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Ý SECTION EIGHT Ý
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THE UNITS
There are sixteen (16) different playable units in Dark Legions, and your army can number up to 100 units PER PLAYER It CANNOT exceed this number, so if you buy 100 summoners ? You're screwed, because they won't be able to summon any monsters, as this would tip the total to OVER 100 ... some of them will have to die or be replaced to allow summoning to commence.
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NOTE : Since the manual that comes with the game does a VERY good job of listing all the characters, their stats and so on, I am going to quote direct from the manual, and then add my own comments on each unit at the bottom of each description.
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Here are the units in order :-
001 - Berserker 009 - Shape Shifter
002 - Conjurer 010 - Templar
003 - Demon 011 - Thief
004 - Fire Elemental 012 - Troll
005 - Illusionist 013 - Vampire
006 - Orc 014 - Water Elemental
007 - Phantom 015 - Wizard
008 - Seer 016 - Wraith
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NUMBER : 001
CHARACTER NAME : BERSERKER
COST : 20
STRENGTH : 03
LIFE FORCE : 50
STAMINA : 30
REVITALIZATION : 02
AGILITY : 05
MOVE RATE : 04
COST OF SPECIAL : None
ATTACKS
A BUTTON : Overhead Swing
B BUTTON : Side Swings
A+B BUTTON : Killing Blow
SPECIAL STRATEGIC POWER
None.
GAMEPLAY TIPS
The Berserker is a ground-pounder, with no special ability to call his own.
His killing blow attack can deal out a lot of damage if his opponent holds still long enough for him to use it. Like the Orc, the Berserker is inexpensive, and this may be his greatest advantage - a dozen Berserkers should be able to wear any character down. The Berserker has a bit more stamina and agility than an Orc which may just provide you with the edge you need in combat. The positions of "trap-finder" and "bait" suit the Berserker just as well as the Orc (sad but true).
SPECIAL NOTES
No special features.
MISTER SINISTER SAYS :-
The Berserker is just as the manual says - bait. He is versatile insofar as he doesn't cost much, and it is no great shakes if you allow him to waddle off and get his booty munched by the occassional trap - in fact this is a perfectly legitimate technique for better assessing where traps are on the map. He does
NOT make a good Orb Keeper in my experience, and his lack of special skills doom him to a low position in my esteem. I use Berserkers as cannon fodder and grunt troops, nothing more.
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NUMBER : 002
CHARACTER NAME : CONJURER
COST : 100
STRENGTH : 02
LIFE FORCE : 30
STAMINA : 30
REVITALIZATION : 01
AGILITY : 04
MOVE RATE : 03
COST OF SPECIAL : Varies
ATTACKS
A BUTTON : Phantom Attack
B BUTTON : Troll Attack
A+B BUTTON : Demon Attack
SPECIAL STRATEGIC POWER
The Conjurer's power is to summon versions of the more monstrous character types. The stronger the creature summoned, the greater the cost of the conjuration. Creatures the Conjurer may summon are: Phantoms, Trolls, Water
Elementals, Fire Elementals, Vampires, Wraiths and Demons. Due to her conjuring skill, her credit cost is extremely high.
GAMEPLAY TIPS
Stay out of hand to hand combat if possible; use your conjurations to fight on your behalf.
Team up with a Templar and stay right next to him to gain a bonus to your revitalizationl he may also heal you on occasion. Conjurers work well with
Illusionists - a mixed horde of conjured creatures and illusions can keep your enemy off balance (however, the game limits you to a maximum of one hundred characters at any time, so this horde cannot be limitless).
Conjurers are good candidates for rings of Life and Rejuvination, which make them much more exciting to use. Keep a bodyguard or two around just in case.
SPECIAL NOTES
A conjured creature will lose 10% of its starting life force per turn until it dies. Conjured creatures retain all their special abilities and powers.
MISTER SINISTER SAYS :-
VERY very handy is the Conjurer. Her ability to provide immediate and reliable backup can help get you out of a jam, and I think that Conjurers actually make very reasonable support for your Orb Keeper, as their skills can enable you to bring in support troops of varying natures, tailoring them to whoever is en route to your Orb Keeper.
