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pretenders [2020/07/05 15:55] naaira [Death and Recall] |
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 [[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 per candle | ||
+ | * +1 Strength per candle | ||
+ | |||
+ | --------------- | ||
+ | * In friendly dominion the Pretender, Disciples and Prophet are blessed at all times. | ||
+ | </WRAP> | ||
+ | <WRAP column half> | ||
+ | **Enemy Dominion** | ||
+ | * -10% Hit Points | ||
+ | * -½ Magic Resistance | ||
+ | * -1 Strength | ||
+ | -------- | ||
+ | * 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. | ||
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=====Death and Recall===== | =====Death and Recall===== | ||
- | 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. Priests with an Elegist bonus, or working with a claimed [[Thrones|Throne of the Pantokrator]] receive additional priest levels for this purpose. | + | {{: |
- | Death comes with a price though. 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 {{path> | + | In [[Disciples]] games, the priests |
- | A Pretender God that is recalled will appear outside | + | 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> |
+ | |||
+ | Your Pretender God once recalled will always appear in your capital | ||
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=== | ||
- | [[Immortal]] | + | <WRAP column 40px centeralign> |
- | If Soul Slayed or Soul Annihilated, | + | ===Ur/Uruk Pretenders=== |
+ | <WRAP column 30px centeralign> | ||
===Twiceborn=== | ===Twiceborn=== | ||
- | + | <WRAP column 40px centeralign> | |
- | 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===== | =====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==== | ||
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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. | + | The Morrigna has -{{path> |
+ | |||
+ | =====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> | ||
+ | <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 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 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===== | =====See Also===== | ||
* [[Pretender Titles]] | * [[Pretender Titles]] | ||
* [[Pretender Archetypes]] | * [[Pretender Archetypes]] | ||
+ | * [[pretender-chassis | Choosing Your Chassis]] | ||
+ | * [[http:// | ||
+ | * [[http:// | ||
+ |