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dom6:empowerment

Empowerment

Empowerment is a technique for bestowing magical ability on a commander, mage, or priest, using gems. It is a permanent process that stacks with all temporary boosts, such as those from items, spells, and rituals.

Empowerment is very expensive. To empower you spend an amount of gems in that path equal to the new level times 15. The table below shows this for Nature:

New Path Gem Cost
nature 11 50naturegem
nature 22 30naturegem
nature 33 45naturegem
nature 44 60naturegem
nature 55 75naturegem
nature 66 90naturegem
nature 77 105naturegem
nature 88 120naturegem
nature 99 135naturegem
X 15naturegem*X

Note that the costs above are not cumulative, so empowering from not being a nature mage to having nature 22 costs 80naturegem.

Common Empowerments

Any empowerment should be done with a clear purpose. Empower costs are expensive but if done for a good reason can provide a good return on that cost.

Some examples of useful empowerments:

Example Scenario Starting Path Empowered Path Cost Example Purpose Nation Benefit
Nation with death 11 access only death 11 death 22 30deathgem Allows forging of a Skullstaff + booster. The mage can equip this item and is now death 33. This allows access to the spell to summon a Mound Fiend which when given the Skullstaff becomes death 44 Increased Death access. Nation path access increased from death 11 to death 44.
Nation with Earth but no Earth and Astral crosspath access No Astral astral 11 50astralpearl Done with an Earth mage provides access to Earth and Astral crosspath items like the communion items Sky Metal Matrix and Slave Matrix. Access to communions for non-Astral nations to cast higher spells in combat.
Nation with Astral but no Earth and Astral crosspath access No Earth earth 11 50earthgem Done with an Astral mage provides access to Earth and Astral crosspath items like the communion items Sky Metal Matrix and Slave Matrix. Access to communions for non-Astral mages to cast higher spells in combat.
Nation with water 11 access only water 11 water 22 30watergem Alongside a forgeable (with any mage) water bracelet + booster this boosts a water 11 mage to water 33 and allows forging of the Sea Robe + booster. Increased Water access. Nation path access increased from water 11 to water 44 and ability to make 2 x +water 11 boosters to make any water 11 mage into a water 33 mage.
Nation with astral 11 access only astral 11 astral 22 30astralpearl Allows forging of Starshine Skullcap + booster and if done on a mage with earth 22 also allows forging of Coin of Meteoritic Iron + booster. Increased Astral access. Access to one (and with earth 22 two) Astral boosters, increasing nation path access from astral 11 to astral 33 access (astral 44 with earth 22).
Nation with Glamor but no Glamor/ crosspath access No Water water 11 50watergem Done with a Glamor mage provides access to Glamor/ crosspath to summon Water Kobolds. Nation access to Glamor/ crosspath spells and sailing.
Nation with but no Glamor/ crosspath access No Glamor glamour 11 50glamourgem Done with a mage provides access to Glamor/ crosspath to summon Water Kobolds. Nation access to Glamor/ crosspath spells and sailing.
Nation with death 33 access but no crosspath No Air air 11 50airgem Provides crosspath to be able to cast Winds of Death, which is an impactful strategic option. Ability to threaten significant attrition to large enemy armies.
Mage with air 11 air 11 air 22 30airgem Provides access to Cloud Trapeze magic phase movement to the mage. Enhanced strategic movement and attack options for mage.

Empowering into Blood

Empowering into Blood is also doable; blood slaves are basically Blood gems, after all, just like how astral pearls are basically Astral gems.

There is a danger to empowering in Blood, though. The heinousness of the act may permanently stain the subject's hands with a horror mark, a sigil invisible to all but the gods above and the horrors further above them…

dom6/empowerment.txt · Last modified: 2026/09/25 16:19 by dalts