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A bless is a set of enhancements and bonuses that apply to a nation's sacred commanders and units. The effects of a bless can include bonuses to units' attributes, special abilities, physical and elemental damage resistances, and enhancements to weapons. Most bless effects are activated in combat by blessing a unit, but some are always active both on the strategic map and in combat without need for blessing (termed "innate" in this article).
Sacred units can become blessed by a priest, by certain items, or when in a battle with a pretender or disciple in friendly dominion.
A nation's bless always applies to its pretender when it is within its own dominion.
Blessing a sacred unit also gives it +1 morale regardless of other bless effects.
When creating a pretender, a number of options are available for bless effects. The choice of effects is tied to a pretender's magic paths and is an important part of pretender design.
Any level in magic over the first provides one bless point. These bless points can be used to purchase any bless which the pretender's paths fulfil the prerequisites for. Some nations, such as LA Mictlan start with bonus bless points. Some effects require certain scale choices in addition to magic paths. Some options can be taken multiple times, which causes their effects to stack.
Additionally, any bless effects which require at least 5 levels in any one path of magic are incarnate only, activating only when the pretender god is present on the map. These effects will be inactive both before the pretender awakens and while the pretender is dead. This means that taking a pretender dormant or imprisoned will delay when these incarnate blesses come into effect.
| Paths | Side Reqs. | Name | Effect |
|---|---|---|---|
| | Superior Morale | +1 Morale (stackable) |
|
| | Wasteland Survival | Wasteland Survival (innate) |
|
| | Fire Resistance | +5 Fire Resistance (stackable) |
|
| | Attack Skill | +1 Attack Skill (stackable) |
|
| | Inspirational Presence | Inspirational (+1), +50 Leadership (innate and stackable) |
|
| | Righteous Wrath | Righteous Fury when a sacred within 2 squares dies (Temporary Att +3, Str +3, Morale +6) |
|
| | Incarnate | Death Explosion | Explode on Death (10 AP Fire DMG, AOE = 4+Size) |
| | Incarnate | Heat Aura | Heat Aura, +10 Fire Resistance |
| | Incarnate | Fire Shield | Fire Shield (7) |
| | Incarnate | Flaming Weapons | Flaming Weapons (8 AP Fire DMG on hit) |
| | Incarnate | Unbearable Splendour | Sight Vengeance (attacker is blinded unless MR negates) |
| Paths | Side Reqs. | Name | Effect |
|---|---|---|---|
| | Precision | +1 Precision (stackable) |
|
| | Shock Resistance | +5 Shock Resistance (stackable) |
|
| | Farshot | +30% Range (weapons only, stackable) | |
| | Awareness | Unsurroundable (2) (stackable) |
|
| | Swiftness | Swiftness (30), +1 Defence Skill (stackable) |
|
| | Storm Flight | Storm Immunity |
|
| | Incarnate | Wind Walker | +6 Map Movement (innate) |
| | Incarnate | Weightlessness | Floating, Halved Armor Encumbrance |
| | Incarnate | Air Shield | Air Shield (80) |
| | Incarnate | Thunder Weapons | Shock Weapons (1 capped Shock DMG and 3 Shock FAT on hit) |
| | Incarnate | Charged Bodies | Overcharged (20), +5 Shock Resistance |
| | Incarnate | Flight | Flying |
| Paths | Side Reqs. | Name | Effect |
|---|---|---|---|
| | | Winter's Gift | Snow Move (innate) |
| | Swamp Survival | Swamp Survival (innate) |
|
| | Cold Resistance | +5 Cold Resistance (stackable) |
|
| | Swimming | Swimming (innate) |
|
| | Defence Skill | +1 Defence Skill (stackable) |
|
| | Incarnate | Chill Aura | Chill Aura, +10 Cold Resistance |
| | Incarnate | Slowing Weapons | Weapons cast Slow on hit (-2 Att, -2 Def, acts 50% slower, MR negates) |
| | Incarnate | Vitriol Weapons | Acid Weapons (7 AP Acid DMG on hit) |
| | Incarnate | Water Breathing | Water Breathing (innate) |
| | | Frost Mist Weapons | Weapons spread Cold Clouds (AOE 1, level 3) |
