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pretenders [2021/03/28 22:37]
naaira
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 Creation Strategy]]//+This page concerns mechanics specific to Pretender Gods. For Pretender Creation Strategy, consult [[Maerlande Pretender Design]] or [[Taorec Bless Strategies]]//.
  
 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]].  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]]. 
  
 =====Awakening===== =====Awakening=====
 +<WRAP box round third right>
 +<WRAP centeralign>**Loggy’s research:**</WRAP>
  
-{{:pretenders:father_of_winters.png?nolink |}}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.+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> 
 + 
 +{{:pretenders:father_of_winters.png?nolink |}}Pretender Gods may either appear Awake, be taken Dormant, where 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.
  
 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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 =====Dominion===== =====Dominion=====
  
-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.+{{ :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.
  
 Pretender Gods, including each member of a Trinity individually, are always capable of claiming Thrones, and in friendly [[Dominion]] will bless Sacred troops and commanders fighting alongside them. Pretender Gods, including each member of a Trinity individually, are always capable of claiming Thrones, and in friendly [[Dominion]] will bless Sacred troops and commanders fighting alongside them.
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 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:
  
-  *+/-10% Hit Points (to a minimum of 10%) +<WRAP box 800px center>==== Dominion Effect on Pretenders, Disciples and Prophets ==== 
-  *+/-½ Magic Resistance +<WRAP column half> 
-  *+/-1 Strength+**Friendly Dominion** 
 +  * +10% Hit Points per candle 
 +  * +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 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.
 +</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. 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. The amount of recall points generated is [Holy level + 1d3 -2] according to 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.+{{: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.
  
-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>N1}} Nature, or the loss of a point of [[Dominion]], to a base level of 1There is also a small 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.+In [[Disciples]] gamesthe priests of the Pretender God can assist in recalling any dead Disciple God on their teamAny Disciple nation's priests can also help recall the main Pretender Godbut not other Disciples than their own nation's.
  
-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.+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>D1}} Death, {{path>S1}} Astral, or {{path>B1}} Blood magic on recall, in addition to any other effects. 
 + 
 +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.
  
 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 or transformed into a form which would not allow it to return without dying, such as an Aquatic shape for a land nation, or a non-water breathing shape for an underwater nation, it will return in its original shape.+If a Pretender God has been ??Polymorph??ed or ??Transform??ed into a form which would not allow it to return without dying, such as an Aquatic shape for a land nation, or a non-water breathing shape for an underwater nation, it will return in its original shape.
  
 ====Trinities==== ====Trinities====
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 </WRAP> </WRAP>
 <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 in aquatic shape as a land nation.</WRAP>+**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.</WRAP>
 ====Exceptions==== ====Exceptions====
  
 ===Immortality=== ===Immortality===
  
-Pretenders with the [[Immortal]] trait respawn automatically after a while and will not need to be recalled. However if they die outside their dominion or if ??Soul Slay??ed or Soul Annihilated, they are treated as normal Gods and must be recalled. In either case they never lose magic paths.+<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 destroyed, they are treated as normal gods, meaning they may lose paths and must be recalled.
  
 ===Ur/Uruk Pretenders=== ===Ur/Uruk Pretenders===
-Pretenders of [[Ur|Ur]] and [[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>{{: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.
  
 ===Twiceborn=== ===Twiceborn===
-Pretender Gods with the Twiceborn status do not suffer any risk to lose magic or dominion score upon their return. Additionally, if their Twiceborn shape has any attunement bonus, they may gain magic paths on returning to life.+<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.
  
 =====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's priests will change. These spells are set at Pretender Creation, and cannot be changed either by empowerment or the loss of magic paths.+{{ :pretenders:azi.png?nolink|}}If a solitary Pretender God has any Path above level 4, the [[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 Creation, and cannot be changed either by empowerment or the loss of magic paths. See [[divine-magic#banishment-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.
  
-[[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>D1}} Death and -2 to all other paths in terms of deciding Custom Priest Spells.
  
-The Morrigna has -1 to 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.
  
  
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 ====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 UW, it might become aquatic permanently!)+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==== ====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 LotNS) or ~S7 (down to S5 & 6) to handle Magic Duel. 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.+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====
  
 Each trinity chassis distributes paths differently. For example a {{path>F5A5W5E5S5D5N5B5}} pretender would be distributed as seen below: 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 path. Water and Death paths are split (see at right), other paths are assigned fully to one of the trinity. Cheap to Twiceborn, and primary god can also be transformed into a size 5 or 6 chassis before being Twiceborn to get a Tartarian chassis. 
  
