Attribute
From Solium Infernum Wiki
A player avatar has five base attributes: Martial Prowess, Cunning, Intellect, Wickedness, and Charisma. Each attribute can have a level between 0 and 6. Levels in your base attributes may be purchased both during the avatar creation and during the game. There are also game actions that can increase and decrease the base level of an attribute. However, in no case can a base attribute go below 0 or above 6.
Base attributes directly effect your power level attributes, the cost to increase the base attribute, and the strength of your starting legion. Increasing a base attribute is often the easiest way to increase a power level attribute and the corresponding power roll modifier.
There are five power level attributes that correspond to the five base attributes: Wrath, Deceit, Prophecy, Destruction, Diabolism. Power level attributes determine what powers are unlocked and add a bonus to your power roll modifier equal to the current level. Unlike the base attributes, power levels do not have a maximum value. There are no new powers granted beyond level 6, but any additional levels do continue to increase your power roll modifiers.
Additionally, reaching level 4 in Deceit, Prophecy, or Desctruction, or reaching level 5 in Wrath, will each grant you an additional order slot each turn. Diabolism does not grant any additional order slots.
During the game, you can view your current attributes on the Ministerium->Avatar page. The Avatar page also contains the Powers sub-page that lists the powers that unlock at the various power levels (similar to the Attribute Powers Chart).
Contents |
Individual Attributes
Martial Prowess / Wrath
Wrath is used to improve your legions' combat performance. Primarily it will allow you to create combat cards that you can attach to your legions. Combat cards are one use items that can greatly boost the stats or your legions (or harm the opponents stats) for a battle. Higher levels of wrath cause you to use larger values, increase the number of modifier options, and allow you to assign multiple modifiers to one card. Additionally, your wrath level determines how many legions you can have on the board at one time, can give bonus prestige for victories, and at level 6 allows you to turn a legion into a combat juggernaut (temporarily at least).
Wrath's shortcoming is that you may find that very little direct combat takes place in most games, and a high level of wrath is likely to intimidate opponents out of attempting to combat you. Of course, intimidating opponents may allow you to succeed in other ways.
Relic bonus: The Hand of the Executioner +1 Wrath
Related Perks:
- Glory in Battle further increases prestige gained from battle (need to know how it stacks with wrath bonuses)
- Master Archer and Master of the Sword grant legions bonus attributes based on your wrath level.
- Saturated Ichor technically helps the Infernal Juggernaut ritual, but I don't think it can fail, so the help is wasted.
Ability: Create Combat Card
- Attach Combat Cards to legions in order to provide hidden buffs
- Stats increase linearly per level, and increase in cost for main attribute(s) by one every two levels from the level it is available.
- At level 7 negative elements disappear unless the legion has no points in that stat, for which it reappears.
- Dice rolls increase linearly to (x)d6 +2 then roll over to (x+1)d6.
