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dom6:transform [2024/06/13 01:59] fenrir [Transformation] |
dom6:transform [2024/09/28 17:27] (current) fenrir [Transformation] |
The only Nature ritual for transformation is **??Transformation??**. This one has a random result, though the result is almost always living. | The only Nature ritual for transformation is **??Transformation??**. This one has a random result, though the result is almost always living. |
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Whatever Transformation actually does, though, is up for debate with the new game release. | The exact mechanics of Transformation are currently unknown. The [[:transformation|Dominions 5 version]] of this illwiki page gives much more exact information on possible results; however, the spell seems to have recently changed in one or two ways. |
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=== What the Spell Description Indicates Transformation SHOULD Do: === | === What Appears to Happen in Dominions 6: === |
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* There's an (80 + {{:misc:scales:luck.png?15&nolink}}[[Scales#fortune-and-misfortune|Luck]])% chance that you become something neat. If you're casting this [[Underwater]], this form is guaranteed to have an [[Underwater#Underwater-Traits|Underwater Trait]], typically Aquatic. | |
* If you fail at this, you become an abomination of sorts. Most of these sorts of things are [[Mindless]] in that their brains are far too small, thus resulting in leaving the caster **without their magic levels**. If the caster has more than 4 [[magic]] levels in a single path ("god-like" skill), though, their magic/personality is strong enough to exist without a mind; thus, they **don't** lose their magic levels. Their levels are also saved if they have least {{path>N3}} or {{path>S3}}. | |
* The "neat" result can be an odd humanoid (from a certain list), a monster (from a certain list), or an [[animal]]. Some of these are aligned towards certain magic paths, so there is a percent chance per form that you get a level in that path. This chance in-turn has a multiplier, with a base of 1, and each point of {{:misc:scales:magic.png?15&nolink}}[[Scales#magic-and-drain|Magic]] in the province adds 0.1 to the multiplier (while Drain subtracts 0.1). Every 100% on the chance is lobbed off and considered a guaranteed +1 in that path. | |
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=== What the Spell DOES in Dominions 5: === | |
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* There's an (80 + {{:misc:scales:luck.png?15&nolink}}[[Scales#fortune-and-misfortune|Luck]])% chance that you become something neat. If you're casting this [[Underwater]], this form is guaranteed to have an [[Underwater#Underwater-Traits|Underwater Trait]], typically Aquatic. | * There's an (80 + {{:misc:scales:luck.png?15&nolink}}[[Scales#fortune-and-misfortune|Luck]])% chance that you become something neat. If you're casting this [[Underwater]], this form is guaranteed to have an [[Underwater#Underwater-Traits|Underwater Trait]], typically Aquatic. |
* If you fail that first chance, there's an (80 + {{:misc:scales:luck.png?15&nolink}}[[Scales#fortune-and-misfortune|Luck]])% chance that you become an abomination of sorts. **__This step is completely botched.__** The magic skill loss is **also applied to the non-Mindless forms**. In fact, it's **ONLY applied to the non-Mindless forms**; this is because it's implemented by adding the [[afflictions#head-afflictions|Feebleminded]] trait, **which the Mindless forms cannot have**. The "minimum skill level to retain magic" is also completely botched, treated as a **level cap**: a fellow who transforms into a Mindless form will have **AT MOST** 3 in [[Astral]] and/or [[Nature]], and **AT MOST** 4 in the other levels. This at least makes //more// sense than the other coding hiccup, but it flies completely in the face of the spell description. | * If you fail that first chance, there's an (80 + {{:misc:scales:luck.png?15&nolink}}[[Scales#fortune-and-misfortune|Luck]])% chance that you become an abomination of sorts. **If and only if the new form is NOT [[mindless]]**, the caster receives the [[afflictions#head-afflictions|Feebleminded]] affliction, losing all its paths. Mindless results, which cannot have the feebleminded affliction, instead **lose all of their arcane** (non-{{:misc:magic:holy.png?15&nolink}}[[holy]]) **[[magic]] levels**. |
* If you fail **both** of these chances, the abominable form you transform into is also **dead**. Extra Lives on the caster will save you, but you'll still be an abomination, and you'll still be Feebleminded (and/or level-capped). | * If you fail **both** of these chances, the abominable form you transform into is also **dead**. Extra Lives on the caster will save you, but you'll still be an abomination, and you'll still be Feebleminded (and/or level-capped). |
* The "neat" result can be an odd humanoid (from a certain list), a monster (from a certain list), or an [[animal]] (**from a certain list**). Some of these are aligned towards certain magic paths, so there is a percent chance per form that you get a level in that path. This chance in-turn has a multiplier, with a base of 1, and each point of {{:misc:scales:magic.png?15&nolink}}[[Scales#magic-and-drain|Magic]] in the province adds 0.1 to the multiplier (while Drain subtracts 0.1). Every 100% on the chance is lobbed off and considered a guaranteed +1 in that path. | * The "neat" result can be an odd humanoid (from a certain list), a monster (from a certain list), or an [[animal]] (presumably from a certain list). Some of these are aligned towards certain magic paths, so there is a percent chance per form that you get a level in that path. This chance in-turn has a multiplier, with a base of 1, and each point of {{:misc:scales:magic.png?15&nolink}}[[Scales#magic-and-drain|Magic]] in the province adds 0.1 to the multiplier (while Drain subtracts 0.1). Every 100% on the chance is lobbed off and considered a guaranteed +1 in that path. |
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It is not clear if Dominions 6 implements Transformation the way the spell description describes it. The list of forms that one can Transform into, good and bad, does not appear in the [[https://larzm42.github.io/dom6inspector/|Dominions 6 Mod Inspector]]. The Pretender God/Prophet bans on Twiceborn and Lichcraft are new to Dominions 6, so the code for Transformation may have been changed as well. | More testing needs to be done on the exact mechanics of the "level loss". The spell description indicates that a certain level of skill will allow one to **preserve** their magical abilities; judging by the numbers in the Dominions 5 iteration, having **either {{path>S3}} or higher**, **{{path>N3}} or higher**, or **at least 4 levels in another non-holy path** will preserve the Transformed unit's magic. In Dominions 5, these figures were the level caps for Mindless Transformations instead. |
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| [[Pretender God|Pretender Gods]] are unable to cast Transformation, just as they are unable to cast Twiceborn and Lichcraft. |
==== Transformation Items ==== | ==== Transformation Items ==== |
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{{:items:lycanthropos_amulet.png?nolink }} Two [[items]], the ??Lycanthropos' Amulet?? and the ??Pebble Skin Suit??, will eventually transform their wearers. The former has a 2% chance to make you a **??Werewolf??** each turn, while the latter has a 2% chance to make you a **??Troll??**. Getting either of these //may// happen involuntarily, since they're cursed items, so this might not be //voluntary// self-transformation. | {{:items:lycanthropos_amulet.png?nolink }} Two [[items]], the ??Lycanthropos' Amulet?? and the ??Pebble Skin Suit??, will eventually transform their wearers. The former has a 2% chance to make you a **??Werewolf??** each turn, while the latter has a 2% chance to make you a **??Troll??**. Getting either of these //may// happen involuntarily, since they're cursed items, so this might not happen willingly. |
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===== Transforming Others ===== | ===== Transforming Others ===== |