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[Dominions] Unique Items?

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Jasper Phillips

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Jun 5, 2002, 1:37:07 PM6/5/02
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Unique Items are tricky to try out in actual competition, and so I'm curious
to start a little discussion on which ones are good. There aren't that many,
so I'll list all the forgeable ones.

To begin with, the ones that strike me as best are:
Ember
Mage Bane
Sword of Many Colors
Aegis
Amon Hotep
Monolith Armor
Boots of the Planes
Gate Stone
Magic Lamp
Horror Harmonica?

-Jasper


Winter Bringer
O'al Kan's Scepter
Ember
Budget effectiveness.
Unquenched Sword
Doesn't "Heat from Hell" do the same thing, for less?
Overpriced. Cast "Heat from Hell" (Enc 6) instead.
Summit
Pretty Tame
Mage Bane
Magic Resistance, Horror Mark, KO's opponent. Effective for "Duelling"
Tartarian Chains
Seems hard to use effectively
Sword of Aurgelmar
Overpriced. Cast "Battle Fortune" (Alt 7) instead.
Sickle who's Crop is Pain
Scepter of Dark Regency
Sword of Injustice
Woundflame
Scepter of Corruption
Rod of Death

Sword of Justice
Tempest
Seems a bit expensive. Is it's blade lightning damage?
Trident From Beyond
Stone Sword
Hammer of the Forge Lord
Great if you get it before forging expensive items.
Sword of Many Colors
Works like an Elemental Staff with a ~4 area attack.
Oath Rod of Kurgi
Flailing Hands
Better than a Skull Staff for the same price
Sun Slayer
Harvest Blade
I prefer Hell Swords, mostly because of the life stealing

Barrier
Doesn't seem worth it to me.
Aegis
Destroys troops with mid level magic resistence
Crown of Overmight
Awe is nice, but IMHO not worth this price
Jade Mask
Amon Hotep
30 Protection and +5 Magic Resistance. Cursed.
Crown of the Ivy King
Better than a Regeneration Ring, Same Price.

Aseftik's Armor
Cursed, but good Protection and +3 Magic Resistance
Monolith Armor
Awesome Protection, Regeneration
Robe of Calius the Druid
Full Elemental Protection, +3 Magic Resistance, Water Breathing
Good for a mage able to cast Invulnerability
Fenris Pelt
Berserk, casts Howl each turn

Sandals of the Crane
Blinks. Perhaps usefull for attacking commanders during a Storm?
Boots of Calius the Druid
10 Reinvigoration is good, Relief and/or Communion are better
Boots of Anteus
Regeneration, +1 Earth Magic, Reinvigoration 5. Good combination
Boots of the Planes
One of the Best Items for Combat Monsters. Ethereal, Horror Mark.

Ark
Flying Ship
Much better than Flying Carpet
Tome of High Power
Good Value
Magic Lamp
Al Khazim is really good, but can always be stuffed back in the bottle
Krupp's Bracers
Good value.
Gate Stone
Best all around item IMHO.
Alchemist's Stone
Perhaps combined with an Alchemist and Utterdark this might be usefull.
Forbidden Light
Nice skill enhancer. L. Horrors attack almost every turn!
Nethgul
Wouldn't another Mage be just as good?
Horror Harmonica
Seems powerfull, but not sure how to make it work and survive.
Black Book of Secrets
Good Value
Ankh
Green Eye
Good value for extra spells and magic penetration.
Soulstone of the Wolves
Call of the Wild is a bit weak by the time you get this, but it's
a free supply of Stealthy Commanders.
Chalice
Goes well with Mind Hunt, in case you get Feeble Minded
Tome of Gaia
Good Value
Gift of Kurgi
L. Horrors aren't all that tough
Ruby Eye
Better than the other Fire enhancers
Orb of Atlantis
Best value for taking troops underwater.

Alex Poger

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Jun 5, 2002, 6:13:14 PM6/5/02
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Most of the Unique items are nice because they are similar to other
items or spells but a shard stronger/more effective/more efficient.
Many are good for tweaking the power of a mage or Super Combatant.
None of them are game breakers.

The only Uniques that perk my interest are:

Gate Stone - Allows you to gateway an army without an astral mage.
Hence no trouble from magic duels in response.

Boots of the Planes - Allows a Super Combatant to teleport around
without making a Lab or spending gems.

Hammer of the Forge Lord - Saving gems is always good.


The rest are just fun toys that I rarely see, or care about.

Juha Kerätär

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Jun 5, 2002, 7:21:12 PM6/5/02
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On 5 Jun 2002 15:13:14 -0700, apo...@outland.org (Alex Poger) wrote:

>The only Uniques that perk my interest are:
>
>Gate Stone - Allows you to gateway an army without an astral mage.
>Hence no trouble from magic duels in response.

And the most important thing: does not require a lab to use. Give this
to a commander with a high leadership, and you're transporting 200+
troops where you want every other turn, regardless of the distance or
is there a lab present.

-Lunael

geo981010

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Jun 6, 2002, 12:48:28 AM6/6/02
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"Alex Poger" <apo...@outland.org> wrote in message
news:fda648a3.02060...@posting.google.com...
Have to disagree here. Besides the ones you mentioned:
The SoulStone of Wolves - gives a free Call of the Wild every turn. That's
15 gems per turn for a 45 gem cost (less hammer discount). Wolves are income
free troops, so make great garrison units or harass an enemy every turn.
Chalice - heals afflictions like an Arco priestess. Often critical if you
have a combat pretender who lost a round or two.
The Ankh - turns any killed unit under your command in the battle into a
soulless who continues to fight. In big battles, this can generate a good
number of troops.
The Ark - casts Solar Brilliance in battle. Kills undead and blinds enemy
troops - try gatewaying on top of C'tis or Ermor with this one :)
Flying Ship - full flight to an army means you can jump borders.
The Magic Lamp - that genie is a very impressive fighter and mage, fairly
cheap and if he dies you can resummon him with experience intact.
All the items that give + magic - cheap, and you will want them. The
Forbidden Light is tops on the list since you get +2 Fire and Astral, and
the Scepter that gives +3 death makes even a Harab a undead master. Mostof
the others can be replaced by a Ring of Wizardry, but they cost 4 times as
much.

Some of the weapons can make for very nice fighters that can destroy the
unprepared foe, some of the armors make a fighting leader without access to
invulnerability quite nasty too.


Gandalf Parker

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Jun 6, 2002, 2:39:28 PM6/6/02
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"geo981010" <george...@SPAMLESSyahoo.com> wrote in
news:wQBL8.12828$i17.3...@twister.nyroc.rr.com:

> "Alex Poger" <apo...@outland.org> wrote in message
> news:fda648a3.02060...@posting.google.com...

>> The rest are just fun toys that I rarely see, or care about.
> Have to disagree here. Besides the ones you mentioned:
> The SoulStone of Wolves - gives a free Call of the Wild every turn.
> That's 15 gems per turn for a 45 gem cost (less hammer discount).
> Wolves are income free troops, so make great garrison units or harass
> an enemy every turn.

I also like that you can run them thru anothers territorys not having to
feed them until you have enough of them built-up to show up suddenly. For
hit-n-run tactics they can be a real pain in mid-game. A free batch every
turn can be a good deterrent to the enemy who likes to move in one large
mass army.

Gandalf Parker

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