Age of wonders iii
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High Elves[]
Note that only High Elf units and cities are affected
Switch to Living Classes Switch to Necromancer |
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High Elves | Military | Economic |
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Patron | High Elf Longbowman and Hunter gain +1 Physical ranged damage | Shooting Grounds generates +50 PopulationShooting Grounds generates +30 Population |
Protector | High Elf Unicorn Rider now has a 1 Turn Cooldown on Phase, so it can be used more than once during a battle. | Public Baths provide +100 HappinessEmbalmers Guilds and Cathedrals of Bone are 50 cheaper |
Champion | High Elf Storm Sister gets +1 Shock ranged damage and ignored range penalties. | Laboratories and Observatories generate +7 Knowledge. |
Prophet | Archers get Arcane Arrows(2 6 ). | Mana Nodes of all kinds generate +8 Mana. |
Deity | Archer and Support units ignore Line of Sight penalties. | Great Temples provide +5 . |
Abilities[]
In AoW_UnitProperties.rpk, in the Settings tab, for each ability, in the «Effect» entry, tables such as this can be found regarding AI behaviours.
Parameter name | Parameter value | Help text from devs | Comment |
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* AI Allow Dispel | True/False | True if the AI should try and dispel this effect | |
* AI Is Positive | True/False | True if the effect is positive for the target unit, false otherwise. Used by AI during evaluation | |
* AI Mode | Ignore, Any Unit, Most Dangerous, In Most Danger, Resurgence, Sprint, War Cry, Any Non Paralized Unit | Mode the AI should use when deciding how to target the effect | Any Unit is used by Touch of Faith, … |
* AI Morale Filter | 0 or other integer values | If above 0, then the target must have at least this morale, if the less than 0, it must have morale lower than this. | |
* AI Range Filter | All Units, Only Ranged Units, or Only Melee Units | Filter used by the AI to check if the effect should be used on ranged units, melee units or both | Units who have at least one ranged attack (e.g. heroes and Leaders with their base weapon) are considered Ranged. It means if «Only Melee Units» is selected, heroes and Leaders are excluded from valid targets (except if they do not have any ranged attack items). |
* AI Unit Count Filter | Disabled, Need Multiple Enemies, Need Multiple Friendlies | Filter used by the AI to disable the effect based on how many units are in the battle | «Multiple» apparently starts at 3 |
* AI Unit Health Mult | Float between 0 and 1 | Multiplier to apply to a unit’s health, to get the AI score |
Combat Spells[]
Hide Combat Spells Show Combat Spells |
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Quick Dash
Name: | Quick Dash | Class (Tier) | Rogue (I) | Research: | 60 |
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Type: | Combat Spell | Target: | Friendly Unit | Cost: | 10 |
Restores 15 and 50% of target friendly unit. |
Rain of Poison Blades
Name: | Rain of Poison Blades | Class (Tier) | Rogue (I) | Research: | 70 |
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Type: | Combat Spell | Target: | Hostile Unit | Cost: | 10 |
Rains down armor piercing blades covered in poison. Deals 12 and 8 damage to target enemy unit. Deals an additional 2 damage against Armored units. |
Blind
Name: | Blind | Class (Tier) | Rogue (II) | Research: | 120 |
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Type: | Combat Spell | Target: | Hostile Unit | Cost: | 15 |
Attempts to Blind target enemy unit. If it fails, the unit is Hindered instead.
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Panic Attack
Name: | Panic Attack | Class (Tier) | Rogue (II) | Research: | 140 |
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Type: | Combat Spell | Target: | Hostile Unit | Cost: | 15 |
Attempts to panic target enemy unit. If it fails the unit is Shaken for 2
Strength: ? . |
Cunning Escape
Name: | Cunning Escape | Class (Tier) | Rogue (III) | Research: | 200 |
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Type: | Combat Spell | Target: | Friendly Unit | Cost: | 10 |
Shrouds target friendly unit in shadows to conceal it from enemy troops, allowing the unit to instantly leave combat. Cannot be used when defending. |
Moving Target
Name: | Moving Target | Class (Tier) | Rogue (III) | Research: | 220 |
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Type: | Combat Spell | Target: | Friendly Unit | Cost: | 10 |
Target friendly unit gains +8 for 2 . |
Sadism
Name: | Sadism | Class (Tier) | Rogue (IV) | Research: | 300 |
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Type: | Combat Spell | Target: | Battlefield | Cost: | 25 |
Gives +100 and +1 Melee Strength to all friendly units every time an enemy unit dies. |
Shadow Form
Name: | Shadow Form | Class (Tier) | Rogue (IV) | Research: | 400 |
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Type: | Combat Spell | Target: | Friendly Unit | Cost: | 20 |
Fuses target friendly unit with the shadows, rendering physical obstructions and attacks inffective. The unit gains and Pass Wall ability until the end of combat.
