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pretenders [2020/01/31 23:33] arbiter [Pretenders] |
pretenders [2022/05/28 20:57] naaira [Death and Recall] Edited error about pretender god respawn. It always spawns inside the fort if you own the province. |
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====== Pretenders ====== | ====== Pretenders ====== | ||
- | | + | //**The information in this revision of the article is accurate as of Patch 5.39.**\\ \\ |
- | Pretender | + | This page concerns mechanics specific to Pretender |
- | Scales | + | A Pretender God consists |
- | The scales, seen towards the bottom | + | |
- | Dom 1-10: Dominion | + | |
- | O0-3: Order | + | |
- | T1-3: Turmoil | + | |
- | P0-3: Productivity | + | |
- | S1-3: Sloth | + | |
- | H0-3: Heat | + | |
- | C1-3: Cold | + | |
- | G0-3: Growth | + | |
- | D1-3: Death | + | |
- | L0-3: Luck | + | |
- | M1-3: Misfortune | + | |
- | M0-3: Magic | + | |
- | D1-3: Drain | + | |
- | Magic | + | =====Awakening===== |
- | The 8 magic paths are abbreviated by their first letter, however since Air and Astral both start with A, Astral magic is instead referred to as S. | + | <WRAP box round third right> |
+ | <WRAP centeralign> | ||
- | No abbreviation | + | Every turn a die is rolled to see if the Pretender awakens. If the result |
- | F/C/S/P/M followed by R: refers to Fire, cold, shock, poison, or magic resistance. Example: FR +15 | + | * Dormant: 9 + d4! |
- | regen: regeneration | + | * Imprisoned: 27 + d20! |
- | Fort: fortitude | + | * Dormant disciple: 4 + d4! |
- | BS: Blood surge | + | * Imprisoned disciple: 13 + d20! |
- | BBond: Blood Bond | + | </ |
- | HSkin: Hard Skin | + | |
- | recup: recuperation | + | |
- | Example | + | {{: |
- | Dom 5 03 P3 H0 G3 M2 M3 S4 B4 Imp Fountain of blood with MR+3 and BS | + | |
- | This would be a Fountain of Blood pretender | + | |
- | ===== Introduction ===== | + | |
- | * FIXME Make introduction | + | 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. |
- | ===== General Idea Pretenders ===== | + | In [[Disciples]] games, Pretender chassis which act as [[Prophet|Prophets]] awaken after half the normal period of dormancy. |
- | * FIXME Add more Categories | + | 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]]. |
- | General Idea pretenders are a group of pretenders, with a general idea, which can be run with on a good portion of nations, and not be considered a bad pick. | + | =====Dominion===== |
- | ==== Cheap Expander ==== | + | {{ : |
- | * FIXME Add a list of pretenders to this list | + | Pretender Gods, including each member of a Trinity individually, |
- | Cheap expanders are expanders who can be taken awake, with little to no magic path changes, and be expected to expand. What separates | + | The Hit Points, Strength, and Magic Resistance of a Pretender God depend on the strength |
- | The purpose of taking a cheap expander is to be able to have a expander, while also not dumping your scales. Some pretenders need a bit of extra research, points in earth, or gear to expand. A natural expander who were to take these things were to be even stronger. | + | <WRAP box 800px center> |
+ | <WRAP column half> | ||
+ | **Friendly Dominion** | ||
+ | * +10% Hit Points per candle | ||
+ | * +½ Magic Resistance per candle | ||
+ | * +1 Strength per candle | ||
- | === Natural Expanders === | + | --------------- |
+ | * 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 | ||
- | Thrice Horned Boar, Earth Serpent, Dragons, Son of Fenrer, Linnormr, Svartalf Master Smith, Great White Bull, Great Black Bull, Wyrm, Myrmecoleon, | + | -------- |
+ | * 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. | ||
- | == 1-2 Earth Investment Expanders == | + | Pretender Gods (as well as prophets and disciples) are always blessed in their own dominion without needing a priest to bless them, including otherwise Innate blessings such as Water Breathing, Recuperation, |
- | Man-Eater | + | =====Death and Recall===== |
- | == Research Expanders == | + | {{: |
- | == Item Expanders == | + | In [[Disciples]] games, the priests of the Pretender God can assist in recalling any dead Disciple God on their team. Any Disciple nation' |
- | ==== Rainbow Researcher ==== | + | 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 or the loss of a point of Dominion, to a base level of 1. The chance of losing a magic path is [50% + 10% / level of Nature] (in tests 80% with any nature paths). If the pretender had no magic paths, it will automatically lose one point of dominion strength. Nature magic is the most likely to be lost (~80-90%), death the least likely. There is also about a 20% chance for a pretender to gain either {{path> |
- | A Rainbow Researcher has to be a awake rainbow, typically the great sage, and produce at least 50 research a turn, and have 2 points | + | Your Pretender God once recalled will always appear |
- | The goal of a rainbow researcher, is to give you a early game advantage on research, and then to site search, when it's efforts on research are no longer substantial. | + | 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]]. |
- | A rainbow researcher is typically ran on nations who, struggle/ | + | If a Pretender God has been ?? |
- | === Example Pretenders | + | ====Trinities==== |
