Races

Rarity[]

The rarity of the item is usually a good indicator of its value and power as the more useful artifacts are often much more rare than pieces of ruined chain mail you found at the bottom of a well. This isn’t a certain thing though as there are a few examples of Common items being more powerful than strong ones but the power curve of items does favor rarity quite strongly.

Each item has a gold value set individually.

This gold value determines its displayed rarity levels, which is itself linked to its sale value:

  • Minimum gold value: this is the minimum threshold an item has to exceed to be classified at this level of rarity (e.g. an item with 90 gold value exceed 80 so is considered Strong).
  • Sale value: this is the gold and mana you get for selling an item of this rarity level.
  • Usual gold value: items of this rarity usually have been set at this gold value by developers. This matters for item rewards, see below.
Rarity Minimum gold value Sale value Usual gold value
Common 20 , 5 50
Strong 80 40 , 10 100
Epic 140 60 , 15 150
Legendary 200 90 , 23 225
Mythical 260 120 , 30 300

There are also different rarity levels listed in the editor, which do not reflect the rarity levels that are listed in the game. These had meaning at one point in the development of the game, but are no longer used by the game at all.

Note that mount eggs cannot be farmed for gold via the Sorcerer’s summon spell.

Hero Upgrades[]

Note: Some upgrades cannot be accessed for a Leader, i.e. Divine Channeling and Spells.

Level Skill Ability Type Cost Effect
1 Aura of Resistance Leadership 4 Party gains +1
1 Divine Channeling(I) Passive 5 Hero gains +10 Casting Points
1 Bestow Iron Heart Active 4 Hero gains Bestow Iron Heart
1 Divine Protection Spell 5 Hero can cast the Divine Protection Spell
1 Cure Disease Active 2 Hero gains Cure Disease
1 Undead Slayer Passive 2 Hero gains Undead Slayer
1 Healing Aura Leadership 3 Party gains Fast Healing
1 Instant Wrath Spell 5 Hero can cast Instant Wrath Spell
1 Slayer’s Doubt Spell 5 Hero can cast Slayer’s Doubt Spell
1 Smite Spell 5 Hero can cast Smite Spell
1 Chaplain Leadership 3 Party gains High Morale
3 Divine Channeling(II) Passive 5 Hero gains +10 Casting Points
3 Sacred Arms Leadership 4 Party gains +1 melee strength
3 Touch of Faith Active 2 Hero gains Touch of Faith
3 Turn Undead Active 2 Hero gains Turn Undead
3 Strong Will Passive 4 Hero gains Strong Will
5 Mighty Meek Spell 5 Hero can cast Mighty Meek
5 Break Control Active 2 Hero gains Break Control
5 Divine Channeling(III) Passive 7 Hero gains +10 Casting Points
5 Monster Slayer Passive 2 Hero gains Monster Slayer
5 Purifying Burst Spell 5 Hero can cast Purifying Burst Spell
7 Healing Active 4 Hero gains Healing
7 Convert Active 5 Hero gains Convert
7 Absorb Pain Active 3 Hero gains Absorb Pain
7 Blessing of Health Spell 5 Hero can cast Blessing of Health Spell
7 Divine Channeling(IV) Passive 7 Hero gains +10 Casting Points
7 Holy Champions Leadership 5 Party gains Holy Champion
7 Rebirth Spell 5 Hero can cast Rebirth Spell
9 Divine Channeling(V) Passive 7 Hero gains +10 Casting Points
9 Power of the Word Spell 5 Hero can cast Power of the Word Spell
9 Vow of Poverty Leadership 6 Party gains Volunteer
11 Divine Channeling(VI) Passive 9 Hero gains +10 Casting Points
11 Divine Justicars Leadership 10 Party gains Resurgence
11 Holy War Spell 5 Hero can cast Holy War Spell
13 Divine Channeling(VII) Passive 9 Hero gains +10 Casting Points

Sorcerer[]

