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dom6:sacred [2024/03/19 14:22] fenrir |
dom6:sacred [2024/05/08 00:46] (current) fenrir |
| ======Sacred====== |
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{{:abilities:sacred.png?nolink}} A **Sacred** unit is able to be {{:abilities:blessed.png?nolink}} **[[Bless|Blessed]]**. | {{:abilities:sacred.png?nolink}} A **Sacred** unit is able to be {{:abilities:blessed.png?nolink}} **[[Bless|Blessed]]**. |
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Aside from that, Sacred units require half as much [[Upkeep]], but they typically cost more to hire than non-sacred units of the same skill set. They're also vulnerable to certain things: | Aside from that, Sacred units require half as much [[Upkeep]], but they typically cost more to hire than non-sacred units of the same skill set. They're also vulnerable to certain things: |
* ??Holy Word?? (stuns) | * ??Holy Word?? (stuns) |
* ??Apostasy?? (charms; only for [[sceleria-ma|Sceleria]] and [[lemuria-la|Lemuria]]) | * ??Apostasy?? ([[charm|charms]]; only for [[sceleria-ma|Sceleria]] and [[lemuria-la|Lemuria]]) |
* {{:abilities:halt_heretic.png?nolink}} **[[Halt Heretic]]** ([[Awe]] for Sacreds) | * {{:abilities:halt_heretic.png?nolink}} **[[Halt Heretic]]** ([[Awe]] for Sacreds) |
* {{:abilities:unholy_weapons.png?nolink}} The **Unholy Weapons** bless | * {{:abilities:unholy_weapons.png?nolink}} The **Unholy Weapons** bless |
* The "Bane of Heresy" effect of certain magic weapons, such as the ??Black Halberd?? and the ??God-Slayer Spear?? | * The "Bane of Heresy" effect of certain magic weapons, such as the ??Black Halberd?? and the ??God-Slayer Spear?? |
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{{:misc:gui:holypoints.png?nolink }} Last-but-not-least, sacred units require **Holy Points** to hire. Every turn needed to recruit them (such as when the process takes another turn, due lacking Commander Points or Resources when you recruit them), they require a Holy Point, though some require two. Your per-turn of Holy Points for each fort is equal to your [[pretender god|Pretender God's]] Dominion strength, plus 1 for **every five** [[temple|temples]] you have; [[ind-ma|Ind]] and [[piconye-la|Piconye]] get 1 Holy Point for **each** Temple they have, however. | {{:misc:gui:holypoints.png?nolink }} Last-but-not-least, sacred units require **Holy Points** to hire. Every turn needed to recruit them (such as when the process takes another turn due to a lack of Commander Points or Resources when you recruit them) requires a Holy Point, though some require two. Your per-turn number of Holy Points for each fort is equal to your [[pretender god|Pretender God's]] Dominion strength, plus 1 for **every five** [[temple|temples]] you have; [[ind-ma|Ind]] and [[piconye-la|Piconye]] get 1 Holy Point for **each** Temple they have, however. |
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| {{tag>unit-abilities}} |