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===Pretenders===
===Pretenders===
Like the other two glamour nations, Tir Na n'Og would certainly benefit from an F9 or D9, possibly even W9 bless. But all our sacred troops and commanders already have magic weapons and high attack and defense skill. So that tends to make one want to look elsewhere to see if there is something offering better synergy.
Tir na n'Og's troops are arguably at their best in the early game before research tips the balance of power. Even your least militia unit is better than most indy troops for expansion. Hence, an awake pretender doesn't really bring much advantages. On the other hand we want a decent bless to justify the high cost of our sacreds, and we need Scales that enable us to buy expensive magi to get the research machine rolling. Since your sacred troops and commanders already come with magic weapons, a Blood bless is an easy way to boost their damage output. On the other hand, if you plan on using Sidhe Lords as melee thugs in the early game, an Earth bless helps reduce fatigue (arguably the #1 Achilles heel of mist-formed thugs), although research and certain magic items can eventually cover this by the mid-game.
 
Tir na n'Og's troops are arguably at their best in the early game vs light infantries before research tips the balance of power... even your least militia unit is better than most Indy troops for expansion. Hence, an awake pretender doesn't really bring much advantages. On the other hand we want a decent bless to justify the high cost of our sacreds, and we need Scales that enable us to buy expensive magi to get the research machine rolling. Since your sacred troops and commanders already come with magic weapons, a Blood bless is an easy way to boost their damage output. On the other hand, if you plan on using Sidhe Lords as melee thugs in the early game, an Earth bless helps reduce fatigue (arguably the #1 Achilles heel of mist-formed thugs), although research and certain magic items can eventually cover this by the mid-game.


Under '''Magic scales''': Order 1 Sloth 3 Growth 3 Luck 1 Magic 3
Under '''Magic scales''': Order 1 Sloth 3 Growth 3 Luck 1 Magic 3
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