Whilst they ARE costly to purchase, they are WELL worth it - their biggest downfall is that they are GASH when it comes to hand-to-hand combat ... you will spend most of your time running around like a pansy going "Don't HURT me you BEASTLY beastly man" and so on ... therefore they should be thought of as the Bishops of the Chess Board. Very handy to have around, but you have to know how to USE them or you'll be stuffed.
Finally, bear in mind that as the Conjurer can only summon to ADJACENT squares, putting her in the middle of a group of say ... Berserkers ? Is STUPID, as she won't be able to use her special at ALL :( ;)
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NUMBER : 003
CHARACTER NAME : DEMON
COST : 80
STRENGTH : 10
LIFE FORCE : 100
STAMINA : 30
REVITALIZATION : 06
AGILITY : 07
MOVE RATE : 04
COST OF SPECIAL : 20
ATTACKS
A BUTTON : Left or Right Swing
B BUTTON : Breath Weapon
A+B BUTTON : None
SPECIAL STRATEGIC POWER
The Demon has the power to emit a Scream of Terror, which does damage to the life force of all opponents that are within sight (six squares). The closer an enemy is to the Demon, the greater the damage. The Scream is a magical attack that does not follow normal rules.
GAMEPLAY TIPS
Demons are lean, mean, fighting machines. Combat is where a Demon shines, their Scream of Terror notwithstanding. The Demon's Breath Weapon is the primary style of attack, unless fighting an opponent who is quick to dodge.
This is because the Breath Weapon does telegraph itself a little.
Demons are particularly good as vampire slayers. However, the Demon's nemesis is the Fire Elemental, who can shoot and who resists the Demon's fire breath.
A Demon can use any ring, except the Ring of Power, since their strength score is already at the maximum allowed. Rings of Speed are especially useful, increasing the Demon's striking distance on the strategic map.
SPECIAL NOTES
No special features.
MISTER SINISTER SAYS :-
YES ! BRING IT ON !! Forget the bleedin' Berserkers and Orcs, THIS is where it's at baby YEAH. Demons ROCK as bodyguards and can hold their own in most battles. HOWEVER, they do make BIG targets, and most savvy computer players will pick them off at a distance, so in MY opinion they make less than ideal
Orb Holders.
The Demon's Scream of Terror is good, but not fantastic ... his REAL strength lies in his close-quarters @ss-kicking power ;)
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NUMBER : 004
CHARACTER NAME : FIRE ELEMENTAL
COST : 65
STRENGTH : 05
LIFE FORCE : 60
STAMINA : 20
REVITALIZATION : 08
AGILITY : 06
MOVE RATE : 05
COST OF SPECIAL : Death
ATTACKS
A BUTTON : Fire Ball
B BUTTON : Mini Nova
A+B BUTTON : None
SPECIAL STRATEGIC POWER
The Fire Elemental has the power to explode into a Supernova, destroying themselves as well as damaging or destroying any opponents nearby.
GAMEPLAY TIPS
One of the most powerful characters in combat, the Fire Elemental is quick and dangerous. Dodging the attacks of slower opponents while delivering his own strikes is his fort‚.
Fire Elementals team up well with Illusionists; Illusionary Fire Elementals mixed in with the real thing can deceive and intimidate your opponent.
Remember to use your Supernova sparingly as it ensures your Fire Elemental's destruction as well. But, if you "have credits to burn" this can be devastating to your enemy's forces. A good target for the Supernova special is that nice tight group of enemy Conjurer's, Illusionists, Templars and
Wizards.
Fire Elementals are good candidates for any rings you have handy, although only one Ring of Speed should be added, since they won't benefit from any more than that.
SPECIAL NOTES
The Fire Elemental's Special Strategic Power is a suicide attack. Fire
Elementals are also immune to firetraps, resist the Demon's fire breath, and are immune to the Supernovas of enemy Fire Elementals. They are also able to fly over water and chasms.
MISTER SINISTER SAYS :-
Well you're probably thinking Fire Elementals are the bomb (har har) and they pretty much are ! They are fast, powerful and deliver a NASTY sting when they go Supernova.
They can be used as shock troops, detonating in close-quarters on the world map and dealing HEFTY damage to troops in the area, or as lieutenants in your forward-marching armies, clearing a path for lesser units to spill forth from behind them.
They have more strengths than weaknesses, and I always make sure to include a few in any army I am building ... they are NOT the be all and end all, however.
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- Dark Legions FAQ by System on 09/03/2006, 09:50






