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globals [2020/06/18 01:34] saranea [Air] |
globals [2023/03/04 19:52] (current) thelistener [Casting and Dispelling Globals] |
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===== Casting and Dispelling Globals ===== | ===== Casting and Dispelling Globals ===== | ||
- | Casting a global generally requires at least level 5 in a given path and several dozen gems. Every global has a minimum cost, but more gems can be used, with an upper limit of 100 times the caster' | + | Casting a global generally requires at least level 5 in a given path and several dozen gems. Every global has a minimum cost, but more gems can be used, with an upper limit of 100 times the caster' |
- | When a dispel attempt occurs, whether due to one global attempting to overwrite another or as a result of the ??Dispel?? spell (which simply targets a global and attempts to remove it), the two spells' | + | When a dispel attempt occurs, whether due to one global attempting to overwrite another or as a result of the ??Dispel?? spell (which simply targets a global and attempts to remove it), the two spells' |
Globals are also tied to the unit that cast them. This means that the death of the caster will also remove any globals tied to them. A mage that has cast a global enchantment will have it indicated by a green pentagram icon in their traits when they are inspected. A mage who is ?? | Globals are also tied to the unit that cast them. This means that the death of the caster will also remove any globals tied to them. A mage that has cast a global enchantment will have it indicated by a green pentagram icon in their traits when they are inspected. A mage who is ?? | ||
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- | Causes the effects of ??Storm?? in all battles worldwide, increases map movement costs marginally (about as much as snow), reduces income by 20% in all land provinces, and gives ranged attack rituals a 25% chance to miss their targets (75% for ??Seeking Arrow??). Can be very useful lategame, as it shuts down the majority of fliers in all battles, weakens missiles, and disrupts ritual attacks such as ??Flames from the Sky??, all of which can be lethal to large quantities of squishy mages. | + | Causes the effects of ??Storm?? in all battles worldwide, increases map movement costs marginally (about as much as snow), reduces income by 20% in all land provinces, and gives ranged attack rituals a 25% chance to miss their targets (75% for ??Seeking Arrow?? |
+ | Can be very useful lategame, as it shuts down the majority of fliers in all battles, weakens missiles, and disrupts ritual attacks such as ??Flames from the Sky??, all of which can be lethal to large quantities of squishy mages. | ||
</ | </ | ||
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- | Causes slight [[darkness]] (a -1 penalty to attack and defense for units with no darkvision) in all battles in the caster' | + | Causes slight [[darkness]] (a -1 penalty to attack and defense for units with no darkvision) in all battles in the caster' |
</ | </ | ||
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==== Water ==== | ==== Water ==== | ||
- | **?? | + | **?? |
+ | <WRAP group> | ||
+ | <WRAP half column> | ||
+ | Adds sea monsters to underwater province defense in owned provinces and occasionally spawns sea monster attacks in enemy underwater provinces in friendly dominion. 1 PD is enough to function. Composition of monsters are random, and varies greatly every time: from weak ??Sea Dog??/??Sea Stag?? | ||
+ | </ | ||
+ | <WRAP half column> | ||
+ | Pretender //has cast a global enchantment.// | ||
+ | </ | ||
+ | </ | ||
**??Sea of Ice?? ({{path> | **??Sea of Ice?? ({{path> | ||
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- | Prevents standard map movement between [[underwater]] and land provinces. The [[sailing]] unit ability also becomes unusable. | + | Prevents standard map movement between [[underwater]] and land provinces. The [[sailing]] unit ability also becomes unusable, but all rivers become frozen regardless to Heat/Cold scale and able to pass freely. |
+ | ??Ghost Ship Armada?? and ??Lure of the Deep?? do nothing while Sea of Ice is active. | ||
</ | </ | ||
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- | Generates {{gems>15W5S1A1F1E1D1N}} per month. | + | Generates {{gems>15W5S3A1F1E1D1N}} per month. |
</ | </ | ||
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- | Increases the luck scales in its owner' | + | Increases the luck scales in its owner' |
</ | </ | ||
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- | Water elementals will attack enemy commanders in friendly dominion, including commanders which are [[stealthy]]. The chance of an elemental attack is 5% plus 2% per candle of dominion. Ice elementals will spawn in place of water elementals in provinces with cold scales. | + | Water elementals will attack enemy commanders in friendly dominion, including commanders which are [[stealthy]]. The chance of an elemental attack is 5% plus 2% per candle of dominion. Ice elementals will spawn in place of water elementals in provinces with cold scales |
+ | Size of the ??Water Elemental?? depend on province' | ||
+ | Unlike Water cousins, ??Ice Elemental?? depend on cold scale only. Cold 2 generate size 4, and Cold 3 generate size 5. | ||
</ | </ | ||
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- | Adds mechanical men (as the spell ?? | + | Adds ?? |
</ | </ | ||
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- | FIXME ... | + | Shows you the entire map and all score graphs, and lets you view the stat sheets of everyone in the [[Hall of Fame]]; units and battle reports are only shown within your Dominion, however. In your Dominion, this has the added effect of making constant [[Disbelieve]] checks against your foes in battle, and provides a flat +25 [[Patrol|Patrol Strength]] bonus to each province where you have someone patrolling. |