«After the ascension of the ancient Wizard Kings at the end of the Second Age, a new breed of magicians, called Sorcerers, claimed power. Seeking to unravel the mysteries of cosmos, they’ve learned to directly tap into the mana currents and wield magic in its purest form. Sorcerers are capable of summoning magical creatures ranging from shock Wisps to extra-dimensional Eldritch Horrors. Being the most magically focused of all the classes, the Sorcerer wields a wide arsenal of combat invocations and unit and domain enchantments. Sorcerer’s domains tend to be loaded with protections such as anti magic domes and guarding glyphs, while they cast corrupting magic on their enemies. Needless to say, Sorcerers favor mana over gold and rely on spells instead of brute force. With their arcane knowledge, they strive to restore the dominance once held by the Wizard Kings.»» — «»Gifted Lords of the Third Age»» by Ralinstone Pedant, Chronicler

While all of the classes in AoW3 can cast spells it is the sorcerer who is the true master of this craft with their superior casting point pool and increased mana production upgrades. With powerful summons and a wide array of spells they can make full use of their casting points with impunity while also protecting their cities with enchantments and upgrades.

Naturally the support units of a sorcerer are truly to be feared as they can deal a large amount of varied damage and have a number of class upgrades devoted to making them even more dangerous on the battlefield.

To counter a sorcerer you need to focus on magically resistant units and upgrades. Spell jammers and various dwelling creatures are some of the strongest approaches to this but various enchantments and hero upgrades can also aid in this task. Denying sorcerers the mana to cast their magics can also help but with their increased mana upgrades this can sometimes but more difficult than it is worth.

Strategic Spells[]

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Mark of the Heretic

Name: Mark of the Heretic Class (Tier) Theocrat (I) Research: 80
Type: Strategic Spell Target: Hostile Army Cost: 20
Marks the units in target enemy army as Heretic for 5 . Devout units deal an additional +3 damage against Heretics.

Summon Cherub

Name: Summon Cherub Class (Tier) Theocrat (I) Research: 60
Type: Summoning Spell Upkeep: 9 Cost: 40
Summons a Cherub

The creature gets Summoned after it’s being created

.

Beacon of Faith

Name: Beacon of Faith Class (Tier) Theocrat (II) Research: 130
Cost: 50 Upkeep: 10 Cost: 40
Type: City Enchantment Target: Friendly City
Target friendly city gains a +100 growth bonus.

It has no effect on Undead cities.

Name: Paid Absolution Class (Tier) Theocrat (II) Research: 140
Cost: 90 Upkeep: 10 Cost: 80
Type: City Enchantment Target: Own city or Vassal
Target Vassal or city owned by the caster generates an additional +10 . Allied units gain High Morale (+200 ) within the enchanted city’s domain.

Prayer for the Hurt

Name: Prayer for the Hurt Class (Tier) Theocrat (III) Research: 220
Cost: 90 Upkeep: 30 Cost: 100
Type: Global Enchantment Subtype: Healing
The caster’s units regenerate an additional +6 each turn.

Sanctified Sites

Name: Sanctified Sites Class (Tier) Theocrat (III) Research: 250
Cost: 110 Upkeep: 15 Cost: 100
Type: Global Enchantment Subtype: Resource Management
The caster’s treasure sites are sanctified and generate an additional +40 .

Denounce City

Name: Denounce City Class (Tier) Theocrat (IV) Research: 400
Cost: 70 Upkeep: 20 Cost: 60
Type: City Enchantment Target: Hostile City
Denounces target enemy city by enchanting it with an unholy aura. Enemy units within the domain are marked as Heretics.

Wrath of God

Name: Wrath of God Class (Tier) Theocrat (IV) Research: 400
Type: Strategic Spell Target: Hostile Army Cost: 90
Unleashes God’s wrath upon those opposing him and his followers. Deals 15 damage to target enemy army.

If cast on an enemy city, then the following occur:

  • -1000 or -2000 Template:UndeadPopulation
  • City: -100 for 10
  • City Race: -50

Hallowed Domain

Name: Hallowed Domain Class (Tier) Theocrat (V) Research: 750
Cost: 90 Upkeep: 25 Cost: 80
Type: City Enchantment Target: Owned or Vassaled city or Dwelling
Enchants target owned or vassalled city or Dwelling with a holy aura. Friendly Devout units in the enchanted city’s domain gain +60% Protection, and enemy units suffer a -3 penalty.

The Great Purge

Name: The Great Purge Class (Tier) Theocrat (VI) Research: 1400
Cost: 120 Upkeep: 40 Cost: 100
Type: Global Enchantment Subtype: Unit Buff
Channels divine power to cleanse the land of all supernatural beings. The caster’s Infantry and Cavalry units gain Dragon Slayer, Fey Slayer, Monster Slayer, Summon Slayer, and Undead Slayer.

