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items [2022/08/27 16:17]
thelistener [Item traits]
items [2023/12/27 11:42] (current)
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]], forging an item requires mage to take an entire turn at a [[laboratory|lab]], and consumes [[gems]] as well as requiring levels in one or two magic paths dependent on the item being forged. The ability to forge more powerful magic items is the primary target of the [[Construction]] research line, which otherwise provides many less spells than any of the other research options. Like gems, magic items can be withdrawn and deposited from any lab, and passed between commanders in provinces without a lab.+Mages in Dominions may forge magic items with a massive variety of effects. 
 +Similar to casting a [[rituals|ritual]], forging an item has a path requirement, [[gems|gem]] cost and requires the mage to take an entire turn at a [[laboratory|lab]].
  
-Not all items are useful in combat: many items have beneficial effects off the battlefield such as boosting research speeds, making other items cheaper to forge, or boosting their holder's magical paths and improving their rituals. Others are simply weapons, to be given to a commander to help them fighting. Careful choices of magical items and equipment are an important part of building an effective [[thugs and supercombatants|thug or supercombatant]].+Unlocking the ability to forge more powerful magic items is the primary use of the magic school of [[Construction]], which provides a new tier of items at research levels 2, 4, 6 and 8.
  
-Additionally, similarly to [[spells]] (albeit rarer), some nations have national items that cannot be forged by othersUnlike spells, some nations gain discount on forging certain items.+Magic items may only be equipped on a commander with the proper [[items#unit-slots|slots]]. ??Gift of Reason?? and ??Divine Name?? must therefore be used to equip regular unit with items.
  
-Some magic items cannot be forged and have to be obtained through other means. A very small number of units, mostly [[pretenders]], start with an unforgeable magic item. As an example of this, [[jomon-la|Jomon]]'s Ryujin start with a ??Dragon Pearl??. 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.+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 itemseffects do not stack if equipped in duplicateAn example of an exception to this is ??The Copper Arm??.+Many items have beneficial effects off the battlefield such as enhancing research ability, reducing forge costs or [[items#magic-boosters|boosting]] the wearer's magic paths. 
 +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#stackable-items|stackable items]] for known exceptions.
 ====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 using ??Gift of Reason?? or ??Divine Name??. Each unit has a specified number of slots that is inherent to their chassis: for example, an unmounted human generally has two hands, a head, a body, feetand two miscellaneous slots. Other units have all kinds of variations on this: mounted units usually do not have a foot slot, nonhumanoid units are often unable to wear body armour and may be limited to crowns and laurels in their head slotsand some units may have more than two arms or one head.+Each unit, including non-commandershas a specified number of slots that is inherent to their chassis, an unmounted humanoid generally has two hand slots, a head slot, a body slotfeet slot and two miscellaneous slots. Other units may not have a tangible set of feet or don't use their own feet, have four arms, additional heads or no head at all, details like these are reflected in a unit's slots.
  
-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.+Slot availability can be modified by [[afflictions]] such as the loss of one or both arms.
  
-Equipping magical items can replace equipment which a unit wears by default. For example, unit with high encumberance due to its armour might have that vastly reduced by equipping some magical alternativealthough doing so may actually lower the commander's [[protection]]Similar effects occur with helmets and weaponsalthough natural weapons will always be present no matter the items given to such a commander.+When a unit transforms into chassis lacking slots which were filled with items, the items are lostWhen the transformation happened outside of a turn roll, the "Redo turn from scratch" option in the game menu is the only way to restore the lost items.
  
-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 happenit will be mentioned in the text at the top of the battle reportThe chance of picking up your own commanders' items is greater than that of taking your opponents'Units that do not die in battle, such as through disease or various offensive ritual spells cannot have their items recovered.+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 weapon will always remove every built in weapon the commander has to use their hands forno 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 situationsNatural weapons that aren't hands will never be replaced by an item.
  
 +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.
 +
 +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://larzm42.github.io/dom5inspector/|the inspector]] can be used to find items with this trait)) tag disease the wearer, items with the chestwound ((Invisible flag, [[https://larzm42.github.io/dom5inspector/|the inspector]] can be used to find items with this trait)) flag cause chest wounds and items with the magiceye ((Invisible flag, [[https://larzm42.github.io/dom5inspector/|the inspector]] can be used to find items with this trait)) flag cause the loss of one of the unit's natural eyes. +  * **Afflictions** - Certain items will cause [[afflictions|afflictions]] in whoever wears them. The afflictions caused vary by item, items with the Disease tag disease the wearer, items with the chestwound ((Invisible flag, [[https://larzm42.github.io/dom5inspector/|the inspector]] can be used to find items with this trait)) flag cause chest wounds and items with the magiceye ((Invisible flag, [[https://larzm42.github.io/dom5inspector/|the inspector]] can be used to find items with this trait)) flag cause the loss of one of the unit's natural eyes. 
- +   
-  * **Crown** - 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 snootinessCommanders with this limitation feature crown icon on their head slot instead of a helmet.+  * **Helmet** - This item may not be worn in a crown slot. 
 +   
 +  * **Shield** - This item may not be worn in regular weapon slot.
  
   * **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.
  
-  * **Start of battle spell** - Carrying this item causes the specified spell to be active at the start of any battle, including both sides of an assassination or patrol discovery.+  * **Start of battle spell** - Carrying this item causes the specified spell to be active at the start of any battle, including both sides of an assassination and patrol discovery.
  
-  * **Spell** - The wearer may use the specified ritual or combat spell.+  * **Spell** - The wearer may use the specified ritual or combat spell, see [[items#spell-items|spell items]] for more detailed information.
 ====Artifacts==== ====Artifacts====
  
-Every item requiring Construction 8 to forge is called an artifactArtifacts differ from regular items in that only one of each artifact may exist at any time (though if it is lost and not recovered it can be reforged by any player) and in that, using the default game settings, a player may only forge one artifact per turn.+All items requiring Construction 8 to forge are unique [[artifacts]]Only one of each artifact may exist at any time. If an artifact is lostit can be reforged by any player with Construction 8. If multiple players attempt to forge the same artifact on the same turn, one player is randomly chosen to succeed in the forging, while the other players lose the forging cost.
  
-Should multiple players attempt to forge the same artifact on the same turn only one of them will get it, the winner is chosen at random and every player contesting for the item loses the forging cost.+Additionally, using the default [[game settings]], a player may only forge a single artifact per turn
 +====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 requirementscost and lack of a laboratory. 
 + 
 +The spells are always cast using the minimum requirements for the spell, scaling therefore does not apply even when used by a high level mage. This means that using combat spell items with non-mages is a viable option as it fills their otherwise useless script and unlike mages they will only ever pick an item spell when following the "Cast spells" general order. The precision stat of the caster may still apply. 
 + 
 +Combat spells cast with an item will increase fatigue by 5-10 instead of the regular fatigue cost and are seemingly unaffected by encumbrance, casting from items is therefore generally much less demanding for mages.   
 + 
 +Combat spells unlocked this way will appear at the top of the spell list for scripting while rituals appear as an order.
 ====Magic boosters==== ====Magic boosters====
  
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 If a commander dies outside of battle, such as from [[disease]], [[Transformation]] or a [[Seeking Arrow]], the items are lost unless there is a [[laboratory|lab]] in the province. If there is a lab, the items are saved and go in there. If a commander dies outside of battle, such as from [[disease]], [[Transformation]] or a [[Seeking Arrow]], the items are lost unless there is a [[laboratory|lab]] in the province. If there is a lab, the items are saved and go in there.
 +
 +====Stackable items====
 +
 +The following is a non-exhaustive list of every item known to fully or partially stack with itself.
 +
 +  * 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 ??The Copper Arm?? a second time grants an extra shield slot as opposed to the weapon exclusive slot that the first Arm provides, subsequent Arms will alternate between adding weapon- and shield slots.
 +  * ??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's first attack when stacked.
 +
 +====Unforgeable items====
 +
 +Some magic items cannot be forged and have to be obtained through other means.
 +
 +A very small number of units, mostly [[pretenders]], start with an unforgeable magic item. For example, [[jomon-la|Jomon]]'s Ryujin start with a ??Dragon Pearl??.
 +
 +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:=====
items.1661617039.txt.gz · Last modified: 2022/08/27 16:17 by thelistener