User Tools

Site Tools


ethereal

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
ethereal [2020/05/10 14:44]
loggy
ethereal [2022/12/07 02:56] (current)
fenrir ethereal has the same effect on Combustion as it has on Profuse Bleeding.
Line 1: Line 1:
 ====== Ethereal ====== ====== Ethereal ======
  
-{{abilities:ethereal.png?nolink}} An ethereal unit has a 75% chance to negate any non-magical damage inflicted on it. This includes damage from [[repelling]] and [[trample]] in addition to weapon damage. Ethereal beings can also move through walls and other obstacles in battles, and may not be frozen as a result of suffering [[cold damage]].+{{abilities:ethereal.png?nolink}} An ethereal unit has a 75% chance to negate any **non-magical** damage inflicted on it. This includes
  
-Additionallycertain spells are less likely to affect ethereal beings.+  * **Most** weapon damage 
 +  * The 1 point of Damage from being even partially [[repel|repelled]]  
 +  * The 1 point of Damage from avoiding a [[trample]] (as well as the full Damage of being trampled) 
 +  * The {{:abilities:resist_poison.png?14&nolink}}[[Poison Damage|Poison]] gained by inhaling nonmagical [[Poison Cloud|Poison Clouds]] 
 +  
 +Ethereal beings can also [[scale-walls|scale walls]]both in battle and outside them, and may not be [[frozen]] as a result of suffering {{:abilities:resist_cold.png?14&nolink}}cold damage. They also suffer no consequences from {{:abilities:profuse_bleeding.png?14&nolink}}[[bleeding]] or [[burn|burning]]; sure, their arteries might be opened and they might be going up in smoke, but that doesn't matter when they're immaterial already. Last but not least, they're immune to most forms of [[Entrapment]], with the exception of ??False Fetters?? and ??Bonds of Fire??.
  
-{{tag>unit-abilities}}+Etherealness does not protect against **Internal Damage**, such as the 4% conversion rate of [[Fatigue]] past 200 into HP damage, or the damage done to one's body by [[Disease]]. 
 + 
 +To know if a damage source is magical, check for a white star left of its damage number. You should also check for this on spells; several combat spells have nonmagical effects, most of them being pure [[Earth]] ones such as ??Blade Wind?? or ??Earthquake??. Interestingly, spell effects that target bones to deal damage or [[Afflictions]] are considered non-magical for this purpose. 
 + 
 +While commonly associated with ??Ghost??s, Etherealness is mainly an [[Astral]] buff; 
 + 
 +  * The Etherealness [[Bless]] provides it to [[Sacred]] units, but requires {{path>S10}} and {{scales>M3}} on your Pretender. (It's the most expensive effect!) 
 +  * The ??Body Ethereal?? spell provides it to anyone, with a range of 5 squares and an AOE of 1. It's a [[Research|Level 4]] [[Alteration]] requiring {{path>S1}}. 
 +  * For {{gems>10S}}, you can [[Items|forge]] a ??Robe of Shadows?? at [[Construction]] 4 to give Etherealness to your Commanders. [[Death]] offers the ??Wraith Crown??, providing Etherealness in the Head slot instead of the Armor slot, but it comes at a later Research level and requires {{gems>40D}}. 
 + 
 +{{tag>unit-abilities Combat-Mechanics}}
ethereal.1589121889.txt.gz · Last modified: 2020/05/10 14:44 by loggy