Difference between revisions of "Legion of Almire"

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==Description==
 
==Description==
 
Warning: This is a Dangerous Mission!
 
Warning: This is a Dangerous Mission!

Revision as of 13:01, 3 August 2013

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!

About the Legion of Almire

The history behind Almire is of sadness. Almire was once a flourishing kingdom in the Clockworks, and the codex of Almire is their greatest treasure. Who knew that one day, for some unknown reason, a curse wiped out the whole of Almire, leaving the citadel a tattered ruin. Even worse, the curse will not let the dead sleep properly, for then the curse awoke the fallen and twisted some into huge deadnaughts. The once great crusaders of Almire has risen, still believing that the great kingdom of Almire still exists and fiercely guards its territory for all eternity. One of the kings of Almire, Lord Vanaduke, fled into his fiery citadel and never returned to his great city. Now a necropolis, the city lay in total darkness and the only light is the legendary holy codex of Almire, which is said that whoever reads it will gain valuable knowledge. However, only too many ambitious knights have gone in and many never came out. Those who survived the dark doom either gone crazy or would rather not talk about it. Are you the one to recover the codex?

Recommended Equipment

It is highly suggested that you wear shadow resistant armor and wear weapons that deal elemental damage. Armors include the angelic set, the skelly set, and the Almirian Crusader Armor. This means that the elemental brandish chain is extremely useful, like Shockburst Brandish and voltedge. The avenger and the Divine Avenger is also highly recommended. The recommended guns are silversix and Argent Peacemaker, along with suggested popular pulsar series like the Polaris and such.

The Monsters of Almire

You can see the strategies on each of the monsters of their own personal pages.

Strategy

There are many versions of the Almirian graveyard and they are all different. The graveyard first depth has an amazing amount of zombies, as well as bombies. The real trouble of the graveyard is the population of the zombies, the deadnaughts and the Almirian Crusaders. The deadnaughts and the zombies make a deadly force. Every time a zombie is defeated, if in range of the deadnaught's area of effect (which is big), the zombies will "arise". Plus, the deadnaughts themselves are a force to be reckoned with. They have a shield in the front that is impenetrable and their rushing attack is devastating, for their rush does a significant amount of damage as well as the spear thrust at the end of each rush. At the end of each rush, you will have a window of time to get to the back of the deadnaught and attack it. However, when you are "backstabbing", you must watch out for the large number of zombies trying to attack you, for this is when having another player with you is useful. Once the deadnaught is dead, you can effectively attack the zombies. The Almirian Crusaders are the third threat. They can deal a big amount of damage, can reduce the shield a lot, and they use their shield often. For the cautious, it is suggested that when the Almirian Crusaders charge their attack, you stay out of the way and use that small window of time after their attack to hit them, or use the gun that unleashes their shield and then go to the side or behind them and attack them. For the risky knights that want to kill them fast, from the moment they start charging their attack, the knights would want to use a charged attack from a elemental weapon or a successful elemental weapon combo, which cancels their attack and makes them stumble. If there is a healer anywhere, you should always kill them first! The bombies are simple, either you use the shield, or you get close to them, they prepare to blow up and you simply move away. When in a sticky super crowded condition, bombies can damage other enemies. However, when there is a silkwing, the bombies does not damage the enemies fast enough to kill them, so ALWAYS THE HEALERS FIRST.

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