- | Rainbow researchers come in many forms, so you can be creative with them, but here are some examples. | + | <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==== | ||
- | == MA Abysia Heavier Bless == | + | ===Immortality=== |
- | Dom 5, T3, P3, H3, D3, M3, D1 | + | <WRAP column 40px centeralign> |
- | F6, A3, W3, E3, S3, D3, N3, B4 | + | ===Ur/Uruk Pretenders=== |
+ | <WRAP column 30px centeralign> | ||
- | Awe, Major Shock Resistance, Major Cold Resistance, Strength of the Earth, Major Magic Resistance, Undead Command x3, Minor/Major Poison Resistance, Blood Surge | + | ===Twiceborn=== |
+ | <WRAP column 40px centeralign> | ||
- | The purpose of this god, outside of stereotypic things for this archetype to cover, is to cast Eternal Pyre | + | =====Custom Priest Spells===== |
- | == MA Ulm No Bless == | + | {{ : |
- | Dom 4, O2, P3, H0, G3, M3, D3 | + | Assuming equal levels of magical ability between paths, their priority is decided by the standard order of paths, with Fire first and Blood last. |
- | F2, A2, W2, E2, S2, D2, N2, B2 | + | [[ermor-ma|MA Ermor]] and [[lemuria-la|Lemuria]] do not gain these spells. |
- | The purpose of this god, outside of stereotypic things for this archetype to cover, is to be cheaper than your standard rainbow bless. Taking advantage that MA Ulm can tank into drain and still have good scales. | + | ====Trinities==== |
- | ===== Specific God Pretenders ===== | + | For Trinity Pretender Gods, the paths on the first member to spawn dictate whether, and how, ??Banish?? and ??Smite?? are replaced. |
- | Specific God Pretenders are Pretenders who typically have to be the same chassis. But can typically be ran on a decent amount of nations who allow that god. | + | If the first member cannot use certain magical paths, but has access |
- | ==== 5-6 Earth Snake ==== | + | ===Trinity Specifics=== |
- | Note-ably a amazing expander who can blind expand. It can give note-ably give the lightning/ | + | For the base game's Gods, this means that the Hooded Spirit may not use the Earth or Water Banish |
- | What makes this god so effective, is that it naturally has 20 protection. Once you hit 3 earth, your earth is added to your natural protection. With earth 5-6, it'll have a protection of 25-26. If you run a hard skin bless with it, it'll have 31 protection in it's dominion. | + | 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. |
- | This god is strong at removing early game pressure, considerably more so with hard skin. And possibly a decent bless for sacreds. | + | The Titan of the Crossroads has -{{path> |
- | ==== Nature Rush Tree ==== | + | The Morrigna has -{{path> |
- | With this god, you get Irminsul, you have it be either awake or dormant, and have it least have 5 Nature. 7 Nature is more recommended to have the regeneration bless. | ||
- | The entire purpose of this god is to do a few things. To cast Mother Oak, so you have higher nature income. And to give off a bless. | + | =====Trinity Gods===== |
- | The reason why you have the god to be dormant as worst, is to be able to cast Mother Oak before someone else is able to do so. | + | ====Characteristics==== |
- | ===== Single Player Pretenders ===== | + | Trinity pretenders give you three chassis instead of one, tripling the number of thrones you can claim and the amount of actions you can take. However, if they are alive and in different provinces, they temporarily lose paths (-1 for each one missing) and don't spread dominion. Twiceborn Wight Mage trinities are unaffected by the malus, however living ones still are. If they die completely, only the dying trinity may lose a path and can be resurrected for half the Call God points (25). Only the primary trinity will be recalled in the original form, the others stay Twiceborn or transformed (if transformed UW, it might become aquatic permanently) |
- | Single Player Pretenders are more focused on clearing out the hordes of units that the AI typically likes to recruit. You can run some of these pretenders in multiplayer and have good success, but they are stronger in single player, since they are so focused on clearing out hordes of unorganized units. | + | ====Magic Duel==== |
- | ===== Useful Links ===== | + | 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 and the Titan of Crossroads. The malus from splitting up the pretenders during the game is not counted for the purpose of base paths. Empowering works normally - no paths are deducted – as does path loss from dying. |
- | http:// | + | ====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> | ||
+ | <WRAP column half> | ||
+ | ==== Path-Sharing Specifics ==== | ||
+ | Divide | ||
+ | </ | ||
+ | </ | ||
+ | |||
+ | <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 -{{path> | ||
+ | * Hekate Kourotropos (N): -2 to all paths but -{{path> | ||
+ | </ | ||
+ | <WRAP box round> | ||
+ | <WRAP column 40px> | ||
+ | {{: | ||
+ | |||
+ | * Morrigna 1 (primary, D): -2 all paths but -{{path> | ||
+ | * Morrigna 2 (S): -2 all paths but -{{path> | ||
+ | * Morrigna 3 (A): -2 all paths but -{{path> | ||
+ | </ | ||
+ | =====See Also===== | ||
+ | |||
+ | * [[Pretender Titles]] | ||
+ | * [[Pretender Archetypes]] | ||
+ | * [[pretender-chassis | Choosing Your Chassis]] | ||
+ | * [[http:// | ||
+ | * [[http:// | ||
- | https:// |