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==Military== ===='''Guard'''==== Guards protect strategic locations, like forts, castles, cities, roads and gates. Guards will attack any realm enemy that gets too close or monsters attacking nearby allies, and chase them for a while. They have access to Guard's Strike if a fort is upgraded to at least level 2, and the guards of a fort do considerable damage. They cannot be healed by a [[Conjurer]] using [[Heal Ally]] or [[Life Savior]], but they may be healed using [[Regenerate Ally]], buffed or dispelled. Certain Guards, like those protecting a Realm Gate (or its flag) or a Castle's flag, tend to be significantly more durable and powerful than their counterparts. Guards that have names (e.g. Gonel) as supposed to "Guard" tend to be the more durable opponents. In forts, four types of guards spawn: the door guards (barbarian guards), wall guards (archers), inner guards (knights) and Guard Captains (who spawn only after a level 4 upgrade). There are two of each non-Guard Captain guard inside a fort, and they respawn after a few minutes if killed. In castles, there are an added number of guards spawned. 4 door guards block the front entrance, accompanied by 2 wall guards, 3 inner guards (one stands guard at the flag), a Lieutenant guard (looks like a knight but has more attack power and armor, he spawns at the Castle flag), and a mage guard (a bald, flag-defending guard that can cast Electric Storm if the castle is level 2 or higher). ==== '''Elite Guard''' ==== Elite Guards are found only in cities and strategic inner realm locations. They deal higher damage than normal Guards and possess more health, but perform the same functions. ===='''Guard Captain'''==== The Guard Captain spawns outside a fort's door or inside a castle after a level 4 fort upgrade. Their HP and protection are superior to any normal Guard, and they wield a two handed weapon in one hand and a shield in another. They also have a number of powerful Area of Effect (including [[Captain's Thunder]], [[Devastate]] and [[Trembling Ground]]) as well as instant damage ([[Double Thrust]]) spells, and do considerably higher damage than normal guards. Guard Captains (sometimes abbreviated as GCs) can be distinguished from normal guards by their increased scale (for instance, the Alsian Guard Captains are massive, being upscaled Utghars) and having an unprotected head. The Guard Captain prevents a fort from being captured; he must be defeated before the flag can be seized. As of the Champions of Regnum update, GCs no longer spawn outside the gate. When attacking a fort or castle with a GC inside, it would be wise to bring at least three barbarians to deal the damage necessarily to kill him (though with such smaller numbers, the attacking group ma be intercepted by outside forces). ===='''General'''==== The Generals are the military leaders of each realm, often providing quests in the interest of the entire realm rather than the minor ones received by lesser NPCs. Two Generals spawn in two different places in each Realm: two in the higher-level initiation villages (like Rottersvall and Essadi), and two in the Realm Capitals (Montsognir, Fisgael and Altaruk). In case the Capital is attacked (since normal invaders cannot reach the Initiation Zone and its Generals), they have extremely powerful attacks; for example, the mage General of each realm has the spells [[Destiny's Control]] and [[Cyclone]], and the barbarian General deals incredible normal attacks and also makes use of variant spells of Off With Their Heads!!, Heroic Presence and Captain's Thunder.
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