Baratus, the Fighter
Fighter's playstyle revolves greatly around using the Fire Sword's charged attack, quick melee sorties, complimenting your weapons with Flechettes - and finding the right time and the right spot to catch the enemies off guard with the Storm Gauntlets. Baratus is the only character who has no counter-attack abilities, due to his slow ranged weapons, so you must rely on the standard magic defense and your speed to get out of harm's way as fast as possible. Having that said, counterattack with a melee weapon is not impossible, if your reflexes are quick enough. |
While rather humble at melee range, - yet each two consecutive hits
charge the sword with magic and grant you a long-ranged dual-spell strike
that deals massive damage. Learn to use this attack well, - and
you can wreak some serious havoc on the opposition under the right
circumstances.
|
|
The Storm Gauntlets are your blue mana weapon, and they provide a relatively rapid-fire melee attack. This is the weapon for striking from cover or doing quick assault sorties, if you're good enough to defend in the very midst of aggressive combat. Softening your targets with Flechettes first - helps a great deal. | ||
This beautifully animated dark weapon fires lava projectiles that explode into multiple fragments on contact. These fragments do quite a bit of damage as well. The Fighter's go-to weapon when ranged combat is the preferred option. Sadly, it cannot be used to counterattack effectively. |
|
|
Corvus, the Elf
Corvus, the hero-elf from the Heretic saga - is an official 2nd character of Legend-9. Standing somewhere between the Fighter and the Cleric - Corvus has his own playstyle and features. While he does share his Flechette use with the Cleric, - the resemblance ends there. Corvus cannot weapon-heal and his mana balance is unique only to him. His playstyle is built around combining weapons and learning which combos kill enemies with a minimum ammo cost. As soon as he gets the True Hellstaff - he becomes the second best counter-attacker in the Legend-9 cast. Pair that up with a much easier access to the ultimate weapon, mana-wise; and the enemies won't stand a chance. |
Corvus
starts this adventure with the Hammer. A powerful melee weapon that deals moderate
to heavy damage. Perfect for attacking from cover with well-timed
finishing strikes. However, the Hammer is not a quick weapon, as it has some windup
time before making contact. Learning the timing of the Hammer - is key to
mastering this weapon.
|
|
Elvenwand, a rather unique fire-based weapon that uses a point of each mana color for every shot, and can even go into a negative mana state. Beware, in the negative state - you won't be able to use other weapons. | ||
The Hellstaff is one of the best weapons in Legend-9. Great for counter-attacking, the blast from the Hellstaff covers a wide area with scorching flames, often killing multiple enemies. The only issue is that these flames sometimes need a few more seconds to do their job. | Nothing says "i own the battlefields" clearer than the Incinerator, Corvus' ultimate weapon. It only needs the blue mana to fire, and that grants you a better access to the weapon in combat. Its projectiles have the piercing and the incendiary effect. Both are quite extreme. |
Daedolon, the Mage
The Mage's most notable difference VS the
vanilla game - is that he does not have a free ranged weapon anymore. His
other weapons, however, have received a serious boost in stopping power, and
even at the melee range - his close-range magic attack packs quite a punch.
The key to success while playing as the Mage - is to combine different
weapons and other combat artifacts together. Learn which weapons are best used in
specific situations, - and never approach any
battle without an exit strategy. Combos and smart artifacts usage - will save
ammo for the ranged weapons, so you can blast your foes when you
need to. Seek out all the moments when your free weapon can be taken
advantage of. The Mage can use counterattacks successfully, - even
though his best instrument for the task, the Lightning Storm spell, - is quite expensive to fire...
|
The Shock spell - is a melee-only weapon. The blast from the spell is fairly powerful, however, - this is offset by the long recovery. Due to Mage's slow speed overall, and a meager armor class to boot - i wouldn't recommend using it without a certain degree of tactics and strategy. Having blue mana in your inventory - nearly doubles the weapon's effective range and damage. Not unlike Corvus' Hammer.
|
|
Shock Lance - the
first ranged weapon of the Mage, - and you better find it quickly. The Lance
fires two projectiles in succession, with further added damage up close.
While the weapon seems swift, - the more nimble creatures will often dodge
it at long range. It is best used at short to medium range, where its damage
potential can be maximized. The key is to find the weapon's "sweet spot":
the perfect range, where both missiles and a contact shock damage - are all
dealt at once. This is your best move.
|
||
Arc of Death - remains visually unchanged from the original game, as it always was one of the favorites. Action wise, - the spell strikes more than twice as hard, unleashing fire and lightning. And it costs twice the mana. It is the best weapon that the Mage can use to launch counterattacks with devastating results; as counter-attacking with the Shock Lance is only of moderate effect. | BloodScourge - is the ultimate weapon of the Mage, and it remained unchanged both in its visual rendering and action. You just can't go wrong with this one. However, to match with the heavily upgraded enemies - the dark staff does quite a bit more damage...which means when you encounter Menelkir, the head of the Arcanum, you better watch out... |
Parias, the Cleric (The Templar)
Cleric (Templar) is an available character only via the Cleric Mod DLC. And while he is rather close to his vanilla origin, - he has been given a new personality, new staring weapon and a special kick-ass art and storyline. Cleric is the only character who can use a weapon to heal himself. He is an excellent counter-attacker and his ranged weapons are focused to do more damage on impact, rather than over time. Combine that with the best use of Flechettes you can possibly ask for - and you have a complete package. |
The Templar finds the Morning Star in his hands - it was all he could
grab from the battlefield of the Crusades, before being pulled through the
time vortex by a Dragon. This weapon has a default combo attack involving
two swift mace strikes and a dagger finish. Damage-wise for the version 9, -
it is still being experimented with.
|
|
Legend-9
will feature the Serpent Staff with THREE projectiles instead of two, to
match with the new enemies and difficulty. Needless to say - such change
will boost both the fire rate and DPS of the Staff. Otherwise, the weapon
functions exactly as in the original game.
|
||
Firestorm is a classic weapon of the class and it was left untouched in all aspects: visual and action-wise. In terms of direct damage - it is stronger than the Hellstaff, yet in damage-over-time numbers - Hellstaff outperforms almost anything else in the game. | Wraithverge - also, remains generally untouched, with one difference: unlike the vanilla version which did not have any damage-on-impact capabilities, - this one can do some serious damage at melee range as well. |
meet
the rest of the badass cast!
|