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I can see how pretender swayed Agartha's people into following him.
Cool idea about the earth spells, didn't think of it at all. It makes it relevant in some cases. (and it was kinda relevant for like 2 or 3 sacreds even before that).
(Ironically the Earthbound is the one to get the greatest benefit, although the flavor description implies the reinvigoration will go away if it doesn't touch the ground. No idea if it's true if you have Weightless)
How does this compare to reinvigoration? You get -2 encumbrance instead of -1? When is it better or worse to take one over the other?
that said, you don't need to reduce fatigue to 0 really - fatigue neutral is important for big units lategame if you're still using them, but even then Curse of Stones exists and units don't necessarily attack every turn (eg if their combat speed is 9 and they're attacking archers set to Keep Distance). So it's like, a complicated thing where you will have to either eyeball it or make the mother of all spreadsheets (like most things in dominions)
* It does have a niche use case specifically for communion masters, who often bring their spellcasting fatigue into the single figure range. Slaves will take too many instances of fatigue per round for reinvig to keep up, though.
Weightlessness is cool though, albeit more for the Floating ribbon than the encumbrance reduction. Yes, even for Blindfighters. Taking 6 encumbrance rather than 10 is nice and all, but they're still racking up fatigue fast, and they're still, at the end of the day, an expensive human heavy infantry that needs mage turns to caddy them around and only does 16 damage. You can try to make blindfighters into Good Combat Units, but it's always going to trying to ice skate uphill, because I'm sorry but they're just Not. They're not a bad unit! But they don't exist to fight and kill things for you.
The super secret trick to LA Agartha is you pretty much ignore Blindfighters for the first ~year or two. Take a bless to keep your mages alive, expand off of cave knights and entrance guard, then once the mid to late game rolls around and Man With Sword stops being a kill mechanism that anybody cares about, that's when you switch to massing Blindfighters. Slap that omnires mage suvivability bless on them so they're an absolute bastard to get rid of even with mages, and hey presto, you've got some of the best meatshields between your mages and anything threatening them you could ask for.
The Blindfighters will still conk out after 10 rounds of swinging whifflebats, of course, but everybody's swinging whifflebats at that stage of the game, and you're paying them to hold their ground anyway. So long as they sleep standing up, who cares?
The big thing is that if you're a nation not planning to make extensive use of holy troops (which is a lot of nations) - well, in Dominions 5 what else could you use earth bless on if you had any? Mountain survival? Strength? Affliction protection? Fire and shock resistance of course if you had 5 earth but that's pretty far up, where any pretender with any earth benefited from grabbing reinvig.
It's a bit different now since you can spend those bless points on other low level blesses that might be useful for sacred commanders - + hp, precision, resists etc. But the truth is there still just isn't much that helps your mages in the first place and although reinvig is low impact it works all combat, where stuff like +hp or resists only helps your mages when they get hit. And if they're old men in robes there's a good chance they're dead anyway.
If you have earth points to spend on a mage bless in 5, buy fire & shockres to inoculate them against battlewipes like Fire Storm and Wrathful Skies. Hell, buy Larger to make them less vulnerable to lategame remote attack spam. It's much the same in 6. "A mage bless" is mostly not about making your mages deadlier - they're mages, they're already deadly as hell, and if you really want more firepower you take farcaster and/or mpen anyway. It's about giving them the resilience to survive the things opposing mages do.
It's not something you go out of your way to get, it's a use for bless points that will actually impact mages though.
I guess I'd settle on weaker in 6 though - unless you somehow don't have any other magic paths besides E4 or so there's usually a better option now, where anyone with E2-3 or E4 without nature magic could have had some earth specific bless to use up.
Then you have the fact that +1 is a fairly significant swing in anything using a DRN - take a look at a thug or a sacred troop gaining fatigue and you'll see the hits that start adding afflictions and begin the spiral to death aren't when you hit 100 fatigue, they're when you get a couple of points off your defence and someone gets to score lucky hits with 2 dice instead of 3.
Lastly, it's not "get off one extra spell", it's "get one more spell than your opponent's mage did every battle for all time", and that stacks with reinvig items. Earthpower + Girdle is charmingly low investment, and taking that 7 to 10 with 6 bless points makes some sacred mages fatigue neutral for path 1 spells. It's also the FIRST spell - not needing to cast Earthpower every time means hitting Earthquake before they hit Mass Flight, for example.
Like everything in Dominions, it is not good everywhere at every time. But I humbly suggest you might be undervaluing it!