Level 1: 1 Combat Card Element
- Dummy Card - 0
- +1 Ranged Stat - 1 Darkness
- +1 Melee Stat - 1 Ichor
- +1 Infernal Stat - 1 Hellfire
Level 2: 1 Combat Card Element
- +2 Ranged Stat - 1 Darkness
- +2 Melee Stat - 1 Ichor
- +2 Infernal Stat - 1 Hellfire
- -3 Enemy Ranged Stat - 2 Darkness
- -d6 Enemy Ranged Stat - 2 Darkness
- -3 Enemy Melee Stat - 1 Ichor 1 Darkness
- -d6 Enemy Melee Stat - 1 Ichor 1 Darkness
- -3 Enemy Infernal Stat - 1 Hellfire 1 Darkness
- -d6 Enemy Infernal Stat - 1 Hellfire 1 Darkness
Level 3: 2 Combat Card Elements
- +3 Ranged Stat - 2 Darkness
- d6 Ranged Stat - 2 Darkness
- +3 Melee Stat - 2 Ichor
- d6 Melee Stat - 2 Ichor
- +3 Infernal Stat - 2 Hellfire
- d6 Infernal Stat -2 Hellfire
- -4 Enemy Ranged Stat - 2 Darkness
- -d6 +1 Enemy Ranged Stat - 2 Darkness
- -4 Enemy Melee Stat - 1 Ichor 1 Darkness
- -d6 +1 Enemy Melee Stat - 1 Ichor 1 Darkness
- -4 Enemy Infernal Stat - 1 Hellfire 1 Darkness
- -d6 +1 Enemy Infernal Stat - 1 Hellfire 1 Darkness
- 3HP - 1 Soul 1 Ichor
- d6HP - 1 Soul 1 Ichor
Level 4: 2 Combat Card Elements
- +4 Ranged Stat - 2 Darkness
- d6+1 Ranged Stat - 2 Darkness
- +4 Melee Stat - 2 Ichor
- d6+1 Melee Stat - 2 Ichor
- +4 Infernal Stat - 2 Hellfire
- d6+1 Infernal Stat -2 Hellfire
- -5 Enemy Ranged Stat - 3 Darkness
- -d6 +2 Enemy Ranged Stat - 3 Darkness
- -5 Enemy Melee Stat - 2 Ichor 1 Darkness
- -d6 +2 Enemy Melee Stat - 2 Ichor 1 Darkness
- -5 Enemy Infernal Stat - 2 Hellfire 1 Darkness
- -d6 +2 Enemy Infernal Stat - 2 Hellfire 1 Darkness
- 4HP - 2 Soul 1 Ichor
- d6HP +1 - 2 Soul 1 Ichor
- +2 vs. Deception - 1 Soul 1 Darkness
Level 5: 3 Combat Card Elements
- +5 Ranged Stat - 3 Darkness
- d6+2 Ranged Stat - 3 Darkness
- +5 Melee Stat - 3 Ichor
- d6+2 Melee Stat - 3 Ichor
- +5 Infernal Stat - 3 Hellfire
- d6+2 Infernal Stat - 3 Hellfire
- -6 Enemy Ranged Stat - 3 Darkness
- -2d6 Enemy Ranged Stat - 3 Darkness
- -6 Enemy Melee Stat - 2 Ichor 1 Darkness
- -2d6 Enemy Melee Stat - 2 Ichor 1 Darkness
- -6 Enemy Infernal Stat - 2 Hellfire 1 Darkness
- -2d6 Enemy Infernal Stat - 2 Hellfire 1 Darkness
- 5HP - 2 Soul 2 Ichor
- d6HP +2 - 2 Soul 2 Ichor
- +3 vs. Deception - 2 Soul 2 Darkness
- d6 vs. Deception - 2 Soul 2 Darkness
- Skip First Ranged - 1 Soul 3 Darkness
- Skip First Melee - 1 Soul 3 Ichor
- Skip First Infernal - 1 Soul 3 Hellfire
Level 6: 3 Combat Card Elements
- +6 Ranged Stat - 3 Darkness
- 2d6 Ranged Stat - 3 Darkness
- +6 Melee Stat - 3 Ichor
- 2d6 Melee Stat - 3 Ichor
- +6 Infernal Stat - 3 Hellfire
- 2d6 Infernal Stat - 3 Hellfire
- -7 Enemy Ranged Stat - 4 Darkness
- -2d6 +1 Enemy Ranged Stat - 4 Darkness
- -7 Enemy Melee Stat - 3 Ichor 1 Darkness
- -2d6 +1 Enemy Melee Stat - 3 Ichor 1 Darkness
- -7 Enemy Infernal Stat - 3 Hellfire 1 Darkness
- -2d6 +1 Enemy Infernal Stat - 3 Hellfire 1 Darkness
- 6HP - 3 Soul 2 Ichor
- d6HP +2 - 3 Soul 2 Ichor
- +4 vs. Deception - 2 Soul 2 Darkness
- d6 +1 vs. Deception - 2 Soul 2 Darkness
- Skip First Ranged - 1 Soul 3 Darkness
- Skip First Melee - 1 Soul 3 Ichor
- Skip First Infernal - 1 Soul 3 Hellfire
Level 7: 3 Combat Card Elements
- +7 Ranged Stat - 3 Darkness
- 2d6 +1 Ranged Stat - 3 Darkness
- +7 Melee Stat - 3 Ichor
- 2d6 +1 Melee Stat - 3 Ichor
- +7 Infernal Stat - 3 Hellfire
- 2d6 +1 Infernal Stat - 3 Hellfire
- -8 Enemy Ranged Stat - 4 Darkness
- -2d6 +2 Enemy Ranged Stat - 4 Darkness
- -8 Enemy Melee Stat - 3 Ichor 1 Darkness
- -2d6 +2 Enemy Melee Stat - 3 Ichor 1 Darkness
- -8 Enemy Infernal Stat - 3 Hellfire 1 Darkness
- -2d6 +2 Enemy Infernal Stat - 3 Hellfire 1 Darkness
- 7HP - 3 Soul 3 Ichor
- 2d6 +1HP - 3 Soul 3 Ichor
- +5 vs. Deception - 2 Soul 2 Darkness
- d6 +2 vs. Deception - 3 Soul 3 Darkness
