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Cornell -
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Full Name: Cornell |
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Main Weapon: Energy Scythe | |
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Weapon Power-Up: Level-two & three Energy Scythe | |
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Alternate Weapons: Claw Swipe | |
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Sub-Weapon Power-Up: Triple-shot magical effect for each sub-weapon; click here for more info | |
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Starting Abilities: Cornell can transform into a werewolf; too, he can slide kick and crouch walk | |
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Gained Abilities: Please check the N64 item list | |
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Armor: None |
Limitations
All
of the characters in Legacy of Darkness are similarly attributed
in terms of speed and jumping ability, but
the difference lay in the available weaponry, the use of said weaponry,
and overall attack power.
Cornell is slightly faster and more agile than the rest, but he's not
as strong while in basic form. His energy scythe is good for long-range
assaults, but it's not as refined or as accurate as Carrie's homing ball;
it does utilize the lock-on feature, so it's still a considerable weapon.
The claw swipe is quick, and it's good way to handle in-close combat,
but it's not powerful enough to where you'll want to rely upon it. His
real power lay in the ability to transform into a werewolf, wherein all
of his attributes and attacks become stronger and he becomes more durable;
since the gem-total is drained during this time, a large stock will be
in order if you want the ability to last. Sub-weapons have a limited homing
ability and a special effect with three of one type collected, but there's
no real advantage here. Cornell, overall, is a decent character due to
his scythe and werewolf attacks.
Click here
for Cornell's full bio. |
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Unlockable
Characters
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Henry -
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Full Name: Henry Oldrey |
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Main Weapon: Six-Shot Pistol | |
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Weapon Power-Up: Level-two & three pistol shells | |
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Alternate Weapons: Short Sword | |
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Sub-Weapon Power-Up: Triple-shot magical effect for each sub-weapon; click here for more information | |
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Starting Abilities: Henry can throw a sliding kick and crouch walk | |
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Gained Abilities: Please check the N64 item list | |
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Armor: None |
| Limitations
Henry is the strongest of the bunch, and his defense is increased due to his church knight armor. Of course, he pays for this in the speed and agility categories. But since these attribute differences are negligible at best, it's not really that big a deal. However, both he and the main weapon he commands are a bit uncontrollable, however quick. The lock-on feature will help, but this is of no use against enemies who are either far away or always on the move; enemies too close will be difficult to target, too, so the short sword will have to be utilized in this instance; this lack of potent in-close fighting will make it tough to deal with enemies like goblins, Medusa heads, ghosts and others that wave and flutter. Since Henry is only afforded his own shorter mission, this may all be moot. Click here for Henry's full bio. |
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Reinhardt Schneider -
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Full Name: Reinhardt Schneider |
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Main Weapon: Vampire Killer Whip | |
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Weapon Power-Up: Chain Whip & Flame Whip | |
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Alternate Weapons: Short Sword | |
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Sub-Weapon Power-Up: Triple-shot magical effect for each sub-weapon; click here for more information | |
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Starting Abilities: Reinhardt can throw a sliding kick, and he can crouch walk | |
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Gained Abilities: Please check the N64 item list | |
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Armor: None |
| Limitations
Reinhardt is average when compared to the other three characters. He's above average in the categories of strength in defense, but his range due to limited whip length will hinder his campaign. The whip can be truly powered up this time, twice, to take a morning star form and then a magically enhanced flame whip. The short sword isn't all that useful, either, because enemies aren't going to just stand there while you hack away; it works well against bats and snakes, yes, but their appearances are limited. Since sub-weapon use is parallel for all characters, he gets no points here. The sliding attack, while quick in execution, is hardly worth the trouble because of its lack of accuracy. If you're going to choose Reinhardt, it should be strictly for traditional purposes. Click here for Rinhardt's full bio. |
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Carrie -
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Full Name: Carrie Fernandez |
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Main Weapon: Homing Ball | |
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Weapon Power-Up: Level-two & three Homing Balls | |
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Alternate Weapons: Ring Smash | |
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Sub-Weapon Power-Up: Triple-shot magical effect for each sub-weapon; click here for more information | |
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Starting Abilities: Carrie can execute a flailing dive using her sharp arm rings; too, she can crouch walk | |
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Gained Abilities: Please check the N64 item list | |
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Armor: None |
| Limitations
Carrie is the weakest of the four, in attack power and endurance, and she takes the most damage for enemy contact, but her weaponry is clearly superior to all of the others'. At her command is the homing ball, which can be powered up two levels, and using it she can battle enemies while stationary or while on the move without much worthy because the attack will find its mark; additionally, she can charge up the attack before release for a larger, more impactful blast. Her in-close attack, the ring smash, is a good move to use in fending off enemy clusters and coming out unscathed. Using the steel-bladed rings, also, Carrie can execute a diving slide that speedily slices through all enemies in its path. Her sub-weapon use is parallel to that of Reinhardt's, so there's no advantage here. Though you can see the effort to tone down her effectiveness, hers still amounts to the more enjoyable play-experience. Click here for Carrie's full bio. |
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