# SayreX-Dominion guide

{% hint style="info" %}
Important: some evolutions and late-game disciplines are controlled by server flags, rituals, Towny conditions, shrines, and the current season phase. This means a branch may exist in the plugin but still be temporarily closed on a specific season.
{% endhint %}

## 1. What is available on Dominion?

1. The Dominion elemental system:
   * Air,
   * Fire,
   * Earth,
   * Water,
   * late sub-elements and special branches,
   * passives, binds, evolutions, shrines, world interactions.
2. A separate forging system:
   * alloy smelting,
   * billet creation,
   * weapon forging,
   * quenching,
   * defects,
   * elemental resonance,
   * synergy with Dominion.

## 2. Core elemental commands

1. `/dominion menu` or `/dom menu` — open the main menu.
2. `/dominion choose <element>` — choose an element.
3. `/dominion bind <1-9> <techniqueId>` — place a technique into a slot.
4. `/dominion info` — character information.
5. `/dominion skills` — list of techniques.
6. `/dominion passives` — passive tree.
7. `/dominion evolution` — available evolutions.
8. `/dominion help` — help.

## 3. Core forging commands

1. `/forge` — forge help.
2. `/forge blueprints` — available blueprints for the billet in your hand.
3. `/forge recipes` — station and crafting-chain reference.
4. `/forge guide` — short forging memo.
5. `/forge inspect` — inspect the item in your hand.
6. `/forge properties` — reference for properties and traits.
7. `/forge properties <trait>` — open a specific trait.
8. `/forge stats` — show the weapon's combat values.
9. `/forge salvage` — break down the current billet/weapon into scrap.

## 4. How progression works in Dominion

1. First, you **choose your element once**.
2. The choice requires **double confirmation**, so it is a deliberate step.
3. You start with **4 free points**.
4. Each element level grants **1 point**.
5. There are **9 hotbar slots** for active techniques.
6. The general loop looks like this:
   * choose an element,
   * unlock starter techniques,
   * bind them to slots 1–9,
   * level up the element,
   * invest into passives,
   * move into a sub-element,
   * then into a late-game discipline.
7. The server limits XP abuse:
   * repeated farming of the same target within **60 seconds** is reduced,
   * the reduction coefficient is **0.5**,
   * self-cast XP is disabled.
8. Practical takeaway:
   * do not hit the same dummy forever,
   * level through real PvP/PvE and target rotation.

## 5. Quick choice of main element

### 5.1. Air

1. Role: mobility, positional pressure, range control.
2. Starter techniques:
   * `air_gale_lance`,
   * `air_jetstep`,
   * `air_shear_barrier`.
3. Playstyle:
   * do not stand toe-to-toe,
   * break the opponent through movement and rhythm disruption,
   * punish bad positioning.
4. Best for:
   * duelists,
   * roamers,
   * players with strong movement.

### 5.2. Fire

1. Role: burst, execute, punishing mistakes in a short window.
2. Starter techniques:
   * `fire_ember_javelin`,
   * `fire_blaststep`,
   * `fire_cauterize_guard`.
3. Playstyle:
   * force the tempo,
   * apply marks,
   * push the target into an execution window.
4. Best for:
   * aggressive PvP players,
   * players who prefer fast kills over long trades.

### 5.3. Earth

1. Role: frontline, toughness, line holding.
2. Starter techniques:
   * `earth_shard_bolt`,
   * `earth_bastion_ward`,
   * `earth_faultstep`.
3. Playstyle:
   * play around positioning,
   * choke corridors,
   * outlast long fights.
4. Best for:
   * city defenders,
   * frontline players,
   * players who enjoy area control.

### 5.4. Water

1. Role: sustain, tempo control, resource dominance.
2. Starter techniques:
   * `water_tide_spear`,
   * `water_mist_aegis`,
   * `water_surfstep`.
3. Playstyle:
   * break the opponent's rhythm,
   * survive,
   * force long fights.
4. Best for:
   * disciplined duelists,
   * support-oriented fighters,
   * players who prefer control and recovery.

## 6. Early leveling path for each element

### 6.1. Air

1. Start with:
   * `air_gale_lance` (lvl. 1),
   * `air_jetstep` (lvl. 2),
   * `air_shear_barrier` (lvl. 2).
2. Then useful options are:
   * `air_vortex_grip` (lvl. 4),
   * `air_aftergust_relay` (lvl. 5),
   * `air_crosswind_lattice` / `air_updraft_prism` (lvl. 6).
3. Development priority:
   * mobility,
   * safe engage/disengage,
   * enemy position control.

