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dom6:pretenders [2025/10/14 11:10] wigglefig removed seemingly unsourced claim re: priests at throne gaining bonuses to recalling gods? not sure whether this is verified |
dom6:pretenders [2025/10/14 21:48] (current) wigglefig rewording immortality section |
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| ====== Pretenders and Pretender Design ====== | ====== Pretenders and Pretender Design ====== | ||
| - | A Pretender is essentially the player character in Dominions 6. In the wake of the Pantokrator' | + | A Pretender |
| In Dominions 6, the player has a great deal of control over the characteristics of their Pretender. Pretender design involves determining the following aspects of the Pretender: | In Dominions 6, the player has a great deal of control over the characteristics of their Pretender. Pretender design involves determining the following aspects of the Pretender: | ||
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| In the Pretender design interface, chassis are organised according to their base dominion strength, which is either 1, 2, 3 or 4. Chassis of dominion strength 1 are typically humanoid mages who can inexpensively purchase new magic paths. Chassis of dominion strength 2 are typically monsters (dragons, great serpents, etc.) which are physically powerful from the beginning of the game, but can only purchase new magic paths at great expense. Chassis of dominion strength 3 are " | In the Pretender design interface, chassis are organised according to their base dominion strength, which is either 1, 2, 3 or 4. Chassis of dominion strength 1 are typically humanoid mages who can inexpensively purchase new magic paths. Chassis of dominion strength 2 are typically monsters (dragons, great serpents, etc.) which are physically powerful from the beginning of the game, but can only purchase new magic paths at great expense. Chassis of dominion strength 3 are " | ||
| - | In Dominions 6, certain chassis also alter the limits on [[# | + | In Dominions 6, certain chassis also alter the limits on [[# |
| The base paths and scale limit changes of each pretender can be made visible by pressing TAB on the Chassis select screen. | The base paths and scale limit changes of each pretender can be made visible by pressing TAB on the Chassis select screen. | ||
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| ====Magic Paths==== | ====Magic Paths==== | ||
| - | Additional magic paths over the baseline for a chassis may be purchased using design points. Purchasing higher levels in magic over a chassis' | + | Additional magic paths over the baseline for a chassis may be purchased using design points. Purchasing higher levels in magic over a chassis' |
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| + | This increasing cost means that it is significantly cheaper to purchase a high level of a particular path if the pretender chassis begins with that path by default. | ||
| ^Additional Path Level ^ Additional Cost ^ Total Cost ^ | ^Additional Path Level ^ Additional Cost ^ Total Cost ^ | ||
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| ===Bless Points=== | ===Bless Points=== | ||
| - | //See [[Blesses]] for more information.// | + | //See [[Bless|Blesses]] for more information.// |
| Every level of skill a pretender has in a magic path over 1 provides 1 bless point. Bless points can be used to purchase blesses that the pretender' | Every level of skill a pretender has in a magic path over 1 provides 1 bless point. Bless points can be used to purchase blesses that the pretender' | ||
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| Dominion strength represents how fervently your pretender is worshipped by their people. | Dominion strength represents how fervently your pretender is worshipped by their people. | ||
| - | The dominion strength of a pretender can be increased over the baseline for that chassis using design points. Each point of dominion strength costs 7 × additional dominion strength over default. This means that it gets more expensive to purchase dominion as it increases. Chassis that begin with dominion strength 4 are usually preferable if very high dominion strength (9-10) is desired. | + | The dominion strength of a pretender can be increased over the baseline for that chassis using design points. Each point of dominion strength costs an increasing amount of design points: |
| Dominion strength determines how many [[sacred|sacreds]] you are able to recruit in any one province. It also increases the likelihood that your pretender' | Dominion strength determines how many [[sacred|sacreds]] you are able to recruit in any one province. It also increases the likelihood that your pretender' | ||
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| The six scales represent the character of the pretender' | The six scales represent the character of the pretender' | ||
| - | By default, scales can be increased or decreased by 2 at most. Increasing a scale improves its benefits but costs 40 design points, while decreasing a scale causes penalties but grants 40 design points. Certain nations, and certain pretender chassis, will alter these increase/ | + | By default, scales can be increased or decreased by 2 at most. Increasing a scale improves its benefits but costs 40 design points, while decreasing a scale causes penalties but grants 40 design points. The temperature scale is an exception; both decreasing and increasing the scale away from default |
| ====Awakening==== | ====Awakening==== | ||
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| ====Death and Recall==== | ====Death and Recall==== | ||
| - | {{: | + | {{: |
| In [[Disciples]] games, the priests of the Pretender God can assist in recalling any dead Disciple God on their team. Any Disciple nation' | In [[Disciples]] games, the priests of the Pretender God can assist in recalling any dead Disciple God on their team. Any Disciple nation' | ||
| - | Although Pretenders can be recalled from death, it can still have consequences. Unless the god is immortal (and wasn't killed by Soul Slay) or its nation is Ur/Uruk, death can result in the potential loss of one level of a magic path to a limit of 0, biased | + | Although Pretenders can be recalled from death, it can still have consequences. Unless the god is immortal (and wasn't killed by Soul Slay) or its nation is Ur/Uruk, death can result in the potential loss of one level of a magic path, to a limit of 0, or the loss of a point of Dominion, to a base level of 1. The chance of losing a magic path is [50% + 10% / level of Nature] (in tests 80% with any nature paths). If the pretender had no magic paths, it will automatically lose one point of dominion strength. Nature magic is the most likely to be lost (~80-90%), death the least likely. There is also about a 20% chance for a pretender to gain either {{path> |
| - | Your Pretender | + | On recall, the Pretender will spawn in your capital province. If you own the province, the Pretender will spawn inside the fort - even if your capital is under siege. If you have lost your capital province, the pretender will spawn outside the walls. |
| Upon a Pretender God's return, a heal check is rolled against any [[Afflictions]] they picked up, including Disease, but not the Cursed status or [[Horror Mark|Horror Marks]]. | Upon a Pretender God's return, a heal check is rolled against any [[Afflictions]] they picked up, including Disease, but not the Cursed status or [[Horror Mark|Horror Marks]]. | ||
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| ==Immortality== | ==Immortality== | ||
| - | <WRAP column 40px centeralign> | + | <WRAP column 40px centeralign> |
| ==Ur/Uruk Pretenders== | ==Ur/Uruk Pretenders== | ||