8/18/2023 0 Comments Dominions 5 berserkHand 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. Commanders with this limitation feature a crown icon on their head slot instead of a helmet. 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. Natural weapons that aren't hands will never be replaced by an item. 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. 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 attack penalty. Armor and headpieces will generally only replace what the unit is wearing in that spot. Magic items will replace a unit's starting equipment in certain situations. ago In my experience there isn't much to beat regen, you often need to either use an alternate method to kill it or to use such a powerful fighter/army that they can cause damage faster than regen happens. When 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 transforms into a chassis 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. 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. Most items do not stack with themselves at all, see stackable items for known exceptions.Įach unit, including non-commanders, has a specified number of slots that is inherent to their chassis, an unmounted humanoid generally has two hand slots, a head slot, a body slot, a feet slot and two miscellaneous slots. Some nations also get a discount when forging certain items. Similar to spells (albeit rarer), some nations have national items that cannot be forged by others. Careful choice of equipment is an important part of building an effective thug or supercombatant. Others are simply weapons or armor, to be given to a commander to help them fighting. Many items have beneficial effects off the battlefield such as enhancing research ability, reducing forge costs or boosting the wearer's magic paths. 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. 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 slots. 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. Similar to casting a ritual, forging an item has a path requirement, gem cost and requires the mage to take an entire turn at a lab. Mages in Dominions may forge magic items with a massive variety of effects.
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