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View Full Version : Halt sacred effect?


Epaminondas
November 3rd, 2008, 03:12 PM
Anyone have a definitive idea on what this does? I searched several old threads, and there did not seem to be a consensus on what it did (in particular, because most of those threads were written before the effect had been adequately tested).

Gregstrom
November 3rd, 2008, 05:08 PM
I believe it causes fatigue in sacred units. It's quite powerful.

Epaminondas
November 3rd, 2008, 05:11 PM
I believe it causes fatigue in sacred units. It's quite powerful.

Hmmm. MR-negating I hope?

I was wondering because I am creating a mod that--among other things--gives each individual nation very powerful sacred troops right off the bat, and I was thinking of putting Davanas in Lanka's recruitment line-up (at, say, 250 gold per unit?). But if Davanas can cause fatigue in addition to their awesome base stats, perhaps I ought to re-consider.

Gregstrom
November 3rd, 2008, 05:21 PM
Ooh, hang on. I was thinking of Bane of Heresy, which is a weapon effect and probably not resistible. Halt Sacred is a resistible paralysis effect.

Omnirizon
November 3rd, 2008, 05:38 PM
I thought it was like an Awe that only works on sacreds. Maybe I thought that only because it uses the same graphic.

But is that not what it is?

Epaminondas
November 3rd, 2008, 05:40 PM
Confusion reigns again. I thought we had a battalion of Lanka players? :)

Gregstrom
November 3rd, 2008, 06:04 PM
I got the paralysis bit from Edi's db, so I'm presuming it's true. There is an effect that is effectively Awe vs. sacreds, but in the case of Davana's weapons it should be MR paralysis on sacreds.

Gregstrom
November 3rd, 2008, 06:09 PM
As a Lanka player I like to GoR Davanas and give them brands and shields in great numbers. The original weapons didn't get much attention by comparison.

Epaminondas
November 3rd, 2008, 06:50 PM
As a Lanka player I like to GoR Davanas and give them brands and shields in great numbers. The original weapons didn't get much attention by comparison.

They must be absolutely overpowering. How do they compare in effectiveness to Niefel Giants and Niefel Jarls (when GoR-ed)?

Gregstrom
November 3rd, 2008, 07:03 PM
Well, for Niefels you'd give them cold immunity and then just leverage the four arms however you like. Against ridiculous defence you can always use four swords of swiftness and speed boots (by attack 16 you'd be dealing a -30 defence penalty), if armour's the issue use Fire Brands, Eye Shields and the like. They get a chance of Air and Blood magic too, which is always nice. The ability to use a 2h weapon and still have space for shields is rather nifty.

Disclaimer: Other, better kit-outs may well be available.

Epaminondas
November 4th, 2008, 12:35 AM
Ok, I tested extensively. It is a paralysis effect.

K
November 4th, 2008, 01:08 AM
Confusion reigns again. I thought we had a battalion of Lanka players? :)

By the time you get them they see much less use as "unit thugs" like Neifle giants and more use as GoRed SCs (especially since you are a Nature power). Those four arms and sacred status are fantastic for Bless Rush nation SC builds.

Nikelaos
November 4th, 2008, 01:22 PM
i love four arms, it always gives me the urge to just give it 4 sheilds and tons of non arm weapons, i sorta picture it as a sorta 1-man turtle formation with the odd leg or head bearing a horned helmet poking out every now and then to strike.

that or 2 bows of war, jade armour and an eye of aiming, slap on wind guide and flamming arrows and there's a party.

against an enemy SC put on sandals of the crane and you'l just blink around the battlefeild firing swarms of arrows at him.