- Skip First Ranged - 1 Soul 3 Darkness
- Skip First Melee - 1 Soul 3 Ichor
- Skip First Infernal - 1 Soul 3 Hellfire
Cunning / Deceit
Deceit is used most often to steal from your opponents. It also has a number of powers that can harm your opponents in non-combative ways. At various levels you can steal artifacts, praetors, relics, legions, tribute cards, and hexes on the board. You can also stop opponents from moving legions (or move them yourself), decrease an enemy legions stats, make it appear you have extra legions, or hide all the legions you do have. At deceit level 5, you get ritual masking, which removes the vendetta requirement found on many rituals and allows you attempt to frame opponents when you cast them.
Using ritual masking to bypass the vendetta requirement does increase the cost of the ritual (for destruction rituals, it is 1 soul and 1 hellfire) [note: prior to 1.07, there was a bug that failed to properly increase the cost].
Using ritual masking to attempt to frame an opponent will also increase the cost by 1 darkness (for destruction rituals, 1 hellfire). You may attempt to frame an opponent for directing rituals at Pandemonium resulting in an excommunication, however there are two important caveats. Firstly, your roll will be at a -10 penalty, and secondly, should you fail you risk excommunication yourself. If you have previously failed to frame another player this way, you may not do so again; the infernal conclave is not so easily fooled. However, the resources for your second attempt will still be consumed.
Deceit's shortcoming is that often more costly to steal the items than it would have been to just buy them directly, particularly if you add in the chance to fail in your attempts. This is balanced somewhat by the fact that any gains you do get are an opponents direct loss.
Relic Bonus: The Tongue of the Liar +1 deceit
Related Perks:
- Prince of Lies and Saturated Ichor increase success rate of your deceit rituals.
- Paranoid protects from other player's deceit rituals.
Ritual: Combat Deception
- Reduce one Combat Attribute of a targeted legion/PoP by X
- Linear increase from d6 +(x) to d6 + (x+1) each level
- Duration increase by 1 turn every 2 levels
- Level 1: d6 Reduction of Combat Attribute, 1 turn
- Level 2: d6 +1 Reduction of Combat Attribute, 1 turn
- Level 3: d6 +2 Reduction of Combat Attribute, 2 turns
- Level 4: d6 +3 Reduction of Combat Attribute, 2 turns
- Level 5: d6 +4 Reduction of Combat Attribute, 3 turns
- Level 6: d6 +5 Reduction of Combat Attribute, 3 turns
- Level 7: d6 + 6 Reduction of Combat Attribute, 4 turns
Ritual: Strategic Disruption
- Stop X legion(s) movement this turn
- Linear increase by 1 legion each level
- Level 2: 1 legion
- Level 3: 2 legions
- Level 4: 3 legions
- Level 5: 4 legions
- Level 6: 5 legions
- Level 7: 6 legions
Ritual: Lies and Rumors
- Create X dummy legion(s) at targeted location(s)
- Linear increase by 1 legion each level
- No rise in cost per dummy legion
- Level 3: 1 dummy legions
- Level 4: 2 dummy legions
- Level 5: 3 dummy legions
- Level 6: 4 dummy legions
- Level 7: 5 dummy legions
Intellect / Prophecy
Prophecy is about information and protection. Increased levels grant you more ritual slots. The powers it grants you allow you to see your opponents attributes, objectives, and what they have hidden in their vault. You can view opponents combat cards, protect yourself from theft, increase your diplomatic standing, acquire prestige from diplomatic actions and increase the prestige you get from places of power. At the highest level you can even rid yourself of unwanted objectives (or cause an opponent to lose a wanted one).