Armageddon

Name: Armageddon Class (Tier) Theocrat (VII) Research: 2500
Cost: 500 Upkeep: 80 Cost: 640
Type: Global Enchantment Subtype: Class Ultimate/Unit (De)Buff
Forebodes the end of the world. The caster’s entire Empire ignores negative morale modifiers and its units gain Strong Will. The caster’s enemies suffer 80% Weakness and Cannot Regenerate health.

Visit Structures[]

The cooldown on Visit Structures expires during the turn of the player who used them last, and not at the beginning of the global turn. It means that if Sundren and Edward are playing and Sundren is the first player but Edward visited Haste Berries last, Edward will have an opportunity to use them again before Sundren can.

Show Visit Structures

Inn

Inns start with only tier I units. Every 10 turns (i.e. on turn 11, 21, etc.) the troops they propose are replaced and another tier is unlocked (T2 on turn 11, T3 on turn 21). An Inn can propose maximum one T3 unit for hire.
Mercenaries can be hired here.

+100 when inside your Domain

Lucky Cloverfield

  • Visiting units become Lucky until the end of their next battle. Lucky Units become Very Lucky instead.
  • Replenishes after 8
  • +10

Ships can be recruited from this structure.

  • +10 , +5 , +5 when inside your domain
  • Not created by RMG

Shrine to the Earthen Mother

Bestows visiting units with 40% Protection and Cave Crawling for 8 . Also bestows them with Guard Breaker for their next battle, and visiting units will now like Subterranean and Blighted terrain for the next 8 .

  • Replenishes after 4
  • +10 when inside your domain

Shrine to the Fickle Mermaid

Bestows visiting units with Mariner and +2 Vision Range for the next 8 and fully restores their .

  • Replenishes after 3
  • +10 when inside your domain

Shrine to the Frozen Beauty

Bestows visiting units with Arctic Concealment and Arctic Walking for 8 , and bestows them with Frost Aura for their next battle.

  • Replenishes after 4
  • +10 when inside your domain

Shrine to the Guardian Angel

Bestows visiting units with fully restoring their , and bestows them with Regrowth until the end of their next battle.

  • Replenishes after 4
  • +10 when inside your domain

Shrine to the Queen of the Spiders

Bestows visiting units with Wall Climbing and Greater Webbing Touch for their next battle.

  • Replenishes after 5
  • +10 when inside your domain

Shrine to the Scarlet Destroyer

File:Shrine to the Scarlet Destroyer.png Template:Shrine to the Scarlet Destroyer 10
Type Visit site
Battlefield Enchantment Great Immolation Reward None

When explored, add +10 when located within your domain.
Bestows visiting units with 40% Protection for the next 8 and Explosive Death and Fire Spit for their next battle.

Replenishes after 5

Shrine to the Skull Lord

Bestows visiting units with Guard Breaker, Inflict Curse and Mark Blood Sacrifice for their next battle.

  • Replenishes after 4
  • Site can be also generated as Shrine to the Relentless Lich
  • +10 when inside your Domain

Shrine to the Wizard King

Bestows visiting units with Life Drain, 20px Elven King’s Blessing, and High Morale for their next battle.

  • This version of Life Steal uses a different Icon( instead of ).
  • Replenishes after 4
  • +10 when inside your Domain

Well of Souls

Well of Souls +10 , +100
Type Visit site
Battlefield Enchantment Dark Gift Reward None
This structure is exclusive to the Eternal Lords expansion.

When explored, add +10 , +100 when located within your domain.
Drinking from the well will heal Units, but the living units will be transformed into ghouls. Arch Angel, Dragon, Elemental, Incorporeal, Hero and Leader units are not transformed. Machine units are not affected (this effect is replenished after 5 ).

