Carl's Rise of Legends Guide

Alin Units: Circle of Fire

Guide Index  |  Fire  |  Glass  |  Sand

Units which come from the circle of fire all deliver burning damage to the units they hit. This damage may seem insignificant but it does help them to kill your enemies over time. There's a unit here for almost every situation and it's a good idea to always have a circle of fire ready to pump out its powerful units.

Note about Ramping unit costs: Ramping increases the cost of a unit for each unit of a same type that is built. For example, a heartseeker begins costing 45 wealth. With a ramping increase of 3 wealth, the second heartseeker would cost you 48 wealth; the third 51 and so forth. It's wise to have a diversified army because of this increase. Some units have extremely high ramping costs.

The Afreet, a good fast unit for raiding, is very cheap to produce.Afreet
Initial Stats: Ground/Air Attack: 5 / Siege Attack: 2.4 / Range: 13 / Health: 170 / Speed: 50 / Line of Sight: 20 / Size: Medium / Armor: Light / Attack Type: Piercing

Cost: 60 Wealth. Ramping increase of 5 Wealth. Population cost 3

Afreets are good support units for the Alin. They can help at killing infantry early-game but always excel at killing medium opponents like clockwork men. While your infantry hold them up, the Afreets will be doing most of the damage. These are highly recommended in the early game as quick response units.

Afreets come with a fire spell (when upgraded) that will spread to other units, dealing damage each second. It's a decent skill to use to weaken multiple units but requires some micromanagement in large battles. Afreets are very good at attacking enemy mines early in the game. You can nab some timonium then run. If you only kill one miner you've gained some timonium and set your opponent back some, which is a nice trade in your favor.


The elder salamander, one of the Alin's best units.Salamanders
Initial Stats:
Juvenile Salamander: Ground Attack: 5 / Siege Attack: 5 / Range: 8 / Health: 200 / Air Attack: none / Speed: 35 / Line of Sight: 19 / Size: Medium / Armor: Light / Attack Type: Pierce

Adult Salamander: Ground Attack: 12 / Siege Attack: 9 / Range: 10 / Health: 400 / Air Attack: none / Speed: 35 / Line of Sight: 22 / Size: Medium / Armor: Medium / Attack Type: Pierce

Elder Salamander: Ground Attack: 18 / Siege Attack: 12 / Range: 12 / Health: 800 / Air Attack: none / Speed: 35 / Line of Sight: 24 / Size: Large / Armor: Heavy / Attack Type: Pierce

Cost:
Juvenile: 60 Timonium/25 Wealth. Ramping increase of 10 Timonium. Population cost 3
Adult: 100 Timonium/50 Wealth. Ramping increase of 25 Timonium. Population cost 5 Requires a large city
Elder: 200 Timonium/100 Wealth. Ramping increase of 50 Timonium. Population cost 10 Requires a great city

Your circle of fire's salamander production depends upon if you have researched the upgrades at the eternal flame. As you can see from the stats above, salamanders start out fairly weak but become progressively stronger as you gain the upgrades. At first, juveniles are quite terrible units because of a bug with their flame damage. With patch 2.0 they gain some trample damage and can fare much better against infantry. Adults and elders are more able to tangle with the big boys. Elder salamanders are a unit you will definitely want to use late-game.

Early-game, juvenile salamanders are one of the only Alin units with a decent siege attack, so they can be helpful in early attacks but only for that reason. It's not recommended you use resources to build juveniles, as your resources would be better spent on scorpions. Any time you are using a salamander against enemy infantry you should probably trample because they deal burn damage each second as well as the trample damage. Juveniles (patch 2.0) do 1 damage while adults and elders to 2 and 3 respectively.


Fire elementals are excellent at taking down large foes.Fire Elemental
Initial Stats:
Ground/Air Attack: 11 / Siege Attack: 3.6 / Range: 14 / Hit Points: 350 / Speed: 44 / Line of Sight: 22 / Size: Medium / Armor: Medium / Attack Type: Pounding

Cost: 25 Timonium/150 Wealth. Ramping increase of 5 Timonium and 15 Wealth. Population Cost 4

Requires Large City
Fire Elementals are one of the best Alin units for taking down large foes. Their flight capability makes them good quick responders to enemy hero attacks. They'll come in very hand early on (once you get that large city) for taking out clockwork men and other ground-attack units. The low timonium cost makes it so that you can easily have a somewhat diversified army because you can spend timonium on something else. These units are not very good at taking down infantry, but they shine at practically everything else. Keep some of these hotkeyed at all times to help deal with incoming enemies at your base and be sure to bring them along to aid your assault.


The Alin's Rukh is a sight to behold when in actionRukh
Initial Stats:
Ground/Siege Attack: 25 / Range: Special / Health: 800 / Air Attack: none / Speed: 52 / Line of Sight: 18 / Size: Large / Armor: Heavy / Attack Type: Skilled

Cost: 350 Timonium/50 Wealth. Ramping increase of 40 Timonium and 5 Wealth. Population Cost 6

Requires Great City
Rukhs are extremely powerful. Their huge hit points ensure that the enemy will be up for a fight when even one of these is present. One of these, when upgraded, can smash into an enemy infantry unit and almost completely annihilate it. Rukhs attack by dive-bombing their target and bursting into flames on impact. Their only real drawback is that they lack both an air attack and unit stance setting. You will need to micromanage these in huge battles because they can run off into the enemy base and get themselves killed.

Against large units their damage is reduced, but their damage against buildings is hugely impressive. Unfortunately, the ramping cost of this unit is so high that it's unlikely you'll build more than a couple in any given battle. The presence of even one of these on the battlefield will be a huge asset to you nonetheless. Be sure to keep your eye on it.