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Land nations cannot expect to be able to recruit their national units underwater; they will not even be able to construct castles there without the aid of magic. On land, underwater nations may build castles, but will have very limited national troop recruitment regardless.
Land nations cannot expect to be able to recruit their national units underwater; they will not even be able to construct castles there without the aid of magic. On land, underwater nations may build castles, but will have very limited national troop recruitment regardless.


=== Recruited Units ===
=== Recruited units ===
Regular troops refer to the national and independent troops that can be recruited from the provinces. Regular troops have a purchase cost of resources and money and an upkeep cost.
Regular troops refer to the national and independent troops that can be recruited from the provinces. Regular troops have a purchase cost of resources and money and an upkeep cost.


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Note that you can give [[Dominions 3: The Awakening/Magic/Magic Gems|Magic Gems]] as well as [[Dominions 3: The Awakening/Items|Magic Items]] to an mercenery commander under your command. But he will never give anything back !
Note that you can give [[Dominions 3: The Awakening/Magic/Magic Gems|Magic Gems]] as well as [[Dominions 3: The Awakening/Items|Magic Items]] to an mercenery commander under your command. But he will never give anything back !


==== Province Defense ====
==== Province defense ====
See page 45 in the manual
See page 45 in the manual


=== Stealth Units ===
=== Stealth units ===
Stealth units have a brown robe icon on their statistic screen. Right-click on this icon to see how stealthy the unit is. Stealth troops need a stealth commander to sneak into enemy provinces. If you want to rather move than sneak, you have to hold the "STRG" key pressed while giving the move command. Stealth armys can join attacks initiated by "paratroop" rituals like ''Call of the Wild'', ''Call of the Wind'' or  ''Imprint Souls''. To make this coordination work, the stealth army must already be inside the attacked province and given an "Attack" Order (with no move order).
Stealth units have a brown robe icon on their statistic screen. Right-click on this icon to see how stealthy the unit is. Stealth troops need a stealth commander to sneak into enemy provinces. If you want to rather move than sneak, you have to hold the "STRG" key pressed while giving the move command. Stealth armys can join attacks initiated by "paratroop" rituals like ''Call of the Wild'', ''Call of the Wind'' or  ''Imprint Souls''. To make this coordination work, the stealth army must already be inside the attacked province and given an "Attack" Order (with no move order).


=== Summoned Units ===
=== Summoned units ===
Summoned units play an important part in the wars of the pretender gods. Available to mages with enough skill and research behind them, the summons provide everything from expendable "chaff" to creatures of amazing power. A great number of summonable units are in the Conjuration, Blood and Construction research trees but Enchantment tree also has some summons. Most of summons are cast as rituals which require 1 month perform. However, some summoning spells, such as Elemental summoning, Call Horror, Swarm and Summon Lammashta, are cast in battle. These summons only last until the end of the fight. Broadly speaking the game tends to become more summon based as time passes on because at certain point the power of the summonable creatures exceeds the efficiency of recruitable troops.
Summoned units play an important part in the wars of the pretender gods. Available to mages with enough skill and research behind them, the summons provide everything from expendable "chaff" to creatures of amazing power. A great number of summonable units are in the Conjuration, Blood and Construction research trees but Enchantment tree also has some summons. Most of summons are cast as rituals which require 1 month perform. However, some summoning spells, such as Elemental summoning, Call Horror, Swarm and Summon Lammashta, are cast in battle. These summons only last until the end of the fight. Broadly speaking the game tends to become more summon based as time passes on because at certain point the power of the summonable creatures exceeds the efficiency of recruitable troops.


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Just as there are national troops there are summons which can only be researched by certain nations. These summons show up with blue text in the research tree.
Just as there are national troops there are summons which can only be researched by certain nations. These summons show up with blue text in the research tree.


===National Units ===
===National units ===
National troops are units that are nation-specific and can only be recruited by that nation in their fortresses. If an enemy nation captures the fortress the enemy nation's build roster replaces the build roster of the nation that had the fort. National units given by starting magic sites cannot be recruited by nation that conquered the other nation.
National troops are units that are nation-specific and can only be recruited by that nation in their fortresses. If an enemy nation captures the fortress the enemy nation's build roster replaces the build roster of the nation that had the fort. National units given by starting magic sites cannot be recruited by nation that conquered the other nation.


===Independent Units===
===Independent units===
Independent, or indie, troops are troops that are recruited from independent provinces. The type of troops you can recruit is determined by the poptype of the province.
Independent, or indie, troops are troops that are recruited from independent provinces. The type of troops you can recruit is determined by the poptype of the province.


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Every individual unit has a set of attributes. The attributes are used in battle to decide if an enemy is hit, damaged, dead or routing.
Every individual unit has a set of attributes. The attributes are used in battle to decide if an enemy is hit, damaged, dead or routing.


===Hit Points===
===Hit points===
The amount of damage that a unit can withstand. If the number reaches zero in a battle, the unit will die.  A 'standard' human soldier has 10 hit points.
The amount of damage that a unit can withstand. If the number reaches zero in a battle, the unit will die.  A 'standard' human soldier has 10 hit points.


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Some units are unbreakable -- in particular, units which have gone berserk, and units which are mindless.  These correspond to morale values of 99 and 50, respectively.
Some units are unbreakable -- in particular, units which have gone berserk, and units which are mindless.  These correspond to morale values of 99 and 50, respectively.


===Magic Resistance===
===Magic resistance===
Some spells can be resisted and avoided by targets with an iron will. Powerful mages reduces the chances of resisting the spell they cast.
Some spells can be resisted and avoided by targets with an iron will. Powerful mages reduces the chances of resisting the spell they cast.


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The physical might of a unit. A high value indicates that the unit can damage even heavily protected troops. The strength is added to the weapon damage when calculating damage.
The physical might of a unit. A high value indicates that the unit can damage even heavily protected troops. The strength is added to the weapon damage when calculating damage.


===Attack Skill===
===Attack skill===
The combat skill of a unit. The weapon attack bonus is added to this value when attacking. If the value is above the defending units defense the strike is a hit.
The combat skill of a unit. The weapon attack bonus is added to this value when attacking. If the value is above the defending units defense the strike is a hit.


===Defense Skill===
===Defense skill===
The defensive combat skill of a unit. This value must be exceeded by the attack value of incoming attacks for the attack to take effect. Defense doesn’t protect you from missile weapons or spells.
The defensive combat skill of a unit. This value must be exceeded by the attack value of incoming attacks for the attack to take effect. Defense doesn’t protect you from missile weapons or spells.


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Units of old age accumulate afflictions. Eventually one of those afflictions will be "diseased", which means they will gain more afflictions and lose one hit point per turn until they push up daisies. Even undead may become old, but they are not affected by disease.
Units of old age accumulate afflictions. Eventually one of those afflictions will be "diseased", which means they will gain more afflictions and lose one hit point per turn until they push up daisies. Even undead may become old, but they are not affected by disease.


==== How Age works ====
==== How age works ====
A nice discussion of old age can be found in this [http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=457150&page=0&view=collapsed&sb=5&o=&fpart=1 thread on the Dom3 discussion forum].  From that thread, here are some interesting factoids:
A nice discussion of old age can be found in this [http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=457150&page=0&view=collapsed&sb=5&o=&fpart=1 thread on the Dom3 discussion forum].  From that thread, here are some interesting factoids: