Dominions 3: The Awakening/Magic/The Paths of Magic: Difference between revisions

From StrategyWiki, the video game walkthrough and strategy guide wiki
Line 11: Line 11:
===Air===
===Air===
[[Image:Dom3Air.gif|right|]]
[[Image:Dom3Air.gif|right|]]
The Path of Air deals with controlling the different manifestations of air such as lightning, wind or illusion. Air nations can deploy large armies of phantasms supported by massive lightning storms. Air mages gain +1 Precision per level of Air magic.
The Path of Air deals with controlling the different manifestations of air such as lightning, wind or illusion. Air nations possess the means of magical flight and can deploy large armies of phantasms supported by massive lightning storms. Air mages gain +1 Precision per level of Air magic.


Air magic offers powerful and accurate electrical attacks and immunities, useful protective wards and glamours, flying and good summons. When combined with Death or Earth it allows the creation of Corpse Constructs (shock- and cold-immune undead) or Watchers (lightning-throwing statue guardians). Magical items include ''Robes of Missile Protection'', ''Chainmail of Displacement'', ''Winged Shoes'',''Spirit Helmet'' and ''Staff of Storms''. Gems collected from Air Magic are called Air Gems.
Air magic offers powerful and accurate electrical attacks and immunities, useful protective wards and glamours, flying and good summons. When combined with Death or Earth it allows the creation of Corpse Constructs (shock- and cold-immune undead) or Watchers (lightning-throwing statue guardians). Magical items include ''Robes of Missile Protection'', ''Chainmail of Displacement'', ''Winged Shoes'',''Spirit Helmet'' and ''Staff of Storms''. Gems collected from Air Magic are called Air Gems.
Anonymous user