Difference between revisions of "Legion of Almire"

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m (Second Level: Inner Sanctum: might as well add this in here for now)
m (format - see Help:Page/Rank Mission. Need to verify soundtrack per floor and check overview statements.)
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{{AreaInfo
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{{MissionInfo
|cat=no
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|name          = Legion of Almire
|Theme={{Monster_Icons|Undead}} {{status|stun}}
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|event          = no
|Level=[[File:Gate-Graveyard.png|32px]] Necropolis Grounds
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|type          = danger
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|host rank      = 4-1
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|combat floors  = 2
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|stratum        =
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*Monsters: {{Monster_Icons|Undead}}  
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*Status:
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|soundtrack=
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*{{???}}
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}}
  
[[File:Gate-Graveyard.png|32px]] Inner Sanctum
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==Overview==
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{{MissionOverview
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|description = Warning: This is a Dangerous Mission!<br><br>Desna and her Recon Rangers are an elite team tasked with recovering intel from some of the most dangerous levels of the Clockworks. Joining them could lead to great rewards, but it is guaranteed to be a perilous journey!<br><br>Spiral HQ believes that an ancient codex originating from the cursed kingdom of Almire is located somewhere in a dark and terrifying necropolis. This necropolis is believed to be teeming with all manners of undead monstrosities and only the Recon Rangers have what it takes to get in, acquire the intel and get out alive!
  
[[File:Gate-Graveyard.png|32px]] Cryptic Cache
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|objective = {{???}}
 
}}
 
}}
  
Legion of Almire is the first Danger Mission made in Spiral Knights.
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==Gate Map==
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{{:{{PAGENAME}}/Gate Map}}
  
==Description==
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==Notes==
Warning: This is a Dangerous Mission!
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[[File:SpiralKnights News 54-big.png|thumb|200x200px|right|[[News]] art for this mission.]]
  
Desna and her Recon Rangers are an elite team tasked with recovering intel from some of the most dangerous levels of the Clockworks. Joining them could lead to great rewards, but it is guaranteed to be a perilous journey!
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This mission was introduced with {{release|2012-06-28}}. It is the first Danger Mission incorporated into the daily [[Prestige Mission Rotation]].
  
Spiral HQ believes that an ancient codex originating from the cursed kingdom of Almire is located somewhere in a dark and terrifying necropolis. This necropolis is believed to be teeming with all manners of undead monstrosities and only the Recon Rangers have what it takes to get in, acquire the intel and get out alive!
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The player must be at least [[Player Rank|ranked Soldier (4-1)]] to host this mission.
{{clear}}
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==Monsters==
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As with all danger missions, the party locks for the second combat floor and onward. Participants will only receive the prestige reward if they were present in the mission lobby.
This section gives a comprehensive list of monsters that appear. Specific monster strategies can be found on the monsters' pages.
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===Necropolis Grounds===
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The "[[Almirian codex text Dialogue/Inner Sanctum|ancient codex]]" is displayed on a tome stand. It can be read after the last fight.
* {{Monster_Icons|Undead}} [[Howlitzer]]
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* {{Monster_Icons|Undead}} [[Kat#Spookat|Spookat]]
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* {{Monster_Icons|Undead}} {{status|stun}} [[Zombie#Dust_Zombie|Dust Zombie]]
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* {{Monster_Icons|Undead}} [[Almirian Crusader]]
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* {{Monster_Icons|Undead}} {{status|stun}} [[Bombie]]
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* {{Monster_Icons|Construct}} {{status|stun}} [[Lumber]]
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* {{Monster_Icons|Fiend}} [[Wing#Silkwing|Silkwing]]
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* {{Monster_Icons|Undead}} [[Deadnaught#Deadnaught|Deadnaught]]
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===Inner Sanctum===
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Even though the first floor uses several ''[[Graveyard]]'' segments, no [[Phantom]]s ever spawn.
* {{Monster_Icons|Undead}} [[Howlitzer]]
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* {{Monster_Icons|Undead}} [[Kat#Spookat|Spookat]]
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* {{Monster_Icons|Undead}} {{status|stun}} [[Zombie#Dust_Zombie|Dust Zombie]]
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* {{Monster_Icons|Undead}} [[Almirian Crusader]]
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* {{Monster_Icons|Undead}} {{status|stun}} [[Bombie]]
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* {{Monster_Icons|Construct}} {{status|stun}} [[Lumber]]
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* {{Monster_Icons|Fiend}} [[Wing#Silkwing|Silkwing]]
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* {{Monster_Icons|Undead}} [[Deadnaught#Deadnaught|Deadnaught]]
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* {{Monster_Icons|Undead}} {{status|curse}} [[Deadnaught#Almirian Shadow Guard|Almirian Shadow Guard]]
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==Recommended Equipment==
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===Recommendations===
In short, the monsters are undead with an inconsistent stun theme. The ideal armor would protect against normal and shadow damage. Elemental weapons are highly effective against these monsters. Many players bring [[Blitz Needle]] for killing Crusaders, Deadnaughts, and Shadow Guards; a single charge can wake and kill a Crusader, depending on party size and damage bonus. In some tight fights, crowd-control weapons can also be useful.
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{{Note-LoadoutGuide}}
  
