This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision Next revision Both sides next revision | ||
pretenders [2021/04/08 19:03] taorec [Awakening], fixed Dormant awakening turn to 10-15 instead of 14 |
pretenders [2022/03/10 00:45] qwertystop Add path-sharing details to Grey Ones; fix a redlink at the top. |
||
---|---|---|---|
Line 3: | Line 3: | ||
//**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 [[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' | ||
=====Awakening===== | =====Awakening===== | ||
+ | <WRAP box round third right> | ||
+ | <WRAP centeralign> | ||
+ | |||
+ | Every turn a die is rolled to see if the Pretender awakens. If the result of the die roll is less than the current turn, the Pretender awakens. Dice here are exploding. | ||
+ | * Dormant: 9 + d4! | ||
+ | * Imprisoned: 27 + d20! | ||
+ | * Dormant disciple: 4 + d4! | ||
+ | * Imprisoned disciple: 13 + d20! | ||
+ | </ | ||
{{: | {{: | ||
Line 19: | Line 28: | ||
=====Dominion===== | =====Dominion===== | ||
- | {{ : | + | {{ : |
Pretender Gods, including each member of a Trinity individually, | Pretender Gods, including each member of a Trinity individually, | ||
Line 25: | Line 34: | ||
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. | ||
Line 35: | Line 61: | ||
=====Death and Recall===== | =====Death and Recall===== | ||
- | {{: | + | {{: |
- | 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 automcatically | + | In [[Disciples]] games, the priests of the Pretender God can assist in recalling any dead Disciple God on their team. Any Disciple nation' |
+ | |||
+ | 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 | ||
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. | ||
Line 52: | Line 80: | ||
</ | </ | ||
<WRAP column third box> | <WRAP column third box> | ||
- | **Beware** that non-primary trinities will retain their Twiceborn or Transformed shape! Don't let them die underwater | + | **Beware** that non-primary trinities will retain their Twiceborn or Transformed shape; this is especially important to remember, as transforming |
====Exceptions==== | ====Exceptions==== | ||
===Immortality=== | ===Immortality=== | ||
- | Pretenders with the [[Immortal]] trait respawn automatically after a while and will not need to be recalled. | + | <WRAP column 40px centeralign> |
===Ur/Uruk Pretenders=== | ===Ur/Uruk Pretenders=== | ||
- | Pretenders of [[ur-ea|Ur]] and [[uruk-ma|Uruk]] will never lose paths upon death. Combined with their national priests with the Elegist trait these nations can play more aggressively with their pretenders compared to other nations. | + | <WRAP column 30px centeralign> |
===Twiceborn=== | ===Twiceborn=== | ||
- | Pretender Gods with the Twiceborn status do not suffer any risk to lose magic or dominion score upon their return. Additionally, | + | <WRAP column 40px centeralign> |
=====Custom Priest Spells===== | =====Custom Priest Spells===== | ||
- | {{ : | + | {{ : |
Assuming equal levels of magical ability between paths, their priority is decided by the standard order of paths, with Fire first and Blood last. | Assuming equal levels of magical ability between paths, their priority is decided by the standard order of paths, with Fire first and Blood last. | ||
Line 94: | Line 122: | ||
====Characteristics==== | ====Characteristics==== | ||
- | 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 (don't transform | + | 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 |
====Magic Duel==== | ====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 and the Titan of Crossroads, so they should either take no astral (not boosted by ??Light of the Northern Star??) or ~{{path> | + | 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. |
====Path Distribution==== | ====Path Distribution==== | ||
Line 104: | Line 132: | ||
Each trinity chassis distributes paths differently. For example a {{path> | Each trinity chassis distributes paths differently. For example a {{path> | ||
<WRAP box round> | <WRAP box round> | ||
- | <WRAP column 40px> \\ {{ : | + | <WRAP column half> |
+ | <WRAP column 40px> \\ {{ : | ||
* Deino (primary, NB): {{path> | * Deino (primary, NB): {{path> | ||
* Enyo (FE): {{path> | * Enyo (FE): {{path> | ||
* Persis (AS): {{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 Water up and Death down, and Persis rounds Water down and Death up. This means FW, WE, DA, DS, WN, and WB cross-paths are one rank cheaper than FD, ED, WA, and WS, and reaching specific WD on Deino only is two ranks cheaper than on all three. | ||
+ | </ | ||
</ | </ | ||
Line 120: | Line 154: | ||
<WRAP box round> | <WRAP box round> | ||
<WRAP column 40px> | <WRAP column 40px> | ||
- | {{: | + | {{: |
* Hekate Lampadephoros (primary, D): -2 to all paths but -{{path> | * Hekate Lampadephoros (primary, D): -2 to all paths but -{{path> | ||
Line 128: | Line 162: | ||
<WRAP box round> | <WRAP box round> | ||
<WRAP column 40px> | <WRAP column 40px> | ||
- | {{: | + | {{: |
* Morrigna 1 (primary, D): -2 all paths but -1{{path> | * Morrigna 1 (primary, D): -2 all paths but -1{{path> | ||
Line 138: | Line 172: | ||
* [[Pretender Titles]] | * [[Pretender Titles]] | ||
* [[Pretender Archetypes]] | * [[Pretender Archetypes]] | ||
+ | * [[pretender-chassis | Choosing Your Chassis]] | ||
* [[http:// | * [[http:// | ||
* [[http:// | * [[http:// | ||