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Submitted by System on 09/03/2006, 09:50. Print file.
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==============================================================================

NUMBER :  009
CHARACTER NAME :  SHAPE SHIFTER
COST :  65
STRENGTH :  03
LIFE FORCE :  50
STAMINA :  30
REVITALIZATION :  02
AGILITY :  05
MOVE RATE :  04
COST OF SPECIAL :  None

ATTACKS

A BUTTON :  As for form assumed.
B BUTTON :  As for form assumed.
A+B BUTTON :  As for form assumed.

SPECIAL STRATEGIC POWER
The Shape Shifter's special power is to assume the form and combat abilities of any of the other characters.  On the strategic map, statistics are shown as above.  In combat, their statistics are those of the form assumed.  The cost of using this power is zero.  The Shape Shifter does not gain any special strategic powers of the creature it is assuming, except for the Phantom.

GAMEPLAY TIPS
Deception is the name of the game for the Shape Shifter.  Their favourite tactic is to ambush opponents by appearing as one of the weaker characters, to lure them close, then change into one of the more powerful characters and attack.
The Shape Shifter makes a good Orb Holder since it can be anything at any time.
The Shape Shifter allows you incredible versatility in play; your character can be a meek Seer one second and an awesome Demon the next.  Rings of Life,
Rejuvenation, and Speed are of the most use to the Shape Shifter.

SPECIAL NOTES
No special features.

MISTER SINISTER SAYS :-
Shape Shifters are UNDOUBTEDLY my favourite characters in Dark Legions.  They are just TOO cool !!!!!!!!!!!!!!!!!  SOD the tactics the manual gives you, how about some of THESE babies.

1)  You make your Orb Keeper a Shape Shifter, and then as his enemies are bearing down on him, you metamorph him into a Phantom and become instantly invisible - therefore harder to track.
2)  You do as the manual has suggested - waltz up to your opponent as some
POOP unit - say - a THIEF for example - and then morph into something MUCH more dangerous - like a Fire Elemental or Demon and rush into combat.
3)  You make your Orb Keeper a Shape Shifter, and then metamorph him into a
Water Elemental and move to the centre of a large lake on the map, remaining pretty much untouchable to other units (you should then focus on attacking
Wizards, Conjurers, Illusionists and the like).

Your ability to use a Shape Shifter is limited largely by your imagination.
You could metamorph into a vampire to gain its huge movement advantage and fly away the next turn ... or even ... say ... if you take damage by a Wizard's
Freeze Spell on the world map ?  Metamorph into a vampire or wraith and enter combat to drain the health from a weaker opponent and thus replenish yourself.

As you will probably have guessed, I ALWAYS make my Orb Keeper a Shape Shifter.
There is NOTHING like watching the look of horror on the face of an opponent who THINKS they have you cornered, only to find out that you've been a smart cookie and can now change your shape into something SPECIFICALLY TAILORED to kick their incoming units' @sses.

As the manual suggests, however, I would invariably recommend giving them Rings, just to make them even MORE powerful than they are ordinarily !! :)

==============================================================================

NUMBER :  010
CHARACTER NAME :  TEMPLAR
COST :  40
STRENGTH :  02
LIFE FORCE :  25
STAMINA :  30
REVITALIZATION :  02
AGILITY :  05
MOVE RATE :  04
COST OF SPECIAL :  10

ATTACKS

A BUTTON :  Left or Right Swing
B BUTTON :  Destroy Life Force
A+B BUTTON :  None

SPECIAL STRATEGIC POWER
The Templar has the power to add to an adjacent allies' life force a cost to his own.  Thehy also provide a small automatic bonus to the revitalization levels of adjacent friendly characters, at no cost to themselves.

GAMEPLAY TIPS
Any character low on life force will find the Templar to be their best friend.

Templars team up well with Conjurers, Illusionists, and Wizards since all of their special strategic powers burn life force.  As a general rule Templars should be kept out of direct combat, and use their powers to influence the outcomes of other confrontations.  Groups of Templars can be very effective at restoring the health of wounded characters.

Templars are good candidates for Rings of Rejuvenation and Life.  A Templar with heavy ring armament is perhaps the one victim the Wraith will think twice about attacking in teleport mode, especially during the day.

SPECIAL NOTES
The Templars of Tralsk are minions of the forces of Justice and Life.  Thus, they gain a bonus to their damage when striking undead opponents such as
Vampires, Phantoms, Wraiths and Zombies.

MISTER SINISTER SAYS :-
Templars should be thought of as batteries.  They can provide rejuvination and regeneration for your back-line spellcasters (but be careful not to put too many Templars in adjacent squares to your spellcasters or you will invariably hamper THEIR efficiency as well).  They should N-E-V-E-R ever be used as front- line troops as their hand-to-hand combat skills are only MARGINALLY better than the Seers.

Having said that of course, their healing powers are VERY very useful, but again
I think it's best to have them as back-liners.

==============================================================================

NUMBER :  011
CHARACTER NAME :  THIEF
COST :  35
STRENGTH :  02
LIFE FORCE :  25
STAMINA :  30
REVITALIZATION :  02
AGILITY :  07
MOVE RATE :  04
COST OF SPECIAL :  10

ATTACKS

A BUTTON :  Knife Throw
B BUTTON :  Somersault Attack
A+B BUTTON :  Back-flip

SPECIAL STRATEGIC POWER
The Thief has the ability to disarm your opponent's traps by moving next to the trap on the strategic screen and using their special power.  At that point a special mini-game puzzle screen comes up (see Special Notes for a description of how to use this puzzle screen to disarm the trap).  You can either solve the puzzle yourself or leave it to chance.  Beware though, if the Thief fails in his attempt to disarm the trap the results could be rather spectacular (and possibly fatal, depending on the type of trap).

