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. Magi can also expend a great number of gems of appropriate type so as to gain a permanent increased level in magic (called Empowering).
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).


==Battle Magic==
==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.
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.


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'''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.
'''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==
{|{{prettytable|float=right|style=margin-left:1.4em}}
{|{{prettytable|float=right|style=margin-left:1.4em}}
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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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* '''Lady of Springs''' 2W gems/turn
* '''Lady of Springs''' 2W gems/turn


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