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pretenders [2021/11/24 10:22]
wigglefig
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]]. 
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 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. 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.
  
-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.+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]].
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 =====Custom Priest Spells===== =====Custom Priest Spells=====
  
-{{ :pretenders:azi.png?nolink|}}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.
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 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 box round>
-<WRAP column 40px> \\ {{ :pretenders:grey_one.png?nolink |}} </WRAP>**??Grey One??** (size 2, {{path>W1D1}}) - Excellent rainbow mage, though no ES cross path. It 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. +<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 Twicebornand 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}}   * Deino (primary, NB): {{path>W3D3N5B5}}
   * Enyo (FE): {{path>F5W3E5D2}}   * Enyo (FE): {{path>F5W3E5D2}}
   * Persis (AS): {{path>A5W2S5D3}}   * 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>
  
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   * Hekate Lampadephoros (primary, D): -2 to all paths but -{{path>D1}} -> {{path>F3A3W3E3S3D4N3B3}}   * Hekate Lampadephoros (primary, D): -2 to all paths but -{{path>D1}} -> {{path>F3A3W3E3S3D4N3B3}}
-  * Hekate Kleidouchos (S): -2 to all paths but -1{{path>S1}}, teleporter -> {{path>F3A3W3E3S4D3N3B3}} +  * Hekate Kleidouchos (S): -2 to all paths but -{{path>S1}}, teleporter -> {{path>F3A3W3E3S4D3N3B3}} 
-  * Hekate Kourotropos (N): -2 to all paths but -1{{path>N1}}, disease healer -> {{path>F3A3W3E3S3D3N4B3}}+  * Hekate Kourotropos (N): -2 to all paths but -{{path>N1}}, disease healer -> {{path>F3A3W3E3S3D3N4B3}}
 </WRAP> </WRAP>
 <WRAP box round> <WRAP box round>
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 {{: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 {{: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 -1{{path>D1}}, Fear5 -> {{path>F3A3W3E3S3D4N3B3}} +  * Morrigna 1 (primary, D): -2 all paths but -{{path>D1}}, Fear5 -> {{path>F3A3W3E3S3D4N3B3}} 
-  * Morrigna 2 (S): -2 all paths but -1{{path>S1}}, Fortuneteller 15 -> {{path>F3A3W3E3S4D3N3B3}} +  * Morrigna 2 (S): -2 all paths but -{{path>S1}}, Fortuneteller 15 -> {{path>F3A3W3E3S4D3N3B3}} 
-  * Morrigna 3 (A): -2 all paths but -1{{path>A1}}, Berserk4 -> {{path>F3A4W3E3S3D3N3B3}}+  * Morrigna 3 (A): -2 all paths but -{{path>A1}}, Berserk4 -> {{path>F3A4W3E3S3D3N3B3}}
 </WRAP> </WRAP>
 =====See Also===== =====See Also=====
pretenders.1637749354.txt.gz · Last modified: 2021/11/24 10:22 by wigglefig