This is pretty great because those are the most common forms of elemental damage. Or so bad it is funny, I guess.) FSR grants the blessed 10 points of both fire and shock resistance. You know it is good if someone acronyms it. For 5 earth bless points and an incarnate god you can get Fire and Shock Resistance (Sometimes referred to as FSR for short. Unbreakable will help prevent attrition on your sacreds and also help your expander god avoid getting the otherwise inevitable limp and chest wounds.Īh, the good stuff. The chance is roughly equal to the %% of their HP they lost from the strike. Whenever a unit takes damage they have a chance to get a permanent injury (an affliction). For 4 earth bless points your blessed sacreds gain 75% resistance to gaining afflictions. It's a good, honest bless for cracking skulls. It also stacks with the blood bless if you want to go like earth 6/blood 6 and give all your sacreds +8 strength that is kind of a lot to be honest. Agartha even gets bonus earth bless points they are BEGGING you to take this bless off the lot.įor 3 bless points you can gain the STRENGTH OF THE EARTH which is just like the blood version bless where you get +2 strength and can stack it with itself. It helps preserve your units from being worn down in an extended campaign and at least it is pretty cheap. It isn't flashy but it is just low key good.įor 2 earth bless points you end up with the option to take this weird bless where your sacred inanimate statues (IE- you are playing Agartha) can recover HP without a lab being in the province. It's a good bless all around for wizards- it lets them cast longer- and soldiers- it helps offset encumbrance that eventually tires them and get them killed. You can even take it multiple times to stack with itself. There are no other 1 point earth blesses so maybe you will end up with a weird remainder.įor 2 earth bless points your blessed sacreds gain 1 point of reinvigoration, which lets you recover from 1 additional fatigue per turn. It depends on the map which more than likely you are going into blind on your placement so GOOD LUCK I GUESS. This only costs 1 earth bless point but it is pretty niche. It makes moving through mountains cost 4 less movement points for your sacreds and also make them less likely to starve in them. Welcome to Earth blesses we are starting on the ground floor here of Mountain Survival. However, the "meta" issues with the game will still be there, so it can never be recommended.Part 72: Earth: What Have They Got, a Lot of Sand? Earth: What Have They Got, A Lot of Sand? Thankfully the developers agree that mages are too overpowered and that battlefields are too small and will be addressing those issues in Dominions 6. Map movement also has aspects of randomness to it that can make or break entire games. Armies will often bounce around eachother avoiding a pitched battle. You will constantly be trying to predict where an enemy army will move or if they will stay and spam province defense. + Map movement is a game of cat and mouse. Mages and commanders have extremely limited "scripting" slots to give them orders with so after the first 5 turns of battle it comes down to whatever the AI decides to do. ![]() If you somehow get to the point where a large army is fighting another large army, it quickly devolves into a blobby moshpit of troops grinding against eachother while AOE spells annihilate them much too efficiently. The battlefield that you're given is woefully undersized, preventing any sort of troop maneuvering. ![]() For example, finding Jade Sorceress independents gives you access to Foul Vapors - an immediate hardcounter to any nation without poison resistance of their own. These spells are too easy to cast making battles less about strategy and more about mage path access. The outcome of many games is largely determined by who gets access to certain battlefield-wide spells. You're forced to play with strict house rules or complete strangers if you want the experience the developers intended, which is to use the in-game messaging system. Coupled with the above you will find yourself talking about the game more than actually playing it. Out-of-game diplomacy often becomes more critical than in-game decisions. Be prepared for people to forget to do their turns and hold up potentially 10+ people, or abandon games entirely to leave you fighting terrible AI. Turns take an eternity, and the only way to make them bearable is to play blitz games or be in multiple games at once. Did not expect it to be as good as it is. Two history teachers made this game and you can tell. The sprites have a lot of charm and the sounds are funny. Probably have closer to 30 hours of actual gameplay. Disclaimer: Most of my time in the game is idling.
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