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taorec-bless-strategies [2021/04/09 11:53]
taorec Restored basic page, missing Naaira's touch
taorec-bless-strategies [2022/01/26 11:38] (current)
dude [1.3 Dominion and Scales] Pretty sure it is only 10% bonus HP per candle
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-This is a port from the dominionsmods.com forum. You can find examples for pretender design and strategy in the [[http://dominionsmods.com/index.php?showtopic=3364|All Nations Guide for Dominions 5]] and videos on the new blesses by [[https://www.youtube.com/watch?v=UGzQU1lqpJ8|Yakri]]+=======Pretender Design and Bless Strategies======= 
 + 
 + 
 +{{:guides:bless_strategies:taorec.png?64&nolink |}}This is a port from the dominionsmods.com forum. You can find examples for pretender design and strategy in the [[http://dominionsmods.com/index.php?showtopic=3364|All Nations Guide for Dominions 5]] and videos on the new blesses by [[https://www.youtube.com/watch?v=UGzQU1lqpJ8|Yakri]]
  
 **Original post:** [[http://dominionsmods.com/index.php?showtopic=3220|Pretender Design & Bless Strategies in Dominions 5]] **Original post:** [[http://dominionsmods.com/index.php?showtopic=3220|Pretender Design & Bless Strategies in Dominions 5]]
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   *  Imprisoned is now 350 instead of 250 points   *  Imprisoned is now 350 instead of 250 points
   *  Your god is autoblessed in your dominion but  **can't be blessed** outside your dominion (as the god itself isn't sacred) and loses all bless effects for itself. Be careful if you rely on an incarnate bless with your expander!   *  Your god is autoblessed in your dominion but  **can't be blessed** outside your dominion (as the god itself isn't sacred) and loses all bless effects for itself. Be careful if you rely on an incarnate bless with your expander!
-*  Dominion 9+ doesn't give Awe anymore.+  *  Dominion 9+ doesn't give Awe anymore.
  
 =====Bless Overview===== =====Bless Overview=====
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 //If you are unsure about creating a pretender, you can try out the sample pretenders in the [[http://dominionsmods.com/index.php?showtopic=3364|nation guides]]// \\ //If you are unsure about creating a pretender, you can try out the sample pretenders in the [[http://dominionsmods.com/index.php?showtopic=3364|nation guides]]// \\
  
-**Tip 1: Create your pretender under Tools & Manuals to save/view them.** \\ +<WRAP box> 
-**Tip 2: Plan your pretender with the [[http://pretenders5.testingmagic.ovh|Pretender  Calculator]]** \\ +{{ :guides:bless_strategies:taorec.png?48&nolink|}}**Tip 1:** Create your pretender under Tools & Manuals to save/view them. \\ 
 +**Tip 2:** Plan your pretender with the [[http://pretenders5.testingmagic.ovh|Pretender  Calculator]] \\ 
 +</WRAP>
  
 =====1.1 Strategy===== =====1.1 Strategy=====
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 **Section 2 and 3** of this guide will help you choose a fitting bless. **Section 2 and 3** of this guide will help you choose a fitting bless.
  
-**Magic Boosters and Diversity:** Any nation can profit from boosters and mage summons for diversity. While most boosters are easy to craft there are some notable exceptions. Fire and air have a requirement of at least 4 to craft boosters and F4W4 or A4E4 to craft Staffs of the Elemental Mastery. Most blood boosters also require B4+. There are two very powerful astral items the Ring of Sorcery (+1 SDNB) and the Ring of Wizardry (+1 to every path) which need S6/7 to craft,  which can be done by an E2S4 mage with a helm and two misc slots.+**Magic Boosters and Diversity:** Any nation can profit from boosters and mage summons for diversity. While most boosters are easy to craft there are some notable exceptions. Fire and air have a requirement of at least 4 to craft boosters and {{path>F4W4}} or {{path>A4E4}} to craft ??Staff of Elemental Mastery??. Most blood boosters also require {{path>B4}}+. There are two very powerful astral items the ??Ring of Sorcery?? (+1 SDNB) and the ??Ring of Wizardry?? (+1 to every path) which need {{path>S6}}/7 to craft,  which can be done by an {{path>E2S4}} mage with a helm and two misc slots.
 [[http://www.moddb.com/games/dominions-4-thrones-of-ascensions/forum/thread/dom4-magic-path-booster-guide-by-telos|Magic Booster Guide]] [[http://www.moddb.com/games/dominions-4-thrones-of-ascensions/forum/thread/dom4-magic-path-booster-guide-by-telos|Magic Booster Guide]]
  
