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battle-enchantment [2023/01/15 19:18]
loggy ark clarification
battle-enchantment [2023/01/15 19:43] (current)
loggy update effect descriptions
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 | ??Light of the Northern Star?? | {{path>S3}} | {{gems>2S}} | Conjuration 4 | +1 Astral to all astral mages on the battlefield. | | ??Light of the Northern Star?? | {{path>S3}} | {{gems>2S}} | Conjuration 4 | +1 Astral to all astral mages on the battlefield. |
 | ??Howl?? | {{path>N3}} | {{gems>3N}} | Conjuration 5 | Every 320 [[ticks]], there is a 1 in 12 chance that wolves appear at the edge of the battlefield. 1d3 are summoned if the provinces is neither a forest nor a mountain. 1d6 are instead summoned in forests and mountains. The wolf die rolls can explode. | | ??Howl?? | {{path>N3}} | {{gems>3N}} | Conjuration 5 | Every 320 [[ticks]], there is a 1 in 12 chance that wolves appear at the edge of the battlefield. 1d3 are summoned if the provinces is neither a forest nor a mountain. 1d6 are instead summoned in forests and mountains. The wolf die rolls can explode. |
-| ??Shark Attack?? | {{path>W3}} | {{gems>3W}} | Conjuration 6 | Sharks appear at the edge of the battlefield when wounded. They mostly, but not always, attack enemies. |+| ??Shark Attack?? | {{path>W3}} | {{gems>3W}} | Conjuration 6 | Every 320 ticks, there is a 1 in 24 chance to activate. Every activation adds 1 to a hidden counter. Checks every unit in the battle that is not inanimate, not undead, not a ??Shark??, and that has less hitpoints than their maximum. Has a (25 - (counter * 2))% chance to spawn a ??Shark?? at either edge of the battlefield, in line with the wounded unitThere is a 50% chance to spawn a ??Small Shark?? instead. Every time the spell is cast, the counter is reset, but this does not allow the spell to be cast again while it is already active. |
 | ??Solar Eclipse?? | {{path>F3S1}} | {{gems>1F}} | Alteration 5 | The battlefield becomes dark, applying darkness penalties of -3 to attack, defence, and precision. | | ??Solar Eclipse?? | {{path>F3S1}} | {{gems>1F}} | Alteration 5 | The battlefield becomes dark, applying darkness penalties of -3 to attack, defence, and precision. |
 | ??Darkness?? | {{path>D4}} | {{gems>4D}} | Alteration 6 | The battlefield becomes dark, applying darkness penalties of -6 to attack, defence, and precision. | | ??Darkness?? | {{path>D4}} | {{gems>4D}} | Alteration 6 | The battlefield becomes dark, applying darkness penalties of -6 to attack, defence, and precision. |
 | ??Rain?? | {{path>W2}} | {{gems>1W}} | Evocation 2 | It starts to rain on the battlefield. [[Heat aura]] effect is reduced, Fire magic fatigue is doubled. Creatures on fire are very likely to stop burning quickly. If cast in cold it snows instead, which does not double fire magic fatigue. | | ??Rain?? | {{path>W2}} | {{gems>1W}} | Evocation 2 | It starts to rain on the battlefield. [[Heat aura]] effect is reduced, Fire magic fatigue is doubled. Creatures on fire are very likely to stop burning quickly. If cast in cold it snows instead, which does not double fire magic fatigue. |
 | ??Mist?? | {{path>A3}} | {{gems>1A}} | Evocation 3 | Base precision is halved, rounding down. | | ??Mist?? | {{path>A3}} | {{gems>1A}} | Evocation 3 | Base precision is halved, rounding down. |
