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protection [2022/01/27 23:34] naaira added some mathjax |
protection [2022/08/26 20:56] (current) fenrir [Boosting protection] detailing, specifics, etc. |
====== Protection ====== | ====== Protection ====== |
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**Protection** is a property of units that reduces damage that they take from most attacks. It is generally provided from either manufactured armor or from natural protection (tough skin, scales, being made of stone, etc.) If a unit has both manufactured armor and natural protection, their values stack with diminishing returns. | **Protection** is a property of units that reduces damage that they take from most attacks. It is generally provided from either manufactured armor or from natural protection (tough skin, scales, being made of stone, etc.) If a unit has both manufactured armor and natural protection, their values [[stacking effects#protection|stack with diminishing returns]]. |
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Natural protection (NatProt) and armor protection (ArmorProt) combine according to the following formula: | Natural protection (NatProt) and armor protection (ArmorProt) combine according to the following formula: |
==== 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 ==== |