Racial Governance[]

Racial Governance is part of the expansion.Note that only Tigran units are affected

Switch to Living Classes
Switch to Necromancer
Racial Governance Military Economic
Patron Tigran Sun Guard and Tigran Sabretooth Chariot gain +7 Health Settlers are 25% cheaper to build.
Protector Tigran Prowler gains Hurl Net Observatories in Tigran Cities now produce an additional +10
Champion Tigran Sphinx has +1 Vision Range Upgrade and deals an additional +2 Fire ranged damage and +2 Physical melee damage Fire Temples are 100 Gold cheaper and produce 20 Knowledge
Prophet All Tigran Supports gain Invigorate Temples provide +200 Happiness and give +1 Medal rank to all unitsTemples provide +100 Undead Population and +1 Medal rank to all units
Deity Infantry, Pikeman and Irregular units gain +1 Physical melee damage, Sprint and have double chance

Double Chance:Doubles what gives, so that a 250 Tigran has a 14% chance instead of 7% to deal Critical Damage

of dealing .

Laboratories now generate +10 Gold, +20 Production and +10 Mana.

Empire Upgrades[]

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Necromancer

Name: Necromancer Class (Tier) Necromancer (I) Research:
Type: Empire Upgrade Subtype: Inherent
As a Necromancer you cannot Absorb living cities, but must instead transform them into Dead cities using the Ghoul City operation or by Migrating to a ghoul race.

Every time you win a battle, the population of a dead city under your control will be increased based on the number of units that were killed.

Starts out researched

Shrines of Unlife

Name: Shrines of Unlife Class (Tier) Necromancer (I) Research: 60
Type: Empire Upgrade Subtype: Resource Management
Shrines are dedicated to the undead and willing sacrifices. All basic shrines in cities and visitable shrines in domain produce an extra 5 and +50 undead population.

Master of Puppets

Name: Master of Puppets Class (Tier) Necromancer (III) Research: 180
Type: Empire Upgrade Subtype: Happiness Bonus
All your Ghoul units have +300

Vampiric Hunger

Name: Vampiric Hunger Class (Tier) Necromancer (III) Research: 240
Type: Empire Upgrade Subtype: Unit Buff
Your troops are initiated in dark necromantic magic. Infantry, Irregular and Pikeman units gain Life Stealing

Only works on Undead units.

.

Healers of the Dead

Name: Healers of the Dead Class (Tier) Necromancer (IV) Research: 400
Type: Empire Upgrade Subtype: Unit Buff
Your Support units gain Heal Undead and your Reanimators gain Lesser Reanimate Undead.

Harbingers of Death

Name: Harbingers of Death Class (Tier) Necromancer (IV) Research: 400
Type: Empire Upgrade Subtype: Unit Buff
You and your heroes become powerful Archlichs.

Leaders and Heroes get Night Vision and become Archlich and Undead.

Phylactery

Name: Phylactery Class (Tier) Necromancer (V) Research: 700
Type: Empire Upgrade Subtype: Unit Buff/Resource Management
As long as the Throne City which holds the Phylactery is kept, the Necromancer will respawn the turn after being killed. In addition, research and spell casting isn’t on hold while the Leader is in the Void.

Necromancy

Name: Necromancy Class (Tier) Necromancer (I-VII) Research: 60-900
Type: Empire Upgrade Subtype: Resource Management/Stat Modifier
Increases Spell Casting points by +10 and increases Mana Capacity by +100 at each tier.

Produce Reanimator

Name: Produce Reanimator Class (Tier) Necromancer (II) Research: 120
Type: Empire Upgrade Subtype: Unit Production
Enables the production of the Reanimator

Prerequisite Skill: Summon Lost Soul

in cities with a Necromancer’s Dark Tower.

Produce Bone Collector

Name: Produce Bone Collector Class (Tier) Necromancer (IV) Research: 400
Type: Empire Upgrade Subtype: Unit Production
Enables the production of the Bone Collector

Prerequisite Skill: Summon Banshee

in cities with a Burial Grounds.

Produce Death Bringer

Name: Produce Death Bringer Class(Tier) Necromancer (V) Research: 800
Type: Empire Upgrade Subtype: Unit Production
Enables the production of the Death Bringer

Prerequisite Skill: Produce Bone Collector

in cities with a Basilica.

Humans[]

Note that only Human units and cities are affected

Switch to Living Classes
Switch to Necromancer
Humans Military Economic
Patron Human Civic Guard gets Throw Net Settlers are 25% cheaper.
Protector Human Cavalry gains Quick Learner Harbors generate +100 and +15 Harbors generate +100 and +15
Champion Cavalry gets +2 Physical melee damage Builders require 60% less gold to build Watchtowers, Roads and Fortresses
Prophet City Upgrades that provide a Medal to specific

specific:This includes upgrade like Shooting Grounds or Masters Guild, but NOT Hall of Chivalry.

produced units provide 2 ranks instead.

