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I run a classic rainbow bless with them, an imprisoned rainbow pretender with extra attack, swiftness, defense, magic weapons, strength, blood surge (super important) and poison resist (you can cast foul vapors later to really wreck some nations)
I also use squads of 2 leaders and about 6 or 8 units with them.
Why do you run swiftness on them? As flyers it doesn't increase their charge bonus.
I think blood paths are awesome on a rainbow. If you're waiting until turn 30-36 for your pretender to come out, I think you want to have a plan to make each turn as impactful as possible. With 33334144 (7 dominion and net 3 scales), you only need 5 death gems to forge a fire booster, you can already have your water booster from a mystic, so their 2nd turn they can make the fire/water staff of elemental mastery. That opens every elemental path (which you should already have site searched, so no waste of pretender turns finding gems).
If you're lucky enough to have 40 blood slaves already, you can bang out a robe of the magi on your third pretender turn. Along with starshine and crystal coin (mysics can do these before your god is out as well), you get to make a ring of wizardry without having to make a ring of sorcery, on your 4th pretender turn.
So 4 blood magic can save you 60 astral pearls at the cost of finding/trading for 40 blood slaves; that's a very good trade, even when you consider the 82 design points cost. And now you have two +1 to all path boosters and a +1 all elemental booster. Your mystics and oreiads can spend turns casting big spells and forging more boosters, rather than depending on your pretender for everything. But if you should desire to stack everything on the pretender, I think the only major spell you'd want to cast and can't is wish, which would take a 75 pearl empowerment.
Obviously, blood and death aren't going to be easy to climb/cast even with all those boosters, but if you do get your hands on 10 more death gems and 77 more blood slaves, you can forge a skull staff and cast curse of blood, effectively breaking you into every path for real. That's a bit more late game, probably, but not totally unreasonable. Even a trickle of death income can get you revenants who can cast dark knowledge. And any commander in the game can hunt for blood slaves, if you're willing to take the hit to unrest and commander turns. The world is your oyster, thanks to those 4 levels of blood magic you took.
When you take a statresist bless, what your pretender 'does' when it comes out on turn 36 is basically utterly irrelevant. You don't care. You're buying super ridiculous overpowered troops. Not the pretender. What the old man does when they appear is irrelevant. They might forge a booster. They might cast a global. Those are nice bonuses or whatever, relevant to some people I guess.
In the meantime if you use the bless right you've killed 3 people with it and secured a winning position. Which so vastly overshadows anything the pretender is doing that changing their paths to better suit some lategame global or booster or whatever is totally irrelevant compared to maximizing their combat potential in the short term.
People take swiftness for +1 def. It also helps units not 'waste' turns by moving and not reaching an enemy to attack. In the case of flyers it means they 'walk over and smack someone' instead of 'flying into the air and gaining ten million fatigue'.
The def is the important part. Stacking stats such that you outpace the dominions random number generator (drn) is the basis of any statbless. A high defense score mounted elite knight who then adds +3 to his def score from +def +swiftness in his bless goes from 'rarely hit by mundanes' to 'almost never hit by mundanes'. One adding +5 from bless goes to 'almost never hit full stop'. Mounted units suffer half the harass penalty, further adding to the power of def, atk, and repel on them.