Kingdom Under Fire: The Crusaders - Strategy Guide (Page 07)
Below are the cheat codes, hints and help for Kingdom Under Fire: The Crusaders - Strategy Guide (Page 07).
__________
>> |LEADER |
|ABILITIES:|
\----------/____________________________________________________________
| Name | Description |
|^^^^^^^^^^^------------------------------------------------------------|
|Scout | A scout is a great way to safely search an area |
|REQ: Scout (1) | and to lure enemy troops. |
| | - Probably one of the more underrated abilities, |
| | scouting is more commonly used during Live play |
| | where you want to get input on what you're going |
| | up against. Pretty much a speedy lone troop. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
__________
>> |OFFICER |
|ABILITIES:|
\----------/____________________________________________________________
| Name | Description |
|^^^^^^^^^^^------------------------------------------------------------|
|Onslaught | Charges around the battle field swinging its |
|REQ: Melee (1) | primary weapon. The officer must have both a sword |
| | and shield equipped. |
| | - Reminds me of Braveheart without the blue face |
| | paint. A real heroic booster for your troops, but|
| | not overwhelmingly effective as well-executed |
| | button combos. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|Reckless | Jumps in near the leader and blows away everything |
|REQ: Melee (1) | around it. |
| | |
| | - You'll truly only find this ability on Power |
| | Ogres, and even then, it only does mediocre |
| | damage. It does knock over all opponents, and |
| | even causes minor earth splash damage. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|The Wrath | Charges around the battlefield attacking |
|REQ: Melee (1) | relentlessly. |
| | |
| | - Very reminiscent of Onslaught, this is the same |
| | but Orcish version of the attack. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|Lawn Mower | Performs a powerful whirlwind attack with a two |
|REQ: Melee (1) | handed war hammer. |
| | - Much like the WW Barbarians from DII, this attack|
| | knocks away enemies that run into the path of |
| | Rupert. Doesn't really guarantee a high hit rate,|
| | but useful on enemy leaders. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|Thrust | Dashes around the battlefield attacking everything |
|REQ: Melee (1) | in its path. |
| | |
| | - Common to female Elves and Dark Elves, Thrust is |
| | quite dangerous as there's no real way to block |
| | it. The officer warps back and forth through a |
| | target for a timed interval, or until they |
| | collapse. Very useful during LIVE play. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|Arrow Shower | Summersaults and shoots multiple arrows in mid air.|
|REQ: Ranged (1) | The number of shots increases with higher Range |
| | Skill. Female Dark Elf Exclusive. |
| | |
| | - Sort of like Ellen's special, except enhanced. |
| | This is quite useful as it gets a better height |
| | range to hit more targets - that is, if your |
| | Ranged skill is high enough. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|Rapid Shot | Fires multiple homing arrows. The number of |
|REQ: Ranged (1) | shooting arrows increases with range skill. |
| | |
| | - A very useful ability in my opinion. Ellen is a |
| | real-life saver as this guarantees hits on all |
| | enemies surrounding your hero. Unfortunately, the|
| | shots tend to only "stun" opponents for a small |
| | interval of time. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|Cover Shot | Shoots piercing arrows to protect the leader from |
|REQ: Ranged (1) | enemy attack. The officer must have a bow equipped.|
| | |
| | - A downgraded human-like version of Ellen's Rapid |
| | Shot, not much of a difference in my opinion. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|Dwarven Cannon | Fires a dwarven cannon multiple times. |
|REQ: Gunpowder (1)| |
| | - Only does minute damage in a concentrated radius.|
| | Not impressive. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|Great Stomp | Performs a rolling jump attack with an axe in both |
|REQ: Melee (1) | hands. |
| | |
| | - Similar to the Reckless attack of the Power Ogre,|
| | the Great Stomp is the Dwarven version of it. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|Heal | Heals the troop leader during combat. |
|REQ: Holy (1) | |
| | - This is another life-saver spell during Kendal's |
