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{{Header Nav|game=Dominions 3: The Awakening}}
In the mysterious and magical world of Dominions hundreds 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 equipped by all Commander units be it mages, warriors, Pretender Gods or void summons as long as they have approriate item slots.
In the mysterious and magical world of Dominions hundreds 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 equipped by all Commander units be it mages, warriors, Pretender Gods or void summons as long as they have approriate item slots.
''More information about items can be found [[Dominions 3: The Awakening/Items|here]].''


==Construction, Paths of Magic & Forging==
==Construction, Paths of Magic & Forging==
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These tiers do not affect the cost or skill needed to build an item, even if higher tiers offer more expensive items. For example, attaining Level 6 in Construction provides blueprints for some very expensive items but also for inexpensive items that do not require much magic skill.
These tiers do not affect the cost or skill needed to build an item, even if higher tiers offer more expensive items. For example, attaining Level 6 in Construction provides blueprints for some very expensive items but also for inexpensive items that do not require much magic skill.


Find a comlete list of forgable magic items and path requirements '''[https://docs.google.com/spreadsheets/d/13QYEAe9NzyQHXcIrOP5gDLGLtVGEHGC9KndYIyaYDt8/pub?output=html here]'''.<ref>The Dom3 Forging Reference was created and is maintained by cleveland at http://forum.shrapnelgames.com/showpost.php?p=575754&postcount=1.</ref>
All items have one or two Path requirements. These Paths affect three things: The type and power of mage needed and the gem cost of the item. For example, a mage with two levels in the Death path can forge items that require 2 levels in the Death Path to be forged.  
 
Items require gems according to the formula:
 
Gems = 5*2^<sup>(x-1)</sup>


All items have one or two Path requirements. These Paths affect three things: The type and power of mage needed and the gem cost of the item. For example, a mage with two levels in the Death path can forge items that require 2 levels in the Death Path to be forged.
where x is the path level required.
 
For example, an item that has a path requirement of 3 Death and 1 Fire costs twenty Death gems and five fire gems. The powerful Ring of Wizardry has an Astral path requirement of 5, so it costs 80 gems.


*You need a mage of sufficient power to see what items you can forge. If you enter the construction menu with a Death 2 mage you can't see items requiring other Paths or of Death beyond level 2. Be sure to check with all your mages to ensure you can construct the most powerful item possible.
*You need a mage of sufficient power to see what items you can forge. If you enter the construction menu with a Death 2 mage you can't see items requiring other Paths or of Death beyond level 2. Be sure to check with all your mages to ensure you can construct the most powerful item possible.
*Some mages get a Forge Bonus that appears as a hammer icon. These mages get a gem discount when forging an item. There is also a Global Enchantment that provides a gem discount.  These discounts also apply to forging involving blood slaves.
 
*Some mages get a Forge Bonus that appears as a hammer icon. These mages get a gem discount when forging an item.
 