Unlike other global enchantments, | Unlike other global enchantments, | ||
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- | Hostile units have a chance to be struck with a lightning bolt which inflicts 9 [[armor negating]] damage. The chance to be stuck is 2% plus 2% per candle, with an additional modifier based on turmoil or order scales in the province. | + | Hostile units have a chance to be struck with a lightning bolt which inflicts 9 [[armor negating]] [[shock]] damage. The chance to be stuck is 2% plus 2% per candle, with an additional modifier based on turmoil or order scales in the province. |
</ | </ | ||
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- | FIXME ... | + | Every province in the caster' |
+ | * Targets //without// [[Astral]] levels take 10 magical AN damage to the head, unless they succeed in a separate roll against the caster' | ||
+ | * Targets //with// [[Astral]] levels engage in a [[Magic Duel]] with the caster, with several key differences; | ||
+ | Targets are picked in a semi-random order, with mages from nations //lower// on the [[nations|list of nations]] being checked after mages from nations //higher// on the list; for example, an [[Arcoscephale|Arcoscephalian]] will always be checked before someone from [[r-lyeh|R' | ||
</ | </ | ||
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- | All provines | + | Every turn, each province in the world lose about 2% population and gains 1-4 [[unrest]]. Every turn, around 40% of units age by 1-4 years. |
+ | |||
+ | Deadly to old-age units and short-lived fire mages, including most human and bird [[slow-to-recruits]]. Useful for undead nations such as [[ermor-ma|Ermor]] and [[sceleria-ma|Sceleria]], | ||
+ | |||
+ | Rarely cast immediately at Thaum 5 because of its high price and tendency to attract large dispel attempts and coalitions. Later in the game this can be used to bait dispels, to pick off a target human nation, or can be backed by globals like ?? | ||
+ | |||
+ | Population loss is 2% +/- 0.25% per death/ | ||
</ | </ | ||
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- | Reduces | + | Massively reduces |
+ | |||
+ | Additionally, | ||
</ | </ | ||
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Friendly units gain +10% HP per dominion in their province. [[Afflictions]] have a roughly 10% chance per dominion to be healed, including [[undead]] units which cannot usually have afflictions removed from them. Friendly units have their aging rate halved. | Friendly units gain +10% HP per dominion in their province. [[Afflictions]] have a roughly 10% chance per dominion to be healed, including [[undead]] units which cannot usually have afflictions removed from them. Friendly units have their aging rate halved. | ||
+ | |||
+ | Notable as one of the only ways to heal the many afflictions Tartarians start with since they' | ||
</ | </ | ||
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- | FIXME ... | + | FIXME Add brief description\\ [[astral-corruption | See the dedicated page here]] |
</ | </ | ||
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- | FIXME ... | + | Blood Vortex remembers where you cast it. Makes 3 remote checks, the first of which will always be an adjacent province to where it was cast. Further checks are provinces picked at random, that have nonzero population and are not UW. (Population here refers to /10 from the displayed game values) |
+ | * Remote checks contribute (pop/20) + d50+, capped to the province' | ||
+ | * Local province: pop/10 + d100+, capped to pop. Population is drained, but scales have no impact. | ||
+ | * Final slave total = (local contribution + 3x remote contribution + d10 nonexploding - 1)/9 | ||
+ | |||
+ | Depending on the age, this means that most of the contribution will come from the province where it was cast, which won't suffer negative consequences. A 30k pop province will yield around 33 blood slaves per turn. | ||
+ | |||
+ | [[https:// | ||
+ | |||
+ | As nothing in Dominions comes without cost, up to 3 commanders in the local and neighboring province may be attacked and killed by deadly Erinya. | ||
</ | </ | ||
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Available to [[xibalba-ea|EA Xibalba]]. | Available to [[xibalba-ea|EA Xibalba]]. | ||
FIXME ... | FIXME ... | ||
+ | |||
+ | An odd mix of a national gemgen spell and a Dark Skies-esque global penalty. Also grants Awe to Xibalban Sun Guides and Ah K'in. The economic effects counter and are countered by Second Sun, leaving a neutral result. | ||
</ | </ | ||
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Available to [[niefelheim-ea|EA Niefelheim]], | Available to [[niefelheim-ea|EA Niefelheim]], | ||
- | FIXME ... | + | |
+ | Allows Niefelheim, Jotunheim, and Utgard to recruit one ??Niefel Giant?? per fort. Allows Jotunheim, Utgard, and Vaettiheim to cast ?? | ||
</ | </ | ||
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Available to [[mekone-ea|EA Mekone]], and both [[phlegra-ma|MA]] and [[phlegra-la|LA Phlegra]]. | Available to [[mekone-ea|EA Mekone]], and both [[phlegra-ma|MA]] and [[phlegra-la|LA Phlegra]]. | ||
- | FIXME ... | + | \\ Increases recruitment limits & Dominion power, & decreases costs. A not-often-mentioned bonus of this spell is that it can benefit the [[disciples]] or master of the caster as well; for example, it can act as a substitute to the Illwinter, if all one wants from that spell is the ??Niefel Giant??s. It also allows LA Phlegra to recruit ?? |
</ | </ | ||
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