Builders Hall, Siege Workshop and Masters Guild all provide +15
Deity Humans gain +1 Resistance, +1 Defense and +1 Physical melee and ranged damage. Produce Merchandise increases city income by 100% instead of 50%.

Tactics and placement[]

Wonders only serve as a victory condition, and as such they are only useful in game modes that allow that kind of victory. When a player starts to build a Wonder, every other player receives a notification with the location of the Wonder so they know where to steer their aggression. AI allies, if they have enough resources and technologies, will madly start building towers, Castles and walls of maximum quality to defend their civilization, even if the Allied Victory is not activated.

Wonders should be placed in a well-defended area, so it is better to first build up a strong fortification composed of Castles, walls, and towers, essentially a late-game turtling strategy. In any case, the player must be prepared to be the main focus of all enemy attacks and prepare to defend the Wonder. It is advised to have a huge army to defend against attacking armies, particularly siege units. Since the Wonder takes incredibly long to be built, it is advised to build it with as many Villagers as possible, and once it is finished, a few should be left nearby in case the Wonder needs repairs. In team games, the support of allies while defending is highly valuable.

It is possible (but costly) to build more than one Wonder so that if one falls, other Wonders can stand for the time required to win the game. In The Conquerors, if the player has multiple Wonders and one is destroyed, the timer will reset but still be displayed. Although highly unlikely, if multiple players finished their Wonder at the same time, the player in the highest slot regardless of the color wins once the countdown ends.

A Monument can be found in the Scenario Editor and some campaigns. Its appearance varies being different for each civilization, much like the Wonder, and it has the same icon, although it merely functions as decorative. It has 9999 hit points, making it the bulkiest building in the game.

Frostlings[]

Frostlings are a race of frigid humanoids that emerged from the frozen north in an age before recorded history. Pale and flue, like the ice they shape into dwellings, they can weather the most extreme cold.

When the Commonwealth came to power, the Frostlings had to retreat deep into the frozen north. They blamed the Elves for the loss of their goddess, Artica, and devoted themselves to the preservation of powerful female beings that could trap the power of ice and snow. Their Ice Queens and White Witches chose the heartiest Frostlings to be their mates, and a new matriarchal society was forged.

Now, Frostlings are bold and barbaric, directed by their cold hearts. They embark on frequent raids to the warmer lands. Their seafaring skills, offensive fighting style and frost magic spread fear among the coastline villages they pillage.

But Frostlings are even more deadly in their home arctic clime, where they build big cities carved into the very glaciers they hope will someday grow to cover the earth.

The Frostlings, master raiders and Frost magic users have a number of interesting units and abilities. Two of their low tier units have movement restricting abilities, something that keeps them useful even into the late game. Sieges are also less of a problem for them, as the Frostling Raider has both Demolisher and Improved Wall Climbing, while the Frostling Mammoth Rider has Wall Crushing. Lastly, the Frostling Ice Queen, their highest tier unit, is actually a Support unit, but suited to be in the middle of the fight with Dome of Frost and Ice Nova instead of a ranged attack. This is also enabled by the Frostling Royal Guard, which has Pledge of Protection to help them survive.

Other[]

Show Other

Spelljammer

Name: Spelljammer Class (Tier) Dreadnought (V) Research: 700
Type: Strategic Spell Target: Unoccupied non- Hex Cost:
Constructs a Spelljammer on target location within 8 hexes outside the domain of your cities and fortresses. Prevents the casting of spells from all players but the owner in a 3 hex radius.

Stone Fortress

  • Defensive structure that projects the owner’s domain in a 3-hex radius.
  • In Sieges, the defenders are stationed within a Fortress with Stone Walls.
  • Not created by RMG.

Teleporter

File:Teleporter.png Template:Teleporter No income
Type Visit site
Battlefield Enchantment None Reward N/A
You can choose to transport visiting units from this ancient teleporter to the connected destination.

Not created by RMG.

Wooden Fortress

  • Defensive structure that projects the owner’s domain in a 2-hex radius.
  • In Sieges, the defenders are stationed within a Fortress with Wooden Walls.
  • Can be upgraded to a for 120 and 2 . If a city is built over a Fortress being upgraded, the upgrade is cancelled (the city will have Wooden Walls) and the gold is refunded.
  • Not created by RMG.

