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globals [2020/06/19 16:42]
mergele [Death] Aging rate for BoT
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's level in the relevant path. The number of gems spent over the minimum is known as the "[[overcast]]"; blood slaves count as only half a gem for overcast value. When the spell is cast, if no one else has already cast the same global, it will look for an empty slot, and if no empty slots exist, it will pick one at random and attempt to dispel it. If the same global is already up, it will always attempt to dispel the previous copy.+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's level in the relevant path. The number of gems spent over the minimum is known as the "overcast"; blood slaves count as only half a gem for overcast value. When the spell is cast, if no one else has already cast the same global, it will look for an empty slot, and if no empty slots exist, it will pick a preexisting global at random and attempt to dispel it. If the same global is already up, it will always attempt to dispel the previous copy.
  
-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' overcast values are compared; every level of skill in a path over the casting requirement adds 5 to the overcast, and both sides add an open-ended d6 to their result. The higher value wins; if the new global or dispel attempt wins, it will remove its target, while if the existing global wins, it stays in place.+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' overcast values are compared; every level of skill in a path over the casting requirement adds 5 to the overcast, and both sides add an exploding d20 to their result. The higher value wins; if the new global or dispel attempt wins, it will remove its target, while if the existing global wins, it stays in place.
  
 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 ??Twiceborn?? will not lose their globals upon dying in their natural shape, unless they are killed by ??Soul Slay??. Similarly, an [[immortal]] caster's globals are only removed when killed by Soul Slay. 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 ??Twiceborn?? will not lose their globals upon dying in their natural shape, unless they are killed by ??Soul Slay??. Similarly, an [[immortal]] caster's globals are only removed when killed by Soul Slay.
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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??). All mountain paths become unusable, and disable [[Flying]] (unless they have [[Storm Immunity]] ability) and [[Sailing]] on map movement as well. 
 +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's dominion and, more importantly, lowers enemy [[morale]] by Dominion Strength minus 1 for every friendly dominion candle in a province. Only works in friendly dominion, but strongly enables morale-based strategies for nations which can couple this with things like ??Wailing Winds?? or ??Bloodletting?? in combat. This enchantment has synergy with various non-combat abilities (such as [[seduction]]) and rituals (such as ??Beckoning??) as well.+Causes slight [[darkness]] (a -1 penalty to attack and defense for units with no darkvision) in all battles in the caster's dominion and, more importantly, lowers enemy [[morale]] by Dominion Strength minus 1 for every friendly dominion candle in a province. Only works in friendly dominion, but strongly enables morale-based strategies for nations which can couple this with things like ??Wailing Winds?? or ??Blood Rain?? in combat. This enchantment has synergy with various non-combat abilities (such as [[seduction]]) and rituals (such as ??Beckoning??) as well.
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 ==== Water ==== ==== Water ====
  
