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dom6:power [2024/07/12 21:05] fenrir [The Scalar Traits] |
dom6:power [2026/07/16 11:09] (current) wigglefig tone edits, clarification on scalar traits |
| ====== Power Traits ====== | ====== Power Traits ====== |
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| 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.: | 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: |
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| * {{:abilities:power_of_the_turning_year.png?nolink}} **Power of the Turning Year**, tied to **Turn Count** | * {{:abilities:power_of_the_turning_year.png?nolink}} **Power of the Turning Year**, tied to **Turn Count** |
| * {{:abilities:magic_power.png?nolink}} **Magic Power**, tied to {{:misc:scales:magic.png?nolink}} **[[Scales#Magic-and-Drain|Magic]]** | * {{:abilities:magic_power.png?nolink}} **Magic Power**, tied to {{:misc:scales:magic.png?nolink}} **[[Scales#Magic-and-Drain|Magic]]** |
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| ==== The Scalar Traits ==== | ===== The Scalar Traits ===== |
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| 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. | Scalar traits provide a stat bonus equal to their listed value multiplied by the level of a certain scale in the unit's province. For example, the unit with Cold Power (2) in a province with {{scales>C2}} scales would gain +4 to the relevant stats. However, if local scales are in the opposite direction, these traits provide a stat malus instead. The same unit in a {{scales>H2}} province would have -4 to its stats. This means they can be very swingy, having a huge effect on the unit's combat effectiveness depending on the local scales. |
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| {{: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. | The scalar traits include Fire Power, Cold Power, Chaos Power, and Magic Power. |
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| | ==== Special Examples ==== |
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| | {{:abilities:chaos_power.png?nolink }} Chaos Power is special: it also counts **[[Unrest]]**. For every 30 points of local Unrest, add 1 to the Turmoil value of the local province, but only for the sake of this trait. This extra unrest power is capped at +3 at 90+ unrest. In any case, Turmoil bonus caps at 5, even if unrest bonus + turmoil would be higher. |
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| {{: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. | {{: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. |
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| ==== Darkness ==== | ==== Philosopher ==== |
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| Dark Power is affected by the light level of the province in question. Regular daylight is counted as **zero Darkness**. [[Caves]] and [[Underwater|Deep Seas]] have **3 Darkness**. A few spells can create unusual Darkness levels, even **negative** values. Whatever it is, multiply this by the value of the trait. | {{: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. |
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| | ===== The Binary Traits ===== |
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| | These traits provide their listed bonus under certain conditions. They do not provide a stat malus in the opposite conditions, however. |
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| | ==== Dark Power ==== |
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| | Dark Power is activated when the battlefield is cast into darkness, which occurs in the following scenarios: |
| | * In some assassination battles, which naturally have a chance of happening at night. |
| | * Underground or in caves. |
| | * Under the effects of the battlefield enchantments ??Darkness??, ??Nightfall?? or ??Solar Eclipse??. |
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| | Units with Dark Power also often have Darkvision, which further exacerbates the stat difference between them and other units that cannot see in the dark. |
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| ==== Storm Power ==== | ==== Storm Power ==== |
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| Storm Power is binary; it 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 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. |
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| | 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. |
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| ==== Power of the Turning Year ==== | ==== Power of the Turning Year ==== |
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| Power of the Turning Year is also binary, providing a bonus only on 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. | Power of the Turning Year provides its listed bonus on every third turn after turn 1, or any turn where the season is listed as just its name instead of "Early ____" or "Late ____"; in the user interface, these turns are merely referred to as Spring, Summer, Autumn, and Winter. |
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| Power of the Turning Year does **not** affect Combat Speed, for some reason. | Power of the Turning Year does **not** affect Combat Speed, for some reason. |
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| There's also [[Seasonal Power]], but it works very differently from the other Power Traits. | 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]]. |