-| ??Storm?? | {{path>A4}} | {{gems>1A}} | Evocation 4 | [[Flying|Flight]] is prevented for all creatures without [[storm immunity]]. 50% of weapon-based missiles are lost (unless the weapon can be used underwater). All creatures without storm immunity have their precision halved. Also applies ??Rain??. |+| ??Storm?? | {{path>A4}} | {{gems>1A}} | Evocation 4 | [[Flying|Flight]] is prevented for all creatures without [[storm immunity]] or [[storm power]]. 50% of weapon-based missiles are not fired (unless the weapon can be used underwater). All creatures without storm immunity or storm power have their precision halved. Also applies ??Rain??. |
 | ??Wrathful Skies?? | {{path>A5}} | {{gems>2A}} | Evocation 6 | Strikes 0.3% of the battlefield with 15 [[AN]] [[shock damage]] every 320 [[ticks]]. Storm doubles the area struck. Expected hits per tile per round: 7% | | ??Wrathful Skies?? | {{path>A5}} | {{gems>2A}} | Evocation 6 | Strikes 0.3% of the battlefield with 15 [[AN]] [[shock damage]] every 320 [[ticks]]. Storm doubles the area struck. Expected hits per tile per round: 7% |
 | ??Wailing Winds?? | {{path>D4A1}} | {{gems>2D}} | Evocation 6 | Strikes 5% of the battlefield with a strength 1 [[Fear]] effect every 320 [[ticks]]. Does not affect friendlies. | | ??Wailing Winds?? | {{path>D4A1}} | {{gems>2D}} | Evocation 6 | Strikes 5% of the battlefield with a strength 1 [[Fear]] effect every 320 [[ticks]]. Does not affect friendlies. |
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 | ??Meteor Shower?? | {{path>E5S4}} | {{gems>3E}} | Evocation 9 | Every 320 ticks, each square has a 3/4000 chance to have a meteor dropped on it, inflicting 150 magical [[blunt damage]]. Expected hits per tile per round: 1.74% | | ??Meteor Shower?? | {{path>E5S4}} | {{gems>3E}} | Evocation 9 | Every 320 ticks, each square has a 3/4000 chance to have a meteor dropped on it, inflicting 150 magical [[blunt damage]]. Expected hits per tile per round: 1.74% |
 | ??Quagmire?? | {{path>W4}} | {{gems>1W}} | Enchantment 5 | Creatures without [[swamp survival]] have -1 attack, -1 defence, +2 encumbrance, and -20% combat speed. | | ??Quagmire?? | {{path>W4}} | {{gems>1W}} | Enchantment 5 | Creatures without [[swamp survival]] have -1 attack, -1 defence, +2 encumbrance, and -20% combat speed. |
-| ??Friendly Currents?? | {{path>W3}} | {{gems>1W}} | Enchantment 5 | |+| ??Friendly Currents?? | {{path>W3}} | {{gems>1W}} | Enchantment 5 | Friendly creatures gain +4 combat speed and -2 encumbrance, enemies suffer -4 combat speed and +2 encumbrance. |
 | ??Foul Vapors?? | {{path>N3W1}} | {{gems>1N}} | Enchantment 5 | Strikes 1% of the battlefield with 5 [[AN]] [[poison damage]] every 320 [[ticks]]. Expected hits per tile per round: 23% | | ??Foul Vapors?? | {{path>N3W1}} | {{gems>1N}} | Enchantment 5 | Strikes 1% of the battlefield with 5 [[AN]] [[poison damage]] every 320 [[ticks]]. Expected hits per tile per round: 23% |
-| ??Rigor Mortis?? | {{path>D4}} | {{gems>3D}} | Enchantment 6 | Strikes 3% of the battlefield with 10 [[AN]] [[fatigue damage]] every 320 [[ticks]]. Undead and inanimate beings are unaffected. Approximately 7 fatigue a round per tile.| +| ??Rigor Mortis?? | {{path>D4}} | {{gems>3D}} | Enchantment 6 | Strikes 3% of the battlefield with 10 [[AN]] [[fatigue damage]] every 320 [[ticks]]. Undead and inanimate beings are unaffected. Approximately 7 fatigue a round per tile. | 
-| ??Relief?? | {{path>N5}} | {{gems>1N}} | Enchantment 6 | Strikes 6% of the field every 320 [[ticks]]. Friendly units lose DRN+1 fatigue. Approximately 3.8 fatigue reduction per round.|+| ??Relief?? | {{path>N5}} | {{gems>1N}} | Enchantment 6 | Strikes 6% of the field every 320 [[ticks]]. Friendly units lose DRN+1 fatigue. Approximately 3.8 fatigue reduction per round. |
