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Fear/Dread reduces enemy moral and will eventually make the enemy rout given enough time. Awe makes your blessed units stick around longer to make fear work by requiring melee attackers to pass a moral check (and fear lowers their moral)
Of course it is terrible against mindless or berskering units as they have perfect moral and are thus unaffected by both effects. Also keep in mind that awe provides no protection against archers/crossbows which can be an issue if your sacred units does not have good enough protection (or shields)
It's only a little bit of healing, true, but that little bit can go a long way in certain situations.
Like when you have undying and end a battle on negative hp.
Or when you have Blood Bound and all damage is shared with other units in an area, leading to a lot of units regenerating 0,5 hp each turn. If you have 30 sacreds regenerating 0,5 hp a turn, that's 15 hp a turn.
Or if you have a sacred with already fantastic defenses that only gets 1 to 2 points of chip damage every couple of turns.
It's definitely not regeneration, but a good cheap alternative that has it's own use cases.
I've yet to see Enchanted Blood in a game without being comboed with Undying, just because of how potent this combo is for HP (which is probably -good- because when was the last time you ever saw someone take the HP bless?)
It heals the bleed effect, which is typically a death sentence if a unit gets it. It’s a very cheap minor regen, which is very nice and is not incarnate I believe.
By itself, not so good. However, alongside undying, it allows living units in negative hit points to heal back past 0 and survive fights. Since neither of these are incarnate, it can be useful. They tend to get scuffed by afflictions, but nations like Pangaea might not care about that much.
Some other useful combos:
- Awe/fear got mentioned. Attack skill + fear or dread follows a similar principle (lower morale, which makes repel work better). If you go for it, you probably want it on a chassis that can repel...
- Def + 5 and blur: both non-incarnate, and effectively adds more defense skill in practice.
- Quickness + weapon bless on sacreds with 2 or more attacks - you're fishing more rolls/chances for the bonus effect to kick in. Ideally, that bonus effect is useful against what you're hitting.
- Attack skill + weapon bless for obvious reasons as well, but again situational because whether the weapon bless helps is situational.
- Attack skill + blood surge (for stuff like sacred cav) - lance charge into better stats.
- Reinvig x5 + blood surge - If you can get away with this in early game, living mages can become obnoxious under rigor mortis. If Yomi can fit this in, their guys can operate under rigor even w/o benefiting from soul vortex. Rigor behind a pile of freespawn chaff with a couple guys that won't stop moving still casting magic is really dangerous for a lot of doom stacks.