Table of Contents

Pretender Design and Bless Strategies

This is a port from the dominionsmods.com forum. You can find examples for pretender design and strategy in the All Nations Guide for Dominions 5 and videos on the new blesses by Yakri

Original post: Pretender Design & Bless Strategies in Dominions 5

Important bless changes from Dominions 4

Bless Overview

Here is a picture of the new blesses from the discussion thread. Press b in the pretender creation screen to see all blesses.

1 Pretender Design

I will outline a quick four step method to designing your pretender: strategy, magic paths, dominion & scales and the chassis. A more in depth guide can be found here: Pretender Design by Maerlande

If you are unsure about creating a pretender, you can try out the sample pretenders in the nation guides

Tip 1: Create your pretender under Tools & Manuals to save/view them.
Tip 2: Plan your pretender with the Pretender Calculator

1.1 Strategy

First of all you have to determine a strategy you want to pursue. It depends heavily on your nation, your opponents nations and how short (< 8 players) or long (> 12 players) the game is expected to be. They fall into four categories which can overlap:

Imprisonment

Imprisonment determines when your pretender will wake up:

For short games it is generally advisable to take either an awake (available at start) or dormant (available after a year) pretender with a strong bless as research into magic and counters as well as growth effects will be limited. Your buffed sacreds and SC will rip the enemies apart and secure victory.

The longer a game lasts, the more magic and summons will play a role while capital only units / sacreds lose in power as more and more forts are built. Growth scales and gem/slave income become increasingly important and will have a strong impact on victory. An imprisoned pretender (available after three years) gives you the largest number of extra points that you can invest into scales and minor blesses.

1.2 Bless and Magic Paths

When choosing your magic paths, there are several things to consider: the bless, magic boosters & diversity, mobility, site searching and key spells.

Bless: Do your sacreds have any strength that can be enhanced? For example, high protection units can be made even tougher with Stygian or Hard Skin, low HP units can quadruple their HP with Luck and high HP with Ethereal. Do they have multiple attacks? Then consider a weapon or quickness bless. If they already have magic weapons, they won't need the Magic Weapon bless. For arcane, death, nature and blood mages as well as mind blasters Arcane Finesse increases the chance to deal damage.

The bless choice also impacts whether you take an awake, dormant or imprisoned pretender. With a strong bless you want an awake pretender or at least dormant if have a good expansion and you want him in time for your first war and to take better scales. Imprisoned pretenders on the other hand should generally take only minor blesses that will be in effect whether the are on the map or not. The effects may also be duplicated or circumvented with magic by the time the pretender wakes up.

Section 2 and 3 of this guide will help you choose a fitting bless.

Magic Boosters and Diversity: Any nation can profit from boosters and mage summons for diversity. While most boosters are easy to craft there are some notable exceptions. Fire and air have a requirement of at least 4 to craft boosters and fire 44water 44 or air 44earth 44 to craft Staff of Elemental Mastery. Most blood boosters also require blood 44+. There are two very powerful astral items the Ring of Sorcery (+1 SDNB) and the Ring of Wizardry (+1 to every path) which need astral 66/7 to craft, which can be done by an earth 22astral 44 mage with a helm and two misc slots. Magic Booster Guide

Mobility: Some magic paths offer your pretender great mobility to move on the map. Cloud Trapeze (air 22, doesn't work on immobile units), Teleport (astral 33), Gateway (astral 44) and Astral Travel (astral 55) are great and they happen before normal movement takes place. There are some items which can be used to go underwater (Barrel of Air air 44/ Sea King's Goblet water 33) or above water (Shambler Skin Armor, Amulet of the Fish).

Site searching is important to get a high gem income for combat and rituals. About 60% of the sites are found with 1 magic path, 85% with 2 paths and ~97% with 3 paths. Save your time and don't search in farmlands as the chance of finding a site there is very low. Some terrain types and thrones increase the site frequency. Site Searching - An Empirical Study by Max Wilson

Key Spells are game changing spells that can tip the balance in your favor. They are generally found at research level of 7 and above but need high level magic paths. An example would be Burden of Time at causes unrest (reducing gold income), greatly increases aging and kills 2% of the world population every turn but needs death 55 to cast.

