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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]
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   * {{: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]]**
  
-==== The Scalar Traits ====+===== 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. 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: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.
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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.
  
-==== Darkness ====+==== Philosopher ====
  
-Dark Power is affected by the light level of the province in questionRegular daylight is counted as **zero Darkness**[[Caves]] and [[Underwater|Deep Seas]] have **3 Darkness**. A few spells can create unusual Darkness levelseven **negative** values. Whatever it ismultiply 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 Productivitybecause Philosophers are lazy.
  
-Dark Power typically comes with [[Darkvision]]. This is because Darkness is quite severe for everyone who doesn't have it (or at least superior Sight Trait). A point of Darkness **reduces** Attack Skill, Defence Skill, and [[Precision]] for everyone who doesn't have 100% Darkvisionby 0.5 if they have 50% Darkvision (which then gets rounded down), or by 1 if they don'have any Darkvision at all.+===== The Binary Traits ===== 
 + 
 +Two of the power traits never cause stat penalty; they either apply their listed point value to the combat stats, or they don't.
  
 ==== Storm Power ==== ==== Storm Power ====
  
-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.
  
-Storm Power typically comes with [[Storm Immunity]]. The reason is similar to Dark Power's interaction with Darkvisionexcept 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 nowherewhich may or may not affect the Storm-Immune.
  
 ==== Power of the Turning Year ==== ==== Power of the Turning Year ====
  
-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.
  
 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.
  
 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]].
 +
 +===== 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.
dom6/power.1720831983.txt.gz · Last modified: 2024/07/13 00:53 by fenrir