 | ??Heat from Hell?? | {{path>F4}} | {{gems>2F}} | Enchantment 6 | Strikes 3% of the battlefield with [[AN]] [[fire damage|fire]] [[fatigue damage]] every 320 [[ticks]]. The amount of damage dealt is 5+Heat scale, -3 if raining. Does nothing if ??Grip of Winter?? is also active. Approximately 1.4, 3.5, 5.8 fatigue per round fatigue per round in cold 3, neutral, and heat 3 respectively (with no resistances). |  | ??Heat from Hell?? | {{path>F4}} | {{gems>2F}} | Enchantment 6 | Strikes 3% of the battlefield with [[AN]] [[fire damage|fire]] [[fatigue damage]] every 320 [[ticks]]. The amount of damage dealt is 5+Heat scale, -3 if raining. Does nothing if ??Grip of Winter?? is also active. Approximately 1.4, 3.5, 5.8 fatigue per round fatigue per round in cold 3, neutral, and heat 3 respectively (with no resistances). | 
 | ??Grip of Winter?? | {{path>W4}} | {{gems>2W}} | Enchantment 6 | Strikes 3% of the battlefield with [[AN]] [[cold damage|cold]] [[fatigue damage]] every 320 [[ticks]]. The amount of damage dealt is 4+Cold scale, +2 if it is snowing and a storm is present. Does nothing if ??Heat from Hell?? is also active. Approximately .7, 2.8, 4.9 fatigue per round in heat 3, neutral and cold 3 respectively (with no resistances). |  | ??Grip of Winter?? | {{path>W4}} | {{gems>2W}} | Enchantment 6 | Strikes 3% of the battlefield with [[AN]] [[cold damage|cold]] [[fatigue damage]] every 320 [[ticks]]. The amount of damage dealt is 4+Cold scale, +2 if it is snowing and a storm is present. Does nothing if ??Heat from Hell?? is also active. Approximately .7, 2.8, 4.9 fatigue per round in heat 3, neutral and cold 3 respectively (with no resistances). | 
-| ??Solar Brilliance?? | {{path>S5}} | {{gems>3S}} | Enchantment 7 | Every 320 ticks: 5% of the battlefield must make an easy [[Magic Resistance|MR]] check or become blinded. 5% of the battlefield is struck for 5 [[AP]] damage if [[Undead]] or [[Demon|Demonic]], with an easy [[Magic Resistance|MR]] check to negate. Expected hits per tile per round: 117%. Counteracts penalties related to darkness while active. Cannot be used in caves, underwater or during [[assassin|assassinations]] at night unless a unit with the localsun property is present. | +| ??Solar Brilliance?? | {{path>S5}} | {{gems>3S}} | Enchantment 7 | Every 320 ticks: 5% of the battlefield must make an easy [[Magic Resistance|MR]] check or become blinded. 5% of the battlefield is struck for 5 [[AP]] damage if [[Undead]] or [[Demon|Demonic]], with an easy [[Magic Resistance|MR]] check to negate. Expected hits per tile per round: 117%. Removes the effects of darkness while active, and causes [[dark power]] attribute bonuses to be applied as penalties instead. Cannot be used in caves, underwater or during [[assassin|assassinations]] at night unless a unit with the localsun property is present. | 
-| ??Mists of Deception?? | {{path>A6}} | {{gems>2A}} | Enchantment 8 | Applies ??Mist??Summons 1 phantasm per turn for each air level of the caster. | +| ??Mists of Deception?? | {{path>A6}} | {{gems>2A}} | Enchantment 8 | Applies the effects of ??Mist?? if not already presentEvery 320 ticks, for each level of Air magic of the caster, there is a 1 in 24 chance to spawn a random phantasm at a random point on the battlefield. There is a 90% chance that the phantasm is a ??Phantasmal Warrior?? or ??Phantasmal Wolf??, and a 10% chance that the phantasm is a ??Phantasmal Beast?? or ??Phantasmal Knight??. | 
-| ??Fields of the Dead?? | {{path>D5E2}} | {{gems>1D}} | Enchantment 9 | | +| ??Fields of the Dead?? | {{path>D5E2}} | {{gems>1D}} | Enchantment 9 | Every 320 ticks, there is a 1 in 6 chance to trigger. Reanimates up to a DRN of corpses as soulless, with a 100% chance for armed soulless if there are available corpses. There is a 10% chance for national soulless to be spawned. 