Combat Spells[]

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Star Blades

Name: Star Blades Class (Tier) Sorcerer (I) Research: 50
Type: Combat Spell Target: Friendly Unit Cost: 5
Target friendly unit gains Inflict Shocking and +1 , +1 , +1 melee strength until the end of combat.

Magic Fist

Name: Magic Fist Class (Tier) Sorcerer (I) Research: 70
Type: Combat Spell Target: Hostile Unit Cost: 10
Compresses magical energy in order to create a strong physical force. Deals 21 damage to target enemy unit.

Sphere of Protection

Name: Sphere of Protection Class (Tier) Sorcerer (II) Research: 140
Type: Combat Spell Target: Friendly Unit Cost: 20
Channels a sphere around target friendly unit that slows down incoming physical attacks. The unit gains for 2 .

Harmonizing Energy

Name: Harmonizing Energy Class (Tier) Sorcerer (II) Research: 140
Type: Combat Spell Target: Friendly Unit Cost: 20
Sends out a wave of magical energy through a unit’s body that stabilizes its physical state. Restores 30 to target friendly unit.

Arcane Binding

Name: Arcane Binding Class (Tier) Sorcerer (III) Research: 200
Type: Combat Spell Target: Hostile Unit Cost: 20
Takes control of an enemy Summoned unit or unit of Magical Origin by invading its psyche in the astral plane.

  • The effect lasts for 2 (and the unit disappears at the end of combat).
  • The effect can be removed with Break Control

Chain Lightning

Name: Chain Lightning Class (Tier) Sorcerer (III) Research: 220
Type: Combat Spell Target: Hostile Unit Cost: 25
Forms a bundle of unstable sub-atomic particles and unleashes its energy at enemies. Deals 18 damage to target enemy unit. The effect jumps to a maximum of 4 enemy units (including the target), which are 3 or less hexes away from the previous target.

Cosmic Spray

Name: Cosmic Spray Class (Tier) Sorcerer (IV) Research: 400
Type: Combat Spell Target: Any Hex Cost: 15
Pulls down rays of cosmic energy from the stars above on target location. Units within a 1 hex radius around the target are dealt 4 damage of each , , , , , and .

Static Sphere

Name: Static Sphere Class (Tier) Sorcerer (IV) Research: 400
Type: Combat Spell Target: Friendly Unit Cost: 15
Target friendly unit gains Static Shield.

Mass Stasis

Name: Mass Stasis Class (Tier) Sorcerer (V) Research: 800
Type: Combat Spell Target: Battlefield Cost: 20
Sends a surge of electricity across the battlefield. Attempts to immobilize all enemy units on the battlefield for 1 . Enemy Units that are not Immobilized(1 ) lose 25% of the for 1 .

Elemental and Incorporeal units cannot be affected.

Strength: 13

Double Gravity

Name: Double Gravity Class (Tier) Sorcerer (V) Research: 700
Type: Combat Spell Target: Battlefield Cost: 15
Pulls all Flying units down to the ground, which prevents them from flying over walls and other units.

Static Electricity

Name: Static Electricity Class (Tier) Sorcerer (VI) Research: 1600
Type: Combat Spell Target: Battlefield Cost: 50
All friendly units on the battlefield are statically charged, gaining Static Shield. All enemy units are discharged and suffer .

Chaos Rift

Name: Chaos Rift Class (Tier) Sorcerer (VII) Research: 3000
Type: Combat Spell Target: Battlefield Cost: 70
Opens a rift to the Chaos plane, allowing its anomalies to enter this world. Each combat round, for 4 , a random unit is summoned to fight for the caster, and 20 damage is dealt to 2-3 random enemy units and the enemy units in a 1 hex radius around them. Incurs happiness penalties when cast in non-undead city battles.

  • City Happiness Penalty: -100 for 10
  • Race Happiness Penalty: -20 for 20

Possible Summons:

  • Node Serpent
  • Phantasm Warrior
  • Frost Wyvern
  • Frost Elemental
  • Air Elemental
  • Obsidian Wyvern
  • Fire Wyvern

Strategic Spells[]

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Animate Ruins

Name: Animate Ruins Class (Tier) Necromancer (I) Research: 60
Type: Strategic Spell Target: Razed City Cost: 60
Instantly rebuilds target razed city and transforms its population into undead. The city can produce Necromancer class units and racial units produced in this city become Ghouls.