-**Mobility:** Some magic paths offer your pretender great mobility to move on the map. Cloud Trapez (A2, doesn't work on immobile units), Teleportation (S3), Gateway (S4) and Astral Travel (S5) are great and they happen before normal movement takes place. There are some items which can be used to go underwater (Barrel of AirA4/ Sea Kings GobletW3) or above water (Shamlber Skin, Amulet of the Fish).+**Mobility:** Some magic paths offer your pretender great mobility to move on the map. ??Cloud Trapeze?? ({{path>A2}}, doesn't work on immobile units), ??Teleport?? ({{path>S3}}), ??Gateway?? ({{path>S4}}) and ??Astral Travel?? ({{path>S5}}) are great and they happen before normal movement takes place. There are some items which can be used to go underwater (??Barrel of Air?? {{path>A4}}??Sea King'Goblet?? {{path>W3}}) or above water (??Shambler Skin Armor????Amulet of the Fish??).
  
 **Site searching** is important to get a high gem income for combat and rituals. About 60% of the sites are found with 1 magic path, 85% with 2 paths and ~97% with 3 paths. Save your time and don't search in farmlands as the chance of finding a site there is very low. Some terrain types and thrones increase the site frequency. **Site searching** is important to get a high gem income for combat and rituals. About 60% of the sites are found with 1 magic path, 85% with 2 paths and ~97% with 3 paths. Save your time and don't search in farmlands as the chance of finding a site there is very low. Some terrain types and thrones increase the site frequency.
 [[http://www.desura.com/games/dominions-4-thrones-of-ascensions/forum/thread/site-searching-by-path-level-an-empirical-study|Site Searching - An Empirical Study by Max Wilson]] [[http://www.desura.com/games/dominions-4-thrones-of-ascensions/forum/thread/site-searching-by-path-level-an-empirical-study|Site Searching - An Empirical Study by Max Wilson]]
  
-**Key Spells** are game changing spells that can tip the balance in your favor. They are generally found at research level of 7 and above but need high level magic paths. An example would be Burden of Time at causes unrest (reducing gold income), greatly increases aging and kills 2% of the world population every turn but needs Death 5 to cast.+**Key Spells** are game changing spells that can tip the balance in your favor. They are generally found at research level of 7 and above but need high level magic paths. An example would be ??Burden of Time?? at causes unrest (reducing gold income), greatly increases aging and kills 2% of the world population every turn but needs {{path>D5}} to cast.
  
 ====Paths, Effect per skill level==== ====Paths, Effect per skill level====
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 ====Expander magic paths, spells and items==== ====Expander magic paths, spells and items====
  
-Expansion pretender generally should conquer provinces immediately to regain the investment you made in them by sacrificing scales. However, unless the pretender has Regeneration (Earth Mother, bless) and / or very high protection (>25, e.g. Earth Serpent), it will often need some research or items to get started. Depending on temperature scales, a Heat Aura or Chill Aura bless is very effective against independents but will not affect archers / crossbows (LA!) and it will require finesse to field sacreds in the same army as normal troops / non sacred mages+Expansion pretender generally should conquer provinces immediately to regain the investment you made in them by sacrificing scales. However, unless the pretender has Regeneration (??Earth Mother??, bless) and / or very high protection (>25, e.g. ??Earth Serpent??), it will often need some research or items to get started. Depending on temperature scales, a Heat Aura or Chill Aura bless is very effective against independents but will not affect archers / crossbows (LA!) and it will require finesse to field sacreds in the same army as normal troops / non sacred mages.
- +
-Good combos for awake titans: AEN (e.g. Keeper of the Bridge / Annunaki of Love and War) > WEN > EN, AN  +
-Quick research objectives are Alt2 for Mirror Image / Skins / Enlarge (size 5 -> 6) and / or Ench2 for Regen / Flying Shield / Breath of Winter.+
  