Prophecy's shortcoming is that in most cases, you must cast the ritual before it is needed and then maintain the ritual turn after turn to continue the effect, possibly for the remainder of the game. Few of the abilities directly harm your opponents, nor do they directly boost you. But I'm sure it is clear that many of the powers are unique in what they do and as the saying goes, "information is power".
Relics:
- The Lemegeton Seal +1 prophecy
- Alien God in a Bottle +3 resist prophecy
- The Eye of Vengeance +2 to prophecy rolls
Perks:
- Seer +4 to prophecy rituals
- Iron Tower of the Mind +4 resist prophecy rituals
- Saturated Ichor +2 all rituals
Ritual: Demonic Premonitions
- Bonus to loyalty and deceit defense rolls
- Linear increase of 1 per level
- Level 2: +2
- Level 3: +3
- Level 4: +4
- Level 5: +5
- Level 6: +6
Action: Draw Secret Objectives
- Level 1 -> Draw 1/Keep 1
- Level 2 -> Draw 2/Keep 1
- Level 3 -> Draw 2/Keep 1
- Level 4 -> Draw 3/Keep 1
- Level 5 -> Draw 3/Keep 1
- Level 6 -> Draw 4/Keep 1
- Level 7 -> Draw 4/Keep 1
- Level 8 -> ?? Needs testing with Lemegton Seal plus a Place of Power bonus.
Wickedness / Destruction
Destruction grants you the power to directly attack your opponents. You can directly harm legions, reduce/eliminate the order slots of an opponent, destroy tribute cards, rid a legion of bonuses, banish praetors, and permanently cripple legions.
Destruction's shortcoming is that like Wrath, you need to start combat with an opponent before using its abilities. Unlike Wrath, your power is much less clear, so you may be able to get some combat in before your opponents realize what you are up to. Destruction also requires open ritual slots to be effective and tribute on hand to power it.
Deceit's Ritual Masking power will remove the combat limitation from Destruction's rituals, allowing you to attack anyone at any time (you don't even have to pretend to frame anyone). This includes the Planar Lock ritual, although you will have to recast it each turn if you are not in combat (which means it might fail, as opposed to the guaranteed continuance if you are in combat).
Relics:
- The Scrolls of the Nephilim +1 destruction
- The Black Heart +3 resist destruction
- The Crown of Fire +2 destruction roll
- The Eye of Vengeance +2 destruction roll
Perks:
- Sorceror grants bonus infernal attribute to legions based on destruction level
- Harbinger and Saturated Ichor increase success rate of destruction rituals.
- Toughness protects you from other player's destruction rituals.
Ritual: Infernal Affliction
- Deal X damage to targeted legion
- Linear increase of 1 each level
- Level 1:d6 Damage
- Level 2:d6 +1 Damage
- Level 3:d6 +2 Damage
- Level 4:d6 +3 Damage
- Level 5:d6 +4 Damage
- Level 6:d6 +5 Damage
Ritual: Dire Dissipation
- Reduce stats permanently by X on targeted legion
- Deals [level]HP damage and fixed d6 stat reduction
- Level 6:6HP, d6 reduction to each attribute
- Level 7:7HP, d6 reduction to each attribute
Charisma / Diabolism
Diabolism is primarily for gathering tribute cards. Since tribute is needed for nearly everything else, this is usually very important. Higher levels increasing both the number of cards you get and the value that each card has (via the power roll modifier). Additionally, high levels will grant you a ritual to get a huge bonus to the demand tribute power roll modifier for one turn (with an additional cost of no tribute demands next turn), a ritual to turn tribute in to prestige, and the ability to request manuscripts.
