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protection [2022/04/25 08:48] nunda linked stacking effects |
protection [2022/08/26 20:56] (current) fenrir [Boosting protection] detailing, specifics, etc. |
==== Boosting protection ==== | ==== Boosting protection ==== |
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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 ??Legions of Steel?? spell ([[Construction]] [[Research|3]], {{path>E3}}, 40 Fatigue) increases the Protection value of each piece of Armor worn by a large group of troops by 3. |
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Several spells increase the base natural protection of targets, but make them more vulnerable to certain sorts of magic: | Several [[Alteration]] spells increase the base Natural Protection of targets, but make them more vulnerable to certain sorts of magic: |
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* ??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** increases Natural Protection to 10, or by +1 if it is already ten or higher, but confers 5 points of Fire Vulnerability. The ??Barkskin?? spell (Alteration 1, {{path>N1}}, 5 Fatigue) applies it to the caster, ??Protection?? (Alteration 3, {{path>N1}}, 20 Fatigue) applies it to troops in a single square, ??Wooden Warriors?? (Alteration 5, {{path>N2}}, 50 Fatigue) applies it to troops in five squares, and ??Mass Protection?? (Alteration 7, {{path>N3}}, 100 Fatigue and {{gems>1N}}) applies it to your whole army. There's also the Barkskin [[Bless]], which applies Barkskin to [[Sacred]] units when they're blessed, and requires {{path>N6}} in bless points during [[Pretender| Pretender design]]. |
* ??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** increases Natural Protection to 15, or by +2 if it is already 14 or higher, but confers 5 points of Cold Vulnerability. The ??Stoneskin?? spell (Alteration 2, {{path>E1}}, 10 Fatigue) applies it to the caster, while ??Marble Warriors?? (Alteration 7, {{path>E3}}, 100 Fatigue and {{gems>1E}}) applies it to troops in twenty-five squares. |
* ??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** increases Natural Protection to 20, or by +3 if it is already 18 or higher, but confers 5 points of Shock Vulnerability. The ??Ironskin?? spell (Alteration 3, {{path>E1}}, 20 Fatigue) applies it to the catser, ??Iron Warriors?? (Alteration 5, {{path>E2}}, 40 Fatigue) applies it to troops in a single square, and ??Army of Gold?? and ??Army of Lead?? (Alteration 9, {{path>E5}}, 300 Fatigue and {{gems>3E}}) apply it to your whole army; Army of Gold also applies 5 points of Fire Resistance, while Army of Lead boosts Magic Resistances by 4 instead. |
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| These three effects do not [[stacking-effects|stack]]; only whatever was applied most-recently has an effect. |
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==== Dealing with high protection ==== | ==== Dealing with high protection ==== |