![]() Vanguard can play a wider style, but their main strength is being able to turn a city into a terrifying hybrid of a factory fortress. However, several factions have difficulty expanding (Dvar, Assembly to a certain extent) or have significant upside for building tall (Vanguard, Assembly). Amazons more than most, because they can get a lot of good flat bonuses based on terrain to production and food. Generally speaking, wider is usually better for most factions. While higher tier units in this technology deal psionic damage, celestian units are more about utility than direct damage, so synergy with psionic weapons research is minor.I mean, you're not entirely wrong in theory. Units, mods and operations primarily buff friendlies, with limited direct damage capability. On failure, the unit takes 22 damage instead.Ĭelestian tech uses ancient astral philosophy to harness the nobler parts of the psyche. ![]() If they survive until the end of combat, they are turned into a colonist. Target enemy unit has an 8 strength chance to be mind controlled, increasing to a 12 strength chance if the target is already affected by soulburn. Only functions when the hero is the army's commanderĪctive Ability: Full action 100% 3 Cooldown: 4 turns. Target unit heals for 20 plus 5 for each enlightened unit in battle, and is dispelled of all negative status effects.Įvery unit in the hero's army has 2 damage reduction in all channels against attacks from units with soulburn. Only functions when the hero is the army's commanderĪctive Ability: Single action 100% 3 Can only be used once per battle. ![]() Hero becomes enlightened, and all units that attack the hero have a strength 8 chance of being afflicted with soulburn.Įvery unit in the hero's army has +10%.
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