Difference between revisions of "Faith bonus"

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m (→‎Deed Faith Bonuses: Removed Citizens from the calculation ... no longer effects the bonus.)
m (→‎Deed Faith Bonuses: Replaced citizen factor with updated information from larger deeds.)
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The Settlement Info screen lists 4 faith bonuses.
 
The Settlement Info screen lists 4 faith bonuses.
  '''Example :'''  (With 3 Citizens)
+
 
 +
 
 +
'''Examples :'''   
 +
 
 +
  With 3 Citizens
 
   The village is granted the following faith bonuses:
 
   The village is granted the following faith bonuses:
 
   War (0) damage: 0% CR: 0%,  
 
   War (0) damage: 0% CR: 0%,  
 
   Healing (0.846877): 0.846877%,  
 
   Healing (0.846877): 0.846877%,  
 
   Enchanting (5.507088): 5.507088%, Rarity window: 5 bonus seconds
 
   Enchanting (5.507088): 5.507088%, Rarity window: 5 bonus seconds
 +
 +
  With 7 Citizens
 +
  The village is granted the following faith bonuses:
 +
  War (0.03592) damage: 0.015394% CR: 0.015394%,
 +
  Healing (0.750496): 0.321641%,
 +
  Enchanting (1.356854): 0.581509%, Rarity window: 1 bonus seconds
 +
 +
  With 14 Citizens
 +
  The village is granted the following faith bonuses:
 +
  War (0) damage: 0% CR: 0%,
 +
  Healing (0.730496): 0.156535%,
 +
  Enchanting (1.336854): 0.286469%, Rarity window: 1 bonus seconds
  
 
The Values (in parentheses) and % bonus seem to be related as follows.
 
The Values (in parentheses) and % bonus seem to be related as follows.
  
   Bonus% = (Value) : Maximum is 10%
+
   Bonus% = (Value)*3 / Citizens : Maximum is 10%
 +
  The Citizens factor above has a minimum of 3, so for deeds with 1 to 3 members, (Value) = Bonus%
 +
  Traders that are citizens are included in the above
 
   Rarity window = Integer(Enchanting)
 
   Rarity window = Integer(Enchanting)
  

Revision as of 12:12, 16 February 2013

Main / Religion / Faith bonus

Description

An altar can generate an area of influence for it's god. While in the past it was possible for the influence from the altars of different gods to overlap, this is no longer the case. Only one can be dominant and when you enter its area you are told you feel the influence of the appropriate god.

  You feel the presence of Vynora.
  You no longer feel the presence of Vynora.

Details

This influence can be visible when you look at your Spell effects, and you will see a faith bonus which is generated from the influence in your area. The amounts vary on distance from the altar and its quality, but normally you can expect the bonus to reach a maximum power of 55. You will only get this high a bonus when your god's influence is dominant in the location you are in.

  Example :
  When entering an area, I saw a Power of 28.5.   Going right up to the alter gave me a power of 40.5.  
  The bonus also seems to depend on your status : My follower has 30.5, while my priests have 40.5

Once your faith passes 90 the additional faith counts towards your faith bonus. This means a 92.20 faith priest could see a bonus as high as 57.20 (55.0 + (92.20 - 90))

Faith bonus affects the success of your spells so it is a case of the higher the better.

Deed Faith Bonuses

The Settlement Info screen lists 4 faith bonuses.


Examples :

  With 3 Citizens
  The village is granted the following faith bonuses:
  War (0) damage: 0% CR: 0%, 
  Healing (0.846877): 0.846877%, 
  Enchanting (5.507088): 5.507088%, Rarity window: 5 bonus seconds
  With 7 Citizens
  The village is granted the following faith bonuses:
  War (0.03592) damage: 0.015394% CR: 0.015394%, 
  Healing (0.750496): 0.321641%, 
  Enchanting (1.356854): 0.581509%, Rarity window: 1 bonus seconds
  With 14 Citizens
  The village is granted the following faith bonuses:
  War (0) damage: 0% CR: 0%, 
  Healing (0.730496): 0.156535%, 
  Enchanting (1.336854): 0.286469%, Rarity window: 1 bonus seconds

The Values (in parentheses) and % bonus seem to be related as follows.

 Bonus% = (Value)*3 / Citizens : Maximum is 10%
 The Citizens factor above has a minimum of 3, so for deeds with 1 to 3 members, (Value) = Bonus%
 Traders that are citizens are included in the above
 Rarity window = Integer(Enchanting)

The Values can be increased by Sacrificing at an altar when your Favor is full. (Followers are good for this, as they never spend their favor.)

There is no known maximum for the Value, but the Bonus% are capped at 10%.

However, the Values decrease over time (15% / real life day), and must be actively maintained if you wish to keep them at full strength.

This is a partial list of which items contribute to which category. (Please update if you have additional information.)

Bonus type Recommended Other items
War Damage unknown Weapons
Healing Filets Food ingredients
Meals
Enchanting Cordage rope Other ropes
Rarity window See below


Rarity window : This seems to be the Integer of the Enchantment value.

 Enchanting (2.791713): 1.861142%, Rarity window: 2 bonus seconds
 Enchanting (3.606604): 2.404403%, Rarity window: 3 bonus seconds
 Enchanting (4.556634): 3.037756%, Rarity window: 4 bonus seconds
 Enchanting (5.059084): 3.372723%, Rarity window: 5 bonus seconds

As with sacrificing for Favor, the Get Price value influences how much bonus is rewarded. So Cordage Rope is a good item to sacrifice if you want to increase your Enchanting bonus for example.