![]() ![]() Similarly, at the end of the Corrupted Era, as apart of the 'Corrupted Blessings', a fifth group of new Breedable Legendaries were given. The fourth group, released at the end of the Cosmic Era as apart of the 'Cosmic Blessings', consists of Predagelum, Firca, Gregorz of Lyria, Noctum, Griffin, D.A.D. The third group consisted of Kassia, Shallinar, Will "Razor Face", Clivia, Ukuduma, Chill Bill, Jakugan, Deadwolf and Malair, making 9 of them. The second group consists of Trilops, Nidaria, Firelequin, Super Dan, Exo Skeel and Hasai, making 6 of them. In between Group 1 and Group 2, some legendaries became breedable one at a time. They are Goldfield, Lord of Atlantis, Vadamagma, Darkzgul, Nemestrinus, Arch Knight, Worker Hulk, Rockantium, Thorder and Nebotus. ![]() The first group consisted of the original 10 legendaries, which were the first to be introduced in the game. There are five groups of Breedable Legendaries. They are obtainable through being bred with two monsters, which makes them easy to obtain and rank up. Breedable Legendaries are usually pretty average and bad monsters, with few exceptions. ![]()
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![]() They are superior, but somewhat ill-disciplined warriors who are willing to charge into a fight without orders. Falxmenįalxmen are used to carve a path into enemy formations. However, they can still hold off an enemy for a substantial amount of time, particularly a mounted enemy. As their name may suggest, militia hoplites are drawn from civilian ranks in times of great need, and therefore cannot be expected to be either skilled or disciplined fighters. They almost always fought in phalanxes, presenting an impenetrable wall of iron to their foes. Hoplites formed the core of the Greek armies for centuries, with their long spears that stretched out more than a dozen feet in front of them. These archers are at their best in wooded country, where their superior stalking skills learned on the hunt can be put to use. Their choice of missile is matched to the nature of the target. Their bows have a short range, but each warrior carries a good selection of hunting and war arrows, designed to cause massive bleeding and pierce armour respectively. Any archers caught in the open by cavalry will be in trouble unless they can withdraw to more favourable ground or behind a shield wall of friendly warriors. The members of the warband are lightly armed and equipped, relying more on speed as a protection from foes. ArchersĪrcher warbands are used to harass and break up enemy formations, so that other warriors can then get in amongst their enemies. They are fairly useless in melee combat, and should not be subjected to it. They can also be useful for acting as a distraction to the enemy, to lure them into an ambush, or to create a diversion by attacking some target. ![]() These skirmishers are restricted to peppering the enemy with long-range javelins before the actual battle commences. The peltasts were the original Thracian warriors. Peasants should be used as an absolute last resort, or in cases where funds are extremely short. They are cheap to train, however, and their one advantage is an ability to hide well. Poorly armed and with little military experience, their morale and discipline are both understandably low. The last option of any desperate army (except perhaps slaves or convicts), peasants are good for increasing your numbers…and not much else. ![]() |
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