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taorec-bless-strategies [2021/04/20 21:58]
naaira [1.4 Chassis]
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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 //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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 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.
  
 <WRAP box> <WRAP box>
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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.
- +<WRAP column third> 
-**EA** +**Early Age** \\ 
-Mictlan +1F 2B +Mictlan +{{path>F1}} +{{path>B2}} \\ 
-Abysia +2F +Abysia +{{path>F2}} \\ 
-Agartha +2E +Agartha +{{path>E2}} 
- +</WRAP> 
-**MA** +<WRAP column third> 
-Marignon +2F 2S +**Middle Age** \\ 
-Mictlan +2A 1N +Marignon +{{path>F2}} +{{path>S2}} \\ 
-Agartha +1E +Mictlan +{{path>A2}} +{{path>N1}} \\ 
-Abysia +1F +Agartha +{{path>E1}} \\ 
- +Abysia +{{path>F1}} \\ 
-**LA** +Ind +{{path>S1}} 
-Marignon +1F 1S 1B +</WRAP> 
-Mictlan +1W 2B +<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.1618955895.txt.gz · Last modified: 2021/04/20 21:58 by naaira