### 6.2. Fire

1. Start with:
   * `fire_ember_javelin` (lvl. 1),
   * `fire_blaststep` (lvl. 2),
   * `fire_cauterize_guard` (lvl. 2).
2. Then useful options are:
   * `fire_brand_shackle` (lvl. 4),
   * `fire_arcflash_step` / `fire_inferno_hook` (lvl. 5),
   * `fire_molten_arc` / `fire_blazewall_surge` (lvl. 7).
3. Development priority:
   * short pressure windows,
   * executing,
   * engaging under the enemy's cooldowns.

### 6.3. Earth

1. Start with:
   * `earth_shard_bolt` (lvl. 1),
   * `earth_bastion_ward` (lvl. 2),
   * `earth_faultstep` (lvl. 2).
2. Then useful options are:
   * `earth_graveseize` / `earth_seismic_jolt` (lvl. 4),
   * `earth_quarry_maul` (lvl. 6),
   * `earth_rampart_flux` (lvl. 8).
3. Development priority:
   * survivability,
   * point holding,
   * counter-initiation.

### 6.4. Water

1. Start with:
   * `water_tide_spear` (lvl. 1),
   * `water_surfstep` (lvl. 2),
   * `water_mist_aegis` (lvl. 2).
2. Then useful options are:
   * `water_current_bind` (lvl. 4),
   * `water_pressure_fold` (lvl. 6),
   * `water_undertow_lash` / `water_reef_guard` (lvl. 7).
3. Development priority:
   * sustain,
   * tempo control,
   * winning long trades.

## 7. Passives: what to take first

1. Each element has a **core branch**, and investing into it is almost always worthwhile before moving into a narrow specialization.
2. General logic for core branches:
   * **Air** — opening maneuver, protection while repositioning, punishing bad positioning, town/nation tempo.
   * **Fire** — early pressure, burst consistency, stronger marks, counter-damage after a block.
   * **Earth** — survivability, line holding, corridor control, anti-dash frontline.
   * **Water** — resource stability, sustain, safe pressure, tempo after defense.
3. The plugin balance includes a limitation: do not mindlessly overload on identical passives — category caps exist.
4. Practical order:
   * first 1–2 core passives,
   * then your key active rotation,
   * then specialization into a sub-element,
   * and only after that narrow capstones.
5. Also keep in mind the trade-offs of some branches:
   * Earth has branches that strengthen the frontline but slow movement,
   * Water has tempo branches that grant more speed and rhythm but reduce raw striking power.

## 8. First-stage sub-elements

### 8.1. Air

1. **Tempest (air\_tempest)**\
   Style: mobile pressure and short trades.
2. Requirements:
   * element level **15**,
   * **AGILITY 25**,
   * **SPEED 18**,
   * ritual/server flag,
   * altitude **Y ≥ 96**,
   * cost **25 000**.
3. Good for:
   * roamers,
   * aerial pressure,
   * constant kiting.
4. **Skyrush (air\_skyrush)**\
   Style: vertical engage and quick burst.
5. Requirements:
   * element level **15**,
   * **AGILITY 33**,
   * **CRIT\_CHANCE 18**,
   * ritual/server flag,
   * altitude **Y ≥ 118**,
   * cost **26 000**.
6. Good for:
   * hunting,
   * diving engages,
   * playing around top-down entry.

### 8.2. Fire

1. **Emberbrand (fire\_emberbrand)**\
   Style: burn, mark, execute.
2. Requirements:
   * element level **15**,
   * **FIGHTING 33**,
   * **STRENGTH 18**,
   * ritual/server flag,
   * nighttime,
   * cost **25 000**.
3. This is the best base for executes and marks.
4. **Thunderbrand (fire\_thunderbrand)**\
   Style: lightning chains and a fast finish.
5. Requirements:
   * element level **16**,
   * **FIGHTING 38**,
   * **SPEED 24**,
   * **CRIT\_CHANCE 14**,
   * ritual/server flag,
   * nighttime,
   * cost **28 000**.
6. This is a faster and riskier Fire path.

### 8.3. Earth

1. **Stoneward (earth\_stoneward)**\
   Style: bastion, defense, frontline.
2. Requirements:
   * element level **15**,
   * **DEFENSE 33**,
   * **TOUGHNESS 18**,
   * ritual/server flag,
   * mountain biomes,
   * cost **25 000**.
3. This is the most reliable tank entry into Earth.
4. **Crystalrift (earth\_crystalrift)**\
   Style: prism, control, breaking armor and positioning.
5. Requirements:
   * element level **15**,
   * **DEFENSE 36**,
   * **CRIT\_CHANCE 18**,
   * ritual/server flag,
   * cave/peak biomes,
   * cost **25 500**.
6. Suits players who want less tanking and more control.

