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gems [2021/06/05 21:15] cactusowl [Gems in Combat] |
gems [2022/12/07 04:34] (current) fenrir |
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======Gems====== | ======Gems====== | ||
- | {{gems> | + | {{gems> |
As with [[magic item]]s, gems can be freely allocated to any commander in a province with a [[laboratory|lab]], | As with [[magic item]]s, gems can be freely allocated to any commander in a province with a [[laboratory|lab]], | ||
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Similarly to [[gold]] and magic items, gems may be traded between players. It is hard to assign a gold value to gems, as only earth and fire may be directly converted into gold through spells such as ??Distill Gold?? and ?? | Similarly to [[gold]] and magic items, gems may be traded between players. It is hard to assign a gold value to gems, as only earth and fire may be directly converted into gold through spells such as ??Distill Gold?? and ?? | ||
+ | <WRAP box 800px center> | ||
- | ===Blood Slaves=== | + | <WRAP column 22px>{{ : |
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- | {{gems>B}} Blood slaves are in many ways the gems for blood magic, but they have a number of key differences: | + | |
* They are primarily obtained through [[blood hunting]]. While magic sites can yield slaves, these sites are considerably rarer than those producing gems. | * They are primarily obtained through [[blood hunting]]. While magic sites can yield slaves, these sites are considerably rarer than those producing gems. | ||
* Unlike gems, they are present in battles as another unit clustered around the commander which carries them. This does not affect their ability to be put on stealthy commanders, nor do they affect the [[map move]] of the commander carrying them. | * Unlike gems, they are present in battles as another unit clustered around the commander which carries them. This does not affect their ability to be put on stealthy commanders, nor do they affect the [[map move]] of the commander carrying them. | ||
* This means that they can be killed in battle before they can be used for spells. | * This means that they can be killed in battle before they can be used for spells. | ||
- | * Slaves cannot be used underwater. Blood slaves assigned to a commander which is underwater will immediately drown. | + | * Slaves cannot be used underwater. Blood slaves assigned to a commander which enters combat |
* Slaves on the battlefield can be used by other nearby blood mages (within a range of 8 tiles) that do not have any slaves assigned to them. If it is desired to use conservative gem usage with blood mages, all mages will need to have the option enabled, not just those with slaves assigned to them. Mages cannot use slaves assigned to hostile commanders, no matter the distance. | * Slaves on the battlefield can be used by other nearby blood mages (within a range of 8 tiles) that do not have any slaves assigned to them. If it is desired to use conservative gem usage with blood mages, all mages will need to have the option enabled, not just those with slaves assigned to them. Mages cannot use slaves assigned to hostile commanders, no matter the distance. | ||
+ | </ | ||
==== Gems in Combat ==== | ==== Gems in Combat ==== | ||
- | Mages can use gems in battle for three purposes: | + | Mages may use [[combat magic|gems in battle]] for three purposes: |
- | * Some spells require gems to cast at all | + | * Some spells require gems to cast at all. |
- | * A mage can consume a number of gems up to their path level to reduce the fatigue required to cast a spell. For instance, a Fire 4 mage could consume four fire gems to count as a Fire 8 for the purpose of calculating fatigue for a spell. | + | * A mage can consume a number of gems equal to their path level to reduce the fatigue required to cast a spell. For instance, a {{path> |
- | * The *first* one of these gems also boosts | + | * **Exactly |
- | For instance, the spell ??Relief?? requires a N5 mage to cast and requires 1 nature gem. A N4 mage could cast Relief with two gems -- one to boost to N5 and the second to pay for the spell. They could spend up to two additional gems to further reduce the fatigue required. | + | {{template> |
- | Mages will only use gems in combat if they judge that the battle is significantly difficult; | + | For instance, |
As mages gain more research, they gain access to more and more powerful spells in combat that require gems to cast. These can be absolutely essential force multipliers -- spells like ?? | As mages gain more research, they gain access to more and more powerful spells in combat that require gems to cast. These can be absolutely essential force multipliers -- spells like ?? | ||
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It is often not a good idea to load mages with large numbers of extra gems; you risk losing them if the mage uses them for offscript casting, if the mage is killed, or if you lose the battle. Instead, you can use "gem mules", | It is often not a good idea to load mages with large numbers of extra gems; you risk losing them if the mage uses them for offscript casting, if the mage is killed, or if you lose the battle. Instead, you can use "gem mules", | ||
- | === Gem Burning | + | ==== Gem Use and Gembaiting ==== |
- | There are a number of times when it is worthwhile to provoke a battle strictly for the purpose of causing enemy mages to expend gems. This is called "gem burning" or "gem baiting" | + | Mages will only use gems in combat if they judge that the battle is significantly difficult; a single scout or a handful of troops will not provoke gem use from a large army. The complicated calculations that the game goes through to determine whether gems should be used can be found [[gembaiting# |
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+ | There are a number of times when it is worthwhile to provoke a battle strictly for the purpose of causing enemy mages to expend gems. This is called "gemburning" or "[[gembaiting]]" | ||
Assassination battles can also prompt mages to use gems, including spells like ??Disease Demon?? or ??Earth Attack??, or effects like ??Vengeful Water??. | Assassination battles can also prompt mages to use gems, including spells like ??Disease Demon?? or ??Earth Attack??, or effects like ??Vengeful Water??. | ||
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