-**??Guardians of the Deep?? ({{path>W6}}, Conjuration 8, {{gems>60W}}):** 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 Dogs??/stags to mighty ??Asp Turtles??/??Monster Fish??. Like pretty much all of the province defense globals, this is fairly underwhelming, even moreso because any nations likely to hold enough underwater provinces to get much use out of it already have an overwhelming advantage in defending them.+**??Guardians of the Deep?? ({{path>W6}}, Conjuration 8, {{gems>60W}}):** 
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 +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?? to mighty ??Asp Turtle??/??Monster Fish??. Like pretty much all of the province defense globals, this is fairly underwhelming, even moreso because any nations likely to hold enough underwater provinces to get much use out of it already have an overwhelming advantage in defending them. 
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 +Pretender //has cast a global enchantment.// 
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 **??Sea of Ice?? ({{path>W6}}, Alteration 7, {{gems>80W}}):** **??Sea of Ice?? ({{path>W6}}, Alteration 7, {{gems>80W}}):**
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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's provinces. Provides additional gold every turn. Has a chance to block hostile rituals targeting the owner's provinces based on the strength of the luck scales.+Increases the luck scales in its owner's provinces. Provides additional gold every turn. Has a chance to block hostile rituals targeting the owner's provinces based on the strength of the luck scales. Unlike anti-magic domes (Such as ??Dome of Arcane Warding??), this protection do not interfere to friendly remote rituals.
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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 2 or 3. 
 +Size of the ??Water Elemental?? depend on province's humidity. Most of land provinces generate size 2, but sea and coastal provinces generate size 5, and swamp generate size 6. Fresh water will increase size by 1 (up to size 6). 
 +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 ??Mechanical Men??) and, at high PD levels, iron flies to the caster's PD. This is expensive, comes at a research level with very little to recommend it, and has minimal benefits, making it a rarely worthwhile spell to cast.+Adds ??Mechanical Man?? (as the spell ??Mechanical Men??) and, at high PD levels, ??Iron Fly?? to the caster's PD. This is expensive, comes at a research level with very little to recommend it, and has minimal benefits, making it a rarely worthwhile spell to cast.
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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, howeverIn 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, this can also be removed by casting ??Fate of Oedipus??. Unlike other global enchantments, this can also be removed by casting ??Fate of Oedipus??.
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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's Dominion is searched for [[Sites]] each turn, but only in paths & levels the caster has, and only up to a level decided by an [[DRN|exploding]] d10 with the relevant path level addedA result of 11 or higher checks for Level 1 sites of that path, a result of 16 or higher also checks for Level 2 sites of that path, and a result of 21 or higher also checks for Level 3 sites of that pathEach province (and each path within that province) gets its own roll. \\ \\ The caster also checks for hostile non-[[Mindless]] mages within their Dominion. Targets can avoid detection if they succeed in a [[Magic Resistance]] roll (with [[DRN]]) versus 10, winning ties, and what happens to those who fail this roll depends on their levels: 
 +  * Targets //without// [[Astral]] levels take 10 magical AN damage to the head, unless they succeed in a separate roll against the caster's Penetration. This is //technically// not the caster attacking them, so kills don't give [[Experience]] and Blood Vengeance doesn't apply. 
 +  * Targets //with// [[Astral]] levels engage in a [[Magic Duel]] with the caster, with several key differences; path-boosters (both [[Items|positive]] and [[afflictions|negative]]) //are// counted, the loser is only Feebleminded, and the caster wins ties. This can end the Enchantment before everyone is checked. 
 +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'lyeh]].
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-All provines lose approximately 2% population and gain d4 unrest per turn. Unit aging rate is acceleratedAging seems to be random between 0 - 4 years a month.+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]], as they don't mind aging, but also usable by long-lived elven Death nations like [[fomoria-ea|Fomoria]] and [[helheim-ea|Helheim]]For living nations, it's sometimes better to cast Burden of Time with a cheap death mage who can be suicided to take the global down once human nations crumble. 
 + 
 +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 ??Utterdark?? to cripple living attackers. 
 + 
 +Population loss is 2% +/- 0.25% per death/growth scale. Risk to age is 41% +/- 4% per death/growth scale.
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-Reduces all gold income and resources by 90%, except in caves and deep seas. All battles take place in [[darkness]] with a penalty of 6. +Massively reduces all gold income and resources by 90%, except in caves and deep seas. All battles take place in [[darkness]] with a penalty of 6
 + 
 +Additionally, four random provinces of the caster's enemies are attacked each turn by either a ??Fiend of Darkness??, or a ??Shade Beast?? with 1d6 ??Shade??s, or a ??Shade Lord?? with 1d4 ??Shade??s and a ??Shadow Soldier??.
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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're undead.
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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 itMakes 3 remote checks, the first of which will always be an adjacent province to where it was castFurther 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's pop. This is halved if order 2 or 3, and doubled if turmoil 2 or 3. Affected provinces gain 1d10 nonexploding unrest and have their population reduced appropriately. Final population contribution to the vortex is half of what is drained. 
 +    * 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://illwiki.com/dom5/user/loggy/misc|Source]] 
 + 
 +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]], [[jotunheim-ma|MA Jotunheim]], [[utgård-la|LA Utgård]], and [[vaettiheim-la|LA Vaettiheim]]. Available to [[niefelheim-ea|EA Niefelheim]], [[jotunheim-ma|MA Jotunheim]], [[utgård-la|LA Utgård]], and [[vaettiheim-la|LA Vaettiheim]].
-FIXME ...+ 
 +Allows Niefelheim, Jotunheim, and Utgard to recruit one ??Niefel Giant?? per fortAllows Jotunheim, Utgard, and Vaettiheim to cast ??Winter's Call??Cold scales worldwide increase by +1 per 4 months, and this can override shifts from seasons, so that eventually the world will be cold3Causes minor unrest and occasional attacks on enemy provinces by ??Wolf??, ??Winter Wolf??, ??Jotun Wolf??, ??Dire Wolf??, and ??Niefel Giant??; these are stronger in colder provinces. 
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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 costsA 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??sIt also allows LA Phlegra to recruit ??Laestrygonian?? troops from their capital, once the Burning Mountain has exploded (1/turn).
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globals.1592584927.txt.gz · Last modified: 2020/06/19 16:42 by mergele