Niefelheim, bless and the outrageous
Sitting reading a printout of the bless effects some nasty idea's occurred to me. Playing with the race design confirmed my suspicians - you can do some outrageous things with the new blessing system.
Jotun Niefelheim theme.
Earth Mother: Earth 9, Nature 9 - and they said it couldn't be done!
Order/chaos 0, lazy 2, cold 3, death 3, luck 1, drain 3
dominion 8
Fortified city (the 50 admin one ?), 40 admin Castle might be better in some environment.
The details could vary quite alot as this is my first test run.
The plan is simple: build Niefel and bless them - they get reinvigorate 4, +4 prot, berserk 3, regenerate and some poison immunity. Even a Jotun Herse or Jarl will act as a super combatent against a weak independant. Lizards, Barbarians and Knights etc require care but the run of the mill hummies have no chance. Don't be misled though - the early supercombatents will die facing a decent group of high damage dealing creatures unless in numbers. This indicates that you don't need complicated counters to kill early game super combatents.
While I have only done initial testing my assessment is that this is faster than anything I have come up with under Dom I. The key is that the bless effects provide the equivelent of magic items right from the start (and for those who can't sue magic items) without any research done or gems found and spent. Effects you can use right from the start have the potential to be very powerful and with alot of magic weaker the bless effects look some of the better things one can do for quite awhile.
This is just a start as there seem to be a heap races with strong sacred troops in the Dom II. I worry that bless effects and high magic pretenders might be a bit nasty but I do really enjoy the possiblities they add to design.
Cheers
Keir
ps. I seem to remember reading something about anchovy pizza's and I'm wondering where that bet is at now the demo's been around a bit?
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