Nephilim Power
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Nephilim Power is used to power extraordinary actions, separate from squads' and units' powers. The Nephilim are beings seen as deities by adherents to the Donari Temple.
The Nephilim Power mana meter helps the Hero track the amount of it left; it is the pentagram-shaped UI object on the top right of the screen. Thanks to the Power the player can teleport squads, drop meteors, refresh turns, make a squad invincible for a turn, and demoralize the enemy.
Deity | Name power | Effect | Usage of the effect | Charged | Unlocked | |
---|---|---|---|---|---|---|
Donar | Blessing | Refreshes a squad that has already taken their turn, giving them another. | Wildly useful in every circumstance: from speeding accross a map at double-move, to taking out multiple squads in the same turn, to performing hit and run strategies by ducking out of enemy ranges. The main question with usage is which squad will make the best use of it. | Recharges through the other 4 Nephilim powers charging up. | Unlocked at Chapter 18: Emborian Dawn. | |
Galzus | Exemplar | Selected squad gains high defensive, and enemies must target them (if able). | A good way to insure a juggernaut squad survives a lot of punishment, and also that enemy units will go for such a squad rather than squishier, weaker squads. | Charges up by taking damage. | Unlocked at Chapter 18: Emborian Dawn. | |
Landis | Teleport | Gain the ability to teleport a squad any ware within a five-tile radius from their current position. Can be used before or after a squad takes their turn. | Best use of the talent is to teleport squads over impassible terrain or terrain that slows them down, and can also be used to get a squad out of the danger zone into a safer location. | Charges up by moving (specifically moving to then attack) | Unlocked at Chapter 18: Emborian Dawn. | |
Cyrene | Meteor | In cross-shaped area of effect, will hit up to five squad with a meteor rain, dealing 25% damage. Cannot kill the squad, and forts and bases protect squads from this damage. | Reliable chip damage that can typically deal ~75% of a squad's collective health over 3 squads. On rare occasions it can get all 5 tiles doing damage. Best used on clusters of enemies. | Charges up by dealing damage. | Unlocked after Chapter 20: Wild Card: | |
Ishtar | Terror | Demoralizes up to nine squads in an 3x3 area. | A useful tool at dropping Good Morale or Fair Morale squads to a point they're susceptible to Force Surrender. Can also drop enemy squads out of Excellent Morale to Good Morale, denying an otherwise reliable 3rd attack. Squads of Fearless Morale will be largely unaffected. | Charges up gradually over time. | Unlocked by completing Gaiden Chapter E: Ishtar's Lament. |