User Tools

Site Tools


items

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
items [2022/08/29 01:03]
thelistener [Unit slots]
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.
Line 8: Line 8:
 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 a regular unit with 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 a regular unit with 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-Like gems, magic items can be passed between commanders in a province, they can also be withdrawn from and stored in the magic item treasury if a lab is present.+Like [[gems]], magic items can be passed between commanders in a province, they can also be withdrawn from and stored in the magic item treasury if a [[laboratory|lab]] is present.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#magic-boosters|boosting]] the wearer's magic paths. 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.
Line 39: Line 39:
   * **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.
      
   * **Helmet** - This item may not be worn in a crown slot.   * **Helmet** - This item may not be worn in a crown slot.
Line 52: Line 52:
 ====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 8If multiple players attempt to forge the same artifact on the same turnone 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==== ====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, cost and lack of a laboratory. Certain items allow the wearer to cast a specific combat- or ritual magic. Casting a spell this way will disregard path- and research requirements, cost and lack of a laboratory.
Line 102: Line 101:
 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]], start with an unforgeable magic item. As an example of this, [[jomon-la|Jomon]]'s Ryujin start with a ??Dragon Pearl??.+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. 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.
Line 112: Line 111:
   * 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.1661734984.txt.gz · Last modified: 2022/08/29 01:03 by thelistener