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items [2022/08/28 21:57] thelistener [Stackable items] |
items [2023/12/27 11:42] reinc This section of the page might be better presented as a list of useful information, rather than as a FAQ. |
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======Items====== | ======Items====== | ||
- | In Dominions, mages can forge magic items which can have a massive variety of effects. Similar to casting a [[rituals|ritual]], | + | Mages in Dominions |
+ | Similar to casting a [[rituals|ritual]], | ||
- | Not all items are useful in combat: many items have beneficial effects off the battlefield such as boosting research speeds, making other items cheaper | + | Unlocking |
- | Additionally, | + | Magic items may only be equipped on a commander with the proper |
- | Some magic items cannot be forged and have to be obtained through other means. A very small number of units, mostly | + | Like [[gems]], magic items can be passed between commanders in a province, they can also be withdrawn from and stored in the magic item treasury if a [[laboratory|lab]] is present. |
- | Most items' | + | Many items have beneficial |
+ | Others are simply weapons or armor, to be given to a commander to help them fighting. Careful choice of equipment is an important part of building an effective [[thugs and supercombatants|thug or supercombatant]]. | ||
+ | |||
+ | Similar to [[spells]] (albeit rarer), some nations have national items that cannot be forged by others. Some nations also get a discount when forging certain items. | ||
+ | |||
+ | Most items do not stack with themselves at all, see [[items# | ||
====Unit slots==== | ====Unit slots==== | ||
- | A key factor in using magic items is understanding the limitation of the slots a given commander has. Non-commander units may not be given magic items unless they are transformed into commanders | + | Each unit, including non-commanders, has a specified number of slots that is inherent to their chassis, an unmounted |
+ | |||
+ | Slot availability can be modified by [[afflictions]] such as the loss of one or both arms. | ||
- | Slot availability can be modified by [[afflictions]] such as the loss of one or both arms, and by units which have some form of shapeshifting ability. Upon transforming to a form lacking slots which were filled with items, the items are lost. | + | When a unit transforms into a chassis |
- | Equipping magical | + | Magic items will replace a unit's starting equipment in certain situations. Armor and headpieces will generally only replace what the unit is wearing in that spot. Equipping a weapon will always remove every built in weapon the commander has to use their hands for, no matter how many hand slots remain unused, this prevents |
- | When a unit with magic items dies in battle, there is a chance for another commander with an open slot to pick up the item. Should this happen, it will be mentioned in the text at the top of the battle report. The chance of picking up your own commanders' | + | While most commanders can wear any headpiece |
+ | Hand slots will alternate between weapon slots with a sword icon and shield slots with a shield icon, weapon slots may not be used to equip a shield. | ||
====Item traits==== | ====Item traits==== | ||
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* **Tainted** - The item attracts the attention of [[horror|horrors]] from the beyond. For every turn that passes the wearer may become [[horror-mark|horror marked]], the probability of being marked is different for each item and is not displayed in game. | * **Tainted** - The item attracts the attention of [[horror|horrors]] from the beyond. For every turn that passes the wearer may become [[horror-mark|horror marked]], the probability of being marked is different for each item and is not displayed in game. | ||
- | * **Afflictions** - Certain items will cause [[afflictions|afflictions]] in whoever wears them. The afflictions caused vary by item, items with the disease ((Invisible flag, [[https:// | + | * **Afflictions** - Certain items will cause [[afflictions|afflictions]] in whoever wears them. The afflictions caused vary by item, items with the Disease |
- | + | ||
- | * **Crown** - While most commanders can wear any headpiece | + | * **Helmet** - This item may not be worn in a crown slot. |
+ | |||
+ | * **Shield** - This item may not be worn in a regular weapon | ||
* **Two handed weapon** - Carrying this weapon requires an additional unused hand slot. When holding a two handed weapon there is no visual indication of the second slot being used and clicking it will still open the treasury, even with all other slots full. | * **Two handed weapon** - Carrying this weapon requires an additional unused hand slot. When holding a two handed weapon there is no visual indication of the second slot being used and clicking it will still open the treasury, even with all other slots full. | ||
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====Artifacts==== | ====Artifacts==== | ||
- | Every item requiring Construction 8 to forge is called an artifact. Artifacts differ from regular items in that only one of each artifact may exist at any time (though if it is lost and not recovered | + | All items requiring Construction 8 to forge are unique [[artifacts]]. Only one of each artifact may exist at any time. If an artifact |
- | + | ||
- | Should | + | |
+ | Additionally, | ||
====Spell Items==== | ====Spell Items==== | ||
Certain items allow the wearer to cast a specific combat- or ritual magic. Casting a spell this way will disregard path- and research requirements, | Certain items allow the wearer to cast a specific combat- or ritual magic. Casting a spell this way will disregard path- and research requirements, | ||
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If a commander dies outside of battle, such as from [[disease]], | If a commander dies outside of battle, such as from [[disease]], | ||
- | =====Stackable items===== | + | ====Stackable items==== |
The following is a non-exhaustive list of every item known to fully or partially stack with itself. | The following is a non-exhaustive list of every item known to fully or partially stack with itself. | ||
- | * ??The Copper Arm?? Equipping this a second time grants an extra shield slot as opposed to the weapon exclusive slot that the first Arm provides, subsequent Arms will also alternate between adding weapon- and shield slots. | + | * Auto spell items and start of battle spell items will cast the specified spell multiple times when stacked, so their ability to stack depends entirely on the spell. |
+ | * Extra effects on hit from weapons can be stacked, ??Fire Brand?? for example will create additional small area fire effects every attack turn when stacked. | ||
+ | * Equipping | ||
+ | * ??Elixir of Life?? and ??Crystal Heart?? will each provide additional extra lives when worn multiple times. | ||
+ | * ??Eye of Aiming?? and other items with the magiceye trait will remove an additional eye every time they are stacked. | ||
+ | * ??Ice Lance??s will add additional charge attacks to the wearer' | ||
+ | |||
+ | ====Unforgeable items==== | ||
+ | |||
+ | Some magic items cannot be forged and have to be obtained through other means. | ||
+ | |||
+ | A very small number of units, mostly [[pretenders]], | ||
+ | |||
+ | The majority of unforgeable magic items can only be obtained through killing the [[independents]] which carry them when they spawn as a [[random event]] or at the start of the game. | ||
=====Frequently asked questions about specific items===== | =====Frequently asked questions about specific items===== | ||
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* Why isn't my Magic booster giving my Mage a new Magic path? | * Why isn't my Magic booster giving my Mage a new Magic path? | ||
* Path boosts only work for Mages who already have levels in those Magic paths, just like with Path-boosting [[combat magic|combat spells]]. | * Path boosts only work for Mages who already have levels in those Magic paths, just like with Path-boosting [[combat magic|combat spells]]. | ||
+ | * Why do I never recieve a discount to my Blood Slave cost when forging items, even though my mage is holding the Dwarven Hammer and is located in a province with The Steel Ovens? | ||
+ | * Blood Slave cost for forging takes into account Blood magic discounts, not forging discounts. In order to reduce the Blood Slave cost on items, seek out magic sites with Blood magic bonus and global events which say "The stars are right for blood magic" | ||
=====See Also:===== | =====See Also:===== |