

Now before we jump into all of the synergies between the different races and the Psynumbra secret tech, I did want to talk about the backgrounds I like using as well as the differences between the 6 types of Initiates, and the 6 types of Malictors. Sadism - costs 2 skill points - requires level 6 - +25% damage against enemies with low morale (a waste, most of the time)Īnthem of the Abyss - costs 4 skill points - requires level 8 - all allies get +400 morale and 4 psi resistance, and all enemies gets broken mind (-1 psi res, and -100 morale) Sinister Chorus - costs 4 skill points - reduces the damage resistance and the accuracy of enemy units that are adjacent to this unit.ĭevour hope - costs 3 skill points - requires level 4 - can heal 20 hp, and applies a debuff to the enemy (can bring in an Echo of Despair) I expect that the 2 expansions planned in 2020 will introduce new combinations with the Psynumbra class, but I did want to cover the synergies that exist between the Psynumbra class and the races that are currently in the game. I LOOKED AT NUMEROUS THREADS TO RESEARCH THE CONTENT FOR THIS POST AND THIS VIDEO. In this week’s video, I breakdown each of the 4 Psynumbra Hero Skills, and analyse how well each of the races synergize with the secret tech.īIG SHOUT OUT TO THOSE WHO ARE ACTIVE ON THE FORUMS AND REDDIT. While higher tier units in this technology deal psionic damage, celestian units are more about utility than direct damage, so synergy with psionic weapons research is minor.I just posted my Beginner's Guide to Psynumbra Hero Skills in Age of Wonders: Planetfall on youtube: Units, mods and operations primarily buff friendlies, with limited direct damage capability. On failure, the unit takes 22 damage instead.Ĭelestian tech uses ancient astral philosophy to harness the nobler parts of the psyche. If they survive until the end of combat, they are turned into a colonist.

Target enemy unit has an 8 strength chance to be mind controlled, increasing to a 12 strength chance if the target is already affected by soulburn. Only functions when the hero is the army's commanderĪctive Ability: Full action 100% 3 Cooldown: 4 turns.

Target unit heals for 20 plus 5 for each enlightened unit in battle, and is dispelled of all negative status effects.Įvery unit in the hero's army has 2 damage reduction in all channels against attacks from units with soulburn. Only functions when the hero is the army's commanderĪctive Ability: Single action 100% 3 Can only be used once per battle. Hero becomes enlightened, and all units that attack the hero have a strength 8 chance of being afflicted with soulburn.Įvery unit in the hero's army has +10%.