Paths, Effect per skill level

Expander magic paths, spells and items

Expansion pretender generally should conquer provinces immediately to regain the investment you made in them by sacrificing scales. However, unless the pretender has Regeneration (Earth Mother, bless) and / or very high protection (>25, e.g. Earth Serpent), it will often need some research or items to get started. Depending on temperature scales, a Heat Aura or Chill Aura bless is very effective against independents but will not affect archers / crossbows (LA!) and it will require finesse to field sacreds in the same army as normal troops / non sacred mages.

Good combos for awake titans: AEN (e.g. Keeper of the Bridge / Annunaki of Love and War) > WEN > EN, AN Quick research objectives are Alt2 for Mirror Image / Stoneskin / Ironskin / Enlarge (size 5 → 6) and / or Ench2 for Personal Regeneration / Flying Shield / Breath of Winter.

Spells

Conjuration (relevant later)

  • Summon Water Power / Summon Earthpower / Phoenix Power and Power of the Spheres (3)
  • Strength of Gaia (nature 33earth 11, 4)

Alteration

  • Air: Air Shield (0), Mirror Image(2), Mistform(3)
  • Water: Quicken Self / Ice Shield (UW, 2), Liquid Body (4)
  • Earth: Earth Might (1), Stoneskin(2), Ironskin(3), Temper Flesh (4)
  • Astral: Body Ethereal (4)
  • Death: Skeletal Body (1), Stygian Skin (death 11water 11 cross path, 4)
  • Nature: Barkskin(1), Enlarge (2), Mossbody (nature 11water 11 crosspath, 3), Elemental Fortitude (4)

Enchantment

  • Fire: Protection from Fire (1), Fire Shield (3)
  • Air: Protection from Lightning (1), Flight (2), Cloud Trapeze (4)
  • Water: Protection from Cold (1), Water Shield (UW), Breath of Winter (2)
  • Earth: Flying Shield (earth 11air 11 crosspath, 2)
  • Astral: Resist Magic (1), Astral Shield(3)
  • Nature: Personal Regeneration(2)

Thaumaturgy (relevant later)

  • Earth: Iron Will (3)
  • Astral: Teleport (3)

Items

Const0

  • Weapons: Enchanted Spear
  • Shield: Blacksteel Kite Shield, Blacksteel Tower Shield, Enchanted Shield
  • Helm: Blacksteel Helmet
  • Armor: Blacksteel Plate, Blacksteel Full Plate, Enchanted Ring Mail
  • Boots: Boots of Long Strides (+6MM)
  • Misc: Ring of Fire / Ring of Frost / Ring of Tamed Lightning

Const2

  • Weapons: Stinger (AP, length 3), Mace of Eruption (aoe), Thunderwhip (chain lightning)
  • Shield: Eye Shield (Sight Vengence), Shield of Valor (Air Shield 80), Weightless Kite Shield, Weightless Tower Shield
  • Helm: Dragon Helmet ( 5 FR), Ice Helmet (5 CR), Horned Helmet (extra attack), Horror Helmet (Fear)
  • Armor: Kithaironic Lion Pelt, Fire Plate
  • Boots: Chi Shoes (extra attack), Ranger's Boots (2 Renivig)
  • Misc: Amulet of Breathing / Ring of Water Breathing (UW expansion), Barkskin Amulet, Bracers of Protection, Burning Pearl (4 AS), Stone Bird (4 low damage attacks), Wound Fend Amulet, Ring of the Warrior

1.3 Dominion and Scales

With the strategy and magic path chosen, you can now determine your dominion strength and scales. Dominion express much influence your gods has and whether population of has faith in you (shown by candles on the map). Scales determine how your pretender god influences the world around him, whether his dominion brings for example growth or decay, order or chaos. You may want to take a look at A Look at Scales in Dominion 5

Dominion: Generally you want a strength of at least 5 so you don't get dominion killed (also domkilled, i.e. no more of your faith's candles on the campaign map). Bless nations, especially with cap only units, or those with dominion monster spawn (e.g. EA Rlyeh, MA Ermor) will want a strength of 6-8 to recruit more sacreds. Scales nations want 6 to 7 to spread their excellent dominion faster. Your dominion strength will also increase as you build more temples (1 per every 5 temples), so don't go overboard. Your pretender gains a bonus of +10% HP, + 0.5 MR and 1 strength per candle in your dominion and receives an equal malus in enemy dominion.

