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blesses [2022/05/06 10:08]
nunda more links, spacing
blesses [2023/06/14 11:29] (current)
zonk first draft of separate national bonus section
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 ======Blesses====== ======Blesses======
  
-A bless is a set of enhancements and bonuses that apply to a nation's [[scared]] commanders and units. The effects of a bless can include bonuses to [[units-attributes|units' attributes]], [[special abilities and resistances|unit-abilities]] and enhancements to weapons. Most bless effects are activated in combat by blessing a unit, but some apply continually. +A bless is a set of enhancements and bonuses that apply to a nation's [[sacred]] [[commander|commanders]] and units. The effects of a bless can include bonuses to [[units-attributes|units' attributes]], [[unit-abilities|special abilities]], [[physical-resistance|physical]] and [[elemental-resistance|elemental]] damage resistances, and enhancements to weapons. Most bless effects are activated in combat by blessing a unit, but some apply continually. 
  
-When creating a [[pretender|pretender]], a number of options are available for bless effects. The choice of effects is tied to a prentender's [[magic#magic-paths|magic paths]]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 [[scales|scale]] choices in addition to magic paths. Some options can be taken multiple times, which causes their effects to stack.+When creating a [[pretender|pretender]], a number of options are available for bless effects. The choice of effects is tied to a pretender's [[magic#magic-paths|magic paths]] and is an important part of pretender design. Each magic path above 3 on the pretender grants a number of bless points equal to the corresponding 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 [[scales|scale]] choices in addition to magic paths. Some 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. 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.
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 | {{path>F5}}| | | Death Explosion | On death 10AP fire damage, (4+[[Size]]) AOE | Yes |  |  | | {{path>F5}}| | | Death Explosion | On death 10AP fire damage, (4+[[Size]]) AOE | Yes |  |  |
 | {{path>F5}}| | | Heat Aura | [[Heat Aura ]] (3), [[Fire Resistance]] +10 | Yes |  |  | | {{path>F5}}| | | Heat Aura | [[Heat Aura ]] (3), [[Fire Resistance]] +10 | Yes |  |  |
-| {{path>F6}}| | | Fire Shield | ??Fire Shield?? (6AP damage) | Yes |  |  |+| {{path>F6}}| | | Fire Shield | ??Fire Shield?? (7AP damage) | Yes |  |  |
 | {{path>F6}}| | | Flaming Weapons | 6AP fire [[damage]] on all weapons except natural ranged weapons | Yes |  | [[Blesses#Strength booster|1]] | | {{path>F6}}| | | Flaming Weapons | 6AP fire [[damage]] on all weapons except natural ranged weapons | Yes |  | [[Blesses#Strength booster|1]] |
 | {{path>F7}}| | | Awe | [[Awe]]+1 | Yes |  |  | | {{path>F7}}| | | Awe | [[Awe]]+1 | Yes |  |  |
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 ==== Astral ==== ==== Astral ====
-^ Main Cost     ^ Secondary Cost  ^ Required Scale   ^ Name                    ^ Effect                                                                                                                                                    ^ Incarnate  ^ Repeatable  ^ Notes                           ^ +^ Main Cost     ^ Secondary Cost  ^ Required Scale   ^ Name                    ^ Effect                                                                                                                                                        ^ Incarnate  ^ Repeatable  ^ Notes                           ^ 
-| {{path>S1}}                                    | Minor Magic Resistance  | [[Magic Resistance]]+1                                                                                                                                                      |            |                                             |+| {{path>S1}}                                    | Minor Magic Resistance  | [[Magic Resistance]]+1                                                                                                                                        |            |                                             |
 | {{path>S1}}                                    | Arcane Command          | +10 [[Magic Leadership]]                                                                                                                                      |            | Yes                                         | | {{path>S1}}                                    | Arcane Command          | +10 [[Magic Leadership]]                                                                                                                                      |            | Yes                                         |
-| {{path>S1}}   | {{path>D1}}                      | Spirit Sight            | [[Spirit Sight]] trait (can see in darkness, no penalty versus [[invisible]])                                                                                     |            |                                             | +| {{path>S1}}   | {{path>D1}}                      | Spirit Sight            | [[Spirit Sight]] trait (can see in darkness, no penalty versus [[invisible]])                                                                                 |            |                                             | 
-| {{path>S3}}                                    | Major Magic Resistance  | [[Magic Resistance]]+2                                                                                                                                                      |            |                                             |+| {{path>S3}}                                    | Major Magic Resistance  | [[Magic Resistance]]+2                                                                                                                                        |            |                                             |
 | {{path>S3}}   | {{path>F1}}                      | Solar Weapons           | 3AP [[damage]], triple versus undead/demons, except natural ranged attacks. It is fire damage and affected by corresponding resistances and vulnerabilities.  |            |             | [[Blesses#Strength booster|1]]  | | {{path>S3}}   | {{path>F1}}                      | Solar Weapons           | 3AP [[damage]], triple versus undead/demons, except natural ranged attacks. It is fire damage and affected by corresponding resistances and vulnerabilities.  |            |             | [[Blesses#Strength booster|1]]  |