-| ??Demon Cleansing?? | {{path>W5}} | {{gems>1W}} | Enchantment 9 | All [[demon]]s on the battlefield take double damage. | +| ??Demon Cleansing?? | {{path>W5}} | {{gems>1W}} | Enchantment 9 | All [[demon]]s on the battlefield take double damage, applied before protection. | 
-| ??The Ravenous Swarm?? | {{path>N3}} | {{gems>1N}} | Thaumaturgy 5 | random undead target takes 7 [[AN]] damage per round. If there are no undead, it begins attacking the living instead. |+| ??The Ravenous Swarm?? | {{path>N3}} | {{gems>1N}} | Thaumaturgy 5 | Every 5120 ticks (or 1.46484375 times a round), selects a random undead target. If a target had previously been selected, will always be picked in preference to another random undead creature. If there are no undead, any random creature is selected, and as with the undead targets, it will prefer to attack the same target continuously. Inflicts 7 AN nonmagical damage, which is multiplied by 3 if the target is undead or a demon. |
 | ??Growing Fury?? | {{path>N4}} | {{gems>1N}} | Thaumaturgy 5 | Affects the battlefield every 320 ticks. All friendly units with an inherent [[berserker]] value, or those whose current hit points are lower than their maximum immediately go berserk. Other friendly units have a flat 5% chance instead. As with usual berserking, this does not affect most mounted units, [[Mindless]] units, or [[Slave Vessel|Slave Vessels]]. | | ??Growing Fury?? | {{path>N4}} | {{gems>1N}} | Thaumaturgy 5 | Affects the battlefield every 320 ticks. All friendly units with an inherent [[berserker]] value, or those whose current hit points are lower than their maximum immediately go berserk. Other friendly units have a flat 5% chance instead. As with usual berserking, this does not affect most mounted units, [[Mindless]] units, or [[Slave Vessel|Slave Vessels]]. |
 | ??Soul Drain?? | {{path>S5D5}} | {{gems>5S}} | Thaumaturgy 8 | 3% of the battlefield suffers 2 [[AN]] magical life steal every 320 ticks. [[Magic resistance]] avoids the damage. [[Inanimate]] creatures are unaffected by this spell. Expected hits per tile per round: 70% | | ??Soul Drain?? | {{path>S5D5}} | {{gems>5S}} | Thaumaturgy 8 | 3% of the battlefield suffers 2 [[AN]] magical life steal every 320 ticks. [[Magic resistance]] avoids the damage. [[Inanimate]] creatures are unaffected by this spell. Expected hits per tile per round: 70% |
 | ??Blood Rain?? | {{path>B3}} | {{gems>3B}} | Blood 7 | All units on the battlefield suffer -4 morale. | | ??Blood Rain?? | {{path>B3}} | {{gems>3B}} | Blood 7 | All units on the battlefield suffer -4 morale. |
 | ??Divine Channeling?? | {{path>H5}} | | | All friendly {{path>H1}} priests gain +1 holy level. | | ??Divine Channeling?? | {{path>H5}} | | | All friendly {{path>H1}} priests gain +1 holy level. |
-| ??Dance of the Morrigans?? ([[fomoria-ea|EA Fomoria]]) | {{path>D5A2}} | {{gems>4D}} | Conjuration 8 | |+| ??Dance of the Morrigans?? ([[fomoria-ea|EA Fomoria]]) | {{path>D5A2}} | {{gems>4D}} | Conjuration 8 | Every 320 ticks, there is a 1 in 24 chance to activate. Every activation adds 1 to a hidden counter. Checks every unit in the battle that is not inanimate, not undead, not a ??Morrigan??, and that has less hitpoints than their maximum. Has a (10 - (counter * 2))% chance to spawn a ??Morrigan??at the location of the wounded unit.  Every time the spell is cast, the counter is reset, but this does not allow the spell to be cast again while it is already active. |
 | ??The Ark?? | Caused by the presence of the ??The Ark?? artifact in battle. ||| Strikes 3% of the battlefield every 320 ticks. All units affected make a [[Magic Resistance|MR]] check. Sacred units, prophets, or pretenders belonging to Ark's owner are entirely unaffected, even upon failing this. All other units that failed their MR check are struck for 2 [[AN]] magical damage. Additionally, there are 20% chances, rolled independently of each other, that each struck unit becomes diseased and blinded without further MR checks((Analysis of the Dominions 5.51b executable)). | | ??The Ark?? | Caused by the presence of the ??The Ark?? artifact in battle. ||| Strikes 3% of the battlefield every 320 ticks. All units affected make a [[Magic Resistance|MR]] check. Sacred units, prophets, or pretenders belonging to Ark's owner are entirely unaffected, even upon failing this. All other units that failed their MR check are struck for 2 [[AN]] magical damage. Additionally, there are 20% chances, rolled independently of each other, that each struck unit becomes diseased and blinded without further MR checks((Analysis of the Dominions 5.51b executable)). |
  
battle-enchantment.txt · Last modified: 2023/01/15 19:43 by loggy