Order/Turmoil: The most important factor for this scale in Dominions 5 are the recruitment points (10% per level). Most standard units have 10-20 rec points while large units like giants and cavalry cost 30-50 points. Adapt your scale to the needed level by testing them in game. The scale only marginally impacts your income and event chance. Blood nations may find order useful to reduce unrest from hunts. Turmoil doesn't lead to your provinces getting unrest but they will be slower in reducing it automatically and the chance of unrest events increases.

Productivity/Sloth significantly alters the resources that you can use to build well equipped units (-45% to +45%). An excellent way for lightly armored armies to get some design points, but mandatory for nations which want to field heavily armored troops. It moderately effects the income (3%).

Heat/Cold reduces your income by 5% per level, but due to seasonal variants it's only around ~3%. If you need gold don't go too extreme unless the nation already has a preference for one temperature or the nation is underwater (max temperature capped at 1). Most nations prefer neutral temperature settings but can gain design points by deviating from it. Heat/Cold 3 gives +2 encumbrance for neutral setting in battles (avoidable with fire/cold resistances now) while cold blooded gives a +4/+7/+10 encumbrance in cold provinces. This can decisively weaken opponents with a preferred setting on the other end of the scale when fighting in your territory (e.g. Niefelheim with Cold Power vs Abysia with Fire Power). There is also a strategic aspect to the scale as cold freezes rivers/passes while heat thaws them (great for amphibious nations).

Growth/Death impacts your income (3%) and gains compound interest through population growth the longer a game lasts. The latter makes it very important in larger games (>12 players) where the compound interest starts to really shine around turn 50-60. Taking Death scales unlocks disease and some popkill events. Growth and Death also influence how many afflictions old age commanders get, so try to avoid death scales if your nation has them.

Luck/Misfortune alters the number of events and if they are good or bad. Luck can give you money, gems, heroes and items (see scales thread for numbers) while Misfortune can decrease your income as well as making assassination, popkill and invasion events more likely. Taking Turmoil3/Luck3 will give you an excellent if random income, a slight increase in events at the cost of 0 design points and 30% recruitment points.

Magic/Drain alters the number of research points your casters generate by 1. Magic can make cheaper mages more viable while drain doesn't change the number of stronger mages that much. It also alters the fatigue of spells cast in battle so that you can cast 10% more/less spells per point in your territory. At Magic 2 penetration of many S/N/D/B spells is increased so they deal damage more often while units in Drain2 territory gain magic resistance (important for demons/undead!).

Further Information: Dominions 5 Scales Analysis

1.4 Chassis

Now that you determined the status of your pretender, the magic path and your scales it is time to pick a chassis. This is a somewhat iterative process as you may want to change some of the choices from above to get a specific pretender.

Super Combatants: Most are found in the Dominion 2 (thick-skinned monster) and 3 category (humanoid titans). In category 2 the dragons (Drakon, Azi) are sound choices for early expanders but are expensive and limited in the paths they can choose. Important criteria are high hit points and protection, Regeneration (prevents 70% afflictions which may reduce your magic paths!) /Recuperation (heals afflictions), and Fear/Awe. Chassis in category 3 have access to more/higher magic paths but often lack special abilities and armor for protection though some have a retinue which can be quite good.

Rainbow/Research: You want a mobile, cheap and magic diverse pretender to go research/site search which leaves human-sized Dom1 chassis (although the Dom2 Ghost King also has magic path for 20 points). With only 10 points per new path they can break into many different magics. Imprisoned is the common choice, as it gives you a lot of design points for a broad non-incarnate bless and magic diversity.

Imprisoned: If you want high dominion and don't need as much paths, the immobile pretenders (Dom4 with 40 path cost and Demilich Dom3 with 20 path cost) are very cheap otherwise stick to the Dom1 chassis as they can site search when they wake without teleport.

Note: If a pretender dies it can lose a magic skill - except immortal pretender whose soul was not destroyed and for Ur / Uruk gods (for more details see here. You may need the high paths for key spells and death disables incarnate blesses for the duration of their abscence, so be careful using them. Pretenders can be called back which can take months depending on how many priest you have (in sum about ~50 holy points of Call God). This makes immortal gods (e.g. Lichs) advantageous combatants as they don't lose paths, heal some afflictions and respawn within the specified time (beware with dominion immortality).

