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In the mysterious and magical world of Dominions hundreds of different magic items exist. Mages with sufficient skill can produce marvelous items of the forge if they have researched the recipes or blueprints for thoese items with the Construction school of magic. These items can then be equipped by all Commander units be it mages, warriors, Pretender Gods or void summons as long as they have approriate item slots.

More information about items can be found here.

Construction, Paths of Magic & Forging[edit]

The Construction school of magic is a special one as the even levels (0, 2, 4, 6 and 8) provide a new set of magic items for your mages to forge while the odd levels provide the usual ritual and combat spells. These levels correspond to the five tiers of magic items ranging from level 0 trinkets (no research needed) to level 8 unique artifacts (only one of these items can exist at once).

These tiers do not affect the cost or skill needed to build an item, even if higher tiers offer more expensive items. For example, attaining Level 6 in Construction provides blueprints for some very expensive items but also for inexpensive items that do not require much magic skill.

Find a comlete list of forgable magic items and path requirements here.[1]

All items have one or two Path requirements. These Paths affect three things: The type and power of mage needed and the gem cost of the item. For example, a mage with two levels in the Death path can forge items that require 2 levels in the Death Path to be forged.

  • You need a mage of sufficient power to see what items you can forge. If you enter the construction menu with a Death 2 mage you can't see items requiring other Paths or of Death beyond level 2. Be sure to check with all your mages to ensure you can construct the most powerful item possible.
  • Some mages get a Forge Bonus that appears as a hammer icon. These mages get a gem discount when forging an item. There is also a Global Enchantment that provides a gem discount. These discounts also apply to forging involving blood slaves.
  • Forging an item always takes 1 turn of time, whether it is a Sword of Fire trinket or the artifact Forbidden Light. Keep this in mind when planning jobs for your mages; don't waste your Pretender's time making marginally useful trinkets.
  • All forged items count as magic items. This is important considering there are spells that destroy non-magic armor, and Ethereal creatures are hard to hit without magic items. Some troop equipment such as ice weapons and armor also counts as magic.
  • There are magic items which cannot be forged. These are typically unique items belonging to particular monsters. Sometimes, the random number generator assigns forces much more powerful than an ordinary set of knights and longbowmen as the defenders of a province...

Path Boosting[edit]

Magic Path Boosting Items
Name Lvl Req Slot F A W E S D N B H Comment
Cast Spell w/ extra Gem 0 - gem +1 +1 +1 +1 +1 +1 +1 +1 - only boosts in battle
Armor of Souls 2 B5 body - - - - - - - +1 - +15 Prot/1 Enc, +5 MR
Crystal Shield[2] 2 S3E2 hand +1 +1 +1 +1 +1 +1 +1 +1 +1 only boosts in battle
Armor of Twisting Thorns 4 B3N2 body - - - - - - +1 +1 - Cursed; +12 Prot/5 Enc
Bag of Winds 4 A4 misc - +1 - - - - - - - + Air Elemental
Bloodstone 4 B3E2 misc - - - +1 - - - - - +1E gem/t
Brazen Vessel 4 B4 misc - - - - - - - +1 - -
Crystal Coin 4 S2E2 misc - - - - +1 - - - - -
Crystal Matrix[3] 4 S1E1 misc +1 +1 +1 +1 +1 +1 +1 +1 +1 only boosts in battle
Earthboots 4 E2 feet - - - +1 - - - - - -
Flame Helmet 4 F4 head +1 - - - - - - - - +5/+19 Prot; -3 Invig
Skull Staff 4 D2 hand - - - - - +1 - - - -
Thistle Mace 4 N2 hand - - - - - - +1 - - Strong Poison
Winged Helmet 4 A4 head - +1 - - - - - - - +20 Head-Prot
Bloodthorn 6 B4 hand - - - - - - - +1 - Steals Life
Moonvine Bracelet 6 N3S1 misc - - - - - - +1 - - Vinemen Commander
Ring of Sorcery 6 S5 misc - - - - +1 +1 +1 +1 - +1 MP
Ring of Wizardry 6 S6 misc +1 +1 +1 +1 +1 +1 +1 +1 - +1 MP
Robe of the Magi 6 A5B5 body +1 +1 +1 +1 +1 +1 +1 +1 - +5 Invig
Robe of the Sea 6 W3 body - - +1 - - - - - - WB
Skull of Fire 6 F1D1 misc +1 - - - - - - - - CR -50%
Skullface 6 D4 head - - - - - +1 - - - Raise Skellies
Staff of Elemental Mastery 6 F4W4 hand +1 +1 +1 +1 - - - - - FR +50%, CR +50%
Staff of Elemental Mastery 6 A4E4 hand +1 +1 +1 +1 - - - - - SR +50%, Stoneskin
Starshine Skullcap 6 S2 head - - - - +1 - - - - +2 MR, +7 Head-Prot
Treelord's Staff 6 N5 hand - - - - - - +2 - - +Vinemen/ogre Summon
Water Bracelet 6 W1 misc - - +1 - - - - - - -
Black Book of Secrets 8 D2B2 misc - - - - - +1 - +1 - Fear Aura +5
Boots of Antaeus 8 E4N1 feet - - - +1 - - - - - Reinvig +5, Regen 10%
Dimensional Rod[4] 8 S3 hand - - - - +1 - - - - Cursed, +Insanity
Flailing Hands 8 D2 hand - - - - - +1 - - - +1 MP
Flesh Ward[5] 8 B5 body - - - - - - - +1 - Cursed; B-Vengeance
Forbidden Light[6] 8 S4F4 misc +2 - - - +2 - - - - Cursed/Horror-Mk; spells
Jade Mask[7] 8 D6N3 head - - - - - +2 - - - +Fear/Regen/MR; spells
Orb of Atlantis[8] 8 W4E1 misc - - +1 - - - - - - WB100; spells
Pebble Skin Suit[9] 8 B3E1 body - - - +1 - - - - - Cursed; CR-50%, +Regen
The Ruby Eye[10] 8 F3 misc +1 - - - - - - - - Cursed; +1W gem/~t
Scepter of Dark Regency 8 D5 hand - - - - - +3 - - - AP Major Life Drain
Sun Slayer[11] 8 D5 hand - - - - - +1 - - - +Fear, spells
Sword of Injustice[12] 8 D4 hand - - - - - - - - +1 on-Hit: Decay; +MR
Sword of Justice 8 F3S3 hand - - - - - - - - +1 FR +50%; AoE1 AP14F
Sword of Many Colors[13] 8 F3S3 hand +1 +1 +1 +1 - - - - - +AoE5 10AN
Tome of Gaia 8 N2E2 misc - - - +1 - - +1 - - -
Tome of the Lower Planes[14] 8 S3B2 misc - - - - - - - +1 - survive Inferno/Kokytos
Trident from Beyond[15] 8 W3S2 hand - - +1 - - - - - - on Hit: Soul Slay