*Forging an item always takes 1 turn of time, whether it is a Sword of Fire trinket or the artifact Forbidden Light. Keep this in mind when planning jobs for your mages; don't waste your Pretender's time making marginally useful trinkets.
*Forging an item always takes 1 turn of time, whether it is a Sword of Fire trinket or the artifact Forbidden Light. Keep this in mind when planning jobs for your mages; don't waste your Pretender's time making marginally useful trinkets.
*All forged items count as magic items. This is important considering there are spells that destroy non-magic armor, and Ethereal creatures are hard to hit without magic items. Some troop equipment such as ice weapons and armor also counts as magic.
*All forged items count as magic items. This is important considering there are spells that destroy non-magic armor, and Ethereal creatures are hard to hit without magic items. Some troop equipment such as ice weapons and armor also counts as magic.
*There are magic items which cannot be forged.  These are typically unique items belonging to particular monsters.  Sometimes, the random number generator assigns forces much more powerful than an ordinary set of knights and longbowmen as the defenders of a province...
==Path Boosting==
{|{{prettytable|text center=1|sortable=1}}
|+Magic Path Boosting Items
!Name!!Lvl!!Req!!Slot!!F!!A!!W!!E!!S!!D!!N!!B!!H!!Comment
|-
|''Cast Spell w/ extra Gem''
|0||-||gem||+1||+1||+1||+1||+1||+1||+1||+1||-||'''only boosts in battle'''
|-
|Armor of Souls
|2||B5||body||-||-||-||-||-||-||-||+1||-||+15 Prot/1 Enc, +5 MR
|-
|''Crystal Shield''<ref>'''Crystal Shield:''' Auto-casts ''Power of the Spheres'' at the start of battle; Holy magic is only boosted if the wielder also has at least one non-holy magic path.</ref>
|2||S3E2||hand||+1||+1||+1||+1||+1||+1||+1||+1||+1||'''only boosts in battle'''
|-
|Armor of Twisting Thorns
|4||B3N2||body||-||-||-||-||-||-||+1||+1||-||Cursed; +12 Prot/5 Enc
|-
|Bag of Winds
|4||A4||misc||-||+1||-||-||-||-||-||-||-||+ Air Elemental
|-
|Bloodstone
|4||B3E2||misc||-||-||-||+1||-||-||-||-||-||+1E gem/t
|-
|Brazen Vessel
|4||B4||misc||-||-||-||-||-||-||-||+1||-||-
|-
|Crystal Coin
|4||S2E2||misc||-||-||-||-||+1||-||-||-||-||-
|-
|''Crystal Matrix''<ref>'''Crystal Matrix:''' Auto-casts ''Communion Master'' at the start of battle. Only works if there are 2 or more friendly ''Communion Slaves'' present; Holy magic is only boosted if the wielder also has at least one non-holy magic path.</ref>
|4||S1E1||misc||+1||+1||+1||+1||+1||+1||+1||+1||+1||'''only boosts in battle'''
|-
|Earthboots
|4||E2||feet||-||-||-||+1||-||-||-||-||-||-
|-
|Flame Helmet
|4||F4||head||+1||-||-||-||-||-||-||-||-||+5/+19 Prot; -3 Invig
|-
|Skull Staff
|4||D2||hand||-||-||-||-||-||+1||-||-||-||-
|-
|Thistle Mace
|4||N2||hand||-||-||-||-||-||-||+1||-||-||Strong Poison
|-
|Winged Helmet
|4||A4||head||-||+1||-||-||-||-||-||-||-||+20 Head-Prot
|-
|Bloodthorn
|6||B4||hand||-||-||-||-||-||-||-||+1||-||Steals Life
|-
|Moonvine Bracelet
|6||N3S1||misc||-||-||-||-||-||-||+1||-||-||Vinemen Commander
|-
|Ring of Sorcery
|6||S5||misc||-||-||-||-||+1||+1||+1||+1||-||+1 MP
|-
|Ring of Wizardry
|6||S6||misc||+1||+1||+1||+1||+1||+1||+1||+1||-||+1 MP
|-
|Robe of the Magi
|6||A5B5||body||+1||+1||+1||+1||+1||+1||+1||+1||-||+5 Invig
|-
|Robe of the Sea
|6||W3||body||-||-||+1||-||-||-||-||-||-||WB
|-
|Skull of Fire
|6||F1D1||misc||+1||-||-||-||-||-||-||-||-||CR -50%
|-
|Skullface
|6||D4||head||-||-||-||-||-||+1||-||-||-||Raise Skellies
|-
|Staff of Elemental Mastery
|6||F4W4||hand||+1||+1||+1||+1||-||-||-||-||-||FR +50%, CR +50%
|-
|Staff of Elemental Mastery
|6||A4E4||hand||+1||+1||+1||+1||-||-||-||-||-||SR +50%, Stoneskin
|-
|Starshine Skullcap
|6||S2||head||-||-||-||-||+1||-||-||-||-||+2 MR, +7 Head-Prot
|-
|Treelord's Staff
|6||N5||hand||-||-||-||-||-||-||+2||-||-||+Vinemen/ogre Summon
|-
|Water Bracelet
|6||W1||misc||-||-||+1||-||-||-||-||-||-||-
|-
|'''Black Book of Secrets'''
|8||D2B2||misc||-||-||-||-||-||+1||-||+1||-||Fear Aura +5
|-
|'''Boots of Antaeus'''
|8||E4N1||feet||-||-||-||+1||-||-||-||-||-||Reinvig +5, Regen 10%
|-
|'''Dimensional Rod'''<ref>'''Dimensional Rod:''' Item is ''cursed''. There is a cumulative chance per turn the bearer will permanently become inflicted with ''Insanity'' (may behave irrationally and not follow any orders).</ref>
|8||S3||hand||-||-||-||-||+1||-||-||-||-||Cursed, +Insanity
|-
|'''Flailing Hands'''
|8||D2||hand||-||-||-||-||-||+1||-||-||-||+1 MP
|-
|'''Flesh Ward'''<ref>'''Flesh Ward:''' Item is cursed. Grants ''Strength'' +4, ''Invigoration'' +2, adds no ''Protection'' but auto-casts ''Blood Vengeance'' on wearer at the start of battle.</ref>
|8||B5||body||-||-||-||-||-||-||-||+1||-||Cursed; B-Vengeance
|-
|'''Forbidden Light'''<ref>'''Forbidden Light:''' Item is ''cursed'' and bestows a powerful ''horror mark'' (chance/turn of assassination attempt by a ''Doom Horror''). Grants FR 50%, CR 50%, auto-casts ''Solar Brilliance'' in battle.</ref>
|8||S4F4||misc||+2||-||-||-||+2||-||-||-||-||Cursed/Horror-Mk; spells
|-
|'''Jade Mask'''<ref>'''Jade Mask:''' Can only be used by the lizardmen of C'tis. Grants ''head Protection 19'', 10% ''Regeneration'', ''Fear Aura'' (or adds to existing fear aura), ''PR +50%'', ''MR +3'', wielder can cast ''Rigour Mortis'' spell.</ref>
|8||D6N3||head||-||-||-||-||-||+2||-||-||-||+Fear/Regen/MR; spells
|-
|'''Orb of Atlantis'''<ref>'''Orb of Atlantis:''' Grants ability to lead 200 size-points of units underwater, cast ''Summon Lesser Water Elemental'' and ''Friendly Currents'' spells.</ref>
|8||W4E1||misc||-||-||+1||-||-||-||-||-||-||WB100; spells
|-
|'''Pebble Skin Suit'''<ref>'''Pebble Skin Suit:''' Item is ''cursed''. Grants ''Strength'' +2, ''Stoneskin (armor 15, CR -50%)'', ''Regeneration 10%'', turns wearer into a troll if MR fails.</ref>
|8||B3E1||body||-||-||-||+1||-||-||-||-||-||Cursed; CR-50%, +Regen
|-
|'''The Ruby Eye'''<ref>'''The Ruby Eye:''' Item is cursed, bestows the affliction ''Lost an Eye'' (Att -2, Def -2, Prec -3). Occasionally generates W-gems.</ref>
|8||F3||misc||+1||-||-||-||-||-||-||-||-||Cursed; +1W gem/~t
|-
|'''Scepter of Dark Regency'''
|8||D5||hand||-||-||-||-||-||+3||-||-||-||AP Major Life Drain
|-
|'''Sun Slayer'''<ref>'''Sun Slayer:''' Grants ''Fear Aura 5'' (or increases existing fear aura), wielder can cast ''Drain Life'' spell (AoE5 8AN damage vs living).</ref>
|8||D5||hand||-||-||-||-||-||+1||-||-||-||+Fear, spells
|-
|'''Sword of Injustice'''<ref>'''Sword of Injustice:''' on-Hit auto-casts decay on target. Grants increased MR to undead troops under wielder's command.</ref>
|8||D4||hand||-||-||-||-||-||-||-||-||+1||on-Hit: Decay; +MR
|-
|'''Sword of Justice'''
|8||F3S3||hand||-||-||-||-||-||-||-||-||+1||FR +50%; AoE1 AP14F
|-
|'''Sword of Many Colors'''<ref>'''Sword of Many Colors:''' 2-handed; each blow elicits an additional auto-AoE5 AN10 damage attack (Strength not added, can affect wielder, MR negates).</ref>
|8||F3S3||hand||+1||+1||+1||+1||-||-||-||-||-||+AoE5 10AN
|-
|'''Tome of Gaia'''
|8||N2E2||misc||-||-||-||+1||-||-||+1||-||-||-
|-
|'''Tome of the Lower Planes'''<ref>'''Tome of the Lower Planes:''' the bearer gains a chance to successfully escape alive if banished to the Inferno or Kokytos.</ref>
|8||S3B2||misc||-||-||-||-||-||-||-||+1||-||survive Inferno/Kokytos
|-
|'''Trident from Beyond'''<ref>'''Trident from Beyond:''' on hit casts ''Soul Slay'' if target is non-Mindless.</ref>
|8||W3S2||hand||-||-||+1||-||-||-||-||-||-||on Hit: Soul Slay
|}
==Spoils of war==
There is a chance, but not a certainty, of the victor recovering magic items from commanders of either side that fall in combat.  If an item is not recovered, it is forever lost; if it was a unique artifact, it can now be constructed again.


