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dom6:guides_and_player_improvement:strategy_articles:thugs:part1_mechanics

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dom6:guides_and_player_improvement:strategy_articles:thugs:part1_mechanics [2026/08/17 09:53]
cybertron2 [The Most Common Traps In Thug Building]
dom6:guides_and_player_improvement:strategy_articles:thugs:part1_mechanics [2026/08/18 21:34] (current)
cybertron2 [Sacred Thugs (not supercombatants) - Relevant Incarnates]
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   * **??Fire Shield??** - This provides a defensive chassis with a kill mechanism. This allows quite a few units that otherwise couldn't thug or would struggle into large volumes of PD to do so. It's moderately expensive but unique in the blesses for how many lines it enables - particularly on a nation without fire access.   * **??Fire Shield??** - This provides a defensive chassis with a kill mechanism. This allows quite a few units that otherwise couldn't thug or would struggle into large volumes of PD to do so. It's moderately expensive but unique in the blesses for how many lines it enables - particularly on a nation without fire access.
   * **??Obfuscate??** - This is a very unique thug bless. It allows nations without stealth to have stealthy thugs. It overperforms on nations that naturally have good thugs but lack 'tricks' like Mekone. Normally taken dormant due to being of little relevance in expansion (and diminishing in value in the late midgame to lategame), this can make a lot of nations 'de-facto elves'   * **??Obfuscate??** - This is a very unique thug bless. It allows nations without stealth to have stealthy thugs. It overperforms on nations that naturally have good thugs but lack 'tricks' like Mekone. Normally taken dormant due to being of little relevance in expansion (and diminishing in value in the late midgame to lategame), this can make a lot of nations 'de-facto elves'
 +  * **??Windwalker??** In the same boat as Obfuscate - this is a utility bless to allow thugs to raid at much longer distances (+6 mapmove). The two blesses do nothing to help in combat - but make thugs much harder to deal with / raid better / reinforce better. Non-trivially - obfuscate and windwalker are 'nobless' blesses, since they apply on the map layer - which has occasional utility on units that are sacred without H1.
   * **??Awe??** An exceptional Thug bless - as attacks negated by awe don't harrass a unit, so this lets a defender 'preserve' its defense skill unlike other blesses.   * **??Awe??** An exceptional Thug bless - as attacks negated by awe don't harrass a unit, so this lets a defender 'preserve' its defense skill unlike other blesses.
   * **??Stygian Skin??, ??Barkskin??**, Stygian is ususally better due to costing 1 less BP and boosting 0 prot units more, but these both get units to around 10 Natprot. This takes a lot of prot lines with high armor but without a skin spell (aka Barkskin/Ironskin) 'over the edge'.   * **??Stygian Skin??, ??Barkskin??**, Stygian is ususally better due to costing 1 less BP and boosting 0 prot units more, but these both get units to around 10 Natprot. This takes a lot of prot lines with high armor but without a skin spell (aka Barkskin/Ironskin) 'over the edge'.
dom6/guides_and_player_improvement/strategy_articles/thugs/part1_mechanics.txt · Last modified: 2026/08/18 21:34 by cybertron2