 +Good combos for awake titans: AEN (e.g. ??Keeper of the Bridge?? / ??Annunaki of Love and War??) > WEN > EN, AN 
 +Quick research objectives are Alt2 for ??Mirror Image?? / ??Stoneskin?? / ??Ironskin?? / ??Enlarge?? (size 5 -> 6) and / or Ench2 for ??Personal Regeneration?? / ??Flying Shield?? / ??Breath of Winter??.
 +==== Spells ====
 +<WRAP group>
 +<WRAP column box half>
 **Conjuration** (relevant later) **Conjuration** (relevant later)
  
-  *  Water / Earth Fire Power and Power of the Spheres (3) +  *  ??Summon Water Power?? ??Summon Earthpower?? ??Phoenix Power?? and ??Power of the Spheres?? (3) 
-  *  Strength of Gaia (EN paths,4)+  *  ??Strength of Gaia?? ({{path>N3E1}}, 4)
  
 **Alteration** **Alteration**
-  * Air: Air Shield (0),  **Mirror Image**(2),  **Mistform**(3) +  * Air: ??Air Shield?? (0),  **??Mirror Image??**(2),  **??Mistform??**(3) 
-  * Water: Quicken Self / Ice Shield (UW, 2), Liquid Body (4) +  * Water: ??Quicken Self?? ??Ice Shield?? (UW, 2), ??Liquid Body?? (4) 
-  * Earth: Earth Might (1),  **Stoneskin**(2),  **Ironskin**(3), Temper Flesh (4) +  * Earth: ??Earth Might?? (1),  **??Stoneskin??**(2),  **??Ironskin??**(3), ??Temper Flesh?? (4) 
-  * Astral: Body Ethereal (4) +  * Astral: ??Body Ethereal?? (4) 
-  * Death: Skeletal Body (1), Stygian Skin (WD cross path, 4) +  * Death: ??Skeletal Body?? (1), ??Stygian Skin?? ({{path>D1W1}} cross path, 4) 
-  * Nature:  **Barkskin**(1),  **Enlarge** (2),  **Mossbody** (3NW paths), Elemental Fortitude (4)+  * Nature:  **??Barkskin??**(1),  **??Enlarge??** (2),  **??Mossbody??** ({{path>N1W1}} crosspath3), ??Elemental Fortitude?? (4)
  
 +</WRAP><WRAP column box half>
 **Enchantment** **Enchantment**
-  * Fire: Protection (1), Fire Shield (3) +  * Fire: ??Protection from Fire?? (1), ??Fire Shield?? (3) 
-  * Air: Protection (1), Flight (2), Cloud Trapez (4) +  * Air: ??Protection from Lightning?? (1), ??Flight?? (2), ??Cloud Trapeze?? (4) 
-  * Water: Protection (1), Water Shield (2, UW), Breath of Winter (2) +  * Water: ??Protection from Cold?? (1), ??Water Shield?? (UW), ??Breath of Winter?? (2) 
-  * Earth:  **Flying Shield  **(EA path, 2) +  * Earth:  **??Flying Shield??** ({{path>E1A1}} crosspath, 2) 
-  * Astral: Resist Magic (1),  **Astral Shield**(3) +  * Astral: ??Resist Magic?? (1),  **??Astral Shield??**(3) 
-  * Nature:  **Personal Regen**(2)+  * Nature:  **??Personal Regeneration??**(2)
  
 **Thaumaturgy** (relevant later) **Thaumaturgy** (relevant later)
-  * Earth: Iron Will (3) +  * Earth: ??Iron Will?? (3) 
-  * Astral: Teleport (3) +  * Astral: ??Teleport?? (3) 
- +</WRAP></WRAP> 
- +==== Items ==== 
-**Items: Const0  ** +<WRAP group> 
-   * Weapons: Enchanted Spear +<WRAP column box half>
-  * Shield: Black Steel Shields, Enchanted Shield +
-  * Helm: Black Steel Helmet +
-  * Armor: Blacksteel Plate, Blacksteel Full Plate, Enchanted Ring Mail +
-  * Boots: Boots of Long Strides (+6MM) +
-  * Misc: Ring of Fire / Frost / Lightning +
  