==First Level: Necropolis Grounds==
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The recommended loadout for this mission is a pure Shadow set. A cost-effective and damage efficient choice is the [[Chaos Cowl|Chaos]] set. Even though its innate defenses don't line up, enemies in this mission are typically slow and easy to avoid. Another popular option is the [[Black Kat Cowl|Black Kat]] set, considering it gives the proper defense and a nice damage + movement speed bonus. Just watch out for fire hazards and Almirian Shadow Guard curse attacks if using this equipment.
[[file:Almire Mission.jpg||250px|thumb|Promo Propaganda. Desna looking an Almirian Crusader with a Zombie and a Bombie behind.]]
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The Necropolis Grounds are essentially a [[graveyard]] with no [[phantom]]s. Like other graveyards, there is no set layout. The level is randomly generated by piecing together various rooms. Some of the rooms are identical to those found in other graveyards &mdash; for example, hallways filled with graves that spew zombies. However, some of the rooms are unique to Legion of Almire. Many of these special rooms feature bombies, Dreadnaughts, and Almirian Crusaders. Totems and silkwings further complicate the tactical situation. The final fight of the level is always one of these special rooms.
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==Second Level: Inner Sanctum==
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[[Image:Mission-Legion of Almire.png|thumb|120px|Legion of Almire on the Mission Interface.|left]]
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The second level of the mission resembles a graveyard in its look and feel. However, this level is entirely pre-designed and non-random. After a brief initial fight, the party must complete an enormous loop of battles. The party may choose to complete the loop clockwise (by heading east initially) or counter-clockwise (by heading west initially). When the loop is complete, the party finds itself again at the scene of the initial battle. The party then proceeds to the grueling final battle of the mission.
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The east side of the level begins with three small rooms containing Almirian Crusader statues and a few other undead. The party then enters a difficult multi-wave fight. The first wave contains two Crusaders and two kats in close fighting. After the first wave, a line of gates drops, giving the party access to the rest of the room, which contains four Crusader statues. As soon as the party crosses the gate line, the statues awake and numerous kats, howlitzers, and silkwings spawn. Many experienced players strongly prefer to kill the Crusaders, then cross the gate line, let the other monsters spawn, and kill those monsters. Indeed, knights who cross the gate line prematurely are sometimes kicked out of the party.
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Between the east and west sides of the level is a passageway containing a small fight, a room of bombies, a party button, another room of bombies, and another small fight.
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The west side of the level begins with a maze filled with kats and respawning bombies. The party must retrieve four totems from the maze and place them on four pads. The party then proceeds to a difficult multi-wave fight including Dreadnaughts, Almirian Crusaders, lumbers, silkwings, respawning bombies, and numerous undead. The bombies can be held in check by frequently hitting switches to shut them behind gates. A common tactic is to kill the Crusader statues before the end of the first wave, so that they do not have a chance to wake.
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The final battle of the mission consists of five waves, complicated by totems, respawning Almirian Crusaders, and respawning silkwings.
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* The first wave contains basic undead monsters, and is easily completed. One knight may want to be positioned at the center of the level, when this wave finishes.
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* At the start of the second wave, two gates drop, enlarging the room and releasing Crusaders. A totem appears in the center of the room; a common tactic is to move this totem immediately to a corner. Numerous bombies appear around the totem. The wave ends when the bombies are dead.
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* The third wave features a Dreadnaught, some lumbers, and numerous undead. Two knights may want to be positioned in the center of the room, when this wave finishes.
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* The fourth wave begins with two totems appearing in the center of the room; these can be moved to the same corner as the first totem. The attendant bombies must be destroyed.
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* The fifth and final wave features a terrible new threat &mdash; two [[Almirian Shadow Guard]]s &mdash; along with Crusaders, howlitzers, etc. Silkwings respawn, Crusaders respawn, and the Shadow Guards reanimate bombies and zombies. A common tactic is to kill the Shadow Guards with Blitz Needle charges to the back. The fight ends when all non-respawning monsters have been killed.
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After the fight, the player can read:
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{{Dialogue/Showhide
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|title  = Almirian codex text
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|content = {{:Almirian codex text Dialogue/Inner Sanctum}}
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}}
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==Third Level: Cryptic Cache==
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A defensive shield such as the [[Dread Skelly Shield]] is highly recommended.  
The third level is purely a treasure level, with numerous treasure boxes and no monsters. Knights can change their equipment anywhere in this level, so that the heat earned can be applied to any item at the elevator.
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==Trivia==
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All of the monsters in this mission are weak to elemental, except for the silkwings, which are neutral.  
* Legion of Almire is currently one of the two Danger Missions that doesn't have a mini-boss at the end of its second level, the other being [[Compound 42]].
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* Legion of Almire is currently the only Danger Mission to contain Deadnaughts, Bombies and Almirian Crusaders.
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== See Also ==
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Suggested Weapons:
*[[Danger Mission]]
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*{{equip|Venom Veiler}} (for congested fights with Silkwings)
*[[Compound 42]]
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*{{equip|Blitz Needle}} (for Deadnaughts)
*[[Heart of Ice]]
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*{{equip|Arcana}}
*[[Ghosts in the Machine]]
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*{{equip|Combuster}}
  
