Girsh Nephilim: Difference between revisions
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All seven Nephilim are difficult opponents, serving as a sort of "super boss" for Caves of Qud. By default, each one has 4000 health, 38 in each stat, and 60 of each resistance, and possess "reflective shielding", a status which gives a 75% chance of reflecting any incoming projectile (including bullets, missiles, and lasers). Each one will periodically create girshling creshes - nests that spawn girshlings of the appropriate type - and are swarm alphas, making their spawn more threatening. | All seven Nephilim are difficult opponents, serving as a sort of "super boss" for Caves of Qud. By default, each one has 4000 health, 38 in each stat, and 60 of each resistance, and possess "reflective shielding", a status which gives a 75% chance of reflecting any incoming projectile (including bullets, missiles, and lasers). Each one will periodically create girshling creshes - nests that spawn girshlings of the appropriate type - and are swarm alphas, making their spawn more threatening. | ||
Each one also possesses {{f|Irisdual Beam}} - a deadly, three-directional laser attack, which becomes six-directional once they drop below 50% health. Before firing, the beams are marked with a red highlight, similar to the [[Decarbonizer]]'s attack, and will fire on the Nephilim's next turn. The beams deal multiple hits of extreme damage to everything in their paths, and should be avoided at all costs. This attack cannot be interrupted by any means other than killing the Nephilim - stunning, freezing, knocking them prone, sleep, and all other effects will not interrupt the attack. | Each one also possesses {{f|Irisdual Beam}} - a deadly, three-directional laser attack, which becomes six-directional once they drop below 50% health. Before firing, the beams are marked with a red highlight, similar to the [[Decarbonizer]]'s attack, and will fire on the Nephilim's next turn. The beams deal multiple hits of extreme damage to everything in their paths, and should be avoided at all costs. This attack cannot be interrupted by any means other than killing or pacifying the Nephilim - stunning, freezing, knocking them prone, sleep, and all other effects will not interrupt the attack. | ||
Finally, each Nephilim will have a unique effect based on their lore. This effect will boost the Nephilim's capabilities, and will affect the various creatures in their lair, changing their color, aligning them with the Girsh, and adding a similar effect to the creature in question. | Finally, each Nephilim will have a unique effect based on their lore. This effect will boost the Nephilim's capabilities, and will affect the various creatures in their lair, changing their color, aligning them with the Girsh, and adding a similar effect to the creature in question. |