In the dark, dingy taverns of filthy, pirate-infested places like Sartosa, tales are told of the ethereal horrors that haunt the most cursed corners of the oceans. The Vampire Coast is the most notorious of such places, and around its perilous shores and rocky outcrops where many a galleon has met its end, there lurk the ghostly Syreens. With howls that can turn even the bravest men stark white, spearing their souls like a lance through the heart and causing them to die of shock, they are like the Tomb Banshees of the Old World – tortured souls of evil Sorceresses who fear crossing the void to face whatever punishment awaits them for their malevolence. A single Syreen is a horrific thing to encounter, but it is not unheard of for the Necromantic Lords of the sea to bind them into terrifying groups to serve their nefarious purposes.
↑Armour-Piercing: The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
↑Ethereal: Ethereal units ignore most damage done by non-magical weapons. As they have shed most of their physical form, they are not slowed by terrain-based movement penalties either.
↑Causes Terror: This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
Syreens are generally best having one or two units on the flanks of your formation. They move surprisingly quick and cause terror, meaning they are good for collapsing the enemies flanks before rushing into the back line archers/artillery, or rear charging the front line enemies. They also have surprisingly good armour piercing values, meaning they can go up against high tier infantry or cavalry and do well. Further they have an aura that lowers melee attack around them, ensuring their survivability.
Their physical resistance means they only need to be concerned with an enemy if they do magic damage, which they should be positioned far away from. Any direct damage spells such as Fate of Bjuna will also wreck them, which is why its better to only have one or two units per army.
This page was last edited on 15 November 2019, at 17:22.
Content is available under CC BY-NC-SA 3.0 unless otherwise noted. Game content and materials are trademarks and copyrights of their respective publisher and its licensors. All rights reserved.
This site is a part of Fandom, Inc. and is not affiliated with the game publisher.