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dom6:gems [2024/05/03 21:02] fenrir [Dilution through the Ages] |
dom6:gems [2024/05/20 17:56] (current) fenrir [Blood Hunting] |
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Random events are another source of gems, albeit one less reliable. One of the significant draws for Fortune/ | Random events are another source of gems, albeit one less reliable. One of the significant draws for Fortune/ | ||
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+ | {{: | ||
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+ | If you require a certain kind of gem (or at least more of it), you may wish to partake in **[[Gem Alchemy]]** (or simply " | ||
==== Blood Hunting ==== | ==== Blood Hunting ==== | ||
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{{: | {{: | ||
* There' | * There' | ||
- | * There' | + | * There' |
* There' | * There' | ||
Failure at any stage results in 0 to 5 Unrest being generated. Success generates Unrest, too, anywhere from 1 to (three times the number of Slaves " | Failure at any stage results in 0 to 5 Unrest being generated. Success generates Unrest, too, anywhere from 1 to (three times the number of Slaves " | ||
- | Here's a table for what you can **roughly** expect in Blood Slave yields, in the Middle Ages, averaging the successes and the failures together. Note that these assume that you wait for Unrest to get back to zero before each attempt, which isn't ideal. | + | Here's a table for what you can **roughly** expect in Blood Slave yields, in the **Middle Ages**, averaging the successes and the failures together. Note that these assume that you wait for Unrest to get back to zero before each attempt, which isn't ideal. |
^ Blood Level ^ 5000 Pop Yields (0 Unr) ^ 7500 Pop Yields (0 Unr) ^ | ^ Blood Level ^ 5000 Pop Yields (0 Unr) ^ 7500 Pop Yields (0 Unr) ^ | ||
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==== Dilution through the Ages ==== | ==== Dilution through the Ages ==== | ||
- | In the **Early Ages**, magic is abundant (perhaps //too// abundant) by default; Magic Sites are **18.2% more common than in the Middle Ages**, and an additional **3d2-3 Blood Slaves** (0-2) can be found while Blood Hunting. | + | In the **Early Ages**, magic is abundant (perhaps //too// abundant) by default; Magic Sites are **18.2% more common than in the Middle Ages**, and an additional **2d2-2 Blood Slaves** (0-2) can be found while Blood Hunting. |
In the **Late Ages**, magic is waning by default. Magic Sites are **18.2% less common than in the Middle Ages**, and the Blood Hunting yield formula is modified to 1d6 **minus** (1d2-1); or, in other words, 0-6 + {{: | In the **Late Ages**, magic is waning by default. Magic Sites are **18.2% less common than in the Middle Ages**, and the Blood Hunting yield formula is modified to 1d6 **minus** (1d2-1); or, in other words, 0-6 + {{: | ||
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===== Uses of Gems ===== | ===== Uses of Gems ===== | ||
- | From casting [[Rituals]] to forging [[Items]], to bearing the cost of high-[[Fatigue]] combat Magic, to even [[Empowerment|Empowering]] commanders, gems have a ton of uses. FIXME | + | From casting [[Rituals]] to forging [[Items]], to bearing the cost of high-[[Fatigue]] combat Magic, to even [[Empowerment|Empowering]] commanders, gems have a ton of uses. |
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+ | ==== Combat Magic Rules ==== | ||
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+ | For Combat Magic, a series of rules governs how mages can use gems: | ||
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+ | * **They can only use their own gems**. Blood Slaves are different; **they can use all " | ||
+ | * __**They cannot spend more gems on a spell than their skill level in the respective path**__. | ||
+ | * Above the spell' | ||
+ | * Gems may only be spent towards the spell' | ||
+ | * They can also spend gems for a level-per-gem " | ||
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+ | For example, say a {{path> | ||
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+ | Note that the gem cap per-turn can be raised by other " | ||
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+ | === " | ||
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+ | On another note, Blood Slaves are alive. They have a unit type, the **??Blood Slave??**. They are abstracted in-game as rather pathetic units, and they can be killed in battle before you can sacrifice them. The ??Pain Transfer?? spell weaponizes this, in fact. | ||
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+ | ==== Non-Combat Rules ==== | ||
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+ | All Rituals must take place at a lab anyway, so the rituals draw straight from the treasury. |