Dominions 3: The Awakening/Magic/Magic Gems: Difference between revisions

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Magic gems are condensed magic energy and seven out of the eight paths of magic has gems while Blood magic has Blood Slaves. Magic gems are used to fuel rituals, powerful battle spells and in forging magic items. Mages can also used a great number of gems of appropriate type to gain a permanent level in magic (called Empowering)and they can use them in combat to quench fatigue caused by spellcasting. A mage in combat that has a gem that is of same type as one of his magic picks gets a +1 bonus to that magic pick in combat. For example, a Nature 1 mage with one Nature gem would count as a Nature 2 mage while making spells. Only the first such gem per cast counts so a Nature 1 mage with 2 nature gems still counts as Nature 2 mage.
Magic gems are condensed magic energy and seven out of the eight paths of magic has gems while Blood magic has Blood Slaves. Magic gems are used to fuel rituals, powerful battle spells and in forging magic items. Magi can also expend a great number of gems of appropriate type so as to gain a permanent increased level in magic (called Empowering).


In addition, with battle spells the use of gems reduces fatigue; if N extra gems are consumed during casting, fatigue from the casting is reduced to 1/(N+1) of normal.  Battlefield spells which cause at least 100 fatigue all '''require''' the use of one gem per 100 fatigue (or need to be cast in a Communion, so the fatigue is shared between multiple mages).
==Battle Boosting==
All battlefield spells have some kind of path requirement to cast. In addition, some battlefield spells also require the expenditure of gems to cast. Further, a mage in combat that has a gem that is of same type as one of his magic picks gets a +1 bonus to that path. For example, a Nature 1 mage with one Nature gem would count as a Nature 2 mage while casting a spell. Such a gem is consumed during the casting. Only the first such gem per cast grants a path bonus, so a Nature 1 mage with 2 nature gems still only counts as a Nature 2 mage.
 
Magi can also expend gems to reduce battle fatigue. For example, if X extra gems are consumed during casting, fatigue from the casting is reduced to 1/(X+1) of normal.  Battlefield spells which cause at least 100 fatigue all '''require''' the use of enough gems so as to reduce casting fatigue below 100 (or need to be cast in a Communion, so the fatigue is shared between multiple magi).
 
'''Tip:''' Since magi tend to spend any available extra gems even on unscripted spells, it can be helpful to just give a mage only enough gems to properly cast their scripted spells. Give a stealthy scout a stockpile of gems and have him tag along with the army in stealth mode. After the battle, distribute gems from the scout to any magi in need for the coming turn.


==Empowerment==
==Empowerment==
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==Gem Generators==
==Gem Generators==
===Sites===
While the vast majority of sites generate one or more gems per turn, the following items, spells and commanders also generate gems.
 
===Items===
===Items===
The presence of these forgable items in-game generally leads to late-game "gem factories" where players can generate literally hundreds of extra gems/turn. Not only does this make for extreme abuse of globals- and summons-mechanics, but it entails massive amounts of tedious micromanagement to gather all the gems each turn from your commanders. For that reason, in competitive MP games, they have been eliminated from such popular mods as ''CBM''.
;Fever Fetish: (Const-2 F1N1) ''diseases'' wielder and has chance to generate 1 Fire Gem per turn as follows:
;Fever Fetish: (Const-2 F1N1) ''diseases'' wielder and has chance to generate 1 Fire Gem per turn as follows:
: - 25% chance to bring a gem when its wielder has max HP
: - 25% chance to bring a gem when its wielder has max HP
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===Spells===
===Spells===
;Mother Oak: (Alt-5 N5) Costs 50 N gems, generates 10 N gems/turn
'''Mother Oak''' (Alt-5 N5) Costs 50 N gems, generates 10 N gems/turn<br/>
;Gale Gate: (Thaum-8 A5) Costs 60 A gems, generates 20 A gems/turn
'''Gale Gate''' (Thaum-8 A5) Costs 60 A gems, generates 20 A gems/turn<br/>
;Maelstrom: (Evoc-8 W6) Costs 80 W gems, generates 20 W gems/turn
'''Maelstrom''' (Evoc-8 W6) Costs 80 W gems, generates 15 W, 5S, 3A, 1E, 1D, 1F, 1N gems/turn<br/>
;Earth Blood Deep Well: (Ench-7 E6) Costs 80 E gems, generates 20 E gems/turn
'''Earth Blood Deep Well''' (Ench-7 E6) Costs 80 E gems, generates 20 E gems/turn<br/>
;Eternal Pyre: (Ench-6 F6) Costs 80 F gems, generates 20 F gems/turn
'''Eternal Pyre''' (Ench-6 F6) Costs 80 F gems, generates 20 F gems/turn<br/>
;Well of Misery: (Conj-8 D6) Costs 80 D gems, generates 20 D gems/turn and increases tax revenue everywhere
'''Well of Misery''' (Conj-8 D6) Costs 80 D gems, generates 21 D gems/turn and increases tax revenue everywhere by 10%<br/>
;Stellar Focus: (Ench-7 S5) Costs 30 S gems, generates 5 S gems/turn
'''Stellar Focus''' (Ench-7 S5) Costs 30 S gems, generates 5 S gems/turn<br/>
;Arcane Nexus: (Ench-9 S8) Costs 150 S gems. Half of all gems used to cast spells and forge magic items are collected by the owner of this enchantment
'''Wish''' (Alt-9 S9) Costs 100 S gems. Can wish for 25 gems of all types (no blood slaves) or 250 blood slaves<br/>
;Wish: (Alt-9 S9) Costs 100 S gems. Can wish for 80 gems of any type.
'''Arcane Nexus''' (Ench-9 S8) Costs 150 S gems. Half of all gems used to cast spells and forge magic items are collected by the owner of this enchantment.


===Commanders===
===Commanders===
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;Summons:
* '''Sea King''' 1W gem/turn. (Conj-6 W3) Comes with ''Sea King's Court''
* '''Barathrus''' 1E gem/turn. (Conj-8 E5) One of the possible ''Kings of Elemental Earth''
;Pretenders:
* '''Mother of Rivers''' 2W gems/turn
* '''Great Enchantress''' 1S gem/turn
* '''Arch Druid''' 1N gem/turn
* '''Lady of Springs''' 2W gems/turn
 
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