 +** Const0  **
 +  * Weapons: ??Enchanted Spear??
 +  * Shield: ??Blacksteel Kite Shield??, ??Blacksteel Tower Shield??, ??Enchanted Shield??
 +  * Helm: ??Blacksteel Helmet??
 +  * Armor: ??Blacksteel Plate??, ??Blacksteel Full Plate??, Enchanted Ring Mail
 +  * Boots: ??Boots of Long Strides?? (+6MM)
 +  * Misc: ??Ring of Fire?? / ??Ring of Frost?? / ??Ring of Tamed Lightning??
 +</WRAP>
 +<WRAP column box half>
 **Const2** **Const2**
-   * Weapons: Stinger (AP, length 3), Mace of Eruption (aoe), Thunderwhip (chain lightning) +  * Weapons: ??Stinger?? (AP, length 3), ??Mace of Eruption?? (aoe), ??Thunderwhip?? (chain lightning) 
-  * Shield: Eye Shield (Sight Vengence), Shield of Valor (Air Shield 80), Weightless Shields +  * Shield: ??Eye Shield?? (Sight Vengence), ??Shield of Valor?? (Air Shield 80), ??Weightless Kite Shield??, ??Weightless Tower Shield?? 
-  * Helm: Dragon Helmet ( 5 FR),  Ice Helmet (5 CR), Horned Helmet (extra attack), Horror Helmet (Fear) +  * Helm: ??Dragon Helmet?? ( 5 FR),  ??Ice Helmet?? (5 CR), ??Horned Helmet?? (extra attack), ??Horror Helmet?? (Fear) 
-  * Armor: Kithaironic Lion Pelt, Fire Plate +  * Armor: ??Kithaironic Lion Pelt????Fire Plate?? 
-  * Boots: Chi Shoes (extra attack), Ranger Boots (2 Renivig) +  * Boots: ??Chi Shoes?? (extra attack), ??Ranger'Boots?? (2 Renivig) 
-  * Misc: Amulet of Breathing / Ring of Waterbreathing (UW expansion), Barkskin Amulet, Bracer of Protection, Burning Pearl (4 AS), Stone Bird (4 low damage attacks), Wound Fend Amulet +  * Misc: ??Amulet of Breathing?? ??Ring of Water Breathing?? (UW expansion), ??Barkskin Amulet????Bracers of Protection????Burning Pearl?? (4 AS), ??Stone Bird?? (4 low damage attacks), ??Wound Fend Amulet??, ??Ring of the Warrior??
  
 +</WRAP></WRAP>
 =====1.3 Dominion and Scales===== =====1.3 Dominion and Scales=====
  
 With the strategy and magic path chosen, you can now determine your dominion strength and scales. Dominion express much influence your gods has and whether population of has faith in you (shown by candles on the map). Scales determine how your pretender god influences the world around him, whether his dominion brings for example growth or decay, order or chaos. You may want to take a look at [[http://dominionsmods.com/index.php?showtopic=3235|A Look at Scales in Dominion 5]] With the strategy and magic path chosen, you can now determine your dominion strength and scales. Dominion express much influence your gods has and whether population of has faith in you (shown by candles on the map). Scales determine how your pretender god influences the world around him, whether his dominion brings for example growth or decay, order or chaos. You may want to take a look at [[http://dominionsmods.com/index.php?showtopic=3235|A Look at Scales in Dominion 5]]
  
-**Dominion:**  Generally you want a strength of at least 5 so you don't get dominion killed (also domkilled, i.e. no more of your faith's candles on the campaign map). Bless nations, especially with cap only units, or those with dominion monster spawn (e.g. EA Rlyeh, MA Ermor)  will want a strength of 6-8 to recruit more sacreds. Scales nations want 6 to 7 to spread their excellent dominion faster. Your dominion strength will also increase as you build more temples  (1 per every 5 temples), so don't go overboard. Your pretender gains a bonus of +20% HP, + 0.5 MR and 1 strength per candle in your dominion and receives an equal malus in enemy dominion.+**Dominion:**  Generally you want a strength of at least 5 so you don't get dominion killed (also domkilled, i.e. no more of your faith's candles on the campaign map). Bless nations, especially with cap only units, or those with dominion monster spawn (e.g. EA Rlyeh, MA Ermor)  will want a strength of 6-8 to recruit more sacreds. Scales nations want 6 to 7 to spread their excellent dominion faster. Your dominion strength will also increase as you build more temples  (1 per every 5 temples), so don't go overboard. Your pretender gains a bonus of +10% HP, + 0.5 MR and 1 strength per candle in your dominion and receives an equal malus in enemy dominion.
  
