Part 248: Mechanics - Blessings ExplainedSo what is a bless?
To put it simply, it is a special buff that can be applied to special units that carry the Sacred trait. TheDemon is currently using two different sacred troops, the Palankasha and the Anusara.
To use a bless however, one must have a priest unit within the army to cast Bless on the sacred unites, and using TheDemon as a continuing example, he has recruited a Rakshasi to fulfill this requirement.
Now there are several different types of bless, which are dependent on what paths of magic. Also there a major and minor blesses, and these are determined by the level of magic your pretender has in a path. An easy way of looking at it is from level 4-8 you get a minor bless, but at 9+ you get an additional major bless. A break down of the different blesses are as follows:
Air: Minor bless gives a 20% chance of not getting hit by missiles, and increases by 10% each level. At 9 units get 75% shock resistance
Water: Minor bless gives two points to your sacreds defence this goes up by one point for every two additional Water magic. At 9 units get to attack twice and get 50% more action points.
Earth: Minor bless gives a fatigue reducing bonus of 2 which then goes up by one point for every two picks of Earth magic. At 9 units with armor get an additional +4 in protection.
Fire: Minor bless gives two points to attack skill this goes up by one point for every two additional Fire magic. At 9 units get flaming weapons which count as an extra attack that not only pierces armor, but is also magical.
Death: Minor bless gives a 100% extra chance of inflicting an affliction (lasting wounds) on the enemy with each attack and this chance goes up by 50% with each death magic pick. At 9 units get Death weapons which can pierce armor and are also magical.
Astral: Minor bless gives one point to Magic Resistance, this goes up by one point for every two additional Astral magic. At 9 units get Twist Fate which will negate the first attack that hits them.
Nature: Minor bless gives a 5% hp regeneration bonus and this goes up by 5% with every two additional Nature magic picks you take. At 9 units can become berserk.
Blood: Minor bless gives two points to Strength this goes up by one point for every two additional Blood magic. At 9 when a sacred unit dies, there is a chance that they will get on last hit in on their killer.
A note about blesses, is that you can have stack different types on your sacred units, and this allows for some interesting combinations.