Diabolism's shortcoming is that all it does is give you tribute, it does not boost your starting legion and it does not open any additional order slots. However, tribute is so important that for most players a minimum starting level of 2 is required, with a strong recommendation for starting with 3.
Each Demand Tribute->Demand Resources action receives a cumulative -4 power roll modifier. You do not receive any less cards, but the values on the cards will be smaller. For example, if you Demand Resources in all 6 slots, the last demand will have a -20 modifier (probably resulting in tributes cards with just 1 resource each). Seek Out Curiosities does not seem to affect, or be affected, by the Demand Resources modifier, but may have its own cumulative modifier.
The Demand of Supplication does not grant you any additional cards, it just makes the cards you get better (by increasing your base power roll modifier). You must use order slots to Demand Tribute on the same turn you cast Demand of Supplication for it to have any real effect (the turn after you cast it, you will not be allow to Demand Tribute, including the Consolidate Tribute).
Relics:
- The Key of Solomon and Faust's Contract +1 diabolism
- A Beliit +4 to tribute rolls
- The Iron Maiden of Insatiable Thirst +2 to tribute rolls
- The Talisman of Greed +2 tribute roll, +50% to manuscript chance when demanding manuscripts
Perks:
- Collector of Curiosities +50% to manuscript chance when demanding manuscripts
- Devoted Minions +1 to cards drawn when demanding tribute
- Inspirational Leader grants bonus loyalty to legions equal to diabolism level
- Infernal Cardinal +2 to tribute rolls
- Obscure -2 to tribute rolls
- Saturated Ichor +2 to all rituals, which can help demand of supplication at diabolism level 5 (which normally has a 1/6 chance of failure). It also applies to burnt offerings, but at diabolism level 6 there is no chance of failure, so the bonus is wasted. Special Note: Demanding tribute is not a ritual, so Saturated Ichor does not apply.
Action: Demand Tribute
- Draw X/Keep Y Tribute Cards
- Linear increase of 1 for cards drawn
- Linear increase of 1 every 2 levels for cards kept (pattern fails at level 9)
- Level 0: Draw 1/Keep 1
- Level 1: Draw 2/Keep 2
- Level 2: Draw 3/Keep 2
- Level 3: Draw 4/Keep 3
- Level 4: Draw 5/Keep 3
- Level 5: Draw 6/Keep 4
- Level 6: Draw 7/Keep 4
- Level 7: Draw 7/Keep 5
- Level 8: Draw 8/Keep 5
- Level 9: Draw 8/Keep 5
Other Notes
Prophecy level 1 does grant +1 Ritual Slots
The strength of your starting legion is based on the number of points you start with in Martial Prowess, Cunning, Intellect, and Wickedness. Points in Charisma do not affect the legion. This is a change from 1.05a, previously Infernal Rank was the controlling factor.
Upgrade Costs
Level | Martial | Cunning | Intellect | Wickedness | Charisma |
---|---|---|---|---|---|
0 -> 1 | 3/3/0/0 | 3/0/0/3 | 2/0/2/2 | 3/0/3/0 | 2/2/2/2 |
1 -> 2 | 2/5/0/0 | 2/0/0/5 | 4/0/2/2 | 2/0/5/0 | 3/3/3/3 |
2 -> 3 | 4/10/0/0 | 4/0/0/10 | 8/0/4/4 | 4/0/10/0 | 6/6/6/6 |
3 -> 4 | 6/15/0/0 | 6/0/0/15 | 12/0/6/6 | 6/0/15/0 | 9/9/9/9 |
4 -> 5 | 8/20/0/0 | 8/0/0/20 | 16/0/8/8 | 8/0/20/0 | 12/12/12/12 |
5 -> 6 | 10/25/0/0 | 10/0/0/25 | 20/0/10/10 | 10/0/25/0 | 15/15/15/15 |