User Tools

Site Tools


protection

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
Next revision Both sides next revision
protection [2020/08/02 01:21]
loggy title and combined nat/armour formula
protection [2021/09/22 15:25]
joste
Line 35: Line 35:
 === Boosting protection === === Boosting protection ===
  
-The spell [[Legions of Steel]] (Construction 3; Earth 3, 40 fatigue) increases the protection value of the armor worn by a large group of troops by 3.+The spell ??Legions of Steel?? (Construction 3; Earth 3, 40 fatigue) increases the protection value of the armor worn by a large group of troops by 3.
  
 Several spells increase the base natural protection of targets, but make them more vulnerable to certain sorts of magic: Several spells increase the base natural protection of targets, but make them more vulnerable to certain sorts of magic:
  
-  * [[Barkskin]] (Alteration 1; Nature 1, 5 fatigue) increases natural protection to 10, or by +1 if it is already ten or higher, but confers fire vulnerability. [[Wooden Warriors]] (Alteration 5; Nature 2, 50 fatigue) grants Barkskin to a group of troops, and [[Mass Protection]] (Alteration 7; Nature 3, 100 fatigue, 1 Nature gem) grants it to a whole army. +  * ??Barkskin?? (Alteration 1; Nature 1, 5 fatigue) increases natural protection to 10, or by +1 if it is already ten or higher, but confers fire vulnerability. ??Wooden Warriors?? (Alteration 5; Nature 2, 50 fatigue) grants Barkskin to a group of troops, and ??Mass Protection?? (Alteration 7; Nature 3, 100 fatigue, 1 Nature gem) grants it to a whole army. 
-  * [[Stoneskin]] (Alteration 2; Earth 1, 10 fatigue) increases natural protection to 15, or by +2 if it is already 14 or higher, but confers cold vulnerability. [[Marble Warriors]] (Alteration 7; Earth 3, 100 fatigue, 1 Earth gem) grants Stoneskin to a group of troops. +  * ??Stoneskin?? (Alteration 2; Earth 1, 10 fatigue) increases natural protection to 15, or by +2 if it is already 14 or higher, but confers cold vulnerability. ??Marble Warriors?? (Alteration 7; Earth 3, 100 fatigue, 1 Earth gem) grants Stoneskin to a group of troops. 
-  * [[Ironskin]] (Alteration 3; Earth 1, 20 fatigue) increases natural protection to 20, or by +3 if it is already 18 or higher, but confers shock vulnerability. [[Iron Warriors]] (Alteration 5; Earth 2, 40 fatigue) grants Ironskin to a single square of troops, and [[Army of Gold]] and [[Army of Lead]] (Alteration 9; Earth 5, 300 fatigue, 3 Earth gems) grant it to a whole army. These last are extremely powerful lategame buffs.+  * ??Ironskin?? (Alteration 3; Earth 1, 20 fatigue) increases natural protection to 20, or by +3 if it is already 18 or higher, but confers shock vulnerability. ??Iron Warriors?? (Alteration 5; Earth 2, 40 fatigue) grants Ironskin to a single square of troops, and ??Army of Gold?? and ??Army of Lead?? (Alteration 9; Earth 5, 300 fatigue, 3 Earth gems) grant it to a whole army. These last are extremely powerful lategame buffs.
  
 === Dealing with high protection === === Dealing with high protection ===
  
-One option for dealing with high protection units is to simply hit them harder; many nations have or can summon troops with two-handed weapons who are good at this. Many forged weapons provide very high damage values and/or AP or AN attacks; these can be useful in breaking through exceptionally high protection values on immobile pretender gods and some [[supercombatants]]. +One option for dealing with high protection units is to simply hit them harder; many nations have or can summon troops with two-handed weapons who are good at this. Many forged weapons provide very high damage values and/or AP or AN attacks; these can be useful in breaking through exceptionally high protection values on immobile pretender gods and some [[supercombatants]]. The most accessible of these is ??Greatsword of Sharpness??.
  
-The spell [[Strength of Giants]] (Enchantment 3; Earth 3, 40 fatigue) grants +4 strength to a large number of troops, which can make an enormous difference in their ability to crack through well-armored enemies. +The spell ??Strength of Giants?? (Enchantment 3; Earth 3, 40 fatigue) grants +4 strength to a large number of troops, which can make an enormous difference in their ability to crack through well-armored enemies. 
  
-The spell [[Weapons of Sharpness]] (Construction 7; Earth 5, 20 fatigue) grants a large number of troops armor-piercing attacks. This is extremely effective against well-armored targets.+The spell ??Weapons of Sharpness?? (Construction 7; Earth 5, 20 fatigue) grants a large number of troops armor-piercing attacks. This is extremely effective against well-armored targets.
  
-The spell [[Destruction]] (Alteration 4; Earth 340 fatigue) destroys nonmagical armor of a large number of troops.+Troops with heavy armor tend to accumulate [[fatigue]] in extended engagementswhich makes them more vulnerable to ??critical hits??. Swarming them with summoned skeletons or bugs from ??Swarm?? will eventually fatigue them out.
  
-Troops with heavy armor tend to accumulate [[fatigue]] in extended engagementswhich makes them more vulnerable to [[critical hits]]. Swarming them with summoned skeletons or bugs from [[Swarm]] will eventually fatigue them out.+Finally, many spells bypass armor partially or totally. Air evocations can do large amounts of AN damageand Death and Astral spells like ??Shadow Blast?? and ??Soul Slay?? ignore armor but allow for a [[Magic Resistance]] check.
  
-Finally, many spells bypass armor partially or totally. Air evocations can do large amounts of AN damage, and Death and Astral spells like [[Shadow Blast]] and [[Soul Slay]] ignore armor but allow for a [[Magic Resistance]] check.+ {{tag>Combat-Mechanics}}
protection.txt · Last modified: 2022/08/26 20:56 by fenrir