### 8.4. Water

1. **Tidebound (water\_tidebound)**\
   Style: sustain, holding power, healing, and resource warfare.
2. Requirements:
   * element level **15**,
   * **ALCHEMY 33**,
   * **WISDOM 18**,
   * ritual/server flag,
   * river/ocean biomes,
   * cost **25 000**.
3. This is the best first path for a stable and useful Water build.
4. **Abyssveil (water\_abyssveil)**\
   Style: misdirection, control, and deep resource warfare.
5. Requirements:
   * element level **15**,
   * **ALCHEMY 37**,
   * **WISDOM 18**,
   * **SPEED 14**,
   * ritual/server flag,
   * deep ocean biomes,
   * cost **26 000**.
6. This is a smarter and more nuanced Water branch.

## 9. Second-stage late disciplines

### 9.1. Air

1. **Voidstep (air\_voidstep)**
   * level **28**,
   * **AGILITY 40**,
   * **WISDOM 24**,
   * **SPEED 14**,
   * requires **town + nation**,
   * altitude **Y ≥ 130**,
   * tier2 shrine,
   * cost **42 000**.
2. Style: phasing, anti-escape, execution.
3. **Breezeblade (air\_breezeblade)**
   * level **28**,
   * **AGILITY 47**,
   * **CRIT\_CHANCE 22**,
   * requires previously choosing **air\_tempest**,
   * requires **town**,
   * altitude **Y ≥ 120**,
   * tier2 shrine,
   * cost **52 000**.
4. Style: fast charge chains and aggression.

### 9.2. Fire

1. **Ashenforge (fire\_ashenforge)**
   * level **28**,
   * **FIGHTING 47**,
   * **STRENGTH 24**,
   * **TOUGHNESS 14**,
   * requires **town + nation**,
   * desert or nether biomes,
   * tier2 shrine,
   * cost **42 000**.
2. Style: heavy contact, burn-through, frontline breaking.
3. **Azureflame (fire\_azureflame)**
   * level **28**,
   * **FIGHTING 47**,
   * **CRIT\_DAMAGE 22**,
   * **WISDOM 14**,
   * requires previously choosing **fire\_emberbrand**,
   * requires **town**,
   * desert/badlands/nether,
   * tier2 shrine,
   * cost **56 000**.
4. Style: compressed burst and window punishment.

### 9.3. Earth

1. **Ironroot (earth\_ironroot)**
   * level **28**,
   * **DEFENSE 47**,
   * **TOUGHNESS 24**,
   * **HEALTH 14**,
   * requires **town + nation**,
   * altitude **Y ≤ 50**,
   * tier2 shrine,
   * cost **42 000**.
2. Style: anchoring, anti-dash, corridor suppression.
3. **Bodyforge (earth\_bodyforge)**
   * level **28**,
   * **DEFENSE 49**,
   * **HEALTH 22**,
   * **REGENERATION 14**,
   * requires previously choosing **earth\_stoneward**,
   * requires **town**,
   * altitude **Y ≤ 56**,
   * tier2 shrine,
   * cost **53 000**.
4. Style: self-buffing, brute durability, face-tank survivability.

### 9.4. Water

1. **Frostveil (water\_frostveil)**
   * level **28**,
   * **ALCHEMY 47**,
   * **WISDOM 24**,
   * **CRIT\_CHANCE 14**,
   * requires **town + nation**,
   * cold biomes,
   * tier2 shrine,
   * cost **42 000**.
2. Style: ice, isolation, rhythm disruption.
3. **Tideform (water\_tideform)**
   * level **28**,
   * **ALCHEMY 47**,
   * **REGENERATION 22**,
   * **SPEED 14**,
   * requires previously choosing **water\_tidebound**,
   * requires **town**,
   * ocean/river biomes,
   * tier2 shrine,
   * cost **52 000**.
4. Style: form flexibility, healing, adjusting to range.

## 10. Special AVATAR path

1. The server has an **AVATAR** element, but it is not a starter one.
2. Its description directly states that it is an admin/special path.
3. The **avatar\_deity** evolution costs **5 000 000** and is tied to a separate custom condition.
4. This is a donation-only element that contains all elemental skills.

