Editing Grail
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| [[File:Grail Cove Lodestar.gif|border|150px]] | | [[File:Grail Cove Lodestar.gif|border|150px]] | ||
| '''Lodestar''' | | '''Lodestar''' | ||
| Makes any terrain [[Native terrain|native]] to all [[Cove]] units | | Makes any terrain [[Native terrain|native]] to all [[Cove]] units<br>(No [[movement penalty]], +1 to [[attack]]/[[defense]]/[[speed]],<br>ability to see and ignore [[land mine]]s and see [[quicksand]]). | ||
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| '''Lightning Rod''' | | '''Lightning Rod''' | ||
| Strikes all enemies with lightning at the first round of every battle.<br>(Damage is based on town building count). | | Strikes all enemies with lightning at the first round of every battle.<br>(Damage is based on town building count). | ||
| Effect happens on the first round of the controller's turn, not the first round of combat.<br>Does not affect creatures immune to [[ | | Effect happens on the first round of the controller's turn, not the first round of combat.<br>Does not affect creatures immune to [[Lightning Bolt]], and deals reduced damage to creatures with [[Spell damage reduction]]. | ||
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{{fanopinion| | {{fanopinion| | ||
*Castle: One of the less impactful grails, which is often made redundant by Knights' [[Leadership]] skill. The bonus can be seen as Advanced Leadership without needing to waste a skill slot. | *Castle: One of the less impactful grails, which is often made redundant by Knights' [[Leadership]] skill. The bonus can be seen as Advanced Leadership without needing to waste a skill slot. | ||
*Rampart: Similar to the Castle grail, but even less impactful. | *Rampart: Similar to the Castle grail, but even less impactful. It is generically useful and should be picked over any defensive or faction-restricted grail buildings available to you if you're looking to end the game. | ||
*Tower: Having this building gives a massive tactical advantage, and any player will be perfectly able to spot any attempt of siege or attack not only to this town but to all friendly heroes and buildings. | *Tower: Having this building gives a massive tactical advantage, and any player will be perfectly able to spot any attempt of siege or attack not only to this town but to all friendly heroes and buildings. | ||
*Inferno: The problem with Inferno's Deity of Fire is that typically grail buildings are built long after the imps, low tier creatures, are useful. However, the scrupulous Inferno player can turn this into an incredibly powerful advantage. A high level Marius equipped with any of the extra hitpoint artifacts can turn these extra imps into more demons with pit lords. A vial of lifeblood makes conversion 50% more efficient, requiring six imps per demon as opposed to nine. This means with the addition of the grail, birthing pools and castle, one can expect an additional 11 demons per week. <!-- 74.75.4.12 02:19, 31 May 2019 --> | *Inferno: The problem with Inferno's Deity of Fire is that typically grail buildings are built long after the imps, low tier creatures, are useful. However, the scrupulous Inferno player can turn this into an incredibly powerful advantage. A high level Marius equipped with any of the extra hitpoint artifacts can turn these extra imps into more demons with pit lords. A vial of lifeblood makes conversion 50% more efficient, requiring six imps per demon as opposed to nine. This means with the addition of the grail, birthing pools and castle, one can expect an additional 11 demons per week. <!-- 74.75.4.12 02:19, 31 May 2019 --> | ||
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*Conflux: Arguably the best Grail building. Having guaranteed access to [[Town Portal]], [[Dimension Door]], and [[Fly]] by itself is already incredible. Getting every single other spell is just bonus. Even with the nerfs in Horn of the Abyss, this Grail is still the most powerful. | *Conflux: Arguably the best Grail building. Having guaranteed access to [[Town Portal]], [[Dimension Door]], and [[Fly]] by itself is already incredible. Getting every single other spell is just bonus. Even with the nerfs in Horn of the Abyss, this Grail is still the most powerful. | ||
*Cove: Effectively provides a global buff to all Cove units while preventing [[movement penalty]] with mono-Cove armies. The speed is particularly appreciated given how sluggish most Cove units are. | *Cove: Effectively provides a global buff to all Cove units while preventing [[movement penalty]] with mono-Cove armies. The speed is particularly appreciated given how sluggish most Cove units are. | ||
}}<!-- end of fan opinion --> | }}<!-- end of fan opinion --> | ||