| | campaign. Gives you the ability to heal during |
| | battle rather than receiving aid from another |
| | unit or by retreating out. Highly recommend you |
| | obtain. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|Curse | Decreases SP of all hostile units within its range |
|REQ: Curse (1) | during combat. |
| | |
| | - Talk about pure madness, this can literally turn |
| | a special-skilled army into nothing but mere |
| | mortals. Unfortunately, it doesn't make your |
| | opponent any weaker, just limits their abilities.|
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|Fireball | Shoots homing fireballs out. The officer must have |
|REQ: Fire (1) | either a magic staff or magic booster equipped. |
| | |
| | - This is the one spell where the basic officer |
| | ability is STRONGER than the upgraded version! |
| | Fireball is tremendously devestating, but try to |
| | to keep your Fire skill under 5 to be able to use|
| | it. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|KaleidoFlamma | Summons an enormous pillar of fire. The officer |
|REQ: Fire (5) | must have either a magic staff or magic booster |
| | equipped. |
| | |
| | - The only reason the upgraded version sucks is |
| | because the blast radius is centered around your |
| | officer, and splash damage seems to be minimized.|
| | Loses concentrated energy. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|Electric Shock | A lightning bolt attacks a small group of enemies. |
|REQ: Lightning (1)| Must have either magic staff or magic booster |
| | equipped. |
| | |
| | - Nice small electrical shock. This spell becomes |
| | AMAZING against humans in its higher form. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|Lightning Bolt | Multiple lightning bolts attack a large group of |
|REQ: Lightning (5)| enemies. Must have either magic staff or magic |
| | booster equipped. |
| | |
| | - Absolutely amazing. Get Lightning on a Lich |
| | Officer, and your leader will kick more bootay in|
| | battle than a player on 5th street. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|Chilling Touch | Summons and shoots an ice spear out during combat. |
|REQ: Ice (1) | The officer must have either a magic staff or magic|
| | booster equipped. |
| | |
| | - A minimal attack that does some freezing damage |
| | with frontal attack power. Fortunately, not too |
| | many enemies are susceptible to ice attacks. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|Ice Spear | Summons multiple pillars of ice during combat. The |
|REQ: Ice (5) | officer must have either magic staff or magic |
| | booster equipped. |
| | |
| | - A tad more destructive, as the radius is greatly |
| | increased. Still, just a pile of ice. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|Poison Sting | Attack a small number of enemies with poison |
|REQ: Earth (1) | needles. The officer must have either magic staff |
| | or magic booster equipped. |
| | |
| | - Sadly enough, this ability has the equivalence |
| | of a Dirigibles' bomb attack. It does no concrete|
| | damage! |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|Poison Gas | Poisons a large number of enemies with a gas. The |
|REQ: Earth (5) | officer must have either a magic staff or magic |
| | booster equipped. |
| | |
| | - This is more like it. You get a wide radius of |
| | damage that slowly degenerates from the life bar |
| | of your opponent. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|Chiroptera | Summons a swarm of bats to overwhelm enemy troops. |
|REQ: Ranged (1) | |
| | - Personally not my favorite. Just an overall stun |
| | attack that causes temporary distortion. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|Mutual Pain | Shoots multiple bone daggers out. The number of |
|REQ: Ranged (1) | daggers increases with range skill. |
| | |
| | - Kind of hated this ability as it does very little|
| | damage, nor does it affect many different troops.|
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
__________
>> |ARCHER |
|ABILITIES:|
\----------/____________________________________________________________
| Name | Description |
|^^^^^^^^^^^------------------------------------------------------------|
|Fire Arrow | Shoots flame arrows to start a fire at a target |
|REQ: Ranged (1) | location. |
| | - Very effective when facing huge enmasses of |
| | opponents. Lead the attack with a pool of flames,|
| | then Direct Arrow shoot later on as the opponents|