Corrupt the Source

Name: Corrupt the Source Class (Tier) Necromancer (I) Research: 60
Type: Strategic Spell Target: Structure Cost: 40
Transforms a non-occupied Great Farm/Spring of Life in your domain into a Corrupted Farm/Corrupted Spring.

Summon Lost Soul

Name: Summon Lost Soul Class (Tier) Necromancer (I) Research: 60
Type: Summoning Spell Upkeep: 10 Cost: 50
Summons a Lost Soul

The creature gets Summoned after it’s being created

.

Whispers of the Fallen

Name: Whispers of the Fallen Class (Tier) Necromancer (I) Research: 60
Cost: 80 Upkeep: 15 Cost: 60
Type: Global Enchantment Subtype: Other
Battles fought within 16 hexes of your cities and fortresses become visible. You receive 3 per unit tier for each unit displayed as killed at the end of combat (units that are mind-controlled or which are transformed into other units through for instance Raise Corpse do not count). Fallen Heroes provide 15 .

Undead Plague

Name: Undead Plague Class (Tier) Necromancer (II) Research: 120
Cost: 75 Upkeep: 20 Cost: 60
Type: City Enchantment Target: Enemy City
Target enemy living city has -200 and loses 400 per turn. Your nearest undead city gains this as undead population.

Dark Ritual

Name: Dark Ritual Class (Tier) Necromancer (II) Research: 120
Type: Strategic Spell Target: Owned City Cost: 40
Sacrifices 150 undead population to spawn 3 Cadavers near target owned city. Transforms 20% of the city’s terrain to blight.

Summon Banshee

Name: Summon Banshee Class (Tier) Necromancer (III) Research: 220
Type: Summoning Spell Upkeep: 12 Cost: 90
Summons a Banshee

The creature gets Summoned after it’s being created

.

Enemy of the Faith

Name: Enemy of the Faith Class (Tier) Necromancer (IV) Research: 400
Cost: 100 Upkeep: 20 Cost: 80
Type: Global Enchantment Subtype: Unit Buff
Your units gain Devout Slayer and Support Slayer.

Rotten Wall

Name: Rotten Wall Class (Tier) Necromancer (IV) Research: 400
Cost: 150 Upkeep: 15 Cost: 120
Type: City Enchantment Target: Friendly City
Surround the perimeter of target friendly city with noxious gas emitted from rotten corpses. Enemy units moving through it in tactical combat suffer 8 damage and have a chance to be inflicted with Noxious Vulnerability

Strength: ?

.

Power Ritual

Name: Power Ritual Class (Tier) Necromancer (V) Research: 700
Cost: 240 Upkeep: 40 Cost: 200
Type: Global Enchantment Subtype: Unit Buff
Powerful mana hungry spell that toughens the living dead. Your Undead units gain a +2 , +2

Damage channels are added if not present

Melee attack bonus.

Damnation

Name: Damnation Class (Tier) Necromancer (V) Research: 750
Cost: 105 Upkeep: 25 Cost: 80
Type: City Enchantment Target: Friendly or Hostile City
All non- undead, and non- machine units in target city’s domain are Weakened.
Ability: Weakened Duration: Always
Type: Passive Subtype: Status Effect
This unit suffers -1 , -1 , -200 and

Can be removed with Cure Disease

.

Summon Dread Reaper

Name: Summon Dread Reaper Class (Tier) Necromancer (VI) Research: 1800
Type: Summoning Spell Upkeep: 36 Cost: 260
Summons a Dread Reaper

The creature gets Summoned after it’s being created

.

Age of Death

Name: Age of Death Class (Tier) Necromancer (VII) Research: 2400
Cost: 500 Upkeep: 80 Cost: 600
Type: Global Enchantment Subtype: Class Ultimate
Undead energies suffuse battlefields of the world. Each time a battle is fought, there is a 35% chance that all fallen units will return from the grave as ghouls

Leader, Hero, Elemental, Incorporeal, Machine, and Undead units are not affected.

under your control.

