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Submitted by System on 09/03/2006, 09:50. Print file.
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I recall one of my BEST games on this title had me using a Thief as my Orb
Keeper, surrounded by TELEPORTATION traps - i.e. he couldn't move.  No foot troops could get to him, because they were teleported randomly to other locations on the map.  As soon as my enemy (who did ultimately win I have to say) started to bear down on my Orb Keeper with his winged and teleporting units, I had the Thief "try" to disarm the teleportation trap directly in front of him (because although it doesn't say it in the manual, you CAN attempt to disarm your own traps), and DELIBERATELY fail.  The result ?

My Orb Keeper was whisked away to a random location on the map, and temporarily away from harm) :) :)

Thieves DO make good combatants if you are able to get into their mindset.
They are thieves !  They hit and run ... knife you in the back and then flip away to safety.  They are good at avoiding the attacks of undead units like the Vampire's bite, which is QUITE slow compared to the whizzy little thief, and they have a ranged attack (poor in dealing damage as it unfortunately is).

RESULT !! =)

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NUMBER :  012
CHARACTER NAME :  TROLL
COST :  40
STRENGTH :  06
LIFE FORCE :  90
STAMINA :  20
REVITALIZATION :  10
AGILITY :  40
MOVE RATE :  02
COST OF SPECIAL :  10

ATTACKS

A BUTTON :  Swipe
B BUTTON :  Backhand Swipe
A+B BUTTON :  Overhead Smash

SPECIAL STRATEGIC POWER
The Troll has the power to turn into stone.  In essence, they can turn themselves into another boulder on the strategic map.

GAMEPLAY TIPS
Although very strong, the Troll's favourite tactic is ambush.  Using their ability to turn into stone, the Troll awaits the approach of an unwary victim before returning to its humanoid form to strike.  Trolls move slowly, but if they can catch an enemy and land a blow, they dish out a good deal of damage.
The Troll's Overhead Smash can devastate an opponent if they stand still long enough for it to land, or if timing is perfect.

Trolls make excellent bodyguards for a group of immobile spellcasters, particularly when in rock form.  Rings of Speed are extremely useful for a
Troll - the more the better.

SPECIAL NOTES
Trolls ignore damage from a Stone Trap.

MISTER SINISTER SAYS :-
You might THINK that it's a great idea to have a Troll as your Orb Keeper, right ?  After all, all he would need to do is polymorph into rock form, and nobody would ever be able to kill him, non ?

WRONG.

Troll Orb Keepers CANNOT polymorph into rocks - therefore, NEVER EVER E-V-E-R make a Troll into your Orb Keeper.  EVER.

Having said that they DO make excellent bodyguards, as the manual has already said - this is because they can (as you already know) encircle groups of your units as rocks ... thereby not only cutting them off from foot troops, but providing a GREAT surprise if anybody is stupid enough to draw too close to them.

Of course ... a set of say ... six spellcasters right at the back of your army surrounded by rocks looks DECIDEDLY suspicious - I would AUTOMATICALLY assume all those boulders were Trolls - so a SMART player will take that into account when placing his troops ;)

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NUMBER :  013
CHARACTER NAME :  VAMPIRE
COST :  70
STRENGTH :  05
LIFE FORCE :  85 (150 Max.)
STAMINA :  30
REVITALIZATION :  -5
AGILITY :  05
MOVE RATE :  05
COST OF SPECIAL :  None

ATTACKS

A BUTTON :  Paralyze
B BUTTON :  Life Force Extraction
A+B BUTTON :  None

SPECIAL STRATEGIC POWER
The Vampire has the power to change most opponents he defeats in combat into
Zombies under his control.  The characters the Vampire can turn into Zombies are: Wizards, Illusionists, Conjurers, Orcs, Berserkers, Trolls, Seers,
Templars, Demons and Thieves.  undead and Elementals are immune.  If the
Vampire is slain, all of their Zombies cease to exist as well.  The Vampire also receives one life force point each turn for each Zombie it has on the strategy map; this allows their revitalization rate to become positive, if they have enough Zombies to draw upon.

GAMEPLAY TIPS
The gruesome Vampires are tough in combat since they drain life force from their opponents and add it to their own totals.  Use your paralyzing eye beams to "freeze" enemies in place before you use the Life Force Extraction attack to siphon off their life force.

The nemesis of the Vampire is the Demon, because of its vast life force.
Beware of Demons at all costs, unless you are an expert or the Vampire is loaded with Rings.

In combat, if you low on stamina or badly damaged, the Vampire can hover over blocking terrain, "out of harm's way," until you are ready to resume the battle.

