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dom6:holy [2024/05/10 19:43] fenrir [Strategic Map Magic] |
dom6:holy [2024/12/28 20:55] (current) fenrir [Strategic Map Magic] |
{{:misc:magic:holy.png?nolink }} **Holy** is an unusual path of [[Magic]], even more different from the Elemental and Sorcerous paths than [[Blood]]. "Holy Mages" are called **Priests**, and holy [[magic sites]] are known as **Sacred Sites**. | {{:misc:magic:holy.png?nolink }} **Holy** is an unusual path of [[Magic]], even more different from the Elemental and Sorcerous paths than [[Blood]]. "Holy Mages" are called **Priests**, and holy [[magic sites]] are known as **Sacred Sites**. |
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Holy magic is powered by faith, rather than by the turning of the Spheres or [[gems|magic rocks]]. It's a bit like Blood in this regard, powered by those involved in it; [[Pretender Gods]] cannot use it, for example, since they don't pray to anyone. Holy magic also doesn't provide [[Research]] points for understanding spells of the other nine paths. Despite all of these shortcomings, Holy is a critical path, especially outside of battle. | Holy magic is powered by faith, rather than by the turning of the Spheres or [[gems|magic rocks]]. It's a bit like Blood in this regard, powered by those involved in it; [[Pretender God|Pretender Gods]] cannot use it, for example, since they don't pray to anyone. Holy magic also doesn't provide [[Research]] points for understanding spells of the other nine paths. Despite all of these shortcomings, Holy is a critical path, especially outside of battle. |
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==== Combat Magic ==== | ==== Combat Magic ==== |
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{{:abilities:spreads_dominion.png?nolink }} Priests can **Preach the Word of God** to spread their Pretender's [[Dominion]] in their province. The chance of success is **30% times the Priest's level**, -5% for every point of hostile Dominion in the province (down to a minimum of 5%), with chances over 100% being treated as one guaranteed chance (per 100%) and another sub-100% chance. If a [[Temple]] is there, the chance is increased by **15%**. The ceiling for how high they can push local Dominion is **twice their Priest level**, **plus 1** if there's a Temple. | {{:abilities:spreads_dominion.png?nolink }} Priests can **Preach the Word of God** to spread their Pretender's [[Dominion]] in their province. The chance of success is **30% times the Priest's level**, -5% for every point of hostile Dominion in the province (down to a minimum of 5%), with chances over 100% being treated as one guaranteed chance (per 100%) and another sub-100% chance. If a [[Temple]] is there, the chance is increased by **15%**. The ceiling for how high they can push local Dominion is **twice their Priest level**, **plus 1** if there's a Temple. |
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| * {{:abilities:undead.png?nolink }} For reasons unexplained, [[Undead]] Priests **cannot** be ordered to Preach, not even for the few nations that have significant undead portions. If they have other means of spreading Dominion, however, those work just fine. |
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{{:misc:gui:throne.png?nolink }} Priests can also expedite victory in-game by **Claiming [[Thrones of Ascension]]**. In games where the goal isn't //specifically// to destroy your opposition, these Sacred Sites scattered across the map will be the victory condition, but merely having them within your borders is not good enough. Claiming a Throne is a turn-long process that can be done by either the Pretender God's physical body (sitting on the thing), or a **{{path>H3}} or holier representative**. If you're really lazy, a random event in {{scales>Dom6}} or higher (two in {{scales>Dom8}}, three in {{scales>Dom10}}) may feature the local populace or the province itself doing the job for you, but hoping for a province-specific random event isn't a great idea. | {{:misc:gui:throne.png?nolink }} Priests can also expedite victory in-game by **Claiming [[Thrones of Ascension]]**. In games where the goal isn't //specifically// to destroy your opposition, these Sacred Sites scattered across the map will be the victory condition, but merely having them within your borders is not good enough. Claiming a Throne is a turn-long process that can be done by either the Pretender God's physical body (sitting on the thing), or a **{{path>H3}} or holier representative**. If you're really lazy, a random event in {{scales>Dom6}} or higher (two in {{scales>Dom8}}, three in {{scales>Dom10}}) may feature the local populace or the province itself doing the job for you, but hoping for a province-specific random event isn't a great idea. |
{{:abilities:adept_sacrificer.png?nolink }} Priests of certain nations may **Perform [[Blood Sacrifice]]**, for a quick shot in the arm to their Dominion. The amount of Blood Slaves they're allowed to sacrifice in a single turn is **capped by their Priest level**, and every Blood Slave sacrificed does the work of one Temple that turn. For [[mictlan-ea|Early]] and [[mictlan-la|Late Mictlan]], Temples //don't// work, so Blood Sacrifice is a must! Blood Sacrifice can only happen at a Temple, though. | {{:abilities:adept_sacrificer.png?nolink }} Priests of certain nations may **Perform [[Blood Sacrifice]]**, for a quick shot in the arm to their Dominion. The amount of Blood Slaves they're allowed to sacrifice in a single turn is **capped by their Priest level**, and every Blood Slave sacrificed does the work of one Temple that turn. For [[mictlan-ea|Early]] and [[mictlan-la|Late Mictlan]], Temples //don't// work, so Blood Sacrifice is a must! Blood Sacrifice can only happen at a Temple, though. |
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{{:abilities:elegist.png?nolink }} Last but not least, only the prayers of Priests work for **Recalling God**. A dead Pretender God may be summoned back to this world in a "research project" style, with Priests devoting turns to put points **equal to their Priest level** towards the Recall. Generally, around **50 points** is required, so having just a {{path>H3}} priest and a {{path>H2}} priest on the job would make it take around 10 turns. | {{:abilities:elegist.png?nolink }} Last but not least, only the prayers of Priests work for **Recalling God**. A dead Pretender God may be summoned back to this world in a "research project" style, with Priests devoting turns to put points **roughly equal to their Priest level** towards the Recall. **50 points** are required, so having just a {{path>H3}} priest and a {{path>H2}} priest on the job would make it take //around// 10 turns. |
==== Indirect Magic ==== | ==== Indirect Magic ==== |
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==== Path Boosting ==== | ==== Path Boosting ==== |
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Boosting a unit's Priest level (their Holiness) is no trivial matter, for the path cannot be [[Empowerment|Empowered]] and has tough-to-acquire Boosters. Every nation can name one [[Prophet]], however; this will elevate them to **{{path>H3}}**, or provide **+{{path>H1}}** if they're already at that "master" level. | Boosting a unit's Priest level (their Holiness) is no trivial matter, for the path cannot be [[Empowerment|Empowered]] and has tough-to-acquire Boosters. Every nation can name one [[Prophet]], however; this will elevate them to **{{path>H3}}**, or provide **+{{path>H1}}** if they're already at that "master" level. If the Prophet dies, the nation must wait six turns before they can name another. |
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Magic [[items]] that boost Priest level (by {{path>H1}} each) are the ??Ring of the False Prophet??, the ??Sword of Justice??, the ??Sword of Injustice??, and the ??Immaculate Shield??. [[Ragha-la|Ragha]] also gets a single national Holy booster, but it can only be applied to one of two units. | Magic [[items]] that boost Priest level (by {{path>H1}} each) are the ??Ring of the False Prophet??, the ??Sword of Justice??, the ??Sword of Injustice??, and the ??Immaculate Shield??. [[Ragha-la|Ragha]] also gets a single national Holy booster, but it can only be applied to one of two units. |