| | | Quickness | Quickness |
| Paths | Side Reqs. | Name | Effect |
|---|---|---|---|
| | Mountain Survival | Mountain Survival (innate) |
|
| | Reinvigoration | Reinvigoration (1) (stackable) |
|
| | Strength of the Earth | +1 Strength (stackable) |
|
| | Unbreakable | Affliction Resistance (3) |
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| | Larger | Permanently Enlarged (innate) |
|
| | Incarnate | Reconstruction | Regeneration for Inanimates |
| | Incarnate | Resilience of the Earth | +10 Fire Resistance, +10 Shock Resistance |
| | Incarnate | Hard Skin | +5 Natural Protection |
| | Incarnate | Fortitude | All Three Physical Resistances |
| Paths | Side Reqs. | Name | Effect |
|---|---|---|---|
| | Arcane Command | Magic Leadership (0→10, +25 otherwise) (innate and stackable) |
|
| | Magic Resistance | +1 Magic Resistance (stackable) |
|
| | Spirit Sight | |
|
| | Solar Weapons | |
|
| | Far Caster | Far Caster (1, All) |
|
| | Arcane Finesse | +1 Penetration (also effects non-weapon attacks negated by MR) |
|
| | Incarnate | Magic Weapons | Weapons deal Magic damage |
| | Incarnate | Twist Fate | Twist Fate |
| | | Fateweaving | Curses the Luck of attackers (MR negates) |
| | | Etherealness | Ethereal |
| Paths | Side Reqs. | Name | Effect |
|---|---|---|---|
| | 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. |
|
| | Undead Command | +50 Undead Leadership (0→50, too) (innate and stackable) |
|
| | | Half Dead | Need not Eat, Disease Resistance (80) (innate) |
| | Mending Bones | Recuperation for the Undead (innate) |
|
| | Withering Weapons | Weapons cast Decay if they deal damage (MR negates) |
|
| | Incarnate | Stygian Flesh | Invulnerability (10) |
| | Incarnate | Reforming Flesh | Regeneration (10%) for the Undead (includes Undead Inanimates) |
| | Incarnate | Reanimators | +5 Undead Leadership |
| | Incarnate | Death Weapons | Deadly Weapons (2 AN DMG and Disease on hit, MR negates each independently) |
| | Incarnate | Fear | Fear (5) |
| Paths | Side Reqs. | Name | Effect |
|---|---|---|---|
| | Resilient | +1 Hit Point (stackable) |
|
| | Low Light Vision | |
|
| | Poison Resistance | +5 Poison Resistance (stackable) |
|
| | Forest Survival | Forest Survival (innate) |
|
| | | Unaging | Unaging (75) (innate) Also adjusts the starting age of Sacred recruits down. |
| | | Poison Weapons | Poisoned Weapons (5 AN Poison DMG on damage) |
| | Incarnate | Recuperation | Recuperation (requires a living body) (innate) |
| | Incarnate | Berserker | Berserker (+2) |
| | Incarnate | Barkskin | Barkskin (see Natural Protection for details) |
| | Incarnate | Regeneration | Regeneration (10%) (not for Inanimates) |
| Paths | Side Reqs. | Name | Effect |
|---|---|---|---|
| | Undreaming | Unsleeping (4) |
|
| | Heroism | +35% Experience Gain (stackable) |
|
| | Quiet Stride | +20 Stealth (does not affect the Stealth-less) (innate and stackable) |
|
| | True Sight | |
|
| | Blur | -2 Attack Skill for attackers (Glamour-like effect) Negated by True Sight, Spirit Sight, or a lack of sight. |
|
| | Incarnate | Obfuscate | Stealthy (40), +40 Stealth for the already-Stealthy (innate) |
| | Incarnate | Awe | Awe (3) |
| | Incarnate | Displacement | -5 Attack Skill for attackers (Glamour-like effect) Replaces Blur, and has the same drawbacks. |
| | Incarnate | Dread | Dread (5), True Sight or Spirit Sight negates |
| | | Luck | Luck |
| Paths | Side Reqs. | Name | Effect |
|---|---|---|---|
| | Strong Vitae | +1 Hit Point (stackable) |
|
| | Strength of the Blood | +1 Strength (stackable) |
|
| | Strong Blood | +5 Poison Resistance, Disease Resistance (80) (innate) |
|
| | Enchanted Blood | Regeneration (0.5), +1 Magic Resistance, Bleeding immunity |
|
| | Blood Surge | Blood Surge when killing a non-Inanimate (Temporary Att +3, Str +3, Def +1, +1 Reinvigoration) |
|
| | Incarnate | Blood Bond | |
| | Incarnate | Unholy Weapons | |
| | Incarnate | Blood Vengeance | |
| | Incarnate | Vampiric Weapons | Life-Draining Weapons (3 AN Drain DMG on damage) |