Cannot be cast on Elemental, Incorporeal and Machine units. |
Smoke Screen
Name: | Smoke Screen | Class (Tier) | Rogue (V) | Research: | 750 |
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Type: | Combat Spell | Target: | Battlefield | Cost: | 20 |
Covers the entire battlefield in a thick fog, hampering the effectiveness of ranged combat. All friendly units gain +4 and +4 against ranged attacks. |
Mass Battlefield Panic
Name: | Mass Battlefield Panic | Class (Tier) | Rogue (VI) | Research: | 1400 |
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Type: | Combat Spell | Target: | Battlefield | Cost: | 40 |
Attempts to panic all enemy units on the battlefield. Units that were not Panicked are Shaken for 2
Does not affect Undead units . |
Racial Bonuses[]
Each race gets different bonuses that apply to their units. Below is a table with all of the bonuses that apply only to units. For other bonuses for cities and terrain see each of the race pages.
These bonuses are already included in the racial units, but they are not included for class units. So to determine the final stats of a base class unit, just add the following abilities to units of the corresponding race.
Race | Cost | Cost | Melee Str. | Ranged Str. | Abilities | |||
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Draconians | — | — | — | — | — | — | — | Fast Healing, , |
Dwarves | — | +1 | +1 | +10% | +10% | — | — | Mountaineering, Cave Crawling, Night Vision, |
Frostlings | — | — | — | — | — | — | — | Fast Embark, Arctic Walking, , |
Goblins | -5 | — | — | -10% | -10% | — | — | Cave Crawling, Wetland Walking, Night Vision, Wetland Foraging, |
Halflings | — | — | — | — | — | -1 | +1 * | Forestry, Lucky, |
High Elves | — | — | +1 | — | — | — | +1,+1* | Forestry, |
Humans | — | — | — | — | — | — | — | Mariner |
Orcs | +5 | — | -1 | — | — | +1 | -1 * | Night Vision, Victory Rush |
Tigrans | — | — | -1 | — | — | — | — | Athletics, Predator, Barrens Running, Night Vision, , |
*Only applies if there are a respective or damage channels present.
Exp Values[]
Attacks that can trigger 3 times
Each attack grants the user it’s own tier’s worth of .
Note that attacking inanimate objects (e.g. city gates) DOES NOT award XP.
Example: A Priest firing 2 shots of the Spirit Ray will give it 4 , 2 for each shot.
Most Other Abilities
Each use of an ability awards 2x Tier of the unit using the ability. This includes all single shot ranged attacks, but not area of effect attacks. Note that some abilities do not award such as War Cry, and most movement abilities like Sprint or Shadow Step.
Example: An Evangelist using Healing awards the unit 6 , and no for the target (unless target is self).
Being Attacked
If a unit is attacked with a melee attack. It receives equal to the tier of the attacking unit. This affects retaliation attacks and attacks of opportunity.
Note that this only happens with melee attacks other abilities do not award for being hit by them.
Example: Suppose a Crusader (tier II) attacks a Titan (tier IV) 3 times, but the Titan can only retaliate 2 times. Both units are awarded 3*2 + 2*4 = 14 .
Killing Blows
Landing the killing blow should replace the expected with 5x the Tier of the killed unit. This includes damaging abilities as well as normal melee/ranged attacks.
Example: Consider the crusader/titan case above where the Titan kills the crusader on the second retaliation. The awarded is 2*2 + 4 = 8 for the Crusader (before it dies) and 2*2 + 4 + 5*2 = 18 for the Titan.
Area of Effect
Area of Effect attacks behave similarly to . The user receives equal to its tier for every unit hit with the attack. Killing a unit replaces the expected tier with 5x the tier of the dying unit.
Example: Suppose a Blight Elemental (tier III) is using Weakening Breath on 5 units (that can be affected) and kills one T3 and one T1 among these 5 units. It would have received 5*3 = 15 if none of them die. As two were killed, it receives instead 3*(5-2) + 5*1 + 5*3 = 29 .
Spells
Spells award based on their mana cost: basically 1 is awarded for every 5 used starting at 1 for 0-4 spells (then 2 for 5-9 and so on). The maximum awarded is 11 for 50+ spells.
