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pretenders [2020/02/03 02:25] jbrereton [Pretenders] complete rework to only contain information about Pretender mechanics. |
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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//**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 | + | Your Pretender God once recalled will always |
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 Gods with the Twiceborn status do not suffer any risk to lose magic or dominion score upon their return. Additionally, | + | {{ : |
- | + | ||
- | ==Ur and Uruk== | + | |
- | + | ||
- | These nations' | + | |
- | + | ||
- | ====Custom Priest Spells==== | + | |
- | + | ||
- | If a solitary Pretender God has any Path above level 4, the Banish and Smite spells for the nation' | + | |
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. | ||
- | [[MA Ermor]] and [[LA Lemuria]] do not gain these spells. | + | [[ermor-ma|MA Ermor]] and [[lemuria-la|Lemuria]] do not gain these spells. |
- | ===Trinities=== | + | ====Trinities==== |
- | For Trinity Pretender Gods, the paths on the first member to spawn dictate whether, and how, Banish and Smite are replaced. | + | 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. | 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== | + | ===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. | + | 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 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 -1 to Death and -2 to all other paths in terms of deciding Custom Priest Spells. | + | The Titan of the Crossroads has -{{path> |
- | + | ||
- | The Morrigna has -1 to Death and -2 to all other paths in terms of deciding Custom Priest Spells. | + | |
- | ===== Introduction ===== | + | |
- | + | ||
- | * FIXME Make introduction | + | |
- | + | ||
- | ===== General Idea Pretenders ===== | + | |
- | + | ||
- | * FIXME Add more Categories | + | |
- | + | ||
- | 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. | + | |
- | + | ||
- | ==== Cheap Expander ==== | + | |
- | + | ||
- | * FIXME Add a list of pretenders to this list | + | |
- | + | ||
- | Cheap expanders are expanders who can be taken awake, with little to no magic path changes, and be expected to expand. What separates a lot of the awake cheap expanders are cost, military power, natural magic paths and unique traits. What scales you run doesn' | + | |
- | + | ||
- | 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. | + | |
- | + | ||
- | === Natural Expanders === | + | |
- | + | ||
- | Thrice Horned Boar, Earth Serpent, Dragons, Son of Fenrer, Linnormr, Svartalf Master Smith, Great White Bull, Great Black Bull, Wyrm, Myrmecoleon, | + | |
- | + | ||
- | == 1-2 Earth Investment Expanders == | + | |
- | + | ||
- | Man-Eater | + | |
- | + | ||
- | == Research Expanders == | + | |
- | + | ||
- | == Item Expanders == | + | |
- | + | ||
- | ==== Rainbow Researcher ==== | + | |
- | + | ||
- | 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 in every magic path, to be considered to be in this archetype. A awake bless, that's also immobile, could also fit in the stereotype of a researcher, but not as a rainbow. | + | |
- | + | ||
- | 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. | + | |
- | + | ||
- | A rainbow researcher is typically ran on nations who, struggle/ | + | |
- | + | ||
- | === Example Pretenders === | + | |
- | + | ||
- | Rainbow researchers come in many forms, so you can be creative with them, but here are some examples. | + | |
- | + | ||
- | == MA Abysia Heavier Bless == | + | |
- | + | ||
- | Dom 5, T3, P3, H3, D3, M3, D1 | + | |
- | + | ||
- | F6, A3, W3, E3, S3, D3, N3, B4 | + | |
- | + | ||
- | Awe, Major Shock Resistance, Major Cold Resistance, Strength of the Earth, Major Magic Resistance, Undead Command x3, Minor/Major Poison Resistance, Blood Surge | + | |
- | + | ||
- | The purpose of this god, outside of stereotypic things for this archetype to cover, is to cast Eternal Pyre | + | |
- | + | ||
- | == MA Ulm No Bless == | + | |
- | + | ||
- | Dom 4, O2, P3, H0, G3, M3, D3 | + | |
- | + | ||
- | F2, A2, W2, E2, S2, D2, N2, B2 | + | |
- | The purpose | + | The Morrigna has -{{path> |
- | ===== Specific God Pretenders ===== | ||
- | 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. | + | =====Trinity Gods===== |
- | ==== 5-6 Earth Snake ==== | + | ====Characteristics==== |
- | Note-ably a amazing expander who can blind expand. It can give note-ably | + | Trinity pretenders |
- | 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. | + | ====Magic Duel==== |
- | This god is strong at removing early game pressure, considerably more so with hard skin. And possibly a decent bless for sacreds. | + | For the purpose of ??Magic Duel??, the base path level shown when empowering |
- | ==== Nature Rush Tree ==== | + | ====Path Distribution==== |
- | 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 | + | Each trinity chassis distributes paths differently. For example a {{path> |
+ | <WRAP box round> | ||
+ | <WRAP column half> | ||
+ | <WRAP column 40px> \\ {{ : | ||
- | 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. | + | * 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 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. | ||
+ | </ | ||
+ | </ | ||
- | 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. | + | <WRAP box round> |
+ | <WRAP column 40px> | ||
- | ===== Single Player Pretenders ===== | + | * Spirit 1 (E): {{path> |
+ | * Spirit 2 (W): {{path> | ||
+ | * Spirit 3 (primary, other paths): {{path> | ||
+ | </ | ||
+ | <WRAP box round> | ||
+ | <WRAP column 40px> | ||
+ | {{: | ||
- | 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. | + | * 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> | ||
+ | {{: | ||
- | ===== Useful Links ===== | + | * 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===== | ||
- | http://pretenders5.testingmagic.ovh/ - To help find the cheapest | + | * [[Pretender Titles]] |
+ | * [[Pretender Archetypes]] | ||
+ | * [[pretender-chassis | Choosing Your Chassis]] | ||
+ | * [[http://grogmission.blogspot.com/2020/ | ||
+ | * [[http:// | ||
- | https:// |