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dom6:bless

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Bless

A Blessed unit has +1 Morale, if their Pretender God is staking a claim. Only Sacred beings can be Blessed, including the Pretender Gods themselves (who are always blessed in this game).

Is that all there is to it? No; one of the great things about Dominions 6 is that you get to customize your Blessing.

Customization

Bless-building is done when you create your Pretender God. It's a facet of their religion, like Dominion strength and Scales.

Pretender Gods get one Bless Point for every level of Magic skill they have, above the first level in each path. Certain especially-faithful nations start with bonus Bless Points, too. These are then used to purchase Bless Effects for your Blessing.

The price of a Bless Effect matches the amount of magic levels required to obtain it. Since Bless Points are all pooled, though, you can devote all of your Bless Points to Bless Effects of the same Magic path, if you so choose. Some Bless Effects require certain Scales, too; these aren't factored into the cost.

Note that certain Bless Effects – generally the pricier ones – require the Pretender God to be incarnate. That means the Pretender God must be alive, on the map. If you decide to have your Pretender start out Dormant or Imprisoned, for additional Design Points (which can be used to purchase additional Bless Points), you delay when those "Incarnate Bless Effects" start to work.

A few Bless Effects are always active on Sacred units, and don't require the Blessing to be laid upon the subject. This page (and some other guides) will call these effects "innate".

A List of Bless Effects

Fire Effects

Paths Side Reqs. Name Effect
fire 11 Superior Morale +1 Morale (stackable)
fire 11death 11 Wasteland Survival Wasteland Survival (innate)
fire 22 Fire Resistance +5 Fire Resistance (stackable)
fire 22 Attack Skill +1 Attack Skill (stackable)
fire 33 Inspirational Presence Inspirational (+1), +50 Leadership (innate and stackable)
fire 44 Righteous Wrath Righteous Fury when a sacred within 2 squares dies
(Temporary Att +3, Str +3, Morale +6)
fire 55 Incarnate Death Explosion Explode on Death
(10 AP Fire DMG, AOE = 4+Size)
fire 55 Incarnate Heat Aura Heat Aura, +10 Fire Resistance
fire 66 Incarnate Fire Shield Fire Shield (7)
fire 77 Incarnate Flaming Weapons Flaming Weapons (8 AP Fire DMG on hit)
fire 88astral 44 Incarnate Unbearable Splendour Sight Vengeance

Air Effects

Paths Side Reqs. Name Effect
air 11 Precision +1 Precision (stackable)
air 22 Shock Resistance +5 Shock Resistance (stackable)
air 22 Farshot +30% Range (weapons only, stackable)
air 33 Awareness Unsurroundable (2) (stackable)
air 44 Swiftness Swiftness (30), +1 Defence Skill (stackable)
air 44 Storm Flight Storm Immunity
air 55 Incarnate Wind Walker +6 Map Movement (innate)
air 55earth 11 Incarnate Weightlessness Floating, Halved Armor Encumbrance
air 66 Incarnate Air Shield Air Shield (80)
air 77 Incarnate Thunder Weapons Shock Weapons (1 capped Shock DMG and 3 Shock FAT on hit)
air 88 Incarnate Charged Bodies Overcharged (20), +5 Shock Resistance
air 99 Incarnate Flight Flying

Water Effects

Paths Side Reqs. Name Effect
water 11 Cold1 Winter's Gift Snow Move (innate)
water 11nature 11 Swamp Survival Swamp Survival (innate)
water 22 Cold Resistance +5 Cold Resistance (stackable)
water 22 Swimming Swimming, Upgrades Poor Amphibian to Amphibious (innate)
water 22 Defence Skill +1 Defence Skill (stackable)
water 55 Incarnate Chill Aura Chill Aura, +10 Cold Resistance
water 55 Incarnate Slowing Weapons Weapons cast Slow on hit (-2 Att, -2 Def, acts 50% slower, MR negates)
water 66fire 22 Incarnate Vitriol Weapons Acid Weapons (7 AP Acid DMG on hit)
water 66 Incarnate Water Breathing Water Breathing (functionally Poor Amphibian) (innate)
water 77 Cold1, Incarnate Frost Mist Weapons Weapons spread Cold Clouds (AOE 1, level 3)
water 99 Magic1, Incarnate Quickness Quickness

Earth Effects

Paths Side Reqs. Name Effect
earth 11 Mountain Survival Mountain Survival (innate)
earth 22 Reinvigoration Reinvigoration (1) (stackable)
earth 22 Strength of the Earth +1 Strength (stackable)
earth 44 Unbreakable Affliction Resistance (3)
earth 44nature 33 Larger Permanently Enlarged (innate)
earth 55 Incarnate Reconstruction Regeneration for Inanimates
earth 66 Incarnate Resilience of the Earth +10 Fire Resistance, +10 Shock Resistance
earth 66 Incarnate Hard Skin +5 Natural Protection
earth 88 Incarnate Fortitude All Three Physical Resistances

Astral Effects

Paths Side Reqs. Name Effect
astral 11 Arcane Command Magic Leadership (0→10, +25 otherwise) (innate and stackable)
astral 22 Magic Resistance +1 Magic Resistance (stackable)
astral 33death 11 Spirit Sight Spirit Sight
astral 33fire 11 Solar Weapons Solar Weapons (4 AP Holy Fire DMG on hit)
astral 44 Far Caster Far Caster (1, All)
astral 44 Arcane Finesse +1 Penetration (also effects attacks negated by MR)
astral 55 Incarnate Magic Weapons Weapons deal Magic damage
astral 66 Incarnate Twist Fate Twist Fate
astral 77 Misfortune1, Incarnate Fateweaving Curses the Luck of attackers (MR negates)
astral 88 Magic2, Incarnate Etherealness Ethereal

Death Effects

Paths Side Reqs. Name Effect
death 11 Undying Reduces minimum Hit Points by 2 (stackable)
Non-Undead & Unhealing units, if they have negative HP, will die at the end of the battle.
death 11 Undead Command +50 Undead Leadership (0→50, too) (innate and stackable)
death 22 Death2 Half Dead Need not Eat, Disease Resistance (80) (innate)
dom6/bless.1713578799.txt.gz · Last modified: 2024/04/20 02:06 by fenrir