enemies take (3-4) damage.

Mercenaries (Humans, ideal "Anarchy")

A mounted unit with increased damage and ignoring the zone of control of enemy units. The first attack in battle deals 20% more damage.

  • Leadership: 720
  • Base Melee Damage: 70-96
  • Health: 248.
Skill:

  • Precise Strike : Deals critical damage to an enemy squad.

Adepts of Darkness (Humans, ideal "Anarchy")

The Shadow Adepts are one of the strongest ranged units in the game. This unit is immune to all mind-affecting effects.

  • Leadership: 1600
  • Base Melee Damage: 53-73
  • Base damage at a distance: 76-104;
  • Health: 418.
Skills:

  • Doom : Imposes the "Mark of Darkness" effect on the unit, when all attacks on the unit become critical.
  • Shackles of Magic : the enemy unit cannot use active skills.

War Dogs (Animals, "Order" ideal)

War dogs are animals that deal 20% more damage with their first attack. Have a critical success chance (+2) units for each unit of Beasts in the allied army. Such animals are subject to the ideal of "Order".

Squad characteristics:

  • Leadership: 150
  • Base Melee Damage: 16-22
  • Health: 60.
Skill:

  • Bloody Bite : Deals base damage to the selected unit and applies the Bleed effect. At the beginning of the turn, the enemy unit takes 3-4 damage.

Wolves (Animals, "Strength" ideal)

When dealing damage, this squad of beasts inflicts Bleed on the target. The critical success rate is increased by 2 points for each allied squad of beasts in your army.

  • Leadership: 140
  • Base Melee Damage: 17-23
  • Health: 62.
Skill:

  • Strike and Retreat : Fighters move to the target unit and inflict base damage, then return to the starting hex ignoring the “zone of control”.

Bears (Animals, "Strength" ideal)

A strong squad of beasts, vulnerable to fire damage. After receiving any damage, it receives a bonus to the critical success rate (+3) and damage (+10).

  • Leadership: 530
  • Base Melee Damage: 55-75
  • Health: 319.
Skill:

  • Heavy Paw : Deals base damage to the selected enemy unit and applies the Weakness effect when all of the unit's attacks deal minimal damage.

Eagles (Animals, "Strength" ideal)

Eagles can move around hexes with low obstacles, as well as fly over enemy units. They have an increased vulnerability to fire (+50) units. Another feature of eagles is that they always respond to enemy attacks.

  • Leadership: 460
  • Base Melee Damage: 45-63
  • Health: 165.

Militias (Dwarves, Strength ideal)

An infantry squad of dwarves armed with shields, allowing them to take 33% less damage from arrow attacks. If the squad has 2 times less fighters than at the beginning of the battle, then it always deals critical damage, and the evasion increases by 30 units.

  • Leadership: 240
  • Base Melee Damage: 30-42
  • Health: 110.
Skill:

  • March : Imposes the Haste and Armor Up effects on itself. The speed of the unit is increased by 2 hexes, the armor of the unit is increased by 25 units.

Heavy Crossbowmen (Dwarves, Strength ideal)

All ranged attacks of this unit ignore 10 enemy armor. Any basic attack of the unit has a 50% chance to inflict the Slow effect on the target.

  • Leadership: 260
  • Base Melee Damage: 15-21
  • Base damage at a distance: 15-21;
  • Health: 94.
Skill:

  • Explosive Bolts : Deals 17-24 damage to the selected enemy unit and imposes the "Immobilize" effect when enemies cannot move and use skills that require movement AP.

Guards (Dwarves, Strength ideal)

A melee unit capable of ignoring 33% incoming damage from arrow attacks. After receiving damage from any enemies, it receives a bonus to armor (+3) units.

  • Leadership: 360
  • Base Melee Damage: 25-35
  • Health: 132.
Skill:

  • Burrow : Imposes the effects of "Enhance Armor" and "Perception". During the effect of the effects, the unit cannot be critically damaged, and the unit's armor is increased by 25 units.

Flamethrowers (Dwarves, Strength ideal)

This ranged unit deals fire damage and applies the Burn effect. Damage to units affected by the Burning effect is increased by 50%. Vulnerable to cold damage.

  • Leadership: 450
  • Base Melee Damage: 25-35
  • Base damage at a distance: 25-35;
  • Health: 124.
Skill:

  • Fire Burst : Shoots at the selected enemy unit three times, dealing (18-26) damage with each shot.

Berserkery (Dvorfy, ideal "Force")

Strong melee unit with increased evasion. If the squad has 2 times less fighters than at the beginning of the battle, then it always deals critical damage.

  • Leadership: 690
  • Base Melee Damage: 53-73
  • Health: 181.
Skill:

  • Fury : attacks the nearest enemy squad on its turn, while the initiative of the squad increases by 2 units, and the damage of the squad's soldiers increases by 50%.

Bear Riders (Dwarves, Strength ideal)

A squad of riders capable of moving around hexes without activating the enemy's zone of control. In battle, gives (+1) Morale to all allied units of the Strength ideal. Such a unit always responds to enemy attacks. Retaliation deals 50% more damage.