## 11. Shrines and territorial politics

1. Dominion has **8 shrines**, and they genuinely affect progression.
2. Examples by element:
   * Air: **Northwatch** (mobility), **Eastspire** (accuracy).
   * Fire: **Sunforge** (offense), **Cindergate** (control).
   * Earth: **Stonecrown** (defense), **Irondepth** (economy).
   * Water: **Moontide** (sustain), **Abyssstep** (control).
3. Shrines have:
   * level,
   * vulnerability windows,
   * maintenance/upkeep,
   * degradation when unpaid.
4. If a shrine is contested, its bonuses may be temporarily disabled.
5. Practical takeaway:
   * if you want a late sub-element or a capstone build, plan around not only stats, but also the political map.

## 12. Elemental world interactions

1. The server can alter the world through elements.
2. Examples:
   * Fire melts and burns through certain blocks,
   * Earth works with dirt, stone, sand, and terrain,
   * Water creates mud and works with cauldrons,
   * Air dries and removes snow,
   * lightning interacts with copper,
   * ice freezes water in special scenarios.
3. This is not just cosmetic: elements provide world utility.

## 13. What actually happens in the forge

1. The forge loop looks like this:
   * materials,
   * hearth,
   * billet,
   * forging frame,
   * quench,
   * COMMIT,
   * finished weapon.
2. Main stations:
   * **hearth**
   * **forge**
   * **bath**
   * **workshop**
3. According to the plugin guide:
   * alloy is smelted in the hearth,
   * the weapon is created from the alloy in the forge,
   * the quench is finalized in the bath **(optional)**,
   * additional parts are made in the workshop.
4. According to the config, a billet is assembled from:
   * at least **3** input materials,
   * at most **5** different materials.
5. Reforging is not infinite:
   * the base reheating limit is **3**.

## 14. The temperature model and how not to ruin a blade

1. Maximum temperature — **100**.
2. After actions, temperature drops by **12**.
3. Temperature states:
   * **hot** from **67**,
   * **warm** from **34**,
   * below that — already cooling.
4. Overheating starts at **95**.
5. Overheating:
   * increases defect chance,
   * applies an integrity penalty.
6. In practice:
   * do not keep the blank in the red zone without a reason,
   * do not press unnecessary actions,
   * use reheating deliberately.

## 15. Weapon quality: what it is calculated from

1. Quality formula:
   * `0.30 * shape`
   * `+ 0.25 * integrity`
   * `+ 0.20 * balance`
   * `+ 0.15 * quench`
   * `+ 0.10 * purity`
   * `- penalties from defects`
   * `± slight variance`.
2. Quality categories:
   * defective,
   * rough,
   * serviceable,
   * good,
   * masterpiece,
   * exquisite.
3. Conclusion:
   * you cannot win with only one stat,
   * if you ruin balance or purity, you will not reach top quality anymore.

## 16. Quenching: which medium to choose

1. Basic media:
   * **water**,
   * **oil**,
   * **brine**,
   * **air**.
2. The ideal heat window for quenching: **70–90**.
3. Quenching finishes around temperature **28**.
4. Media logic:
   * **Water** — higher quench, but the risk of cracking is noticeably higher.
   * **Oil** — the most stable and safest option.
   * **Brine** — high ceiling, but also high risk.
   * **Air** — safer, but weaker at the peak.
5. Late-game media:
   * `spring water`,
   * `moon oil`,
   * `storm brine`,
   * `mist`.
6. They unlock through a combination of:
   * forging progression level,
   * and/or water/global integration modifiers.
7. In practice:
   * while learning, quench in **oil**,
   * if you want risk for ceiling, try **brine**,
   * if you want a safe quench, use **air**,
   * take **water** only if you know exactly why you want that risk.

## 17. Defects: what ruins a weapon

1. **Brittle**
   * comes from poor quenching and overheating,
   * especially dangerous with water/brine.
2. **Warped**
   * loss of shape.
3. **Slagged**
   * dirty alloy and insufficient folding.
4. **Unbalanced**
   * reduced balance.
5. **Soft Edge**
   * a mistake in the heating window and a weak quench.
6. Main principle:
   * a bad process is always more expensive than a slightly more modest but clean result.

## 18. Traits: what to forge for

### 18.1. Balanced

1. You need:
   * high **balance**,
   * good **shape**,
   * moderate **density**.
2. This is the best general-purpose trait for your first successful blades.

### 18.2. Tempered

1. You need:
   * high **quench**,
   * good **integrity**,
   * no **chips**.
2. This is a safe and reliable path.

### 18.3. Conductive

1. You need:
   * high **conductivity**,
   * good **purity**,
   * normal **quench**.
2. Good for lightning, resonance, and elemental builds.

### 18.4. Dense

1. You need:
   * high **density**,
   * good **integrity**,
   * balance can be lower.
2. This is the path of heavy weapons and penetration.

