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pretenders [2020/02/03 02:27] jbrereton Cleared out significant amounts of subjective opinion and 'guides'. |
pretenders [2022/03/10 00:45] qwertystop Add path-sharing details to Grey Ones; fix a redlink at the top. |
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//**The information in this revision of the article is accurate as of Patch 5.39.**\\ \\ | //**The information in this revision of the article is accurate as of Patch 5.39.**\\ \\ | ||
- | This page concerns mechanics specific to Pretender Gods. For Pretender Creation Strategy, consult [[Pretender | + | This page concerns mechanics specific to Pretender Gods. For Pretender Creation Strategy, consult [[Maerlande |
- | A Pretender God consists of a chassis which possesses magic paths that may affect [[#Custom Priest Spells]] and [[Bless|Blesses]]. It is also the source of a nation' | + | A Pretender God consists of a chassis which possesses magic paths that may affect [[#Custom Priest Spells]] and [[Blesses]]. It is also the source of a nation' |
- | A Pretender God produces 3 [[Temple Checks]] while on the map, and is one of the few ways for nations with Dying Dominion such as [[EA Mictlan|EA]] or [[LA Mictlan]] to spread dominion naturally. | + | =====Awakening===== |
+ | <WRAP box round third right> | ||
+ | <WRAP centeralign> | ||
- | Pretender | + | Every turn a die is rolled to see if the Pretender |
- | + | * Dormant: 9 + d4! | |
- | ====Awakening==== | + | * Imprisoned: 27 + d20! |
+ | * Dormant disciple: 4 + d4! | ||
+ | * Imprisoned disciple: 13 + d20! | ||
+ | </ | ||
- | Pretender Gods may either appear Awake, be taken Dormant, where they will appear between turns 10 and 14, or Imprisoned, appearing between turn 30 and 42. For Trinity Pretenders, all three will awaken at the same time. | + | {{: |
The arrival of the first Dormant and first Imprisoned Pretender God is always announced to the world on the exact turn they appear, although which God has awoken is not stated. | The arrival of the first Dormant and first Imprisoned Pretender God is always announced to the world on the exact turn they appear, although which God has awoken is not stated. | ||
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Until a Pretender God awakens, you will not receive the effects of Incarnate blesses, but you will receive the [[#Custom Priest Spells|path-related]] Banishment and Smite spells their magic dictates. This is also true if a Pretender is banished to another [[Plane]]. | Until a Pretender God awakens, you will not receive the effects of Incarnate blesses, but you will receive the [[#Custom Priest Spells|path-related]] Banishment and Smite spells their magic dictates. This is also true if a Pretender is banished to another [[Plane]]. | ||
- | ====Pretender Gods and Dominion | + | =====Dominion===== |
+ | |||
+ | {{ : | ||
+ | |||
+ | Pretender Gods, including each member of a Trinity individually, | ||
The Hit Points, Strength, and Magic Resistance of a Pretender God depend on the strength of Dominion they are located in. For each friendly or enemy candle they are located in, they gain the following bonuses or penalties: | The Hit Points, Strength, and Magic Resistance of a Pretender God depend on the strength of Dominion they are located in. For each friendly or enemy candle they are located in, they gain the following bonuses or penalties: | ||
- | | + | <WRAP box 800px center> |
- | *+/-½ Magic Resistance | + | <WRAP column half> |
- | *+/-1 Strength | + | **Friendly Dominion** |
+ | | ||
+ | * +½ Magic Resistance | ||
+ | * +1 Strength | ||
+ | --------------- | ||
+ | * In friendly dominion the Pretender, Disciples and Prophet are blessed at all times. | ||
+ | </ | ||
+ | <WRAP column half> | ||
+ | **Enemy Dominion** | ||
+ | * -10% Hit Points per candle (to a minimum of 10%) | ||
+ | * -½ Magic Resistance per candle | ||
+ | * -1 Strength per candle | ||
+ | |||
+ | -------- | ||
+ | * Outside friendly dominion the Pretender and Disciples can never be blessed. | ||
+ | * The Prophet can still be blessed in combat as normal. | ||
+ | </ | ||
+ | </ | ||
Pretenders, much like Prophets, carry over their current but not max HP levels from the prior turn. This level of health will not change until they are affected by remote attacks, combat, or the healing and disease-related damage phase near the end of each [[Turn (Strategic Map)|Turn]] on the strategic map. | Pretenders, much like Prophets, carry over their current but not max HP levels from the prior turn. This level of health will not change until they are affected by remote attacks, combat, or the healing and disease-related damage phase near the end of each [[Turn (Strategic Map)|Turn]] on the strategic map. | ||
- | Pretender Gods are only affected by their own blessings | + | Pretender Gods (as well as prophets and disciples) |
- | ====Death and Recall==== | + | =====Death and Recall===== |
- | For the vast majority of nations and Pretenders, death results in the potential loss of one level of a magic path to a limit of 0, biased towards losing Nature, or the loss of a point of [[Dominion]], to a base level of 1. | + | {{: |
- | There is also a small chance for a pretender to gain either one level of Death, Astral, or Blood magic on recall, | + | In [[Disciples]] games, the priests |