-**Grey One** (size2,  paths WD) - Excellent rainbow magebut no ES cross pathIt splits water and death paths between them, other paths are assigned fully to one of the trinity. Cheap 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 (primaryNB): {{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 resultsDeino rounds both up, Enyo rounds Water up and Death down, and Persis rounds Water down and Death upThis 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>
  
-  * Deino (primary, NB): W3D3 N5B5 +<WRAP box round> 
-  * Enyo (FE)F5W3E5 D2 +<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 blessesCold3 + Chill Aura, 2x Reinvig, F&SR, Recuperation, Regeneration
-  Persis (AS): A5W2 S5D3+
  
-**Hooded Spirit*(size4, paths WEN) – Primary god can turn into Atlantean Wight Mage when Twiceborn. They can unify to teleport other trinity members to their location after normal battle phaseNotable blesses: Cold3 Chill Aura, 2x ReinvigF&SR, Recuperation, Regeneration+  Spirit 1 (E): {{path>E5}} 
 +  * Spirit 2 (W): {{path>W5}} 
 +  Spirit 3 (primaryother 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 abilitiesSample blesses: Far Caster / Finesse / Magic Weapons 2 MR or FateweavingReforming Flesh, Recuperation, Regeneration
  
-  * Spirit 1 (E): E5 +  * Hekate Lampadephoros (primary, D): -2 to all paths but -{{path>D1}} -> {{path>F3A3W3E3S3D4N3B3}} 
-  * Spirit 2 (W): W5 +  * Hekate Kleidouchos (S): -2 to all paths but -{{path>S1}}, teleporter -> {{path>F3A3W3E3S4D3N3B3}} 
-  * Spirit 3 (primary, other paths): F5A5S5D5N5B5 +  * Hekate Kourotropos (N): -2 to all paths but -{{path>N1}}, disease healer -> {{path>F3A3W3E3S3D3N4B3}} 
- +</WRAP> 
-**Titan of Crossroads** (size5, paths SDN) – Twiceborn turns them into size 5 Tartarian Wight Mages, but they lose special abilities. Notable blesses: Far Caster / Finesse / Magic Weapons + 2 MR or Fateweaving, Reforming Flesh, Recuperation, Regeneration +<WRAP box round> 
- +<WRAP column 40px> 
-  * Hekate Lampadephoros (primary, D): -2 to all paths but -1 death -> F3A3W3E3 S3D4N3B3 +{{:pretenders:morrigna.png?nolink |}}</WRAP>**??Morrigna??** (size 6{{path>A1S1D1}})– Twiceborn turns them into size Tartarian Wight Mages. Notable blesses: Shock Resistance, Wind Walker, Far Caster/ Finesse / Magic Weapons + 2 MR or Fateweaving, Stygian Flesh, Reforming Flesh
-  * Hekate Kleidouchos (S): -2 to all paths but -1 astral, teleporter -> F3A3W3E3 S4D3N3B3 +
-  * Hekate Kourotropos (N): -2 to all paths but -1 nature, disease healer -> F3A3W3E3 S3D3N4B3 +
- +
-**Morrigna** (size6paths ASD)– Twiceborn turns them into size 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 -1 D, Fear5 -> F3A3W3E3 S3D4N3B3 +
-  * Morrigna 2 (S): -2 all paths but -1 S, Fortuneteller 15 -> F3A3W3E3 S4D3N3B3 +
-  * Morrigna 3 (A): -2 all paths but -1 A, Berserk4 -> F3A4W3E3 S3D3N3B3+
  
 +  * 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===== =====See Also=====
  
   * [[Pretender Titles]]   * [[Pretender Titles]]
   * [[Pretender Archetypes]]   * [[Pretender Archetypes]]
 +  * [[pretender-chassis | Choosing Your Chassis]]
   * [[http://grogmission.blogspot.com/2020/09/dominions-5-pretender-design-and.html|Pretender Design]] (by Maerlande)   * [[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)   * [[http://dominionsmods.com/index.php?showtopic=3220|Pretender Design & Bless Strategies]] (by Taorec)
  
pretenders.1616971041.txt.gz · Last modified: 2021/03/28 22:37 by naaira