[[Category:Missions]]
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==See Also==
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{{mission see also}}

Revision as of 21:23, 31 December 2015

Legion of Almire
Mission-Legion of Almire.png
Mission List: Prestige (Daily)
Important Stratum Themes:
  • Monsters: Gate Icon-Undead.png
  • Status:
Rewards:
Soundtrack:

Legion of Almire is a dangerous prestige mission.

Overview

Description:

Warning: This is a Dangerous Mission!

Desna and her Recon Rangers are an elite team tasked with recovering intel from some of the most dangerous levels of the Clockworks. Joining them could lead to great rewards, but it is guaranteed to be a perilous journey!

Spiral HQ believes that an ancient codex originating from the cursed kingdom of Almire is located somewhere in a dark and terrifying necropolis. This necropolis is believed to be teeming with all manners of undead monstrosities and only the Recon Rangers have what it takes to get in, acquire the intel and get out alive!


Objective:

???

Gate Map

First Floor:
Gate-Generic Lobby.png
Name: Mission Lobby
Depth: 0
Level Link: This mission's lobby is a danger mission lobby.

Second Floor:
Gate-Graveyard.png
Name: Necropolis Grounds
Depth: Depends on rank
Level Link: This floor is composed of random Graveyard: Where Monsters Fear to Tread segments, several of which are unique to Necropolis Grounds.

Third Floor:
Gate-Graveyard.png
Name: Inner Sanctum
Depth: Depends on rank
Level Link: Inner Sanctum is unique to this mission.

Fourth Floor:
Gate-Graveyard.png
Name: Cryptic Cache
Depth: Depends on rank
Level Link: Cryptic Cache is unique to this mission.

Notes

News art for this mission.

This mission was introduced with release 2012-06-28. It is the first Danger Mission incorporated into the daily Prestige Mission Rotation.

The player must be at least ranked Soldier (4-1) to host this mission.

As with all danger missions, the party locks for the second combat floor and onward. Participants will only receive the prestige reward if they were present in the mission lobby.

The "ancient codex" is displayed on a tome stand. It can be read after the last fight.

Even though the first floor uses several Graveyard segments, no Phantoms ever spawn.

Recommendations

- moved to better name, doubt this is linked to externally.

The recommended loadout for this mission is a pure Shadow set. A cost-effective and damage efficient choice is the Chaos set. Even though its innate defenses don't line up, enemies in this mission are typically slow and easy to avoid. Another popular option is the Black Kat set, considering it gives the proper defense and a nice damage + movement speed bonus. Just watch out for fire hazards and Almirian Shadow Guard curse attacks if using this equipment.

A defensive shield such as the Dread Skelly Shield is highly recommended.

All of the monsters in this mission are weak to elemental, except for the silkwings, which are neutral.

Suggested Weapons:

See Also

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