Dominions 3: The Awakening/Items

Basic items
These are the default armor and weapons of units in the game. Their properties are analogous to those of forged items; for example, a suit of chain mail is similar to the forged Weightless Chain Mail except it causes more fatigue when worn. Basic items may not be traded, though they are removed when a commander is given a forged item for that slot. If you later remove the forged item, the original Basic Item reappears at the commander's slot. Note that some Basic Items are actually better than some of the (lesser) forged Items. Make sure to check the commander's stats before and after equipping him with an forged item.

Forged items
In the mysterious and magical world of Dominions hundred of different magic items exist. Mages with sufficient skill can produce marvelous items of the forge if they have researched the recipes or blueprints for thoese items with the Construction school of magic. These items can then be equiped by all Commander units be it mages, warriors, Pretender Gods or void summons as long as they have aproriate item slots.

More information about forging can be found here.

Weapons
Ranging from sticks and stones to swords and the eldricth Mind Blasts, Dominions 3 is filled with different kinds of weapons. Many of them are mundane while some are powerful magic attacks or magic items forged by mages.

Melee weapon statistics

 * Weapon damage: This is the damage from weapon without added strength unless "No Strength" is stated
 * Attack: The attack bonus or malus of the weapon. The higher attack the more often the unit hits the enemy
 * Defense: Defense bonus or malus from the weapon. The more defense the more often your unit can dodge attacks
 * Length: The length of the weapon used to determine repeling and if the unit gets poisoned by some spiny units
 * One-handed or two-handed: Whether the weapon is wielded with one or two hands.
 * Special statistic: This contains the special statistics of the weapon such as Magical or Armor Piercing

Other melee weapons
This section contains a number of weapons that don't fit into the category of normal weapons:
 * Natural weapons: These include attacks like Bite, Claw, Talons, Tentacle and Hoof often found on animals or monsters. These attacks often have 0 length meaning that a monster attacking with a Bite would get poisoned from Atlantian Coral Armor. They often have little damage, relying on the creature's strength.
 * Sleep Vines: Found on Mandagoras and Manikins, the sleep vines do little damage but they also cause fatigue on their target and are potentially devastating.
 * Drain Life: Some units such as Illithids and Vampires attack by draining life from their targets at close range. This attack does damage on the target and transfers at max 5 HP per hit to the attacker.
 * Paralyze: Paralyze is found on some units, notably Disposed Spirits and void summons, this touch attack paralyzes the target if it fails to resist the attack. Additional paralyzis counts as damage so units with only Paralyze as attack can kill units.
 * Drain Strength: This is another attack found on void summons and unded. This attack damages the strength of the target for duration of the battle and eventually starts doing damage.
 * Touch of Leprosy: This is a rare attack found on some Foul Spawn. This attack causes Disease upon a succesful strike.

Missile weapon statistics

 * Weapon damage: This is the damage from weapon without added strength unless "No Strength" is stated
 * Precision: The precision of the ranged attack. The higher precision the closer to intended target the shot lands
 * Range: How many grid-squares the object can fly. Press g on the battle view to see the grid.
 * Ammo: Number of ammunition in the weapon. If the weapon runs out of ammo in battle it cannot be used during that battle or other battle in same turn. Weapon ammo is replenished during turn processing.
 * One-handed or two-handed: Whether the weapon is wielded with one or two hands.
 * Special statistic: This contains the special statistics of the weapon such as Magical or Armor Pierrcing


 * Swords
 * Axes
 * Daggers
 * Missile Weapons
 * Hammers, Maces and Mauls
 * Flails
 * Morning Stars
 * Spears & Pikes
 * Halberds & Glaives
 * Staffs & Rods

Armor
Armor, ranging from leather cuirases to magic armor, contribute to the Protection value of the unit. The more protection the unit has the more harder it must be hit before it takes damage. Heavy armor encumbers and reduces the defence of the unit, and spellcasting causes a greater amount of fatigue when wearing armor. Armor is less effective on units with high natural protection. The Protection bonus from armor counts only half against Armor Piercing attacks and not at all against Armor Negating attacks. Commanders wear magic armor on the Body slot.


 * Body Armor
 * Shields
 * Helmets
 * Boots

Rings
Rings are magic items forged by mages which go to the Accessory slots of the commander. There are great many different types of rings which effects range from increased Attack the increased magic powers.

Talismans and necklaces
Forged by mages, the various Talismans and Necklaces go to the Accessory slot of a commander. There is a vast number of different talismans and necklaces ranging from the Disease causing but Fire Gem generating Fever Fetish to the Crystal Coin that empowers Astral magic skill.

Other accessories
Dominions 3 has a huge number of magic items that go to the Accessory slot of a commander. They range from Magic Carpets to Barrels of Air and wall-shaking horns.