User Tools

Site Tools


dom6:transform

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
dom6:transform [2024/07/18 13:27]
fenrir [Transformation]
dom6:transform [2024/09/28 17:27] (current)
fenrir [Transformation]
Line 12: Line 12:
 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.
  
-How the spell changed in the transition from Dominions 5 to Dominions 6 is currently unknown. The [[:transformation|Dominions 5 version]] of this illwiki page gives much more detailed information on possible results. Howeverit should be noted that the spell's description was misleading in Dominions 5, and that this doesn't seem to have changed in Dominions 6.+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.
  
- +=== What Appears to Happen in Dominions 6: ===
-=== Exact effect in Dominions 5: ===+
  
   * 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. **If and only if the new form is NOT [[mindless]]**, the caster receives the [[afflictions#head-afflictions|Feebleminded]] affliction, losing all its paths. Meanwhile, mindless results, which cannot have the feebleminded affliction, instead suffer from a **magic level cap** as a result of the transformation: **at most** {{path>N3}} and {{path>S3}}, and **at most** 4 in the other paths.+  * 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.
  
-To reiterate, the above is how the spell works in Dominions 5It is not clear if Dominions 6 changed how Transformation works, however the spell'description did not change. The list of forms that one can Transform intogood and baddoes not appear in the [[https://larzm42.github.io/dom6inspector/|Dominions 6 Mod Inspector]]and it would be useful to investigate whether Dominions 6 adds new potential resulting forms or not.+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 iterationhaving **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 magicIn Dominions 5these figures were the level caps for Mindless Transformations instead.
  
-One known difference between Dominions 5 and Dominions 6 is that Pretender Gods and monsters with Polymorph Immunity are now unable to cast Transformation, just as they are unable to cast Twiceborn and Lichcraft.+[[Pretender God|Pretender Gods]] are unable to cast Transformation, just as they are unable to cast Twiceborn and Lichcraft.
 ==== Transformation Items ==== ==== Transformation Items ====
  
dom6/transform.1721309245.txt.gz · Last modified: 2024/07/18 13:27 by fenrir