| | rush towards you. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|Direct Arrow | Shoots arrows directly at a low angle to double the|
|REQ: Ranged (4) | damage at a cost of range. |
| | - VERY powerful attack when used correctly. Try to |
| | fire it when opponents rush at you, or are |
| | standing within proximity. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
__________
>> |SAPPER |
|ABILITIES:|
\----------/____________________________________________________________
| Name | Description |
|^^^^^^^^^^^------------------------------------------------------------|
|Remove | Removes a trap or a mine. |
|REQ: Teamwork (1) | |
| | - The most used ability on a sapper; this allows |
| | you to remove any planted traps. You can auto |
| | trap remove by using this ability, and picking |
| | any area on the map. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|Open Water Gate | Opens a water to flood a river. The flooding river |
|REQ: Teamwork (1) | causes damage to anyone crossing the river. |
| | |
| | - This is truly only used on two missions, and a |
| | non-critical ability. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|Set Fire | Set fire on the ground or a forest which spreads |
|REQ: Teamwork (4) | along the direction of the wind. Allies can take |
| | damage from fire as well. |
| | |
| | - This can be useful, or a betrayal at certain |
| | times. Best not to use, unless you know Dark |
| | Elves are nearby that need to be toasted. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|Trap | Lay traps that are only detectable by sappers and |
|REQ: Teamwork (1) | scouts. |
| | |
| | - These setup infantry spike traps that cause great|
| | damage when stepped upon. They do not cause too |
| | much damage though. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
__________
>> |PALADIN |
|ABILITIES:|
\----------/____________________________________________________________
| Name | Description |
|^^^^^^^^^^^------------------------------------------------------------|
|Bless & Heal | Dispels harmful magic effects and heals all allies |
|REQ: Holy (10) | within range. |
| | |
| | - Sort of like Curatio mixed in with an antidote, |
| | this also fixes any Curse spells currently on |
| | your troops. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
|Holy Explosion | Temporary HP regeneration. |
|REQ: Holy (1) | |
| | - Slowly regenerates life on the casted troops. |
| | This does not damage Ghouls. Curatio is what you |
| | should cast instead. |
|^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^|
-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>-
============================
- 11) Jobs -
============================
_______________
__________________________/HUMANS JOB TREE\__________________________________
____ ____ ____
| | | | | |
|Inf.| ========== |Arc.| =========== |Sap.|
|____| |____| |____|
/ | \ | / | \
/ | \ | / | \
____ / ____ ____ ____ ____/ ____ \____
| | |Hvy | | | |Long| |Pyro| | | | |
|Spe.| |Inf.| |Cav.| |Bow.| |Tech| |Ball| |Cata|
|____| |____| |____| |____| |____| |____| |____|
| | | / |
| | | / |
____ ____ ____ / |
| | |Hvy | | | |
|Kni.| |Cav.| |Mor.| |
|____| |____| |____| |
| | \ |
| | \ |
____ ____ \ ____ ____
| | |Sto | \ |Bomb| | |
|Pal.| |Rid.| \_________|Wing| |Batt|
|____| |____| |____| |____|
____________
{[ Infantry ]}
------------
REQ: Melee (1)
"Main melee troop capable of taking heavy damage, but weak against
cavalry. Infantry can block arrows with shields when moving slowly."
>> Infantry are one of the key units you ALWAYS start out with as a
leader. They're basically toned down warriors. Unfortunately, human
infantry are weaker than Orcs, meaning they'll need a good leader to
motivate them during battle. Emotions get the best of them. Infantry
can be upgraded with different one-handed weapons, but their defense is
lower than you'd expect. Often, cavalry can mow these guys down like
turkey, so try to get one support unit with infantry. Thankfully,
they're fast, efficient, and reminiscent of Scots fighting for freedom.
___________
{[ Archers ]}
-----------
REQ: Melee (1)
Ranged (1)
"Archers attack with normal arrows, fire arrows, and powerful direct
arrows. When entangled in melee combat, archers can not use their
bows."
>> Archers are going to be an absolute glory to have during battle.
Not only do you get the advantage of a ranged attacker, but they're
perfect support units on the outside as your infantry engages forces.
