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Kingdom Under Fire - Heroes - Platform: XBox
Kingdom Under Fire - Heroes - Platform: XBox
Successfully complete a campaign, then save after the credits finish to
have the option to replay any mission in that campaign with your previous
Play as Cirith:
Successfully complete Walter or Leinhart's campaign to unlock Cirith.
Play as Morene:
Successfully complete Rupert or Cirith's campaign to unlock Morene.
Play as Rupert:
Successfully complete Ellen's campaign to unlock Rupert.
Play as Urukubarr:
Successfully complete Morene's campaign to unlock Urukubarr.
Better Leader Equipment:
Since a leader's skills all contribute to his or her level now, the
leader's equipment stays on even if a troop changes jobs. Equipment
available for a leader is often determined by the melee skill.
The higher the melee proficiency, the better the bonuses for that
You can trick the shop into generating better items, you can temporarily
create an infantry unit of a level equal to the unit you want.
For example, you have a melee 10, range 20 longbow unit. Reset the unit
to a level 30 infantry unit and start shopping. Once you find and buy
the weapons you want for a particular leader, reset the unit back to its
original job (in this case, the longbowmen). Your leader may now re-equip
If you have an excess of gold but need experience points desperately,
you can hire high level mercenaries in the Pub and simply reset their
units and re-allocate experience to your core units. Like equipment,
you may also save and load the game to randomise the mercenaries until
you get the ones you want. Note: This process is irreversible since the
mercenary is permanently added to your force roster.
Carry Over Skills And Equipment:
After clearing a campaign, an option to save your game will appear.
This save allows your leader to replay select stages in his/her campaign
with your last configuration of skills, equipment, and units. Enemies don't
get stronger, and you may continue training and upgrading your units after
Since KUFH gauges experience differently (the game determines the cost
of a skill increase on the sum total skill levels instead of a particular
skill), you will want to keep all the skills of one leader or officer
within one level of each other to avoid paying an exorbiant cost of
increasing a skill. For example, if you have a leader with a melee of
9 and a range of 1, your cost of increasing the range skill from one to
two will be the same as increasing your range skill from nine to ten.
By increasing your skills equally, you will be able to economise on the
skill points you spend.
However, this doesn't help since you want each unit to be good at its
intended job. Therefore, you need to identify each unit's primary skill.
For example, an archer or longbow unit will have range as its primary skill,
even though melee and range are required for the unit. The reason for this
choice is because an archer unit is useless unless it is firing. The range
skill needs to be high for this unit or it will not be very helpful.
As a principle, be sure to have a unit's prime skill as three to four
times the amount of its melee skill (which is used for all units).
If you are forced to choose between increasing a unit's primary skill
or its melee skill, opt for the primary skill once the melee skill is
sufficient to allow the unit to survive brief contact with enemies of
equal or slightly greater melee skill. Usually, a melee skill of 5 or 6
is enough in KUFH (as opposed to melee 10 in The Crusaders).
For the most part, your core infantry needs to be around to screen your
non-infantry units from harm. That's what they're being paid for anyway.
Unit Name - Prime Skill(s)
Archers and Longbowmen - Range
Cavalry and Riders - Frontal and Riding to 8 or 9
Infantry and Knights - Melee
Mortars - Gunpowder (2 times Range) and Range
Officers in your core unit - Magic skill to 25 or skill officer uses most
Spear and Axemen - Melee (1.5 times Frontal) and Frontal
Sappers - Teamwork (2 times Melee) and Melee
Scorpions, Mammoth, Dirigibles - Taming. Melee (1/2 of Taming) for Scorpions
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