  • Leadership: 1200
  • Base Melee Damage: 89-121
  • Health: 334.
Skill:

  • Provocation : the unit becomes the priority target of the enemy army. Other units cannot be attacked.

Ghouls (Undead, "Anarchy" ideal)

A melee unit has resistance to poison damage (+25) units and immunity to the "Poisoning" effect. With a basic attack, the target is cursed.

  • Leadership: 110
  • Base Melee Damage: 15-21
  • Health: 51.
Skill:

  • Execution : Deals maximum base damage to the selected enemy unit, then finishes off all wounded soldiers.

Ancient Ghouls (Undead, Anarchy ideal)

Unlike their congeners, ancient ghouls always finish off all wounded opponents in the squad.

  • Leadership: 540
  • Base Melee Damage: 49-67
  • Health: 168.
Skill:

  • Infectious Claws : Deals maximum base damage to the selected unit and applies the "Plague" effect when the enemy unit's vulnerability increases by 30 points, and the damage of soldiers is reduced by 30%.

Zombie (Undead, "Anarchy" ideal)

A melee unit that is vulnerable to fire damage. They have the "Aggressive Defense" feature, which allows retaliatory strike to deal 50% more damage to enemies. Inflicts Poison on the target with a basic attack.

  • Leadership: 200
  • Base Melee Damage: 17-25
  • Health: 94.
Skill:

  • Dash : Imposes the Haste and Initiative effects on itself. Squad speed and initiative are increased by 2 units.

Spirits of Darkness (Undead, ideal "Anarchy")

This long-range unit can navigate low obstacles and small drops in terrain. They are immune to the Plague, Bleeding, and Poisoning effects. Increased vulnerability to magic damage (+50) units, as well as resistance to poison damage (+25) units.

  • Leadership: 480
  • Base Melee Damage: 13-19
  • Base damage at a distance: 19-27;
  • Health: 136.
Skill:

  • Frenzy : Imposes the "Frenzy" effect on the selected enemy unit, when during the attack the Initiative of the unit increases by 3 units. The unit's armor and resistance are reduced to zero.

Skeletons (Undead, Anarchy ideal)

An infantry unit that is vulnerable to fire damage. The damage from attacks with arrows of such a unit is reduced by 50%.

  • Leadership: 120
  • Base Melee Damage: 13-19
  • Health: 48.
Skill:

  • March : Imposes the Haste and Armor Up effects on itself. The speed of the unit is increased by 2 hexes, the armor of the unit is increased by 25 units.

Skeleton Archers (Undead, Anarchy ideal)

Skeleton Archers ignore 50% of incoming damage from arrow attacks. Resistance to poison damage increased by 25 points.

  • Leadership: 220
  • Base Melee Damage: 8-12
  • Base damage at a distance: 11-17;
  • Health: 65.
Skill:

  • Poisoned Arrow : Deals base damage to the target unit and applies Poison when the unit takes (2-3) damage at the start of the turn.

Iron Golems (Faerie Creatures, Mastery ideal)

A melee unit of golems has resistance to damage from fire and poison, and is also immune to the effects of Burning and Poisoning. Such a unit takes 50% less damage from all ranged attacks, but is vulnerable to magic damage.

  • Leadership: 400
  • Base Melee Damage: 34-51
  • Health: 202.
Skill:

  • Empowered Strike : Deals increased damage to the selected enemy unit.


Spirits of the Wind (Fairy creatures, "Mastery" ideal)

Such a unit can overcome low obstacles, and also with a 40% probability imposes the "Shock" effect on the enemy unit. It is immune to a number of effects and magic spells.

  • Leadership: 450
  • Base Melee Damage: 39-53
  • Health: 142.

Spirits of Light (Magical creatures, ideal "Order")

A strong melee unit that is immune to a number of magic spells and effects. Deals 50% more damage to enemies with the "Undead" trait. The only drawback of such a unit is its vulnerability to magic damage (+50).

  • Leadership: 460
  • Base Melee Damage: 40-56
  • Health: 216.
Skills:

  • Small Dispersion : Removes one random negative effect from the selected allied unit.

Stone Elementals (Faerie Creatures, Mastery ideal)

This ranged unit can attack from distance and melee, while there is no penalty for melee damage. Elementals cannot receive the Burn and Poison effects. The disadvantage is vulnerability to magic damage (+50).

  • Leadership: 760
  • Base Melee Damage: 57-79
  • Base damage at a distance: 57-79;
  • Health: 278.

Sentry Golems (Faerie Creatures, Mastery ideal)

One of the most powerful units in the game, which can attack both in hand-to-hand combat and remotely.

  • Leadership: 1440
  • Base Melee Damage: 112-153
  • Base damage at a distance: 112-153;
  • Health: 596.
Skills:

  • Electrifying Arrow : The unit deals base damage to the selected unit and applies the Shock effect.
  • Burst : Shoots at the target unit three times, dealing 75% of base damage with each shot.

Post a Comment

0 Comments