Unfortunately, they suck quite a bit in close combat, and can brutally
get shot down if not helped. Note that these are the most basic form of
Archers, and often require to be fairly close to the target, as opposed
to Longbowmen who can shoot farther away. Archers have trouble hitting
enemies in forests, or facing the sun.
___________
{[ Sappers ]}
-----------
REQ: Melee (1)
Teamwork (1)
"Sappers can set traps, open dams, and dismantle enemy traps. Sappers
can be substituted for infantry but they do not carry shields for
defense."
>> Sappers are one of the most useful Live classes, and also one that's
useful for setting up ambushes. They can plant traps, which explode
upon proximity. They can also defuse traps, and detect them when
normally undetected. Unfortunately, their lack of defense makes them
prone to dying quite easily, but they're great for providing a numerous
amount of services here and there.
____________
{[ Spearmen ]}
------------
REQ: Melee (1)
Frontal (3)
"In defensive stance, spearmen can immobilize enemy troops in their front.
Spearmen are especially effective against cavalry."
>> Spearmen are really more of the less "support" units you'll use on
occasional missions, but rarely use implicitly. For starters, they're
basically warriors equipped with long wooden poles in order to counter
cavalry rushes, and units that can slaughter opponents in a jiffy.
However, no shield, and no overwhelming attack power makes them an iffy
unit during combat. Their only use is for battling cavalry pretty much.
__________________
{[ Heavy Infantry ]}
------------------
REQ: Melee (10)
"Heavy infantry are more stronger than regular infantry but their heavy
metallic armor makes them slower and vulnerable to lightning attacks."
>> An upgrade from the default infantry, heavy infantry represent some of
the more modern warriors in past times. By using semi-cloth and
semi-metal equipment, Heavy Infantry get decent protection while still
wielding a shield and one-handed weapon. The increase of heavy armor
also makes them lightning prone for beginners, but even this can be
overlooked. A slight loss of speed is also gained, but these are much
better than default infantry.
___________
{[ Cavalry ]}
-----------
REQ: Melee (5)
Frontal (2)
Riding (2)
"Cavalry deal great damage to enemy troops when charging through them
without getting entangled. Effective against infantry but weak against
spearmen and axemen."
>> Quite possibly one of the most useful units in the entire game, Cavalry
are truly a force to be reckoned with when used correctly. Basically,
Cavalry are designed an rushing tools, especially perfect for
slaughtering infantry. Soldiers riding horses gives them extreme speed,
and the ability to "rush attack" on the first charge. From here on,
they have a height advantage, and can still combat fairly well in the
battlefield. Cavalry are awesome against normal soldiers, but horrible
against Spearmen, and prone to arrow attacks. They can also get overrun
quite easily if not supported with another unit. Regardless though,
this type should be one of your premiere units in your entire army.
______________
{[ Longbowmen ]}
--------------
REQ: Melee (3)
Ranged (7)
"Longbowmen have greater range and better armor than normal archers."
>> I personally love Longbowmen. They're basically upgraded Archers with
better range, better accuracy, and more damage. What more is there not
to like? Because of this, you'll find yourself using Longbowmen in many
missions, such as when you skimmer enemy troops, light forests with
fire arrows, or do direct arrow shots on rushes towards your troops.
Remember though, Longbowmen are not designed for close combat, and
should always retreat at the sign of any flanking rush.
____________________
{[ Pyro Technicians ]}
--------------------
REQ: Melee (4)
Teamwork (4)
Gunpowder (5)
"Pyro-technicians are sappers that can set fires and lay explosive mines."
>> These are practically upgraded sappers. With the ability to work faster
on tasks, lay down explosive traps (as opposed to spiked traps), and
set fires much more quicker, what is there not to like about these
guys. Really though, Pyro Technicians don't offer anything too exciting
to the battlefield.
____________
{[ Ballista ]}
------------
REQ: Melee (6)
Ranged (6)
Teamwork (10)
"Ballistae attack with harpoons that do damage to a narrow but lengthy
region. Ballistae can also attack aerial troops and are effective against
slow moving large air units."