Vampires shouldn't waste time jockeying around on the strategy map, since they lose life force each turn.  Instead Vampires should "go for the throat" by attacking any weaker enemies.  Not only does this give the Vampire extra life force, but a Zombie minion as well.  Turning an opponent's own characters against him, in the form of Zombies, can be very nasty.

All rings can be of great use to the Vampire, particular multiple Rings of
Rejuvenation to offset their negative revitalization score.

SPECIAL NOTES
Victims killed by the Vampire become slave Zombies, and these Zombies can be fairly effective in combat.

Vampires lose life force each turn due to their negative revitalization level.
The only way that they can gain life normally is by draining the life force of enemy characters they defeat in combat, although their Zombie minions help offset this weakness to some extent.

Vampires, as flying creatures, can fly over terrain obstacles that force other characters to detour around them.  This power also works in combat !  However, they cannot fly over water in the strategy game.

Vampires are immune to both insanity and poison traps.

MISTER SINISTER SAYS :-
WOOHAH WOOHAH the Vampire ROCKS in this game I'm tellin' ya.  He can fly, and has a HUGE movement rate when compared with most other units ... so he's a very capable assassin, and scout, but as the manual has already commented, unless he is properly equipped (with Rings of Rejuvenation) he's a prime target for enemy attacks, PLUS he won't last long OUT of combat.

FORTUNATELY if you know what you're doing, you can dive him into combat, suck your opponent/s DRY and start creating your own little horde of Zombies to send forth.

In short, in the hands of a CAPABLE player ?  The Vampire is like a Sherman
Battle Tank.  He CAN be practically unstoppable.

In the hands of a WEAK player, he can be a bloody liability.

One of my favourite techniques in combat is to use the Vampire's ability to fly to (as the manual has already told you) hover over unreachable terrain - such as boulders/trees, and then use my Life Force Extraction Power to glob onto my enemy (who is usually stuck in the foliage trying to get at me) to drink my fill.

It's important to keep a sense of PACE when fighting as a Vampire in combat, particularly early on ... try and remember that you should ALWAYS do your best to finish combat on full health, because (unless you've got mega-rings or loads of Zombies at your disposal) you'll start losing health again at the next turn - therefore if you get the sh!t kicked out of you during a given combat session, you might not survive the next turn on the Strategy Map ;)

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NUMBER :  014
CHARACTER NAME :  WATER ELEMENTAL
COST :  60
STRENGTH :  06
LIFE FORCE :  65
STAMINA :  30
REVITALIZATION :  06
AGILITY :  06
MOVE RATE :  04
COST OF SPECIAL :  20

ATTACKS

A BUTTON :  Water Ball
B BUTTON :  Tidal Wave Attack
A+B BUTTON :  None

SPECIAL STRATEGIC POWER
The Water Elemental has the power to move from one body of water to another on the strategic map.

GAMEPLAY TIPS
The Water Elemental is a good multi-purpose character, useful on the strategic map and in combat.  Due to their missile attack in combat, Water Elementals make excellent choices as illusionary characters.

Water Elementals are the only beings feared by the mighty Fire Elementals, since they are roughly equivalent in combat, although weaker strategically.

Water Elementals are one of the few characters who can move across water, and they are the only ones who can stop on it.  If there is a big stretch of water on the strategic map their Special Power can be very useful for scouting or getting them into the action quickly, but it does cost them life force, so use it sparingly.  Badly wounded Water Elementals can retreat into the middle of a body of water to heal and avoid most opponents.

Water Elementals make good candidates for any Ring you wish to bestow upon them.  Life Rings are especially useful if you intend to use their Special
Strategic Power often during the course of the game.

SPECIAL NOTES
No special features.

MISTER SINISTER SAYS :-
Water Elementals are VERY good troops to take into combat with you.  Their
Water Ball attack costs VERY little stamina, and their Tidal Wave Attack is so fast that it can quite often catch opponents unawares (PLUS it does a lot of damage and pushes your enemy back).

Competent players can DECIMATE opponents using the Water Elemental - in my humble opinion he is DEFINITELY the biffest character in the game ... but well worth including in your armies :)

His ability to teleport from one body of water to another can be very useful, or it CAN land him in a lot of trouble ... there is NOTHING worse than using your special strategic power to teleport and appear right in front of a panel of angry Wizards.  It's bye-bye Mister Elemental if you do, for SURE :(

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NUMBER :  015
CHARACTER NAME :  WIZARD
COST :  60
STRENGTH :  03
LIFE FORCE :  30
STAMINA :  30
REVITALIZATION :  02
AGILITY :  04
MOVE RATE :  03
COST OF SPECIAL :  10

ATTACKS

A BUTTON :  Ice Ball
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  1. Dark Legions FAQ by System on 09/03/2006, 09:50