- | To bring back a Pretender God which has died, around 50 priest-level turns must be spent using the Call God command | + | Death comes with a price though. Unless the god is immortal (and wasn't killed by Soul Slay) or its nation is Ur /Uruk, death can result in the potential loss of one level of a magic path to a limit of 0, biased |
A Pretender God that is recalled will appear outside the walls of the [[Fort]] of its own capital if it is under siege, regardless of its level of mobility. | A Pretender God that is recalled will appear outside the walls of the [[Fort]] of its own capital if it is under siege, regardless of its level of mobility. | ||
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Upon a Pretender God's return, a heal check is rolled against any [[Afflictions]] they picked up, including Disease, but not the Cursed status or [[Horror Mark|Horror Marks]]. | Upon a Pretender God's return, a heal check is rolled against any [[Afflictions]] they picked up, including Disease, but not the Cursed status or [[Horror Mark|Horror Marks]]. | ||
- | If a Pretender God has been polymorphed | + | If a Pretender God has been ?? |
- | ===Trinities=== | + | ====Trinities==== |
- | Trinity chassis suffer these same risks, including permanent dominion loss even from the non-primary Trinity member, | + | <WRAP group> |
+ | <WRAP column twothirds> | ||
+ | {{: | ||
+ | </ | ||
+ | <WRAP column third box> | ||
+ | **Beware** that non-primary trinities will retain their Twiceborn or Transformed shape; this is especially important to remember, as transforming underwater might lead to a permanent aquatic shape.</ | ||
+ | ====Exceptions==== | ||
- | ===Exceptions=== | + | ===Immortality=== |
- | ==Immortality== | + | <WRAP column 40px centeralign> |
- | Immortal Pretender Gods without the Soul Slayed or Soul Annihilated afflictions do not lose magic or dominion score upon their return. | + | ===Ur/Uruk Pretenders=== |
+ | <WRAP column 30px centeralign> | ||
- | If Soul Slayed | + | ===Twiceborn=== |
+ | <WRAP column 40px centeralign> | ||
- | ==Twiceborn== | + | =====Custom Priest Spells===== |
- | Pretender | + | {{ : |
- | ==Ur and Uruk== | + | Assuming equal levels of magical ability between paths, their priority is decided by the standard order of paths, with Fire first and Blood last. |
- | These nations' | + | [[ermor-ma|MA Ermor]] |
- | ====Custom Priest Spells==== | + | ====Trinities==== |
- | If a solitary | + | For Trinity |
- | Assuming equal levels of magical | + | If the first member cannot use certain |
- | [[MA Ermor]] and [[LA Lemuria]] do not gain these spells. | + | ===Trinity Specifics=== |
- | ===Trinities=== | + | For the base game's Gods, this means that the Hooded Spirit may not use the Earth or Water Banish and ??Smite?? variants. |
- | For Trinity Pretender Gods, the paths on the first member to spawn dictate whether, and how, Banish | + | The Grey Ones may only use the Death, Water, Nature, and Blood priest spells, and using the Death and Water variants requires Death 7 or Water 7 due to how these paths are split and reduced across the trinity. |
- | If the first member cannot use certain magical paths, but has access | + | The Titan of the Crossroads |
- | ==Trinity Specifics== | + | The Morrigna has -{{path> |
- | For the base game's Gods, this means that the Hooded Spirit may not use the Earth or Water Banish and Smite variants. | ||
- | The Grey Ones may only use the Death, Water, Nature, and Blood priest spells, and using the Death and Water variants requires | + | =====Trinity Gods===== |
+ | |||
+ | ====Characteristics==== | ||
+ | |||
+ | Trinity pretenders give you three chassis instead of one, tripling | ||
+ | |||
+ | ====Magic Duel==== | ||
+ | |||
+ | For the purpose of ??Magic Duel??, the base path level shown when empowering is counted, meaning the -2 malus in pretender creation is included for Morrigna | ||
+ | |||
+ | ====Path Distribution==== | ||
+ | |||
+ | Each trinity chassis distributes paths differently. For example a {{path> | ||
+ | <WRAP box round> | ||
+ | <WRAP column half> | ||
+ | <WRAP column 40px> \\ {{ : | ||
+ | |||
+ | * Deino (primary, NB): {{path> | ||
+ | * Enyo (FE): {{path> | ||
+ | * Persis (AS): {{path> | ||
+ | </ | ||
+ | <WRAP column half> | ||
+ | ==== Path-Sharing Specifics ==== | ||
+ | Divide the Water and Death paths from pretender creation by two. For fractional results, Deino rounds both up, Enyo rounds | ||
+ | </ | ||
+ | </ | ||
+ | |||
+ | <WRAP box round> | ||
+ | <WRAP column 40px> | ||
+ | |||
+ | * Spirit 1 (E): {{path> | ||
+ | * Spirit 2 (W): {{path> | ||
+ | * Spirit 3 (primary, other paths): {{path> | ||
+ | </ | ||
+ | <WRAP box round> | ||
+ | <WRAP column 40px> | ||
+ | {{: | ||
+ | |||
+ | * Hekate Lampadephoros (primary, D): -2 to all paths but -{{path> | ||
+ | * Hekate Kleidouchos (S): -2 to all paths but -1{{path> | ||
+ | * Hekate Kourotropos (N): -2 to all paths but -1{{path> | ||
+ | </ | ||
+ | <WRAP box round> | ||
+ | <WRAP column 40px> | ||
+ | {{: | ||
+ | |||
+ | * Morrigna 1 (primary, D): -2 all paths but -1{{path> | ||
+ | * Morrigna 2 (S): -2 all paths but -1{{path> | ||
+ | * Morrigna 3 (A): -2 all paths but -1{{path> | ||
+ | </ | ||
+ | =====See Also===== | ||
- | The Titan of the Crossroads has -1 to Death and -2 to all other paths in terms of deciding Custom Priest Spells. | + | * [[Pretender Titles]] |
+ | * [[Pretender Archetypes]] | ||
+ | * [[pretender-chassis | Choosing Your Chassis]] | ||
+ | * [[http:// | ||
+ | * [[http:// | ||
- | The Morrigna has -1 to Death and -2 to all other paths in terms of deciding Custom Priest Spells. |