==Equipping magic items==
==Equipping magic items==
Commanders with appropriate item slots can equip a magic item. For example, a void summon with no humanoid head cannot equip a helmet while an Ettin has two head slots and can equip two.  Some commanders such as Devatas have four hand slots and can wield four single handed weapons or two two-handed weapons.
Commander units with approriate item slots can equip a magic item. For example, a void summon with no humanoid head cannot equip a helmet because it doesn't have a helmet slot while an Ettin has two head slots and can equip two helmets.  Some commanders have more than four hand slots, like Devatas and therefore can wield four single handed weapons or two two-handed weapons.
 
Any commander can equip a magic item from the item pool as long as he, she or it is in a province with a laboratory. You can also switch items between commanders in the same province. Using fast, sneaky commanders as item "mules" can be good way to get items to commanders on the front. The items worn by a commander show up as small tokens in the strategic view.
 
In addition, there are items that passively benefit an army merely by being carried by a friendly commander in the province.  Supply-generating feed as many troops when carried by a scout as when by carried by your best battle commander, for instance.


Be warned that some items, once equipped, can never be moved.  In addition, some magic items may have dangerous side effects, such as attracting the notice of hostile, otherworldly beings...
Any commander can pick a magic item from the item pool as long as he, she or it is in a province with a laboratory.  


==Bibliography==
You can also switch items between commanders.  So in some cases using fast, sneaky commanders as item "mules" can be a very good idea.  The items worn by a commander show up as small commander tokens on the strategic view.
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