Summary[]

Tigrans are in a weird spot combat-wise. They deal a lot of damage, but they will also take a lot when their commander isn’t careful. To assist in picking their battles, they have Athletics, making them extremely mobile in tactical combat. Unique compared to other racial competitors, their Irregular, the Tigran Cheetah, has no ranged attack. It makes up for this by having Pounce, a powerful ability that doesn’t incur retaliation, and potentially making the victim bleed, a trait shared with the Tigran Shredder, their Archer. This leads into one of the race’s innate synergies, since some units, like their Tier 2 Infantry the Prowler, have Bloodthirsty, which gives them bonus damage against bleeding units. This synergy can often be spotted in the Tigran class units as well. The Prowler is available from the War Hall, unlike other races which recruit Infantry from the Barracks. In return, the Tigran Sun Guard, which is their Pikeman, is recruited from the Barracks. This focus on melee combat can also be found in their Support, the Tigran Mystic, which has Were Panther, allowing them to morph into a Dire Panther. Doing this heals them slightly, makes them melee only, and gives them Pounce just like the irregular. Lastly, the Tigran Sphinx is their Tier 3 unit, which is an Irregular with Lesser Flying and Sun Disc.

Halflings[]

«To Halflings every day is an idyllic dream, filled with the possibility of simple pleasures and prosperity. Halflings are masters of happiness. They seek the path to everlasting joy. As a result, there are many factions among the small folk, from the pious priests who seek joy in service and doing good to others, to the eccentric pranksters, and celebrant revelers filled with any brew that might bring them closer to a stupor of laughter and song. Halflings are extraordinary cooks, and eat well. They enjoy music, and telling stories. Adept at trade, they spend their wealth as quickly as they earn it. They are content to work the land and harvest its bounty, but at times they are carried away to waste and silliness that separates them from the more proud faerie folk and Elven kin.»

While often poor in melee, Halflings have a number of tricks to make up for this. Their signature countermeasure is the Lucky feature, giving them a chance to avoid all of the damage from an enemy strike – however, the luck of the halflings is dependent on their morale, making keeping morale up particularly important for halflings. To assist in this, many halfling class support units have the ability to boost the morale of their army, and their Brew Brothers are excellent healers capable of raising the health of friendly troops above their normal maximums, although their physical-based attacks leave halflings with few answers against incorporeal foes. Meanwhile, their fast but fragile Eagle Riders have an ability that allows them to attack enemy troops without retaliation, potentially reducing the damage they receive, while the fireworks of Jesters can dazzle enemy troops, allowing the rest of the army to attack them without fear. However, halflings still prefer to keep their enemy at a distance when possible, with their Adventurers providing a cheap but effective archer-like unit with little infrastructure, and their Farmers able to break up and slow down an enemy advance with some well-aimed livestock.

Empire Upgrades[]

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Arcane Study

Name: Arcane Study Class (Tier) Sorcerer (I) Research: 80
Type: Empire Upgrade Subtype: Resource Management
Research the arcane currents flowing through this world. Alchemic Laboratories and Observatories generate an additional 5

Produce Apprentice

Name: Produce Apprentice Class (Tier) Sorcerer (I) Research: 60
Type: Empire Upgrade Subtype: Unit Production
Enables the production of the Apprentice

Prerequisite Skill: Summon Wisp

unit in cities with a Sorcerer’s Conflux.

School of Teleportation

Name: School of Teleportation Class (Tier) Sorcerer (II) Research: 140
Type: Empire Upgrade Subtype: Unit Buff
Support units receive training to travel between the planes of reality for short periods of time. As a result of the training, they receive Projectile Resistance and the Phase ability.

Magical Structures

Name: Magical Structures Class (Tier) Sorcerer (III) Research: 220
Type: Empire Upgrade Subtype: Resource Management
The Empire develops ways to tap into surplus mana leaks from magical sites. Treasure sites and Mana Nodes within its domain generate an additional 3 .

School of Enchantment

Name: School of Enchantment Class (Tier) Sorcerer (V) Research: 800
Type: Empire Upgrade Subtype: Unit Buff
Support units receive training to utilize the imbalance of electric charges within the atmosphere. Support units receive the Inflict Stun ability.

Sorcery

Name: Sorcery Class (Tier) Sorcerer (I-VII) Research: 60-900
Type: Empire Upgrade Subtype: Resource Management/Stat Modifier
Increases Spell Casting points by +10 and increases Mana Capacity by +100 at each tier.
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