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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. | 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. | ||
==Construction, Paths of Magic & Forging== | ==Construction, Paths of Magic & Forging== | ||
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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. | 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. | ||
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. | |||
Items require gems according to the formula: | |||
Gems = 5*2^<sup>(x-1)</sup> | |||
where x is the path level required. | |||
For example, an item that has a path requirement of 3 Death and 1 Fire costs twenty Death gems and five fire gems. The powerful Ring of Wizardry has an Astral path requirement of 5, so it costs 80 gems. | |||
*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. | *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. | |||
*Some mages get a Forge Bonus that appears as a hammer icon. These mages get a gem discount when forging an item. | |||
*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. | *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. | *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. | ||
==Equipping magic items== | ==Equipping magic items== | ||
Commander units with approriate item slots can equip a magic item. For example, a void summon with no humanoid head cannot equip a helmet because it doesn't have a helmet slot while an Ettin has two head slots and can equip two helmets. Some commanders have more than four hand slots, like Devatas and therefore can wield four single handed weapons or two two-handed weapons. | |||
Any commander can pick 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. So in some cases using fast, sneaky commanders as item "mules" can be a very good idea. The items worn by a commander show up as small commander tokens on the strategic view. |