Griffin Riders, Greetings
Stones Keeper is a complex game, so it might be helpful to have a basic guide. We made one. If you'd like more tips and tricks, let us know.
We recommend that anyone who has difficulty managing their castles, or navigating the combat system consult the following guide. This guide does not contain the most effective strategy, but it will give you a basic overview of mechanics and some tips and tricks.
Introduction
Griffin Riders, Greetings
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Here are some tips for beginners adventurers
Make sure that your support units are safe from enemy attacks whenever you can. One example of such unit is the Paladin unit in the Order of the Griffin campaign. He should not be placed at the frontline, amongst the warriors who first enter battle, and it is not recommended. It is better to keep him back and place units with more powerful armor, such Knights, Griffin riders, right in front.
The two-handed weapon-wielding units have an advantage as they don't suffer damage from counterattacks when attacking. The Rider won't be counterattacked if he attacks an unit equipped with a single-handed weapon (1-tile attack range). For example, a Banshee attacking a unit equipped using a (2-tiles attack radius,) while using a spear (2tiles attack radius,). The Q hotkey allows you to view your unit’s melee attack range.
It is important to properly position your “ranged” strong units. You must ensure that they do not shoot through any other units or objects on your map, with the exception 22A1648737373A. One example of such a unit would be the Order of the Griffin's Ranger. The E hotkey will allow you to see the ranged attack range of your unit.
Please note that offensive abilities can have negative effects both on your own units as well as on enemy units if they are within the range of this ability. If the enemy is not within reach, a weapon perk Rider’s that deals 50% damage can be used to damage an ally.
Standard bombs are capable of destroying 2 tiles within their range. This is what you should keep in mind as you place your units near it. If you aren't careful, it could cause severe damage. The explosion happens when the character who set the bomb goes on his next turn.
It is not uncommon for a unit to take more than one action per round. Make sure you keep track of their action points. Units have abilities that can increase or decrease their actions points. Your unit will have an additional full time action for two turns by using the Paladin's and [Relentless Fortitude] abilities.
There are units that have the [Multi-attack] ability. This allows them to attack multiple targets at one time.
These are some general tips and tricks
Knights have [Protective Mark], which temporarily boosts their health. This ability allows you to resist most of the damage done by enemies if you use it before you bring the Knight onto the frontline (.
[Slow Grenade] is able to slow down the target. Do not underestimate this ability. Use it before firing if your Ranger is out of range.
To be able to escape the encirclement and to restore the health of your key units, don't forget to equip the PaladinA with elixirs for healing and haste.
Rider usually deals the most damage and is the most aggressive unit. To stop an enemy support group from fleeing, you can use [Dash].
If you are able to get your enemies close enough, the Griffin is a useful tool. But don't forget to use [Fly] if you need to quickly reach your targets. It is especially useful when you are about to chain your enemies with a Rider. So plan your attack ahead so that the Griffin will be able to provide a*sistance and take out the enemy unit's support.
Thank you to all for your support and we hope to see you again soon!
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