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pretenders [2020/01/30 01:47]
seven-ate-you [Useful Links] Formatting
pretenders [2022/05/28 20:57] (current)
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 ======
  
-  FIXME Explain what stuff like T3 and S means+//**The information in this revision of the article is accurate as of Patch 5.39.**\\ \\ 
  
-===== Introduction =====+This page concerns mechanics specific to Pretender Gods. For Pretender Creation Strategy, consult [[Maerlande Pretender Design]] or [[Taorec Bless Strategies]]//.
  
-  * FIXME Make introduction+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's [[Scales]] alongside any effects from [[Thrones]]. 
  
-===== General Idea Pretenders =====+=====Awakening===== 
 +<WRAP box round third right> 
 +<WRAP centeralign>**Loggy’s research:**</WRAP>
  
-  FIXME Add more Categories+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! 
 +</WRAP>
  
-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.+{{:pretenders:father_of_winters.png?nolink |}}Pretender Gods may either appear Awake, be taken Dormantwhere they will appear between turns 10 and 15, or  Imprisoned, appearing between turn 30 and 42. For Trinity Pretenders, all three will awaken at the same time.
  
-==== Cheap Expander ====+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.
  
-  * FIXME Add a list of pretenders to this list+In [[Disciples]] games, Pretender chassis which act as [[Prophet|Prophets]] awaken after half the normal period of dormancy.
  
-Cheap expanders are expanders who can be taken awake, with little to no magic path changes, and be expected to expand. What separates lot of the awake cheap expanders are costmilitary power, natural magic paths and unique traits. What scales you run doesn't alter the archetype, but it's recommended to have scales that allow your nation to function well.+Until 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]].
  
-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.+=====Dominion=====
  
-=== Natural Expanders ===+{{ :pretenders:devi_of_darkness.png?nolink|}}A Pretender God produces 3 [[dominion|Temple Checks]] while on the map, and is one of the few ways for nations with Dying Dominion such as [[mictlan-ea|EA]] or [[mictlan-la|LA Mictlan]] to spread dominion naturally.
  
-Thrice Horned BoarEarth SerpentDragons, Son of Fenrer, Linnormr, Svartalf Master Smith, Great White Bull, Great Black Bull, Wyrm, Myrmecoleon, Drakon, OrmrGreat Mother+Pretender Godsincluding each member of a Trinity individuallyare always capable of claiming Thronesand in friendly [[Dominion]] will bless Sacred troops and commanders fighting alongside them.
  
-== 1-2 Earth Investment Expanders ==+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:
  
-Man-Eater+<WRAP box 800px center>==== Dominion Effect on Pretenders, Disciples and Prophets ==== 
 +<WRAP column half> 
 +**Friendly Dominion** 
 +  * +10% Hit Points per candle 
 +  * +½ Magic Resistance per candle 
 +  * +1 Strength per candle
  
-== Research Expanders ==+--------------- 
 +  * In friendly dominion the Pretender, Disciples and Prophet are blessed at all times. 
 +</WRAP> 
 +<WRAP column half> 
 +**Enemy Dominion** 
 +  * -10% Hit Points per candle (to a minimum of 10%) 
 +  * -½ Magic Resistance per candle 
 +  * -1 Strength per candle
  
-== Item Expanders ==+-------- 
 +  * Outside friendly dominion the Pretender and Disciples can never be blessed.  
 +  * The Prophet can still be blessed in combat as normal. 
 +</WRAP> 
 +</WRAP> 
 +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.
  
-===== Specific God Pretenders =====+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, or Half Dead. Outside their dominion, they lose this benefit, and //can't// be blessed. 
  
-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.+=====Death and Recall=====
  
-==== Rainbow Researcher ====+{{:pretenders:fountain_of_blood.png?nolink |}}If a pretender dies it is not permanently dead. Instead you can recall it using your priests. To bring back a Pretender God which has died, around 50 priest-level turns must be spent using the Call God command to recall them. The amount of recall points generated is [Holy level + 1d3 -2] according to [[user:loggy:callgod | Loggy's tests]]. Priests with an Elegist bonus, or working with a claimed [[Thrones|Throne of the Pantokrator]] receive additional priest levels for this purpose.
  
-A Rainbow Researcher has to be a awake rainbowtypically the great sage, and produce at least 50 research a turn, and have 2 points in every magic path, to be considered to be in this archetypeA awake bless, that's also immobile, could also fit in the stereotype of a researcher, but not as a rainbow.+In [[Disciples]] games, the priests of the Pretender God can assist in recalling any dead Disciple God on their teamAny Disciple nation'priests can also help recall the main Pretender God, but not other Disciples than their own nation's.
  
