Dominions 6

Dominions 6

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LucidsThematicGemGen
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Jan 27, 2024 @ 10:11am
Jan 29 @ 9:21pm
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LucidsThematicGemGen

Description
This dominions 6 mod gives players access to several temporary gem generators.

Temporary gems can only be used in combat and can't be separated from the item. There are several of these in the base game but in my humble opinion, not enough!! We have tried to add some that preserve the same asymmetric and quirky flavor that dominions has.

Temporary gem generators can reduce micro in single player games and are important counterplay in multiplayer games to gem baiting tactics.

Mod was extensively used in multiplayer games in dominions 5 - so we've got a lot of feedback already incorporated. I expect we will get some more feedback and find some bugs in dom6 though! Thanks for checking this mod out!
V2.1

Item Descriptions:
---------- 0. Fire Items (1 Vanilla, 2 Modded) ----------
Elemental Apprentice -- (misc) 2 Temp Fire Gems, Cost 10 Fire Gems, Turn 1 Flame Bolt.
Magma Scepter -- (weapon) 3 Temp Fire Gems, Cost 10 Fire, 5 Earth gems, 1 Magma Child Retinue
---------- 1. Air Items (1 Vanilla, 3 Modded)----------------
Storm In A Bottle -- (misc) 2 Temp Air Gems, Cost 15 Air, Bonus air range
Cloak Of Astral Storms -- (armor) 4 Temp Air Gems, Cost 20 Air, 5 Astral, 2hp Casts Thunder Ward once
---------- 2. Water Items (1 Vanilla, 2 Modded) -------------
Frozen Heart -- (misc) 2 Temp Water Gems, Cost 10 water, 5 blood, Chest Wound, Cold Power 1, Cold Res 5, Frozen Heart Spell Access.
Cthulhu's Staff -- (2H weapon) 4 Temp Water Gems, Cost 20 Astral Pearls, Raise killed as frog.
---------- 3. Earth Items (1 Vanilla, 2 Modded) -------------
Chassis Of The Mountain -- (Armor) 2 Temp Earth Gems, Cost 15 earth, 5 Fire, 5 F/S/C res, -5 P res, 6hp
Crucible Of Stone -- (crown) 4 Temp Earth Gems, +4 str Cost 25 Earth Gems
---------- 4. Astral Items (1 Vanilla, 2 Modded) -------------
Job's bowl -- (misc) 1 Temp Astral Gem, Cost 5 Death Gems, AutoBless, Disease
Staff Of The One God -- (2H Weapon) 3 Temp Astral Gems, Cost 15 astral, 5 nature, Spell Access Astral Geyser
---------- 5. Death Items (0 Vanilla, 2 Modded) -------------
Ghost Orb -- (misc) 2 Temp Death Gems, Costs 5 Death,5 Water, Casts Skeletal Body once
Ancient Casket -- (misc) 4 Temp Death Gems, Costs 15 Death, 5 Blood, -4 defense, Casts Curse once
---------- 6. Nature Items (1 Vanilla, 2 Modded) -------------
Eye Of Gaia -- (misc) 5 Temp Nature Gems, Costs 25 Nature, Barkskin, lose 1 eye, cursed, True Sight
Fairy In A Bottle -- (misc) 1 Temp Glamour Gem, 1 Temp Nature Gem, Cost 4 Air, 4 Nature. Morale Penalty
---------- 7. Glamour Items (1 Vanilla, 2 Modded) -------------
Chromatic Barrier -- (shield) 2 Temp Glamour Gems, Cost 15 Glamour, autospell bewildering lights
Terrafoil -- (crown) 4 Glamour Gems, Cost 15 Glamour gems, 10 earth, -1 all non glamour paths, autospell false fetters
---------- 8. Blood Items (0 Vanilla, 2 Modded) -------------
Scarlet Loop -- 1 Temp Blood Slave, Costs 7 Blood Slaves, Temp Blood Slaves Cause Bleeding on Use
Heartweaver Scarab -- 5 Temp Blood Slaves, Costs 20 Blood Slaves, Cursed, Fast Casting -50 (twice as long to cast a spell), Temp Blood Slaves Cause Bleeding on Use
Popular Discussions View All (1)
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Oct 7, 2024 @ 5:59pm
Conflict with Better Arena
JHawk
52 Comments
Noboto Mar 21 @ 10:03am 
I miss something for necromancers, something easy to make
Kong Ster Kang Mar 18 @ 8:56am 
I figured that the actual effects were working as intended, but the description confused me a little regardless. I see it has been changed now.
@Haychy101 The const5 Cornucopia gives 2 temp N gems and only takes N3 to make
Molay Mar 17 @ 9:07am 
iirc when brainstorming that idea, the idea behind terrafoil was precisely not to boost glamour magic. So yes, -1 to all except glamour was, back then at least, the intended design. Lucid did not want his items to be path boosters, merely gem generators with some neat and unique effects (many have downsides). For this gem gen the downside is the loss of non-glamour paths by 1. So AFAIK terrafoil is working as intended, though the description might be worded wrongly.
Kong Ster Kang Mar 17 @ 6:15am 
I don't know if this is the correct place for this question, but; In game the Terrafoil's description states that it increases the wearers glamour magic but reduces all other magic paths. However, the item effects state it increases glamour by +1 and decreases magic by -1 resulting in effectively staying the game level of glamour but reducing all others by one. Is this how this item is intended to work?
haychy101 Mar 8 @ 4:55am 
Would it be possible to list the required const level for each item
haychy101 Feb 23 @ 5:34am 
Is it really fair for both nature items to require glamour?
Lucid  [author] Jan 29 @ 9:22pm 
Updated mod to v2.1... Change log:
Added truesight to eyes of gaia.
Changed fairy in a bottle from n/a to n/g lowered cost 20%.
Storm in a bottle - added airshield 80%
Added hp to armors chassis of mountain (6), cloak of astral storms (2)
Lowered paths required for cloak of astral storms from A4S1 to A3S1, Cost 20A5S
Crucible of stone now also gives +4 Str
Reduced heartweaver scarab cost 20% 25b->20b
Removed blood crosspath from frozen heart.
Cthulhu's Staff - removed shattered soul insanity. Added raise on kill frog 33% Changed gem cost from 15 to 20 and path from 3->4.
crawlers Nov 25, 2024 @ 8:54am 
They stormed an admittedly not well manned fort, and they definitely had the paths to cast (sabbath slave/master can be used by any blood mage). I will have to see what they do in a larger battle.
Lucid  [author] Nov 24, 2024 @ 11:01pm 
Well units with temporary gems still require a 'gem use threshhold' of difficulty to use their gems.

So if battles are too easy, they wont use them. The other option might be not having enough paths / gems for the spell you want to cast.... that aside it would be a bug in the game most likely so share on discord and we will report it.
crawlers Nov 19, 2024 @ 6:01am 
That is acceptable, but I seem to have trouble convincing the mages to cast using their own blood either. A fort storming operation resulted in them refusing to cast, for example. I suppose I will keep testing to see if something changes. These were 27 hp larger blessed monkeys so they had plenty of health to cast from.