>> While Ballistae aren't truly overwhelmingly useful in the human
campaigns, they are great for engaging precise damage when needed.
These air-launching projectiles are perfect for slow-moving creatures
that need to be taken out in a jiffy. By launching large harpoons,
piercing damage is done in extreme locations, as opposed to random
explosive objects dropped down from above. Unfortunately, they are
fairly slow, and their usefulness only seems to be appropriate against
the slow-moving air units, not making them a universal defense.
____________
{[ Catapult ]}
------------
REQ: Melee (3)
Ranged (4)
Teamwork (4)
"Catapults launch large stones and fire pots. They are slow, but can
inflict tremendous damage to all enemies on ground and collapse castle
walls."
>> Catapults are like artillery, just not as quick. Imagine having one
giant mortar cannon that you can fire at your will. These large
contraptions launch out stones and special fire pots when selected. It
basically acts as a giant bomb when dropping on the enemy. Effective in
hitting SLOW-moving ground rushes, or stationary opponents. However,
the time it takes to attack and reload varies from 15-30 seconds per
shot. They need excellent guards up front as well, not to get overrun.
Their accuracy isn't the best either, and it appears that friendly
units in the vicinity of the fire will take minor splash damage. They
are also prone to getting stuck in thick terrain, such as forests,
hence why it's best to use these on open maps.
___________
{[ Knights ]}
-----------
REQ: Melee (15)
"Knights using two handed weapons are even more powerful than Heavy
Infantry."
>> These are the best human units in the game, in my humble opinion.
Knights are practically fully armored warriors, armed to the teeth with
two-handed swords. While they do suffer from lightning quite horribly,
they're otherwise unstoppable. A solid group of Knights can yield huge
melee damage, and do powerful shots to even common characters. There's
often debates between whether Paladins or Knights are better, and I
simply prefer Knights because of their ability to offensively rip apart
units. While they don't have the magical abilities or a defensive
shield, they certainly make up for it on the battlefield.
_________________
{[ Heavy Cavalry ]}
-----------------
REQ: Melee (7)
Frontal (5)
Riding (5)
"Heavy armored cavalry are stronger and tougher than regular cavalry, but
they are vulnerable to lightning attacks."
>> An upgraded form of Cavalry, Heavy Cavalry are very much like Heavy
Infantry. The addition of heavy armor gives them the much-needed
defense when overrun by traditional troops. However, they're more prone
to lightning attacks, and you'll truly get ripped apart by somebody who
is prepared for the situation. Still, it's better to have heavy units
when the time counts, mainly because these horses can survive the
beating in close quarters.
___________
{[ Mortars ]}
-----------
REQ: Melee (5)
Ranged (7)
Gunpowder (10)
"Mortar troops have great destructive power and longer range than archers,
but they are slower due to the heavy weight of the cannons."
>> Regardless of what the game thinks, Mortars absolutely kick butt in
my opinion. These are like several mini-catapults bunched into one
unit, with decent mobility, and extreme ground attack power. Mortars
can rip apart enemy rushes by laying down fairly accurate fire, which
can be highly upgraded by getting a Dwarf Mercenary to lead them, with
some skill bonus items. These are quite possibly the best support
ranged unit in the game. Unfortunately, they tend to have problems
hitting air units, unlike Longbowmen which are more accurate.
____________
{[ Paladins ]}
------------
REQ: Melee (15)
Holy (6)
"Holy infantry slightly less effective than Knights in melee combat.
Paladins can cast holy magic to heal allies and damage undead units
including ghouls."
>> Supposedly the best "version" of an infantry warrior, Paladins are
religious fanatics that obey the very utmost belief in God. By using a
combination of well-fancied armor, magic resistive plating, and a
sword/shield, they're capable of handling any situation both physically
and mentally damaging. Their holy-orientated theme gives them the
ability to cast spells such as Curatio, or Bless and Heal which give
curing statuses. They also do extra damage against Undead creatures.
Sadly enough, they do lose quite a pop on melee attacks because of the
switchover from two-to-one handed weapons. I honestly prefer Knights in
battle.
