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owl-guide-imprisoned-rainbow-meta [2022/12/09 14:10]
cactusowl
owl-guide-imprisoned-rainbow-meta [2023/03/21 05:23] (current)
cactusowl [Stats Add Up] -- fixed brain fart error
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 These contribute substantially in combat. Attack and defense let you hit more often and be hit less. Strength is subtly beneficial in many ways. It lets you hit mundane troops harder, but also lets you hit high-defense shielded targets through their shields once you are strong enough. For instance, Agarthan ??Shard Guard?? have base damage 27 with their two-handed glaives. With +4 Strength from blesses and ??Strength of Giants??, they are hitting for 37 slash/pierce damage, which is often enough to slice through a target's shield. This can go a long way toward dealing with high-defense cavalry since part of their defense usually comes from a shield. These contribute substantially in combat. Attack and defense let you hit more often and be hit less. Strength is subtly beneficial in many ways. It lets you hit mundane troops harder, but also lets you hit high-defense shielded targets through their shields once you are strong enough. For instance, Agarthan ??Shard Guard?? have base damage 27 with their two-handed glaives. With +4 Strength from blesses and ??Strength of Giants??, they are hitting for 37 slash/pierce damage, which is often enough to slice through a target's shield. This can go a long way toward dealing with high-defense cavalry since part of their defense usually comes from a shield.
  
-Someone taking imprisoned blesses will often forgo these statistical bonuses for their large flashy effects. Those flashy effects (regeneration, awe, etc.) must do a great deal of work to provide as much benefit as "get hit less, hit more often and harder -- oh, and also have more stuff, because scales are great".+Someone taking incarnate blesses will often forgo these statistical bonuses for their large flashy effects. Those flashy effects (regeneration, awe, etc.) must do a great deal of work to provide as much benefit as "get hit less, hit more often and harder -- oh, and also have more stuff, because scales are great".
  
 ==== Resistances Are Vital ==== ==== Resistances Are Vital ====
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 I've argued for the strength of scales (made possible by taking an imprisoned god) and minor blesses (since the combat advantage from statistics is always relevant, and resistances stop your elite troops from being shut down by nastiness). This seems like a good deal, then: an imprisoned rainbow gives you a useful bless that covers weaknesses and enhances combat potential, while great scales give you more gold and gems. I've argued for the strength of scales (made possible by taking an imprisoned god) and minor blesses (since the combat advantage from statistics is always relevant, and resistances stop your elite troops from being shut down by nastiness). This seems like a good deal, then: an imprisoned rainbow gives you a useful bless that covers weaknesses and enhances combat potential, while great scales give you more gold and gems.
  
-The drawback is that you don't get an impressive combat god early in the game. But you do //get// a god eventually -- and having even a squishy human mage with lot of magic spread across many paths can be a great asset, particularly at the point when imprisoned gods show up.+The drawback is that you don't get an impressive combat god early in the game. You're stuck with a ??Frost Father?? when your rivals are stomping around with things like ??Destroyer of Worlds?? and ??Drakon??. But you do //get// a god eventually -- and having even a squishy human mage with lot of magic spread across many paths can be a great asset, particularly at the point when imprisoned gods show up.
  
 In the midgame, nations will need to get access to all paths of magic (excepting perhaps Blood). A nation lacking access to a path both misses out on a great deal of gem income (from sites they have not found) and unique capabilities; for instance, a nation without [[Astral]] can't protect their troops with ??Antimagic??, and a nation without [[Earth]] can't buff their troops with powerful spells like ??Strength of Giants?? In the midgame, nations will need to get access to all paths of magic (excepting perhaps Blood). A nation lacking access to a path both misses out on a great deal of gem income (from sites they have not found) and unique capabilities; for instance, a nation without [[Astral]] can't protect their troops with ??Antimagic??, and a nation without [[Earth]] can't buff their troops with powerful spells like ??Strength of Giants??
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- \\ Agartha has strong but slow sacred infantry, sacred human mages, and excellent summons, but weak lategame magic diversity. This build provides stats to enhance your infantry, resistances to protect your mages and troops, and provides lots of extra gems from luck/magic/turmoil; the rainbow pretender gets access to all paths.+ \\ Agartha has strong but slow sacred infantry, sacred human mages, and excellent summons (some of which are sacred), but weak lategame magic diversity. This build provides stats to enhance your infantry, resistances to protect your mages and troops, and provides lots of extra gems from luck/magic/turmoil; the rainbow pretender gets access to all paths.
  
 Agartha benefits greatly from resist blesses (so its mages don't wipe to battlefield-wide spells and its sacreds can endure punishment while they close to melee) and stat blesses -- particularly +attack. More Strength is useful, even on high-str things like ??Shard Guard?? and ??Sentinel??s, because it lets them hit through shields and slice through thugs/gods. Magic Weapons is not as essential since Shard Guard already have them (but Sentinels don't), so Magic Resistance gets the nod. {{path>F5}} is expensive, but it enables you to take both Fire Resistance 5 (so you don't wipe to ??Heat from Hell?? and your own Magma Children's auras) and Attack +2 (which your otherwise low-attack troops appreciate). Agartha benefits greatly from resist blesses (so its mages don't wipe to battlefield-wide spells and its sacreds can endure punishment while they close to melee) and stat blesses -- particularly +attack. More Strength is useful, even on high-str things like ??Shard Guard?? and ??Sentinel??s, because it lets them hit through shields and slice through thugs/gods. Magic Weapons is not as essential since Shard Guard already have them (but Sentinels don't), so Magic Resistance gets the nod. {{path>F5}} is expensive, but it enables you to take both Fire Resistance 5 (so you don't wipe to ??Heat from Hell?? and your own Magma Children's auras) and Attack +2 (which your otherwise low-attack troops appreciate).
  
 ??Shard Guard?? require surprisingly low resource/recpoints, so this build takes a high domscore to produce lots of them despite Turmoil. (This is expensive on a domstrength 1 rainbow, but I judged it to be worth the tradeoffs.) Magma Children like it warm, so take Heat 3. Magic 2 is a nice breakpoint since it gives opponents -1 MR, which your ??Great Olm??s appreciate. ??Shard Guard?? require surprisingly low resource/recpoints, so this build takes a high domscore to produce lots of them despite Turmoil. (This is expensive on a domstrength 1 rainbow, but I judged it to be worth the tradeoffs.) Magma Children like it warm, so take Heat 3. Magic 2 is a nice breakpoint since it gives opponents -1 MR, which your ??Great Olm??s appreciate.
 +
 +A bit of Undead Leadership lets all your mages lead ??Umbral??s, which you will likely make. Mountain Survival notably lets you move things through mountains and caves without penalty; since your capital is a cave, this is helpful. (Note that this nation gets +1 Earth bless point, so {{path>E3}} gets you 4 points.)
  
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owl-guide-imprisoned-rainbow-meta.1670595004.txt.gz · Last modified: 2022/12/09 14:10 by cactusowl