Modifiers

Stubbing this out. This page is for listing all location modifiers, a brief summary of their effects, and a hyperlink to any wiki page that may relate to them.

Many modifiers can't stack (you can't have multiple instances of a particular modifier on a given location). Exceptions are noted.

## General Modifiers

#### Arcane Secret

Can stack.

Periodically created by Library POI's in human cities/towns. Can be created by an agent from a Human Soul modifier through the Secrets of Death challenge. Can also be created by the Plague Doctor's special challenge Medical Experimentation. Creates the challenge/quest Learn Arcane Secret in the location

Note- if this modifier was created by a human Library POI but the location has since been razed, agents will be able to access it.

#### Death

Created primarily by plague, famine, or military conflicts. If an action kills settlement population, it will create this modifier. Large conflicts between multiple armies can raise this modifier very quickly. Can also be created by some mid-challenge events, and some challenges produce it as a byproduct (Blasphemous Rituals, for example). Almost always created by settlement destruction, with the notable exception being the formation of a Deep One Sanctum, as this does not kill the population but instead transforms them into Deep Ones.

Used in Death Magic, which often consumes it in the process.

Stacks up to 300% (if it reaches this point a special event triggers, consuming the death modifier and producing two Ghasts). Decays at a rate of 0.5% per turn.

#### Geomantic Locus

Spawns randomly in any location, including settlements. Consumed by various Geomantic Spells. Increases naturally when not in use.

#### Human Soul

Can stack.

Includes information about which character's soul the modifier represents.

Produces the challenge Secrets of Death, which will consume this modifier if completed. Also required for (and consumed by) summoning The First Daughter.

Required to cast The Hunger.

#### Item Cache

Can stack.

Its description will list any gold it contains as well as the names of any items it holds.
TODO

#### Orcish Industry

TODO

Always found in Orcish settlements.

## Modifiers specific to Human Settlements

#### Deep One Cult

Can occur naturally in coastal settlements (both cities and minor settlements). Can also be created by corrupted hero agents (*not* normal agents) in locations with the modifier Malign Catch. Naturally increases by 1% per turn (plus 3% more if it has Accelerated Growth) and produces madness and shadow when it passes 100%. Has associated Menace and Profile scores, which increase over time (much more rapidly if the location it is in has not been infiltrated or enshadowed). Heroes will perform the challenge Decimate Deep Ones if Menace grows too high, reducing this modifier.

Creates several associated challenges: Human Appearance (reduces the cult's Menace), Conceal Deep Ones (reduces the cult's Profile), Empower Deep Ones (adds 20 turns of Accelerated Growth at the cost of 1 power), and Fund Deep Ones (adds 30 turns of Accelerated Growth at the cost of 100 gold). Additionally, once a cult reaches 100%, the challenge Curse Bloodline will unlock, allowing you to add the "Call of the Abyss" modifier to all heroes and nobles in the same family as the settlement ruler. This grows over time and eventually turns them into an autonomous Deep Ones agent (who will try to start new cults and aid existing ones).

If a Deep Ones cult reaches 300%, it will turn the settlement into a Deep One Sanctum, effectively destroying it and converting the population into a nearby Abyssal City.

#### Devastation

TODO

Created by war or natural disasters (which may be caused by the player using **Magic**). Reduces prosperity and food production in a settlement, and naturally reduces over time.

#### Famine

Created if the amount of food in a settlement is lower than the current population. Grows over time so long as this remains true, and grows more rapidly the larger the difference. Reduces quickly once the settlement has adequate food again.

#### Daughter Seer

Created in a Desert or Arid settlement by a random event. If one of the player's agents enters this settlement, they will recruit the Daughter Seer as a minion, removing this modifier.

#### Lingering Resentment

Can stack.

TODO

#### Malign Catch

Created by completing the Malign Catch challenge in a settlement with infiltrated docks. Always stays at 50% once created, and adds madness and shadow to the settlement over time (1 madness/turn and 0.15% shadow/turn).

#### Plague

TODO

Created by the challenge Create Plague, or by an adjacent settlement with plague above 100%. Naturally grows over time, but can be increased by agent challenges.

#### Well of Shadows

Created by the 'Well of Shadows' challenge. Each use of this challenge will increase the strength of the modifier by 100% (potentially increasing the modifier strength above 100%). Degrades by 2% per turn. Increases the spread of shadow from the settlement it is in.

#### Unrest

TODO

Produced by Lingering Resentment, Famine, and Devastation Decreases by 1% per turn.

If this modifier reaches 300%, the current ruler will be executed and the unrest will be halved. If this occurs in full infiltrated, non-capital location, it will produce an event, and the player can choose to have the populace of the location secede from their current nation, starting a civil war in addition to the normal effects.

## Madness Effects

One of these may be inflicted randomly on a location if it reaches 300% madness. TODO more explanation

#### Hypochondria

Immediately adds or increases the Plague Immunity and Quarantine modifiers. Permanently reduces prosperity (-65).

#### Psychotics

Immediately reduces population and increases the Death modifier. Permanently reduces security by 2.

#### Catatonia

Permanently reduces prosperity (-75) and food production, and also reduces security **by 10**

#### Masochism

Non-Chosen One heroes spending time in this location gain shadow per turn

#### Paranoid Delusions

Security increased by 5, Banditry appears at 50% charge, and any hero in this location gains 5% shadow/turn

## Vinerva-specific modifiers

#### Vinerva's Gift

Created when rulers accept Vinerva's gifts, and consumed by several of her powers. See her page for more details.

#### Temptation of Gold

Created by the power Grove of Golden Roses. Consumed when rulers use the local action Accept Gift of Gold.

#### Temptation of Salvation

Created by the power Grove of Salvation. Never consumed; heroes taking actions that use it does not reduce the modifier.

#### Temptation of Nectar

Created by the power Grove of Nectar. Consumed when rulers use the local action Accept Gift of Nectar.

#### Temptation of Peace

Created by the power Grove of Peace Lilies. Consumed when rulers use the local action Accept Gift of Peace.

#### Temptation of Health

Created by the power Grove of Leper's Succour. Consumed when rulers use the local action Accept Gift of Health.

#### Temptation of Might

Created by the power Grove of Dragonflower. Never consumed; heroes taking actions that use it does not reduce the modifier.

#### Choking Spores

Created by the power Choking spores. Never consumed; reduces the prosperity of the location it is in.

#### Tempting Pheromones

Created by the power Pheromones. Reduces by 3% per turn; increases the motivation of rulers to accept Vinerva's gifts.

## Ophanim-specific modifiers

#### Ophanim's Faith

Created by using Ophanim's power Start Faith, or by an adjacent settlement with Faith higher than 100%. Grows based on adjacent Faith and Shadow, as well as Shadow in the same location. Gains additional growth if the settlement is under **Ophanim's** control. Reduced by Doubt and Ruler Awareness.

#### Ophanim's Doubt

Created randomly in settlements with low Faith that are adjacent to settlements with high levels of Faith. Grows naturally, and gains additional growth if the settlement's ruler is aware. Reduced by the challenges Sectarian Violence and Purge Doubters.