________________
{[ Storm Riders ]}
----------------
REQ: Melee (10)
Riding (10)
Frontal (8)
"Giant eagles trained for battle. Storm riders can not attack ground
troops in forest areas. Effective against infantry and cavalry, but
weak against archers."
>> These giant eagles are whored beyond belief in the Ecclesian empire.
Their ideal purpose is to act as the "air force" of the humans, by
attacking both ground and air units using powerful claw swipes, pecks,
and spearful blows. While their damage may not be extreme, Storm Riders
are great for pelting down on the back lines of troops, where you may
often get slaughtered. Storm Riders are still prone to Archer shots,
and their bulkiness prevents them from attacking ground units in the
forest.
________________
{[ Bomber Wings ]}
----------------
REQ: Melee (9)
Gunpowder (12)
Teamwork (8)
"Small Dwarven bombers with explosive air to ground only attack. Weak
against archers and aerial units."
>> These support units are basically bombers you call in to do the dirty
work when the going gets tough. Acting like advanced artillery, Bomber
Wings drop down a flurry of bombs from the air in attempt to damage
only ground units. The damage is extreme, and acts similar to Meteor,
but with explosive damage. Unfortunately, it can also damage your
friendly troops, cannot engage other air units, and is prone to getting
shot down by Archers. Try to send Bomber Wings in onto large infantry
groups BEFORE they reach your units.
______________
{[ Battaloons ]}
--------------
REQ: Melee (9)
Ranged (9)
Teamwork (9)
"Battaloons are flying battleships with unrivaled power. They can attack
both ground and aerial units."
>> Basically a large flying fortress capable of launching large
Ballista-like projectiles that do damage to ground/air units. You're
only permitted to use them during the last mission of Kendal's
campaign, and their usefulness tends to diminish on either hand. Not
much to worry about, but they have plenty of HP, plenty of ways of
navigating, and fairly unique for a flying machine."
___________________
__________________________/DARK ELVES JOB TREE\_____________________________
____ ____
|Dark| |Dark|
|Arc.|====|Fig.|
|____| |____|
| |
| ____
| |Dark|
| |Kni.|
| |____|
| |
| ____
| |Dark|
| |Cav.|
| |____|
| _/
| /
____ /
|Dark|
|C.Ar|
|____|
___________________
{[ Darkelf Archers ]}
-------------------
REQ: Melee (1)
Ranged (1)
"Dark Elf Archers fire several rounds of arrows unlike humans archers.
Their attack can be fused with elementals."
>> Darkelf Archers are truly the most basic archer you can get, for quite
a cheap price. For starters, they're ranged attackers, and don't do
quite so well in close quarters. Their agile abilities allows them to
fire several arrows right after each other, as opposed to human archers
who fire in slightly longer intervals. Their attacks can be fused with
magic, to make it extremely easy in taking down heavily armored foes.
Unfortunately, they're somewhat limited in range, and truly only
support units.
_____________________
{[ Dark Elf Fighters ]}
---------------------
REQ: Melee (1)
"Dark Elf Fighters are slightly weaken than human counterparts, but they
can use elemental melee attacks. They can block arrows and are weak
against cavalry."
>> Meh, fighters are nothing to be impressed about. Weak on defense,
although they have shields, and not too impressive on offense with
their sabres, there isn't much to look forward to with these fighters.
Thankfully though, when combined with Elemental Boost, they can do some
decent damage to opposing troops. These troops lack discipline in
combat, hence why a good leader is needed to rip others to shreds.
____________________
{[ Dark Elf Knights ]}
--------------------
REQ: Melee (7)
"Dark Elf Knights are better trained and have improved armor compared to
Dark Elf Fighters. Elemental boost increases their attack powers."
>> Now this is more like it. Dark Elf Knights have a much better defense
than their previous form, and can even wield some fearful damage by
themselves. Great resistance, and all-around a decent class. Sadly
enough though, they're still only par to Heavy Infantry, without the
horrible lightning resistance.
