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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/ | 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/ | ||
- | Someone taking | + | Someone taking |
==== 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; | 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; | ||
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<WRAP column twothirds> | <WRAP column twothirds> | ||
- | \\ 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/ | + | \\ Agartha has strong but slow sacred infantry, sacred human mages, and excellent summons |
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 ?? | 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 ?? | ||
??Shard Guard?? require surprisingly low resource/ | ??Shard Guard?? require surprisingly low resource/ | ||
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+ | A bit of Undead Leadership lets all your mages lead ?? | ||
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