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When creating a pretender, a number of options are available for bless effects. These can be applied to sacred units, and are an important part of pretender design. Each magic path on the pretender above 4 confers a number of bless points equal to the corresponding path level. Having 3 in all elemental or sorcery paths also enables bless points for those paths. Bless points can then be spent on the effects listed below. Some effects require certain scale choices in addition to consumin bless points. Various options can be taken multiple times, which causes their effects to stack.

Additionally, the more powerful effects are incarnate only, activating only when the pretender god is present on the tactical map. These effects will be inactive both before the pretender awakens, and while the pretender is dead.

Sacred units can become blessed by a priest, by certain items, or when in a battle with a pretender or disciple in friendly dominion.

Priest Levels

Not all priests are created equal.

holy 11 priests can bless small groups of sacreds (AOE 5) (+1 for every extra level of the caster).

holy 22 priests can bless small groups of sacreds (AOE 6, since they get the +1 bonus).

holy 33+ priests can cast divine blessing, which blesses all sacred units on the battlefield.

Indirect Magic Path Bonuses

Any pretender or commander that has magic paths will gain passive bonuses from those paths, provided they meet the criteria for the path outlined in the following table.

Air Shock Resistance +3 at air 33 and +2 for every additional level, Magic Leadership +5
Fire Magic Leadership +10, Reduced Max Age
Earth Protection +3 at earth 33 and +1 for every additional level, Magic Leadership +5
Water Cold Resistance +3 at water 33 and +2 for every additional level, Magic Leadership +5
Astral Magic Leadership +10
Death Undead Leadership +30, +1 to existing fear (pretender gains fear 5 if they have death 55)
Nature Supply Bonus +10, Magic Leadership +5, Poison Resistance +3 at nature 33 and +2 for every additional level, Increased Max Age
Blood Undead Leadership +5, Magic Leadership +5

For example, a pretender with earth 44death 55 will gain +4 Protection, +20 Magic Leadership, +5 Fear, and +150 Undead Leadership (in addition to whatever bless effects they have).

Some of these matter more than others. Of particular note, the undead provided by death magic is a key component of undead armies, and the protection provided by earth magic can be used to create an awake expander.

Max age changes are done in 50% increments of the default max age, and depend on the type of creature: undead are affected by Death magic, inanimate creatures by Earth magic, demons by Blood magic and all others by Nature magic, in that order of priority. If your age is affected by Nature magic, every point in fire magic reduces your max age by 5%.

Bless effects


Main Cost Secondary Cost Required Scale Name Effect Incarnate Repeatable Notes
fire 11 Superior Morale +1 Morale Yes
fire 11 death 11 Wasteland Survival Wastland survival trait
fire 22 Minor Fire Resistance FR+5
fire 33 Major Fire Resistance Fr+10
fire 33 Attack Skill +2 attack skill Yes
fire 44 Inspirational Presence +1 Inspirational, +30 leadership Yes
fire 55 Death Explosion On death 10AP fire damage, 5Aoe Yes
fire 55 Heat Aura Heat3, FR+10 Yes
fire 66 Fire Shield Fire shield (6AP damage) Yes
fire 66 Flaming Weapons 6AP fire damage on all weapons except natural ranged weapons Yes 1
fire 77 Awe Awe+1 Yes


Main Cost Secondary Cost Required Scale Name Effect Incarnate Repeatable Notes
air 11 Minor Shock Resistance SR+5
air 11 Precision Precision+1 Yes
air 22 Farshot Weapon Range +30% (not for spells or natural weapons) Yes
air 33 Swiftness Swiftness trait (+30% combat speed, +1 defence) Yes
air 33 Major Shock Resistance SR+10
air 44 Charged Bodies 10AN shock damage on first hit (also hits the charged guy)
air 55 Wind Walker Map Movement +6 Yes
air 66 Air Shield Air shield 80 trait (Blocks 80% of all projectiles) Yes
air 77 Thunder Weapons 1AN capped shock damage + 3AN fatigue damage on all weapons except natural ranged weapons. Yes 1


Main Cost Secondary Cost Required Scale Name Effect Incarnate Repeatable Notes
water 11 Minor Cold Resistance CR+5
water 11 Cold scales1 Winter's Gift Snow Move trait (No movement penalties from cold climate)
water 11 nature 11 Swamp Survival Swamp Survival trait 1
water 22 Water Walking Swimming trait (Can cross rivers in heat dominion)
water 33 Major Cold Resistance CR+10
water 44 Defence Skill Defence +2 Yes
water 44 Cold scales1 Frost Weapons 8 cold damage on all weapons except natural ranged weapons. 1, 2
water 55 Chill Aura Chill aura 3, CR +10 Yes
water 77 Water Breathing Water breathing trait Yes
water 1010 Magic scales1 Quickness Quickness trait (2 attacks per combat turn, double combat speed, attack+2, defence+2) Yes


Main Cost Secondary Cost Required Scale Name Effect Incarnate Repeatable Notes
earth 11 Mountain Survival Mountain Survival trait
earth 22 Reinvigoration Reinvigoration+1 Yes
earth 22 Reconstruction Inanimates don't have 'Never heals' trait
earth 33 Strength of the Earth Strength +2 Yes 1
earth 44 Unbreakable 75% Affliction protection
earth 44 nature 33 Larger +1 Size, +30% HP, +3 Strength, -1 defence, +2 Map Movement 1
earth 55 Fire&Shock Resistance FR+10, SR+10 Yes
earth 66 Hard Skin Natural protection +5 Yes
earth 88 Fortitude Pierce, slash and blunt resistant traits (50% damage reduction) Yes