-The goal of a rainbow researcher, is to give you a early game advantage on researchand then to site searchwhen it's efforts on research are no longer substantial.+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 magic path is [50% + 10% / level of Nature] (in tests 80% with any nature paths). If the pretender had no magic pathsit 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>D1}} Death{{path>S1}} Astral, or {{path>B1}} Blood magic on recall, in addition to any other effects.
  
-A rainbow researcher is typically ran on nations who, struggle/benefit greatly with early game research, enjoy a decent bless and/or want more magic diversity +Your Pretender God once recalled will always appear in your capital province. If you own the province the Pretender will spawn inside the fort - even if your capital is under siege. If you have lost your capital province the pretender will spawn outside the walls.
  
-=== Example Pretenders ===+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]].
  
-Rainbow researchers come in many formsso you can be creative with thembut here are some examples.+If a Pretender God has been ??Polymorph??ed or ??Transform??ed into a form which would not allow it to return without dyingsuch as an Aquatic shape for a land nationor a non-water breathing shape for an underwater nation, it will return in its original shape.
  
-== MA Abysia Heavier Bless ==+====Trinities====
  
-Dom 5T3P3H3D3, M3, D1+<WRAP group> 
 +<WRAP column twothirds> 
 +{{:pretenders:titan_of_crossroads_1.png?nolink |}}Trinity chassis suffer these same risksincluding permanent dominion loss even from the non-primary Trinity member. Each member requires 25 recall points to bring them back to lifemeaning it requires 50% more points to bring all back to lifeand only one can be resurrected one at a time. 
 +</WRAP> 
 +<WRAP column third box> 
 +**Beware** that non-primary trinities will retain their Twiceborn or Transformed shape; this is especially important to rememberas transforming underwater might lead to a permanent aquatic shape.</WRAP> 
 +====Exceptions====
  
-F6, A3, W3, E3, S3, D3, N3, B4+===Immortality===
  
-Awe, Major Shock Resistance, Major Cold Resistance, Strength of the EarthMajor Magic Resistance, Undead Command x3, Minor/Major Poison ResistanceBlood Surge+<WRAP column 40px centeralign>{{ :abilities:immortal.png |}}</WRAP>Pretenders with the [[Immortal]] trait respawn automatically after a while and **cannot** be recalled. The latter can be a boon on nations with weak priests or a curse on nations with strong priests. If their soul is destroyedthey are treated as normal godsmeaning they may lose paths and must be recalled.
  
-The purpose of this god, outside of stereotypic things for this archetype to cover, is to cast Eternal Pyre+===Ur/Uruk Pretenders=== 
 +<WRAP column 30px centeralign>{{:nations:flags:ea_ur.png|}}</WRAP><WRAP column 30px centeralign>{{:nations:flags:ma_uruk.png|}}</WRAP>Pretenders of [[ur-ea|Ur]] and [[uruk-ma|Uruk]] will never lose nor gain 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.
  
-== MA Ulm No Bless == +===Twiceborn=== 
 +<WRAP column 40px centeralign>{{ :abilities:twiceborn.png |}}</WRAP>Pretender Gods with the Twiceborn status do not suffer any risk to lose magic or dominion score upon their return as ??Wight Mage??s. Additionally, if their Twiceborn shape has any attunement bonus (e.g. Asphodel), they may gain magic paths on returning to unlife.
  
-Dom 4, O2, P3, H0, G3, M3, D3+=====Custom Priest Spells=====
  
-F2A2W2, E2, S2, D2, N2, B2+{{ :pretenders:azi.png?nolink|}}If a solitary Pretender God has any Path above level 4the [[divine-magic#banishment-spells | Banish]] and [[[[divine-magic#smite-spells | Smite]] spells for the nation's priests will change. These spells are set at Pretender Creationand cannot be changed either by empowerment or the loss of magic paths. See [[divine-magic#banishment-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.+Assuming equal levels of magical ability between pathstheir priority is decided by the standard order of paths, with Fire first and Blood last.
  
-===== Useful Links =====+[[ermor-ma|MA Ermor]] and [[lemuria-la|Lemuria]] do not gain these spells.
  
