Every Dominion field that no player holds yet is guarded by a system army. Its size depends only on the island and the field, so you can work out a fight before you send a single unit.
How system armies work
- The further in, the stronger: fields on rare islands hold 2 times the army of a common island, fields on the supreme island 5 times. Portals rise even faster.
- Each field's army is rolled when the map is made: up to 10% more or fewer units, rounded to whole units, so two fields of the same type can differ. Portals are always exact. The tables show the army without variance, the range you can meet and its total defense before buffs.
- System armies never recruit and never get reinforcements. Units they lose stay lost.
- They have no runes, spells or artifacts of their own; an artifact lying on their field does not help them. Only two things make them stronger: a defense field buff on their field, and a combat type that counters your attackers.
- If your siege of a system island runs out, you keep the portal and the fields you took; the other fields keep what is left of their armies.
By island
| Island | On the map | Portal | Crystal Heart | Other fields |
|---|---|---|---|---|
| Starter islands | 20 | — | see below | |
| Common islands | 8 | ×1 | ||
| Rare islands | 4 | ×2 | ||
| Supreme island | 1 | ×5 |
The last column compares the army of every other field with the same field on a common island. Starter islands have a fixed, much smaller set.
Starter islands
Every starter island has the same 21 fields. Your Airship Port holds the starting army of your legend; the other fields hold small system armies. Starter islands have no field buffs and no artifacts.
| Field | Fields | Defenders | Range | Type | Defense |
|---|---|---|---|---|---|
| 1 | 2 | Umbral | 100 | ||
| 7 | 2 | Umbral | 60 | ||
| 7 | 1–2 | Primal | 60–120 | ||
| 2 | 5–7 | Primal | 50–70 | ||
| 2 | 1 | Primal | 75 | ||
| 1 | 2 | Umbral | 100 |
Common islands
Each common island mixes fields of these types: High Grass, Swamp, Magic Forest and Forest. Which of them appear, and where, changes every round. It also has 3 or 4 treasure fields (Lesser Treasure or Magic Treasure) and one Crystal Heart. Every other field has a 12.5% chance to hold an artifact.
| Field | Defenders | Range | Type | Defense |
|---|---|---|---|---|
| 12 | Umbral | 600 | ||
| Crystal Heart | 5 | Umbral | 150 | |
| 7–8 | Primal | 140–160 | ||
| 14–16 | Primal | 140–160 | ||
| 2 | Primal | 150 | ||
| 2–3 | Primal | 120–180 | ||
| 4 | Umbral | 200 | ||
| 5–7 | Umbral | 250–350 |
Rare islands
Each rare island mixes fields of these types: Magic Forest, Dunes, Wasteland, High Grass, Swamp, Ash Fields and Gloom Sands. Which of them appear, and where, changes every round. It also has 3 or 4 treasure fields (Magic Treasure or Divine Treasure) and one Crystal Heart. Every other field has a 7.5% chance to hold an artifact.
| Field | Defenders | Range | Type | Defense |
|---|---|---|---|---|
| 30 | Umbral | 1'500 | ||
| Crystal Heart | 9–11 | Umbral | 270–330 | |
| 4 | Primal | 300 | ||
| 27–33 | Infernal | 270–330 | ||
| 5–7 | Umbral | 250–350 | ||
| 14–16 | Primal | 280–320 | ||
| 27–33 | Primal | 270–330 | ||
| 9–11 | Astral | 270–330 | ||
| Gloom Sands | 2–3 | Astral | 240–360 | |
| 11–13 | Umbral | 550–650 | ||
| 14–18 | Umbral | 700–900 |
Supreme island
The supreme island mixes fields of these types: Fiery Desert, Magic Forest, Ash Fields and Gloom Sands. Which of them appear, and where, changes every round. It also has 2 or 3 treasure fields (Magic Treasure or Divine Treasure) and one Crystal Heart. No field here holds an artifact.
| Field | Defenders | Range | Type | Defense |
|---|---|---|---|---|
| 90 | Umbral | 4'500 | ||
| Crystal Heart | 23–27 | Umbral | 690–810 | |
| 14–16 | Umbral | 700–800 | ||
| 9–11 | Primal | 675–825 | ||
| 23–27 | Astral | 690–810 | ||
| Gloom Sands | 6–7 | Astral | 720–840 | |
| 27–33 | Umbral | 1'350–1'650 | ||
| 36–44 | Umbral | 1'800–2'200 |
Field buffs
Fields on common, rare and supreme islands can spawn with random field buffs; portals never have any. The odds are the same on every island:
| Buffs on a field | Chance |
|---|---|
| None | 43% |
| One | 43% |
| Two | 14% |
Each buff is attack, defense or recruiting (treasure fields get only attack or defense), at level 1 (53%), level 2 (26%), level 3 (13%) or level 4 (8%). Only a defense buff makes a system army stronger: +10%, +20%, +40% or +100% for that field. About 24% of fields spawn with a defense buff, and 36% of treasure fields.
Tips
- Check the Type column before you attack: if your units beat the defenders' combat type, you get the effectiveness bonus.
- Pangoans and Druid Naki are Umbral, which no combat type counters, so there is no counter bonus against portals, treasure fields or the Crystal Heart.
See also
IslandsThe island types of Rise in Time: Ove home and event islands, rock islands, and the rings of a Dominion map.
Combat TypesAstral beats Infernal, Infernal beats Primal, Primal beats Astral. How the effectiveness bonus of up to +100% is calculated.