 **Order/Turmoil:** The most important factor for this scale in Dominions 5 are the recruitment points (10% per level). Most standard units have 10-20 rec points while large units like giants and cavalry cost 30-50 points. Adapt your scale to the needed level by testing them in game. The scale only marginally impacts your income and event chance. Blood nations may find order useful to reduce unrest from hunts. Turmoil doesn't lead to your provinces getting unrest but they will be slower in reducing it automatically and the chance of unrest events increases.  **Order/Turmoil:** The most important factor for this scale in Dominions 5 are the recruitment points (10% per level). Most standard units have 10-20 rec points while large units like giants and cavalry cost 30-50 points. Adapt your scale to the needed level by testing them in game. The scale only marginally impacts your income and event chance. Blood nations may find order useful to reduce unrest from hunts. Turmoil doesn't lead to your provinces getting unrest but they will be slower in reducing it automatically and the chance of unrest events increases. 
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 Now that you determined the status of your pretender, the magic path and your scales it is time to pick a chassis. This is a somewhat iterative process as you may want to change some of the choices from above to get a specific pretender.  Now that you determined the status of your pretender, the magic path and your scales it is time to pick a chassis. This is a somewhat iterative process as you may want to change some of the choices from above to get a specific pretender. 
  
-**Super Combatants:** Most are found in the Dominion 2 (thick-skinned monster) and 3 category (humanoid titans). In category 2 the dragons (Drakon, Azi) are sound choices for early expanders but are expensive and limited in the paths they can choose. Important criteria are high hit points and protection, Regeneration (prevents 70% afflictions which may reduce your magic paths!) /Recuperation (heals afflictions), and Fear/Awe. Chassis in category 3 have access to more/higher magic paths but often lack special abilities and armor for protection though some have a retinue which can be quite good.+**Super Combatants:** Most are found in the Dominion 2 (thick-skinned monster) and 3 category (humanoid titans). In category 2 the dragons (??Drakon????Azi??) are sound choices for early expanders but are expensive and limited in the paths they can choose. Important criteria are high hit points and protection, Regeneration (prevents 70% afflictions which may reduce your magic paths!) /Recuperation (heals afflictions), and Fear/Awe. Chassis in category 3 have access to more/higher magic paths but often lack special abilities and armor for protection though some have a retinue which can be quite good.
  
-**Rainbow/Research:** You want a mobile, cheap and magic diverse pretender to go research/site search which leaves human-sized Dom1 chassis (although the Dom2 Ghost king also has magic path for 20 points). With only 10 points per new path they can break into many different magics. Imprisoned is the common choice, as it gives you a lot of design points for a broad non-incarnate bless and magic diversity.+**Rainbow/Research:** You want a mobile, cheap and magic diverse pretender to go research/site search which leaves human-sized Dom1 chassis (although the Dom2 ??Ghost King?? also has magic path for 20 points). With only 10 points per new path they can break into many different magics. Imprisoned is the common choice, as it gives you a lot of design points for a broad non-incarnate bless and magic diversity.
  
-**Imprisoned:** If you want high dominion and don't need as much paths, the immobile pretenders (Dom4 with 40 path cost and Demilich Dom3 with 20 path cost) are very cheap otherwise stick to the Dom1 chassis as they can site search when they wake without teleport.+**Imprisoned:** If you want high dominion and don't need as much paths, the immobile pretenders (Dom4 with 40 path cost and ??Demilich?? Dom3 with 20 path cost) are very cheap otherwise stick to the Dom1 chassis as they can site search when they wake without teleport.
  