2 Bless Analysis

Bless Cost

Tip: Picking either fire 33air 33water 33earth 33 (elements) or astral 33death 33nature 33blood 33 (sorcery) also gives you bless points instead of going to 4.

Magic paths have an increasing cost (see table below). Levels already on the pretender chassis or extra bless points for a nation can reduce cost drastically ( e.g. 1 level present = 10 → 9 and reduces point cost by 90 or on water 33 pretender water 1010 bless cost only 226 instead of 440 points)

Path Level
1 10 - 80 (depends on chassis)
2 25
3 50
4 80
5 120
6 160
7 226
8 280
9 350
10 440

Extra bless points

Some nations have additional bless points because of their theme, giving them a great discount on specific paths.

Early Age
Mictlan +fire 11 +blood 22
Abysia +fire 22
Agartha +earth 22

Middle Age
Marignon +fire 22 +astral 22
Mictlan +air 22 +nature 11
Agartha +earth 11
Abysia +fire 11
Ind +astral 11

Late Age
Marignon +fire 11 +astral 11 blood 11
Mictlan +water 11 +blood 22

2.1 Weapon Bless

A weapon bless can take advantage of multiple attacks of units and apply to additional attacks to weapons that don't profit from strength (e.g. hoofs). They only affect melee attacks (natural like claws and weapons) and ranged attacks with weapons. Natural ranged attack (e.g. mind blast) and magic / holy spells (e.g. Smite) remain unaffected. Note that weapon blesses (“XY Weapon”) create an additional attack and do not increase the normal damage of weapons. This means they additional attacks will have to go through the full armor value (unless the are armor piercing / negating) making 3 AP or 8 normal damage very weak attacks.

Comparison of Weapon Blesses

Thunder Weapons in grey, decay damage is 0.5 instead of 1 damage per round mev9fjp.jpg ggl5kxs.jpg

Weapon Blesses

Magic Weapons: Not as cheap as before patch 5.29 (25 → 80) but still well worth it. Negates Ethereal, Mistform and Invulnerability (like Stygian Flesh). Very handy against thugs, air / fire elementals, Fog Warriors and Stygian Rains.

Strength of Earth/Flesh: Not a weapon bless but does bonus damage on top of your weapon damage and much cheaper (picked once or twice) than most weapon blesses. It gives +2 strength for 50 points which increases your damage roll by two (ranged attacks +0.67). Especially worth it with low strength or item damage. Note that many attacks have the modifier “Strength not added” (e.g. hoofs)!

Circumstantial:

Not recommended:

2.2 Long Range Combat

Circumstantial:

Not recommended: Far Shot: Cheap and can give one more volley but doesn't increase accuracy and only works for your sacred archers / thugs

2.3 Defensive

Protections blesses range from low cost HP up to 440 cost Ethereal. Some blesses work well with high HP / armor others low armor & HP. Taking multiple synergistic protections increase your staying power multiplicatively. Protection (Prot) is calculated from natural protection (NP) and armor (AR): [Prot = NP + AR – NP*AR/40].

Comparison of Protection Blesses

Calculations with 0 natural protection, 10 armor and no shield. wudhrua.jpg

Protection Blesses

Fire & Shock Resistance: 120 points give sacreds a massive 10 point boost to both FR & SR. Works against heat/shock fatigue & damage and gets rid of the severe heat encumbrance. Very good to protect SCs, thugs and sacreds from fire (elemental) and lightning spam.

Minor/Major Resistances: Good against specific elemental threats or if you want to cast AoE spells on top of your units or improve your thugs. Shock resistance is especially good as it is hard to raise without items. Gets rid of heat/cold encumbrance, but not special encumbrances like cold blooded.

Magic Resistance: You can get 1 MR for 10 (+17% resist), 2 MR for 50 (+35%) or both for 80 points (+52% resist). Solid pick vs non elemental magic (SNDB), holy magic (Banish) or magic based attacks (e.g. mind blast, especially vs Rlyeh).

