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owl-guide-imprisoned-rainbow-meta [2022/12/09 14:14]
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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- \\ 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).
owl-guide-imprisoned-rainbow-meta.1670595290.txt.gz ยท Last modified: 2022/12/09 14:14 by cactusowl