Main Cost Secondary Cost Required Scale Name Effect Incarnate Repeatable Notes
astral 11 Minor Magic Resistance MR+1
astral 11 Arcane Command +10 Magic Leadership Yes
astral 11 death 11 Spirit Sight Spirit Sight trait (can see in darkness, no penalty versus invisible)
astral 33 Major Magic Resistance MR+2
astral 33 fire 11 Solar Weapons 3AP damage, triple versus undead/demons, except natural ranged attacks 1
astral 44 Magic Weapons All weapons become magical except natural ranged weapons
astral 44 Far Caster +50% combat spell range
astral 44 Arcane Finesse +1 to magic resistance penetration, applies to spells and some magic natural attacks
astral 66 Twist Fate Twist Fate buff (First successful attack is negated) Yes
astral 77 Misfortune scales1 Fateweaving MR Save or suffer Cursed Luck debuff on striking blessed unit Yes 1
astral 99 Luck scales2 Luck Luck trait Yes
astral 1010 Magic scales3 Etherealness Ethereal trait Yes


Main Cost Secondary Cost Required Scale Name Effect Incarnate Repeatable Notes
death 11 Undying Undying HP+2 (Additional HP Pool once HP falls below 0, non-undead that end a battle still on the field but with negative HP die after battle) Yes 1
death 11 Undead Command Undead leadership +20 Yes
death 22 Death scales2 Half Dead Sacred units don't need to eat and can resist disease
death 44 Withering Weapons All weapons (except natural ranged ones) cause decay, MR resist 1
death 55 Stygian Flesh +10 Invulnerability Yes
death 66 Reforming Flesh +10% regeneration for undead Yes
death 77 Reanimators 50% to revive a killed enemy as undead minion Yes
death 88 Death Weapons All weapons (except natural ranged ones) deal additional 2AN & disease, individually MR resisted Yes 1
death 1010 Fear Fear 5 Yes


Main Cost Secondary Cost Required Scale Name Effect Incarnate Repeatable Notes
nature 11 Resilient +1 HP Yes
nature 11 Low Light Vision 50% Darkvision
nature 11 Minor Poison Resistance +5 PR
nature 22 Major Poison Resistance +10 PR
nature 22 Forest Survival Forest Survival trait
nature 33 Magic scales1 Unaging Sacreds age at 1/4th speed. Retroactive, except for certain commanders hard coded as Old
nature 44 Death scales1 Poison Weapons +5 poison damage on attacks, except natural ranged attacks 1
nature 55 Recuperation Recuperation trait (recover from afflictions) Yes
nature 55 Berserker Berserker +2 Yes
nature 66 Barkskin Barkskin buff (10 natural prot, -5 FR) Yes
nature 77 Regeneration Regeneration +10% Yes 1


Main Cost Secondary Cost Required Scale Name Effect Incarnate Repeatable Notes
blood 11 Strong Vitae +1 HP Yes
blood 33 Strength of the Flesh +2 Strength Yes 1
blood 44 Blood Surge Upon killing, sacred gains temporary buff for a few rounds (+3 Att, +3 Str, +1 Def, +1 Reinvig). Does not trigger upon killing inanimates 1, 2
blood 55 Blood Bond 50% of damage taken is transferred to other sacreds within 5 squares Yes 1
blood 66 Unholy Weapons +10 AP damage, only affecting enemy sacreds and gods, on all weapons except natural ranged attacks Yes
blood 88 Blood Vengeance Attackers must make MR save or take equal damage Yes 1

Additional various notes

Weapon-bless-analysis by taorec
Thunder weapons

Thunder weapons can stun for 1 round (-75% defense skill). Good vs size 3+ units and single units (giants & thugs), though larger units have an increased chance to resist based on their HP (stun chance = 5% + [(1 AN + DRN vs resistance) / target HP] %). Countered by any amount of shock resistance.

Frost weapons

Frost weapon with it's 8 damage is usually not capable to getting through even the weakest of prot and generally not considered useful.

Strength boosters

Strength booster are often better damage bless effects compared to specific weapon blesses.

Withering Weapons

Withering Weapons is usually not fast enough acting to help in troop engagements, but it can ruin thugs/SCs.

Blood Bond

Blood Bond does not propagate 999 damage effects as they are considered special.

  • A non-undead unit with Undying and a source of regeneration can heal in the after-battle-phase into positive HP-values to survive the battle even after dipping below 0 HP.
  • Undying does not count as max. HP for the purpose of HP regeneration per turn.
  • Luck on units with Undying only affects the initial hit bringing the unit to or below 0 HP. [TBD: Interaction with healing above 0 again to be determined.]
Swamp Survival

Swamp Survival protects agains MA C'tis disease dominion.

Blood Surge

Blood Surge is not a once-per battle effect but activates anew after each kill.

Fate Weaving
Blood Vengeance

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.

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.

  • RegenFortyBBond: The combination of Regeneration, Fortitude and Blood Bond turns tanky sacreds into extreme damage sponges. A classic hellbless rush option.
  • 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.
blesses.txt · Last modified: 2021/03/03 01:35 by nuke