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blesses [2022/06/18 00:40] fenrir |
blesses [2023/06/14 11:29] (current) zonk first draft of separate national bonus section |
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. | 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. |
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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. |
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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. |
| {{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 | | | |
==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. |
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==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. | |
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==Strength boosters== | ==Strength boosters== |
* 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??. |
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==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]]. |
* **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. |
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| =====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 | |
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