Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This list is from dom 4 though, it's not complete. But I don't know the other commands.
Gems: great for transmuting gems from one type to another on a 1 for 1 ratio and 2 gems for each pearl. This allows you to break into magic paths where you have no national mages such as death.
Blood slaves: Gives 250 blood slaves for the 100 pearls. This is enough to break into blood magic in the late game by empowering a suitable mage (E and N paths are good for items or D for Vampire Lords). Use the slaves to make blood items, summon demon knights or Vampire Lords (if you have researched Blood 7).
Power: This increases all the casting mage's own magical paths by 1 and means he can cast wish with less boosters. Great for getting all possible magical cross paths and combines with Ring of Wizardry and Robe of the Magi. This is the cheapest way to empower a mage above about 6 in any path. Useful for powering up a mage to cast Master Enslave with extra effect due to higher paths.
Unit name: Great for getting a powerful demon or Angel, or Father Illearth to make blood stones for you with no research in Blood Magic.
Power increases physical stats. Magic power increases all the magic paths, to a limit of 10 I think.