____________________
{[ Dark Elf Cavalry ]}
--------------------
REQ: Melee (3)
Frontal (4)
Riding (4)
"Dark Elf Cavalry can charge through enemy troops without being damaged.
They are effective against infantry but weak against spearmen and
axemen."
>> Cavalry are fairly decent in taking down smaller groups of infantry
without supreme support. They do the most damage on their initial
charge, but they have a lack of range because of the puny sabres they
use. You're better off doing repeat charges against infantry for
maximum damage, but their horses give them slightly decent protection.
Watch out for spears/axes though, or you'll get ripped to shreds.
____________________________
{[ Dark Elf Cavalry Archers ]}
----------------------------
REQ: Melee (6)
Ranged (6)
Riding (7)
"Dark Elf Cavalry Archers shoot arrows on their left side while moving.
They're less effective than regular archers, but their mobility makes
them perfect for hit and run attacks."
>> Probably the best Dark Legion you'll use during the game, Cavalry
Archers are perfect for sustaining damage to isolated troops, and then
sprinting off when the going gets tough. They can attack for
close-ranged damage, and have extreme speed. Very useful during Live
play, although somewhat iffy during the single-player campaigns. Try to
get one of these units ASAP though for maximum efficiency.
_____________
__________________________/ORCS JOB TREE\__________________________________
____ ____
|Orc | |Orc |
|Inf.|===============|Gho.|
|____| |____|
/ | \
/ | \
____/ ____ \____
|Orc | |Orc | |Orc |
|Rid.| |Axe.| |Sap.|
|____| |____| |____|
| | | \
| | | \
____ ____ ____ \____
|Orc | |Orc | |Scor| |Dir.|
|A.Ri| |Hv.I| | | | |
|____| |____| |____| |____|
| |
| |
____ ____ ____
|Bone| |Swa.| |Bla.|
|Dra.| |Mamm| |Wyv.|
|____| |____| |____|
________________
{[ Orc Infantry ]}
----------------
REQ: Melee (1)
"Orc infantry are tougher and can take more damage than other infantries.
They can block arrows but are weak against cavalry."
>> Orc Infantry are quite useful, as long as you're not facing a ton of
horsemen. Their short, stubby body makes them prone to Cavalry rushes
in which they'll be slaughtered in seconds. Their equipment is also
limited, often involving odd-shaped sticks, clubs, maces, or axes. Not
the best when it comes to offense, but their high HP makes them perfect
in engaging all types of problems at hand.
______________
{[ Orc Ghouls ]}
--------------
REQ: Melee (10)
Curse (8)
"Ghouls are created from dead orcs by Liches. They have strong melee and
deadly self-destruction attacks. Ghouls are weak against holy and ice
magic."
>> Orc Ghouls are tremendously powerful when used in rapid rushes from
various directions, and when you have Paladins AWAY from their
attention. Get a group of infantry to distract Paladins so the Ghouls
can lay down massive suicide/melee damage on opposing troops. These
guys act like giant trolls in a sense. Liches can also cast magic and
various spells to strengthen their power. These are categorized as
Undead creatures.
______________
{[ Orc Riders ]}
--------------
REQ: Melee (3)
Frontal (4)
Riding (4)
"Orc riders are similar to cavalry. They can charge through enemy troops
but are vulnerable to spearmen in defensive stance."
>> As usual, any sort of Cavalry is exposed to being taken down by
Spearmen. Orc riders aren't as dominating as Dark Elf Cavalry, because
they're not as "dominating" on a horse with their small size. Their
weapons are also very limited on range, making it tough to get lengthy
attacks through.
______________
{[ Orc Axemen ]}
--------------
REQ: Melee (2)
Frontal (3)
"Orc axemen throw axes to halt enemy troops in front. Axemen are effective
against cavalry."
>> These troops are quite interesting as they "act" like spearmen, but
actually have small ranged attacks with throwing axes. Rips cavalry of
any sort to shreds, but not too trusty in close combat. They can hold
their own though, and are still useful in holding off any "Braveheart"
rush of any kind.
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