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Arker
June 29th, 2006, 05:52 PM
I must be blind, because this information has to be out there, but I've searched the forum and a bunch of fan sites and not been able to find it. What effects, exactly, do your magic choices have on your bless effects? I've gathered that, for instance, a certain level of water magic on the pretender will get blessed units increased defense, fire for offense, nature makes berserkers, and so on, but what level exactly do you need for which effect?

Nerfix
June 29th, 2006, 07:19 PM
None - Morale +3

Fire 4 - Attack Skill +2
Fire 6 - Attack Skill +3
Fire 8 - Attack Skill +4
Fire 9 - Flaming Weapons
Fire 10 - Attack Skill +5

Air 4 - Air Shield (20%)
Air 5 - Air Shield (25%)
Air 6 - Air Shield (30%)
Air 7 - Air Shield (35%)
Air 8 - Air Shield (40%)
Air 9 - Shock resistance (75%)
Air 10 - Air Shield (45%)

Water 4 - Defense Skill +2
Water 6 - Defense Skill +3
Water 8 - Defense Skill +4
Water 9 - Quickness (50%)
Water 10 - Defense Skill +5

Earth 4 - Reinvigoration 2
Earth 6 - Reinvigoration 3
Earth 8 - Reinvigoration 4
Earth 9 - Armor value +4
Earth 10 - Reinvigoration 5

Astral 4 - Magic Resistance +1 (Max 18)
Astral 6 - Magic Resistance +2
Astral 8 - Magic Resistance +3
Astral 9 - Twist Fate (protection from first hit)
Astral 10 - Magic Resistance +4

Death 4 - Lesser Fear
Death 6 - Lesser Fear
Death 8 - Lesser Fear
Death 9 - Life after Death, Fear (Undead beings only)
Death 10 - Lesser Fear

Nature 4 - Berserk +1
Nature 6 - Berserk +2
Nature 8 - Berserk +3
Nature 9 - Regeneration, Poison Resistance (50%)
Nature 10 - Berserk +4

Blood 4 - Strength +2
Blood 6 - Strength +3
Blood 8 - Strength +4
Blood 9 - Death Curse
Blood 10 - Strength +5

Saxon
June 30th, 2006, 11:32 AM
Thanks for posting that. I have to agree, I have had a hard time with the search function trying to find things. Searching Machaka strategy led to tons of hits in the multiplayer threads, often the same thread over and over again, but little I needed. Perhaps I need to learn this search engine's nuances more.

capnq
June 30th, 2006, 01:33 PM
A condensed version of this chart is on p. 5 in the printed manual.

Tharivol_Street_Prince
June 30th, 2006, 08:28 PM
What exactly IS a Death Curse anyways?

quantum_mechani
June 30th, 2006, 09:07 PM
Tharivol_Street_Prince said:
What exactly IS a Death Curse anyways?

Just means that when the blessed unit dies, the unit that killed it gets cursed. Almost certainly the least useful bless effect. http://forum.shrapnelgames.com/images/smilies/wink.gif

Vicious Love
July 1st, 2006, 06:12 PM
quantum_mechani said:

Tharivol_Street_Prince said:
What exactly IS a Death Curse anyways?

Just means that when the blessed unit dies, the unit that killed it gets cursed. Almost certainly the least useful bless effect. http://forum.shrapnelgames.com/images/smilies/wink.gif



Better than dying whenever you get cursed, at least.

Arker
July 4th, 2006, 03:05 AM
Fire 9 - Flaming Weapons

This wouldn't happen to give archers flaming arrows?

shovah
July 4th, 2006, 11:19 AM
unfortunately not, dosnt give flaming javelins either http://forum.shrapnelgames.com/images/smilies/frown.gif

Etaoin Shrdlu
July 4th, 2006, 07:25 PM
Unless you have sacred (then blessed) archers/javelineers. But no nation has that...

Vicious Love
July 4th, 2006, 09:01 PM
Massing F9 Centaur Hierophants and Jotun Scouts. Results presently inconclusive. More to come.

Conclusion: Nope. Which figures, since the bless description says "melee weapon".

Endoperez
July 5th, 2006, 03:23 AM
Vicious Love said:
Massing F9 Centaur Hierophants and Jotun Scouts. Results presently inconclusive. More to come.

Conclusion: Nope. Which figures, since the bless description says "melee weapon".



That's strange. Missile weapons can be made flaming with a spell, and there are no sacred archers, so having some flaming javelins 20 turns longer doesn't seem that bad.