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-   -   Guide: Magic Path Booster Guide (http://forum.shrapnelgames.com/showthread.php?t=37423)

lch January 19th, 2008 09:20 AM

Re: Magic Path Booster Guide
 
The Forbidden Light is missing in the astral magic section. Should point out the significance of the Rings of Sorcery/Magic more. RoS gives +1 DNBS, together with the other ring you get +2 to those and +1 to the elemental magics.

Should point out the Staffs of elemental mastery more. +1 AFEW, can be forged with AE or FW. There's a unique sword that gives the same bonus and is easier to forge.

shard January 20th, 2008 01:46 PM

Re: Magic Path Booster Guide
 
This is a brilliant guide - I'm using the printout as a bookmark for my manual now!

Missed out one magic type though... holy!

Endoperez January 20th, 2008 02:08 PM

Re: Magic Path Booster Guide
 
Basically, only prophethood, communion and Power of the Spheres can boost holy magic outside of artifacts. Power of the Spheres is available as the Astral spell (S1, Conj 4-5 or so, 1 gem) and from the Crystal Shield item.

Torin January 24th, 2008 03:12 PM

Re: Magic Path Booster Guide
 
The rainbow pretender is missing water path skill. Its probably water-1

cleveland April 20th, 2008 09:51 AM

Re: Magic Path Booster Guide
 
In addition to bumping this great thread, I thought I'd point out that it's missing the mage from Hidden in Sand, new as of 3.15

Ritual Spell: Hidden in Sand
Req: Ench6, E3D1 mage, 75 E gems

The spell MAY yield 1 or more Dust Priests, which are E1D2H2, and have one 50% chance at +1D, one 100% chance at +2F/E/S, and one 50% chance at +1F.

[Edit: corrected F/E/S magic pick, as per Endoperez]

Endoperez April 20th, 2008 10:35 AM

Re: Magic Path Booster Guide
 
Quote:

cleveland said:
In addition to bumping this great thread, I thought I'd point out that it's missing the mage from Hidden in Sand, new as of 3.15

Ritual Spell: Hidden in Sand
Req: Ench6, E3D1 mage, 75 E gems

The spell MAY yield 1 or more Dust Priests, which are E1D2H2, and have one 50% chance at +1D, one 100% chance at +1F/E/S, and one 50% chance at +1F.

The base chance of getting a Dust Priest is 75% for the first, 25% for the second, affected by Luck scale.

Also, the 100% random is actually +2, not +1.
http://www.shrapnelcommunity.com/thr...99058-temp.jpg

cleveland April 20th, 2008 11:17 AM

Re: Magic Path Booster Guide
 
Quote:

Endoperez said:
Also, the 100% random is actually +2, not +1.


Right. Edi, there is then a minor error in the DB: in the BaseU worksheet, cell BOx1980 should be 2 instead of 1.

Edited previous post to correct.

sector24 April 20th, 2008 11:28 AM

Re: Magic Path Booster Guide
 
I just saw your post and changed the guide with the +1 only to see it's actually +2. http://forum.shrapnelgames.com/images/smilies/wink.gif Thanks for the help, here is what I updated:

EDIT 4-20-2008
Added information on the Demon Lords
Removed information about the Crone (she can no longer wear multiple booster rings due to the recent patch)
Added information about Hidden in Sand, courtesy of Cleveland
Minor revisions and addition of research requirements in some spots

MartialDoctor September 24th, 2008 09:06 PM

Re: Magic Path Booster Guide
 
Wanted to bump this threat. I haven't played in about 6 months and was looking for this... took me a while to find it so I felt a bump was needed.

Edi September 25th, 2008 06:22 AM

Re: Magic Path Booster Guide
 
Quote:

Originally Posted by MartialDoctor (Post 640303)
Wanted to bump this threat. I haven't played in about 6 months and was looking for this... took me a while to find it so I felt a bump was needed.

This thread is linked from the Strategy Index and for a good reason. :)


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