Spoils of war[edit]

There is a chance, but not a certainty, of the victor recovering magic items from commanders of either side that fall in combat. If an item is not recovered, it is forever lost; if it was a unique artifact, it can now be constructed again.

Equipping magic items[edit]

Commanders with appropriate item slots can equip a magic item. For example, a void summon with no humanoid head cannot equip a helmet while an Ettin has two head slots and can equip two. Some commanders such as Devatas have four hand slots and can wield four single handed weapons or two two-handed weapons.

Any commander can equip a magic item from the item pool as long as he, she or it is in a province with a laboratory. You can also switch items between commanders in the same province. Using fast, sneaky commanders as item "mules" can be good way to get items to commanders on the front. The items worn by a commander show up as small tokens in the strategic view.

In addition, there are items that passively benefit an army merely by being carried by a friendly commander in the province. Supply-generating feed as many troops when carried by a scout as when by carried by your best battle commander, for instance.

Be warned that some items, once equipped, can never be moved. In addition, some magic items may have dangerous side effects, such as attracting the notice of hostile, otherworldly beings...

Bibliography[edit]

  1. The Dom3 Forging Reference was created and is maintained by cleveland at http://forum.shrapnelgames.com/showpost.php?p=575754&postcount=1.
  2. Crystal Shield: Auto-casts Power of the Spheres at the start of battle; Holy magic is only boosted if the wielder also has at least one non-holy magic path.
  3. Crystal Matrix: Auto-casts Communion Master at the start of battle. Only works if there are 2 or more friendly Communion Slaves present; Holy magic is only boosted if the wielder also has at least one non-holy magic path.
  4. Dimensional Rod: Item is cursed. There is a cumulative chance per turn the bearer will permanently become inflicted with Insanity (may behave irrationally and not follow any orders).
  5. Flesh Ward: Item is cursed. Grants Strength +4, Invigoration +2, adds no Protection but auto-casts Blood Vengeance on wearer at the start of battle.
  6. Forbidden Light: Item is cursed and bestows a powerful horror mark (chance/turn of assassination attempt by a Doom Horror). Grants FR 50%, CR 50%, auto-casts Solar Brilliance in battle.
  7. Jade Mask: Can only be used by the lizardmen of C'tis. Grants head Protection 19, 10% Regeneration, Fear Aura (or adds to existing fear aura), PR +50%, MR +3, wielder can cast Rigour Mortis spell.
  8. Orb of Atlantis: Grants ability to lead 200 size-points of units underwater, cast Summon Lesser Water Elemental and Friendly Currents spells.
  9. Pebble Skin Suit: Item is cursed. Grants Strength +2, Stoneskin (armor 15, CR -50%), Regeneration 10%, turns wearer into a troll if MR fails.
  10. The Ruby Eye: Item is cursed, bestows the affliction Lost an Eye (Att -2, Def -2, Prec -3). Occasionally generates W-gems.
  11. Sun Slayer: Grants Fear Aura 5 (or increases existing fear aura), wielder can cast Drain Life spell (AoE5 8AN damage vs living).
  12. Sword of Injustice: on-Hit auto-casts decay on target. Grants increased MR to undead troops under wielder's command.
  13. Sword of Many Colors: 2-handed; each blow elicits an additional auto-AoE5 AN10 damage attack (Strength not added, can affect wielder, MR negates).
  14. Tome of the Lower Planes: the bearer gains a chance to successfully escape alive if banished to the Inferno or Kokytos.
  15. Trident from Beyond: on hit casts Soul Slay if target is non-Mindless.