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items [2022/08/29 00:37] thelistener [Unit slots] |
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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Magic items may only be equipped on a commander with the proper [[items# | Magic items may only be equipped on a commander with the proper [[items# | ||
- | Like gems, magic items can be passed between commanders in a province, they can also be withdrawn from and stored in the magic item treasury if a lab is present. | + | Like [[gems]], magic items can be passed between commanders in a province, they can also be withdrawn from and stored in the magic item treasury if a [[laboratory|lab]] is present. |
Many items have beneficial effects off the battlefield such as enhancing research ability, reducing forge costs or [[items# | Many items have beneficial effects off the battlefield such as enhancing research ability, reducing forge costs or [[items# | ||
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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 the commander from incurring an [[ambidextrous|attack penalty]]. Shields however will only replace starting weapons if there is an insufficient number of hand slots, although ??The Copper Arm?? may break this interaction in certain situations. Natural weapons that aren't hands will never be replaced by an item. | 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 the commander from incurring an [[ambidextrous|attack penalty]]. Shields however will only replace starting weapons if there is an insufficient number of hand slots, although ??The Copper Arm?? may break this interaction in certain situations. Natural weapons that aren't hands will never be replaced by an item. | ||
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+ | While most commanders can wear any headpiece in their head slot, some cannot wear regular helmets and are therefore limited to wearing crowns, be it due to head shape, hornedness or just plain snootiness. Commanders with this limitation feature a crown icon on their head slot instead of a helmet. | ||
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+ | 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. |
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+ | * **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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Some magic items cannot be forged and have to be obtained through other means. | Some magic items cannot be forged and have to be obtained through other means. | ||
- | A very small number of units, mostly [[pretenders]], | + | 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. | 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. | ||
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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:===== |