### 18.5. High-Tempered

1. You need:
   * high **heat retention**,
   * minimal overheating mistakes,
   * strong **integrity**.
2. Good for heavy and heat-resistant alloys.

## 19. Materials: what to use for which style

1. **Iron** — stability, integrity, a base for balanced blades.
2. **Copper** — conductivity and lightning resonance, good for conductive builds.
3. **Gold** — high purity and good resonance, but not the best head-on material.
4. **Diamond** — excellent hardness for a cutting edge.
5. **Emerald** — balance and handling.
6. **Ancient Scrap** — heat resistance, density, alloy durability.
7. **Netherite** — a heavy late-game material for density and penetration.
8. **Lapis Lazuli** — water/ice leaning and magical resonance.
9. **Quartz** — purity and finish.
10. **Amethyst** — precise polishing and resonance.
11. **Echo Shard** — good elemental response, especially for air/lightning.

## 20. Ready alloy ideas from the reference

1. **stormlance**
   * copper **40%**
   * lapis **40%**
   * amethyst **20%**
   * tolerance **±0.5%**
2. **crystal\_vein**
   * quartz **45%**
   * amethyst **35%**
   * diamond **20%**
   * tolerance **±0.5%**
3. **warden\_alloy**
   * netherite **40%**
   * heavy\_core **40%**
   * diamond **20%**
   * tolerance **±0.5%**

## 21. Blueprints: what to forge first

> The handle is not a mandatory item, same as the guard; they only give additional bonuses.

1. **Scout Dagger**
   * `dagger_01`
   * requires **4 units**
   * difficulty **18**
   * handle: `STICK + STRING`
   * this is the best starting point for first practice.
2. **Raider Spear**
   * `spear_01`
   * requires **5 units**
   * difficulty **30**
   * handle: `BREEZE_ROD + STRING`
   * requires extra handle,
   * good for mobile builds.
3. **Straight Sword**
   * `sword_01`
   * requires **6 units**
   * difficulty **35**
   * handle: `STICK + CHAIN`
   * the best universal mid option.
4. **War Hammer**
   * `hammer_01`
   * requires **8 units**
   * difficulty **48**
   * handle: `BLAZE_ROD + BONE`
   * the path into heavy armor-piercing melee.
5. **Two-Handed Blade**
   * `greatblade_01`
   * requires **9 units**
   * difficulty **55**
   * handle: `BLAZE_ROD + CHAIN`
   * works in full-mode,
   * additionally, world integration has a **nation** requirement for this blueprint.
6. In practice:
   * while learning — make **dagger/sword**,
   * for a mobile build — **spear**,
   * for late game and frontline — **hammer/greatblade**.

## 22. Weapon combat profiles

1. **Dagger**
   * damage **6.0**
   * speed **1.85**
   * durability **220**
   * guard\_break **3**
   * handling **8**
2. **Sword**
   * damage **8.0**
   * speed **1.60**
   * durability **420**
   * guard\_break **5**
   * handling **6**
3. **Spear**
   * damage **7.0**
   * speed **1.70**
   * durability **330**
   * guard\_break **4**
   * handling **7**
4. **Greatblade**
   * damage **11.0**
   * speed **1.10**
   * durability **520**
   * guard\_break **7**
   * handling **4**
5. **Hammer**
   * damage **10.0**
   * speed **1.00**
   * durability **560**
   * guard\_break **9**
   * handling **3**

## 23. Forge synergy with elements

1. Stations have elemental bonuses:
   * **Fire** — temperature multiplier **1.08**,
   * **Earth** — durability multiplier **1.08**,
   * **Water** — quench multiplier **1.08**,
   * **Air** — balance multiplier **1.08**.
2. Practical takeaway:
   * Fire handles the hot phase better,
   * Earth is more comfortable with heavy and durable forging,
   * Water controls the quench better,
   * Air is more convenient for precise balanced weapons.
3. That is why on Dominion it is profitable to build your forge not separately from the elements, but together with your character build.

## 24. The safest route for a new Dominion player

1. Choose an element to fit your style:
   * Air — movement,
   * Fire — aggression,
   * Earth — tank,
   * Water — control.
2. Do not spread yourself thin:
   * first starter techniques,
   * then 1–2 core passives,
   * then the first sub-element.
3. Do not try to chase tier2 immediately.
4. If you are going into forging — start with a **dagger** or **sword**.
5. Oil is the best training quenching medium.
6. Look at territorial politics in advance: without a town, nation, and shrines, you simply will not unlock part of your power.


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