-http://pretenders5.testingmagic.ovh/ - To help find the cheapest pretender for your desired paths.+====Trinities==== 
 + 
 +For Trinity Pretender Gods, the paths on the first member to spawn dictate whether, and how, ??Banish?? and ??Smite?? are replaced. 
 + 
 +If the first member cannot use certain magical paths, but has access to others, it will replace the listed custom priest spell on the Pretender Creation screen with another, in the same order as a solitary Pretender God. 
 + 
 +===Trinity Specifics=== 
 + 
 +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 Death 7 or Water 7 due to how these paths are split and reduced across the trinity. 
 + 
 +The Titan of the Crossroads has -{{path>D1}} Death and -2 to all other paths in terms of deciding Custom Priest Spells. 
 + 
 +The Morrigna has -{{path>D1}} Death and -2 to all other paths in terms of deciding Custom Priest Spells. 
 + 
 + 
 +=====Trinity Gods===== 
 + 
 +====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 (if transformed UW, it might become aquatic permanently) 
 + 
 +====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. 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==== 
 + 
 +Each trinity chassis distributes paths differently. For example a {{path>F5A5W5E5S5D5N5B5}} pretender would be distributed as seen below: 
 +<WRAP box round> 
 +<WRAP column half> 
 +<WRAP column 40px> \\ {{ :pretenders:grey_one.png?nolink |}} </WRAP>**??Grey One??** (size 2, {{path>W1D1}}) - Excellent rainbow mage, though no ES cross pathWater and Death paths are split (see at right), other paths are assigned fully to one of the trinityCheap to Twiceborn, and primary god can also be transformed into a size 5 or 6 chassis before being Twiceborn to get a Tartarian chassis.  
 + 
 +  * Deino (primary, NB): {{path>W3D3N5B5}} 
 +  * Enyo (FE): {{path>F5W3E5D2}} 
 +  * Persis (AS): {{path>A5W2S5D3}} 
 +</WRAP> 
 +<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. 
 +</WRAP> 
 +</WRAP> 
 + 
 +<WRAP box round> 
 +<WRAP column 40px>{{:pretenders:hooded_spirit.png?nolink |}}</WRAP>**??Hooded Spirit??** (size 4, {{path>W1E1N1}}) – Primary god can turn into Atlantean Wight Mage when Twiceborn. They can unify to teleport other trinity members to their location after normal battle phase. Notable blesses: Cold3 + Chill Aura, 2x Reinvig, F&SR, Recuperation, Regeneration 
 + 
 +  * Spirit 1 (E): {{path>E5}} 
 +  * Spirit 2 (W): {{path>W5}} 
 +  * Spirit 3 (primary, other paths): {{path>F5A5S5D5N5B5}} 
 +</WRAP> 
 +<WRAP box round> 
 +<WRAP column 40px> 
 +{{:pretenders:titan_of_crossroads_1.png?nolink |}}</WRAP> **??Titan of Crossroads??** (size 5, {{path>S1D1N1}}) – Twiceborn turns them into size 5 Tartarian Wight Mages, but they lose special abilities. Sample blesses: Far Caster / Finesse / Magic Weapons + 2 MR or Fateweaving, Reforming Flesh, Recuperation, Regeneration 
 + 
 +  * Hekate Lampadephoros (primary, D): -2 to all paths but -{{path>D1}} -> {{path>F3A3W3E3S3D4N3B3}} 
 +  * Hekate Kleidouchos (S): -2 to all paths but -{{path>S1}}, teleporter -> {{path>F3A3W3E3S4D3N3B3}} 
 +  * Hekate Kourotropos (N): -2 to all paths but -{{path>N1}}, disease healer -> {{path>F3A3W3E3S3D3N4B3}} 
 +</WRAP> 
 +<WRAP box round> 
 +<WRAP column 40px> 
 +{{:pretenders:morrigna.png?nolink |}}</WRAP>**??Morrigna??** (size 6, {{path>A1S1D1}})– Twiceborn turns them into size 5 Tartarian Wight Mages. Notable blesses: Shock Resistance, Wind Walker, Far Caster/ Finesse / Magic Weapons + 2 MR or Fateweaving, Stygian Flesh, Reforming Flesh 
 + 
 +  * Morrigna 1 (primary, D): -2 all paths but -{{path>D1}}, Fear5 -> {{path>F3A3W3E3S3D4N3B3}} 
 +  * Morrigna 2 (S): -2 all paths but -{{path>S1}}, Fortuneteller 15 -> {{path>F3A3W3E3S4D3N3B3}} 
 +  * Morrigna 3 (A): -2 all paths but -{{path>A1}}, Berserk4 -> {{path>F3A4W3E3S3D3N3B3}} 
 +</WRAP> 
 +=====See Also===== 
 + 
 +  * [[Pretender Titles]] 
 +  * [[Pretender Archetypes]] 
 +  * [[pretender-chassis | Choosing Your Chassis]] 
 +  * [[http://grogmission.blogspot.com/2020/09/dominions-5-pretender-design-and.html|Pretender Design]] (by Maerlande) 
 +  * [[http://dominionsmods.com/index.php?showtopic=3220|Pretender Design & Bless Strategies]] (by Taorec)
  
-https://youtu.be/qmX9Dmt_PtU - To help explain to you, in video, on how to make a good pretender. 
pretenders.1580348868.txt.gz · Last modified: 2020/01/30 01:47 by seven-ate-you