Barkskin: A bit more expensive than Stygian Flesh and gives -5 FR but the 10 additional NP work against magic damage too and if you have more than 10 NP it adds +1 to NP. Excellent with FR e.g. Abysia or on F/E + N pretenders. It doesn't stack with other buffs that increase natural protection (though it stacks with berserk and paths in earth magic).

Blood Bond: Spreads half the damage across sacreds within range of 5. Relatively cheap and good on high HP units or with Regeneration and excellent on berserker troops, as it triggers berserk for surrounding units. Massive damage (e.g. Gifts from Heaven, but not instant death spells like Soul Slay) are spread and can be devastating. Don't pick it with glamoured units as the glamour of all nearby sacreds gets dispelled.

Awe1: Enemy melee combatants have to make a moral check vs 11 to make an attack (38% to attack at 10 moral) or abort their attack. Existing Awe auras are increased by 1. Very good on giants as it negates attacks and they don't count as harassing (-1 defense), though it offers no protection against ranged or magic attacks. Awesome on early expansion pretenders like the red dragon and high protection sacreds. Now works against animals (boars & elephants) and stops them from trampling units. Countered by high moral (e.g. berserker, elites, immortals) and mindless units (e.g. some undead, summons).

Circumstantial:

Not recommended:

2.4 Buffs

Buffs add stats or special abilities to sacreds.

Blood Surge: Units gain +3 AS, 3 Str, 1 DS and 1 reinvigoration after killing a living enemy. Very strong on cavalry and multiple attack units as it increases the chance to hit & repel by 52%, adds 3 damage and 17% chance to defend when triggered as well as giving mages reinvigoration too. Useless against tough units (giants), thugs and undead.

Attack Skill: Increases chance to hit & repel by 35% for just 50 points. Very nice!

Defense Skill: Increases chance to defend by 35%. Not as good as the Attack skill but provides avoidance against trample and reduces chance that enemy will repel by 35%. Excellent for sacreds with shorter weapons (< 3) or mounted units with already high defense.

Reinvigorate: Adds 1 Invigoration which is useful to armored melee sacreds as well as casters.

Circumstantial:

Not recommended:

2.5 Miscellaneous

This section contains gimmicks that can be good under certain circumstances.

Circumstantial:

Not recommended:

3 Bless Strategies

Strategies for the bless depend heavily on a given nation and their units but there are general nation categories in which they can be grouped. Specific bless recommendations can be found in the All Nations Guide for Dominions 5.

Tip: Bless efficiently

3.1 General Bless Combinations

Synergistic blesses

3.2 Human-sized Units

Human-sized have size 2, medium strength and low to medium hit points (~10).

Offensive

Multiple Attacks

Defensive

3.3 Archers

There are only four nations with recruitable archers (cap) out there: EA Kailasa, LA Man & Tien Chi and all ages of Caelum. As archers don't benefit much from incrased strength, weapon bless are better suited. Most archers have low protection so some additional armor can help them ranged duels. Generally, they are not worth a bless alone but if you want to have some fun, below are some options:

Offensive Bless

Defensive Bless

3.4 Cavalry

Cavalry has generally high defense, charge damage and protection. They also take only half the normal harassing penalty (-1 def per 2 attacks), meaning they are difficult to hit in melee combat. Several sacred cavalry troops and commanders also have the glamour ability which makes it even harder to hit them in melee. Common counters are fire elementals with their Fire Shield, archers ignoring defense and magic attacks. See also 4. Elflike Nations.

Offensive

Defensive

3.5 Mages

Mages become a significant threat in later stages of the game and are decisive to winning battles. They are generally vulnerable to attacks (e.g. arrows) but can deal a lot of damage with their spells if they hit.

Offensive

Defensive

3.6 Half Giants and Giants

Giants have high HP, strength and size (4 and above gives them +1 weapon length now). Their size is a serious disadvantage as it limits how many of their units fit into a square and face their more numerous enemies, reducing their defense value very fast. Many of the giant counters are magic based, as it is hard for all but two-handed weapon humans to deal enough damage to kill them. See also 6. Giant and Half Giant Nations.

Offensive

Defensive

3.7 Undead

Undead can be banished, don't fatigue in melee and often have some natural protection as well as poison / cold resistance. See also 10. Undead and Demon Nations.

Offensive

Defensive