GAMEPLAY TIPS
Thieves should always work in tandem with Seers.  The Seers spot the traps and the Thieves disarm them if they are in the way.  Don't disarm a trap just for something to do, since, if you fail, the Thief suffers the consequences.
Bypassing located traps that do not hinder your advance works just as well as disarming them, unless you have to pass that way again and you forget the trap's location.  Although Thieves can search for hidden traps on their own, doing so does cost a significant amount of life force.

Thieves are good candidates for Rings of Speed (for scouting) and Power (for combat).  Unless your Thief has been augmented with a couple of Rings of Power, keep him out of combat.  However, if they *have* been so endowed, they make flashy and good combatants, especially sine your opponent thinks you are an easy mark (surprise !).  Speaking of flashy combat manoeuvres, here's one : get your opponent to chase you, perform a Back-flip over their head to get behind them, then follow up with a Somersault attack.

SPECIAL NOTES
When a Thief attempts to use his special ability on the strategic map to disarm a trap, a grid appears around the character, similar to a movement grid.
The Thief then selects one of the available squares to use his ability on.
(NOTE: If there is no visible trap in the square selected, the thief will check for a trap and if one is discovered, attempt to disarm it - in this manner a
Thief can check a suspicious location, "just in case".)

When the Thief finds a trap to disarm, the Disarm Trap Screen appears.

-------------------------------------------------------------------------------
Ý                                                                             Ý
Ý        -------------------------------------------------------------        Ý
Ý        Ý                    D I S A R M   T R A P                  Ý        Ý
Ý        -------------------------------------------------------------        Ý
Ý                                                                             Ý
Ý        -------------------------------------------------------------        Ý
Ý        Ý      4    3         6                                     Ý        Ý
Ý        Ý     ---  ---  ---  ---  ---  ---  ---  ---  ---  ---      Ý        Ý
Ý        -------------------------------------------------------------        Ý
Ý                                                                             Ý
Ý                                                                             Ý
Ý                                                                             Ý
Ý                                                                             Ý
Ý     ----                                                                    Ý
Ý    /    \                                                                   Ý
Ý   /     /                                                                   Ý
Ý   \Ý -----  /                                                    -----      Ý
Ý  --. Ý 1 Ý .---------------------------------------------------  Ý 2 Ý      Ý
Ý      -----  \                                                    -----      Ý
Ý        .  \                                                   --.  .        Ý
Ý       / \  \      --                                           / Ý/ \       Ý
Ý        Ý    \    /  \                                         /    Ý        Ý
Ý        Ý     \Ý \ /  \                                      Ý/     Ý        Ý
Ý        Ý    --.  .   /                                      .--    Ý        Ý
Ý        Ý       -----  /                             \  -----       Ý        Ý
Ý        Ý       Ý 3 Ý .-------------------------------. Ý 4 Ý       Ý        Ý
Ý        Ý       -----  \                             /  -----       Ý        Ý
Ý        Ý       /     .--                                    .--    Ý        Ý
Ý        Ý      /     Ý \                                     Ý\     Ý        Ý
Ý        Ý     /         -------------------                    \    Ý        Ý
Ý       \ /   /                             \                    \ Ý\ /       Ý
Ý        .  Ý/                               -------------------.--. .        Ý
Ý      -----.--                                                  \ -----      Ý
Ý     /Ý 5 Ý ---------------------------------------------------- .Ý 6 Ý      Ý
Ý    / -----                                                     / -----      Ý
Ý   /    .                                                                    Ý
Ý   \   / \                                                           ---     Ý
Ý    \   Ý                                                           /  /     Ý
Ý     --/                                                            Ý  ---   Ý
Ý                                                                     --  /   Ý
Ý                                                                      / /    Ý
Ý                                                                      //     Ý
Ý                                                                             Ý
-------------------------------------------------------------------------------

Please forgive the crudeness of that diagram.

Hokay ... back to quoting for the manual for a moment.

There will be a "Map" to assist in determining the possible symbols for each blank spot in the puzzle.  The player tries to disarm the trap by guessing which symbol goes in each successive slot, in order from left to right.  The player clicks on the symbol in the map which they think comes next.

The player is allowed ten incorrect guesses, and each symbol can be used more than once.  If all of the blanks are correctly filled the trap will be disarmed.  If they make too many errors, the Thief will be subjected to the effects of the trap.

The difficulty of the trap is reflected in the number of slots already filled in for the player: the more difficult the trap, the less slots which are filled in (if any)!  Devastating traps, such as the Void trap and the Fire trap, are the most difficult to disarm.

If the player does not wish to work out the puzzle, he can simply click on a special button provided on the Disarm Traps Screen.  This allows the computer to randomly decide if the Thief was successful or not, with a greater chance of disarming the easier traps and a lesser chance for the difficult ones.

MISTER SINISTER SAYS :-
Thieves are VERY cool characters, and quite underestimated in my humble opinion.
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  1. Dark Legions FAQ by System on 09/03/2006, 09:50