====== Power Traits ====== A **Power** trait governs the four [[unit attributes]] that are understood as physical power in real life: [[Strength]], utilization of strength ([[Attack Skill]]), agility ([[Defence Skill]]), and speed ([[Combat Speed]]). There are many of these, but only seven are used in-game: * {{:abilities:power_of_the_turning_year.png?nolink}} **Power of the Turning Year**, tied to **Turn Count** * {{:abilities:dark_power.png?nolink}} **Dark Power**, tied to **Darkness** * {{:abilities:fire_power.png?nolink}} **Fire Power**, tied to {{:misc:scales:heat.png?nolink}} **[[Scales#Temperature|Heat]]** * {{:abilities:cold_power.png?nolink}} **Cold Power**, tied to {{:misc:scales:cold.png?nolink}} **[[Scales#Temperature|Cold]]** * {{:abilities:storm_power.png?nolink}} **Storm Power**, tied to {{:abilities:storm_immunity.png?nolink}} **Storms** * {{:abilities:chaos_power.png?nolink}} **Chaos Power**, tied to {{:misc:scales:turmoil.png?nolink}} **[[Scales#Order-and-Turmoil|Turmoil]]** * {{:abilities:magic_power.png?nolink}} **Magic Power**, tied to {{:misc:scales:magic.png?nolink}} **[[Scales#Magic-and-Drain|Magic]]** ===== The Scalar Traits ===== Fire Power, Cold Power, Chaos Power, and Magic Power are very "swingy"; this is because they work based on the local [[Scales]]. You take the trait's value, and you multiply it by the point value of the relevant scale; that modifies the stats governed by the trait. A negative point value results in a stat penalty instead of a bonus, of course. ==== Special Examples ==== {{:abilities:chaos_power.png?nolink }} Chaos Power is special: it also counts **[[Unrest]]**. For every 15 points of local Unrest, add 1 to the Turmoil value of the local province, but only for the sake of this trait. In any case, Turmoil caps at 5, regardless of how high Unrest gets. {{:abilities:magic_power.png?nolink }} Magic Power also affects **[[Magic Resistance]]**, negating the positive and negative effects of Magic/Drain scales on the stat. It also affects **[[Stealthy|Stealth]]**; only, instead of +1 per positive point, it gives +10. ==== Philosopher ==== {{:abilities:philosopher.png?nolink }} **Philosopher** is //not// a Power Trait; it works in the exact same way, but it only affects **[[Research]] Skill**. It scales positively with **[[Scales#Productivity-and-Sloth|Sloth]]**, and negatively with Productivity, because Philosophers are lazy. ===== The Binary Traits ===== Two of the power traits never cause a stat penalty; they either apply their listed point value to the combat stats, or they don't. ==== Storm Power ==== Storm Power only cares if a ??Storm?? or a ??Blizzard?? is in the current battle. If there's none, there's **zero Storm Power**; otherwise, the bonus is **1**. Whatever it is, multiply this by the value of the trait. Storm Power typically comes with [[Storm Immunity]]. For those without Storm Immunity, Storms **halve Precision** and prevent [[Flying]]. Storms also cause half of nonmagical missiles to end up nowhere, which may or may not affect the Storm-Immune. ==== Power of the Turning Year ==== Power of the Turning Year is also binary, providing a bonus only in Midspring, Midsummer, Midfall, and Midwinter. Turn 1 is Midspring, Turn 4 is Midsummer, Turn 7 is Midfall, and Turn 10 is Midwinter. A year is 12 turns; you can extrapolate the rest. The game does not actually use this terminology, instead referring to each as "the height of their season"; in the user interface, these turns are merely referred to as Spring, Summer, Autumn, and Winter. Power of the Turning Year does **not** affect Combat Speed, for some reason. There's also a similar series of traits, "[[Strength of the Season]]", which take effect in certain seasons; these do not interact with any of the Power attributes, however, but rather [[Hit Points]]. ===== Darkness ===== **Dark Power** is a very weird power trait; in most cases it's a binary trait, but [[magic]] can make it scalar. The binary element of Darkness cares about whether or not the fight takes place in one of these conditions. In this case, the "Darkness value" is **3**. * At **Night** <- No regular battles occur at night, but roughly half of [[Assassin|Assassination]] battles do. * In the **[[Caves]]** * In **[[Underwater|Deep Seas]]** Several spells can force this standard darkness in battle, but there are also magical effects that force "odd" values. ??Darkness?? and ??Utterdark?? make it **6**, for example, while ??Fire Storm?? **reduces it by 1** (possibly to a negative value) and a local ??Eternal Pyre?? sets it to **zero**. Where Darkness is zero, ??Dark Skies?? makes it **1** (if Eternal Pyre //isn't// responsible), while ??Solar Brilliance?? makes it **negative 1**. Dark Power typically comes with [[Darkvision]]. This is because Darkness is quite severe for everyone who doesn't have it (or at least a superior Sight Trait). A point of Darkness **reduces** Attack Skill, Defence Skill, and [[Precision]] for everyone who doesn't have 100% Darkvision; by 0.5 if they have 50% Darkvision (which then gets rounded down), or by 1 if they don't have any Darkvision at all. Negative points of Darkness don't //help// anyone.