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blesses [2023/06/14 10:56]
zonk
blesses [2023/06/14 11:29] (current)
zonk first draft of separate national bonus section
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 Blood Vengeance damage is untyped and tagged as internal, meaning many special types of reduction such as twist fate or mistform don't apply to it. Blood Vengeance gets its own +DRN -DRN roll. Blood Vengeance damage is untyped and tagged as internal, meaning many special types of reduction such as twist fate or mistform don't apply to it. Blood Vengeance gets its own +DRN -DRN roll.
  
-== National bonuses == 
-Some nations have bonus bless points, but they require the pretender to have bless points of that type in the first place (so relevant path at 4+ or all paths of that type at 3+). 
- 
-[[pythium-la|LA Pythium]]'s bless has a free +10 poison resist which can stack with the regular blesses. 
 ==== Common Bless Templates ==== ==== Common Bless Templates ====
 This section lists general bless templates that my be useful for a variety of nations. It is intended as a general starting point, not as a specific guide. See also [[pretenders]]. This section lists general bless templates that my be useful for a variety of nations. It is intended as a general starting point, not as a specific guide. See also [[pretenders]].
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   * **Full Resistances**: Carrying Fire, Cold, Shock and Poison resist allows sacred troops - which already tend to naturally be superior to normal chaff - to be quite resilient to spells that are typically used kill these. Useful in combination with casting cloud spells in combat. Also useful for making thugs difficult to counter.   * **Full Resistances**: Carrying Fire, Cold, Shock and Poison resist allows sacred troops - which already tend to naturally be superior to normal chaff - to be quite resilient to spells that are typically used kill these. Useful in combination with casting cloud spells in combat. Also useful for making thugs difficult to counter.
   * **Max Strength**: Makes your sacreds hit like trucks. Can solve some issues that might otherwise be quite a problem. Get at least +6 strength, usually with magic weapons as well.    * **Max Strength**: Makes your sacreds hit like trucks. Can solve some issues that might otherwise be quite a problem. Get at least +6 strength, usually with magic weapons as well. 
 +
 +
 +=====National bonuses=====
 +Some nations have bonus bless points, but they require the pretender to have bless points of that type in the first place (so relevant path at 4+ or all paths of that type at 3+).
 +^ Nation ^ Bonuses ^
 +| [[abysia-ea|EA Abysia]]  | {{path>F2}}|  
 +| [[abysia-ma|MA Abysia]]  | {{path>F1}}| 
 +| [[agartha-ea|EA Agartha]]| {{path>E2}}|  
 +| [[agartha-ma|MA Agarha]] | {{path>E1}}|
 +| [[marignon-ma|MA Marignon]] |{{path>F2}}{{path>S2}}|
 +| [[marignon-la|LA Marignon]] |{{path>F1}}{{path>S1}}{{path>B1}}|
 +| [[mictlan-ea|EA Mictlan]] |{{path>F1}}{{path>B2}}|
 +| [[mictlan-ma|MA Mictlan]] |{{path>A2}}{{path>N1}}|
 +| [[mictlan-la|LA Mictlan]] |{{path>W1}}{{path>B2}}|
 +| [[ind-ma|MA Ind]]| {{path>S1}}|  
 +| [[pythium-la|LA Pythium]] | +10 poison resistance, stacks with regular blesses |
  
  
  
  
blesses.txt ยท Last modified: 2023/06/14 11:29 by zonk