Dominions 3: The Awakening/Magic/Magic Items & Forging: Difference between revisions

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Magic items
(Magic items)
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*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.
*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.


*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...
==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==
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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.
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...
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