-**Note: If a pretender dies it can lose a magic skill - except immortal pretender whose soul was not destroyed and for Ur / Uruk gods (for more details see [[https://illwiki.com/dom5/pretenders#death-and-recall|here]]. You may need the high paths for key spells and death disables incarnate blesses for the duration of their abscence, so be careful using them. Pretenders can be called back which can take months depending on how many priest you have (in sum about ~50 holy points of Call God). This makes immortal gods (e.g. Lichs) advantageous combatants as they don't lose paths, heal some afflictions and respawn within the specified time (beware with dominion immortality).**+<WRAP box> 
 +{{ :guides:bless_strategies:taorec.png?48&nolink|}}**Note:** If a pretender dies it can lose a magic skill - except immortal pretender whose soul was not destroyed and for Ur / Uruk gods (for more details see [[https://illwiki.com/dom5/pretenders#death-and-recall|here]]. You may need the high paths for key spells and death disables incarnate blesses for the duration of their abscence, so be careful using them. Pretenders can be called back which can take months depending on how many priest you have (in sum about ~50 holy points of Call God). This makes immortal gods (e.g. Lichs) advantageous combatants as they don't lose paths, heal some afflictions and respawn within the specified time (beware with dominion immortality).</WRAP>
  
  
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 =====Bless Cost===== =====Bless Cost=====
  
-Magic paths have an increasing cost (see table below). Levels already on the pretender chassis or extra bless points for a nation can reduce cost  **drastically** ( e.g. 1 level present = 10 -> 9 and reduces point cost by 90 or on W3 pretender W10 bless cost only 226 instead of 440 points)+<WRAP box right third>{{ :guides:bless_strategies:taorec.png?48&nolink|}}**Tip:** Picking either {{path>F3A3W3E3}} (elements) or {{path>S3D3N3B3}} (sorcery) also gives you bless points instead of going to 4. 
 +</WRAP>Magic paths have an increasing cost (see table below). Levels already on the pretender chassis or extra bless points for a nation can reduce cost  **drastically** ( e.g. 1 level present = 10 -> 9 and reduces point cost by 90 or on {{path>W3}} pretender {{path>W10}} bless cost only 226 instead of 440 points)
  
 ^Path Level ^ Cost ^Path Level ^ Cost
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 | 10  | 440  | | 10  | 440  |
  
-**Tip:** Picking either F3A3W3E3 (elements) or S3D3N3B3 (sorcery) also gives you bless points instead of going to 4. 
  
-=====Extra bless points=====+<WRAP box> 
 +====Extra bless points====
  
 Some nations have additional bless points because of their theme, giving them a great discount on specific paths. Some nations have additional bless points because of their theme, giving them a great discount on specific paths.
-**EA** +<WRAP column third> 
-Mictlan +1F 2B +**Early Age** \\ 
-Abysia +2F +Mictlan +{{path>F1}} +{{path>B2}} \\ 
-Agartha +2E +Abysia +{{path>F2}} \\ 
- +Agartha +{{path>E2}} 
-**MA** +</WRAP> 
-Marignon +2F 2S +<WRAP column third> 
-Mictlan +2A 1N +**Middle Age** \\ 
-Agartha +1E +Marignon +{{path>F2}} +{{path>S2}} \\ 
-Abysia +1F +Mictlan +{{path>A2}} +{{path>N1}} \\ 
- +Agartha +{{path>E1}} \\ 
-**LA** +Abysia +{{path>F1}} \\ 
-Marignon +1F 1S 1B +Ind +{{path>S1}} 
-Mictlan +1W 2B +</WRAP> 
 +<WRAP column third> 
 +**Late Age** \\ 
 +Marignon +{{path>F1}} +{{path>S1}} {{path>B1}} \\ 
 +Mictlan +{{path>W1}} +{{path>B2}}  
 +</WRAP></WRAP>
 =====2.1 Weapon Bless===== =====2.1 Weapon Bless=====
  
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   *  Blood Vengeance: Quite expensive at Blood7 but great to counter banishment, evocations and battlefield wipes by killing the caster   *  Blood Vengeance: Quite expensive at Blood7 but great to counter banishment, evocations and battlefield wipes by killing the caster
  
 +{{tag>Guides}}
taorec-bless-strategies.1617969200.txt.gz · Last modified: 2021/04/09 11:53 by taorec