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dom6:power [2024/07/13 00:53] fenrir connect to Seasonal Powers |
dom6:power [2024/07/16 00:02] (current) fenrir [Storm Power] |
* {{: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. | 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. |
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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 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: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. | {{: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, because Philosophers are lazy. |
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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. | ===== The Binary Traits ===== |
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| 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. |
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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]]. The reason is similar to Dark Power's interaction with Darkvision, except that the penalty doesn't interact much with the bonus; Storms **halve Precision** and prevent [[Flying]], for those without Storm Immunity. | 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 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. |
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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 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]]. | 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]]. |
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| ===== Darkness ===== |
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| **Dark Power** is a very weird power trait; in most cases it's a binary trait, but [[magic]] can make it scalar. |
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| 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]]** |
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| 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**. |
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| 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. |