[{"data":1,"prerenderedAt":63},["ShallowReactive",2],{"article:fields\u002Ffield-buffs":3},{"title":4,"paragraph":5,"image":6,"imageSize":7,"chapters":10},"Field Buffs","Every field (except portals) can have one or multiple field buffs. The current backend source of truth defines five buff types: Attack, Defense, Mining, Recruiting and Harvest.","field_buffs.png",{"width":8,"height":9},280,200,[11,36,45,56],{"subtitle":12,"dynamicContents":13},"Buff Types",[14,17,20,22,24,26,28,30,32,34],{"type":15,"content":16},"heading","Attack",{"type":18,"content":19},"text","Gives an attack buff to all attacks sent from this field.",{"type":15,"content":21},"Defense",{"type":18,"content":23},"Gives a defense buff when the field gets attacked.",{"type":15,"content":25},"Mining",{"type":18,"content":27},"Increase the mining rate of this field.",{"type":15,"content":29},"Recruiting",{"type":18,"content":31},"This field recruits units faster.",{"type":15,"content":33},"Harvest",{"type":18,"content":35},"Harvest buffs increase wild essence production. This buff exists in the current backend\u002Fshared source of truth even though older Orb pages did not mention it.",{"subtitle":37,"dynamicContents":38},"Buff Level",[39,41,43],{"type":18,"content":40},"The exact runtime values now come from shared backend tuning. Each buff type has a base value and four level factors in the source of truth. In the shared config, most buffs use factors of {{ fieldBuffs.blitz.attack.levelFactors }}, while Harvest uses {{ fieldBuffs.blitz.harvest.levelFactors }}.",{"type":18,"content":42},"That means the current shared maximum values per buff type in Dominion\u002FTutorial are {{ fieldBuffs.blitz.attack.maxValue }}% Attack, {{ fieldBuffs.blitz.defense.maxValue }}% Defense, {{ fieldBuffs.blitz.mining.maxValue }}% Mining, {{ fieldBuffs.blitz.recruiting.maxValue }}% Recruiting and {{ fieldBuffs.blitz.harvest.maxValue }}% Harvest.",{"type":18,"content":44},"Ove uses a different shared tuning for Recruiting and Harvest because it is the long-term progression mode: Recruiting reaches {{ fieldBuffs.evo.recruiting.maxValue }}% and Harvest reaches {{ fieldBuffs.evo.harvest.maxValue }}%, while Attack, Defense and Mining still follow the default shared values.",{"subtitle":46,"dynamicContents":47},"Ove",[48,50,52,54],{"type":15,"content":49},"Home Island",{"type":18,"content":51},"Ove home islands are the protected long-term progression base. Random field buffs are not the main progression layer there. Instead, long-term production and development come from the home-island systems, while the shared tuning still defines how field-related values behave where Ove uses them.",{"type":15,"content":53},"Event Island",{"type":18,"content":55},"Ove event islands can spawn with random field buffs. Larger islands generally have more and stronger buffs than smaller ones. Strong Mining, Recruiting or Harvest buffs can massively improve your economy, but those islands are still contested spaces and can pull you into siege situations.",{"subtitle":57,"dynamicContents":58},"Dominion",[59,61],{"type":18,"content":60},"Starter islands do not begin with field buffs. Inner islands can spawn with random buffs, and Dominion fights can revolve around controlling the strongest buffed positions.",{"type":18,"content":62},"Dominion also supports additional field upgrades such as Healing and Plague in the current type system, so older Orb descriptions that only listed the classic buff categories were incomplete.",1783193681701]