-| {{path>S4}}                                    | Magic Weapons           | All weapons become [[magic weapons|magical]] except natural ranged weapons                                                                                                  |            |                                             | +| {{path>S4}}                                    | Magic Weapons           | All weapons become [[magic weapons|magical]] except natural ranged weapons                                                                                    |            |                                             | 
-| {{path>S4}}                                    | Far Caster              | +50% combat spell [[Far Caster|range]]                                                                                                                                   |            |                                             |+| {{path>S4}}                                    | Far Caster              | +50% combat spell [[Far Caster|range]]                                                                                                                        |            |                                             |
 | {{path>S4}}                                    | Arcane Finesse          | +1 to [[magic resistance]] penetration, applies to spells and some magic natural attacks                                                                      |            |                                             | | {{path>S4}}                                    | Arcane Finesse          | +1 to [[magic resistance]] penetration, applies to spells and some magic natural attacks                                                                      |            |                                             |
 | {{path>S6}}                                    | Twist Fate              | ??Twist Fate?? buff (First successful attack is negated)                                                                                                      | Yes        |                                             | | {{path>S6}}                                    | Twist Fate              | ??Twist Fate?? buff (First successful attack is negated)                                                                                                      | Yes        |                                             |
-| {{path>S7}}                   | {{misfortune}}1  | Fateweaving             | MR Save or suffer [[Cursed Luck]] debuff when attacking blessed unit                                                                                             | Yes        |             | [[Blesses#Fate Weaving|1]]      |+| {{path>S7}}                   | {{misfortune}}1  | Fateweaving             | MR save vs 16 or suffer [[Cursed Luck]] debuff when attacking blessed unit                                                                                    | Yes        |             | [[Blesses#Fate Weaving|1]]      |
 | {{path>S9}}                   | {{luck}}2        | Luck                    | [[Luck]] trait                                                                                                                                                | Yes        |                                             | | {{path>S9}}                   | {{luck}}2        | Luck                    | [[Luck]] trait                                                                                                                                                | Yes        |                                             |
 | {{path>S10}}  |                 | {{magic}}3       | Etherealness            | [[Ethereal]] trait                                                                                                                                            | Yes        |                                             | | {{path>S10}}  |                 | {{magic}}3       | Etherealness            | [[Ethereal]] trait                                                                                                                                            | Yes        |                                             |
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 | {{path>N2}} | | | Major Poison Resistance  | +10 [[Poison Resistance]]|  |  |  | | {{path>N2}} | | | Major Poison Resistance  | +10 [[Poison Resistance]]|  |  |  |
 | {{path>N2}} | | | Forest Survival| [[Forest Survival]] trait |  |  |  | | {{path>N2}} | | | Forest Survival| [[Forest Survival]] trait |  |  |  |
-| {{path>N3}} | | {{magic}}1 | Unaging | Sacreds age at 1/4th speed. Retroactive, except for certain commanders hard coded as Old  |  |  |  |+| {{path>N3}} | | {{magic}}1 | Unaging | Sacreds [[unit age|age]] at 1/4th speed. Retroactive, except for certain commanders hard coded as Old  |  |  |  |
 | {{path>N4}} | | {{death}}1 | Poison Weapons | +5 [[poison damage]] on attacks, except natural ranged attacks |  |  | [[Blesses#Strength booster|1]] | | {{path>N4}} | | {{death}}1 | Poison Weapons | +5 [[poison damage]] on attacks, except natural ranged attacks |  |  | [[Blesses#Strength booster|1]] |
 | {{path>N5}} | | | Recuperation | [[Recuperation]] trait (recover from afflictions)| Yes |  |  | | {{path>N5}} | | | Recuperation | [[Recuperation]] trait (recover from afflictions)| Yes |  |  |
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 ==Thunder weapons== ==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. 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 boosters==
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   * 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.   * 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.   * Undying does not count as max. HP for the purpose of HP regeneration per turn.
 +  * Undying counts for the size of limb caps.
   * 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.]   * 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.]
 +  * If diseased and always blessed ([[Prophet]], ??Flask of Holy Water??), will survive on the map with negative hp. Not sure how this interacts with leaving combat or ??Fires from Afar??.
      
 ==Swamp Survival== ==Swamp Survival==
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 ==Blood Vengeance== ==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.+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. 
 ==== 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.1651831725.txt.gz · Last modified: 2022/05/06 10:08 by nunda