Empire Upgrades[]
Hide Empire Upgrades Show Empire Upgrades |
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Necromancer
Name: | Necromancer | Class (Tier) | Necromancer (I) | Research: | — |
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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 |
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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 |
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Type: | Empire Upgrade | Subtype: | Happiness Bonus | ||
All your Ghoul units have +300 |
Vampiric Hunger
Name: | Vampiric Hunger | Class (Tier) | Necromancer (III) | Research: | 240 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Type: | Empire Upgrade | Subtype: | Unit Production | ||
Enables the production of the Death Bringer
Prerequisite Skill: Produce Bone Collector in cities with a Basilica. |
Combat Spells[]
For more on casting mechanics, see Spellcasting.
Some Spells are cast in combat, usually to directly aid in the destruction of hostile units, or to preserve your own.
Damage Spells
Also known as Instants Spells. These directly deal an amount of damage to one or more enemy units, examples are Fireball or Earthquake. All of these get boosted by Storm Magic.
Combat Enchantments
Combat Enchantments will affect the entire battlefield for the time that they are active. They can for example give bonuses to your units( Mass Bless), or debuff the enemy’s ( Mass Curse). Some have have a certain effect at the beginning of a combat round, like Arachnid Horde or Great Healing Showers.
These Spells can be Disjuncted just like the Enchantments on the Strategic map, and a Critical Success of Failure can occur, causing Disjunction Backlash to the leader on the wrong end of it — this can have a huge impact on the rest of the battle.
Spells[]
In the .rpk containing spells (e.g. AoW_SpellTest.rpk), in Settings, several elements are listed for each spells.
In the Effect part, if the Effect is a Magic — TacticalUnit Effect: Property (e.g. for Skin of Oil), it has the same parameters as an «Effect» from an ability (see table above), including the «AI Unit Count Filter» parameter which can take the following values:
- Disabled
- Need Multiple Enemies (> 2)
- Need Multiple Friendlies
Spells can have several effects listed in their Targeter so it might be possible to add such conditions to existing spells. However, some Targeters can use only a constrained list of Effects. For instance the Targeter of Great Reawakening cannot use Effect: Property elements.
In the Spell element, the parameter «Allow No Target Casting» could be set to FALSE to condition the casting of the spell to the presence of valid targets (and for instance prevent the casting of Greater Reawakening if only friendly machines are involved in the fight).
Summary[]
Orcs favor the direct approach: They are stronger in melee than other races, have more hit points, and enjoy fighting such that the sheer thrill of victory can cause them to regenerate health. In fact, some of their melee units enjoy fighting so much that they are able to tirelessly strike back at all comers without forfeiting the ability to press their own attack. On the other hand, they field poor archers (the razorbow is only remarkable for a chance to inflict additional damage over time), and are more vulnerable than most to magic – particularly their elite Shock Troopers, which are otherwise probably the toughest of the racial special units in a straight-up fight. Their Black Knight cavalry is infamous for their skill at dispatching enemy cavalry, and their Spearmen irregulars more than make up for their lack of ranged accuracy through their mobility and the greater durability granted to them through their shields. Their Priests provide little direct support to their allies, but are masters of dark magic, able to curse their foes from a considerable distance. They prefer barren tropical and subterranean regions, but are noteworthy as being able to survive in blighted regions better than most, although they are still not entirely at home there. |
Strategic Spells[]
Hide Strategic Spells Show Strategic Spells |
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Animate Ruins
Name: | Animate Ruins | Class (Tier) | Necromancer (I) | Research: | 60 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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. |
Other[]
Show Other
Spelljammer
Name: | Spelljammer | Class (Tier) | Dreadnought (V) | Research: | 700 |
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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 | |
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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.
Spawns[]
Show Spawns
Brigand Hideout
File:Brigand Hideout.png | Brigand Hideout | ||
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Type | Spawn site | ||
Battlefield Enchantment | None | Reward | 1 low level item or unit, gold |
Brigands spawn periodically. |
Eldritch Pit
File:Eldritch Pit.png | Eldritch Pit | ||
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Type | Spawn site | ||
Battlefield Enchantment | none | Reward | Items, Gold |
Animals spawn periodically. |
Haunted Boneyard
File:Haunted Boneyard.png | Haunted Boneyard | ||
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Type | Spawn site | ||
Battlefield Enchantment | Chant of Unlife | Reward | Items, Gold |
Undeads spawn periodically. |
Monster Den
Monsters spawn periodically (starting on turn 13 to 19, and then every 7 to 13 )
- Items
- Structure is destroyed upon Exploration
Necromantic Circle
Necromantic Circle | |||
Type | Spawn site | ||
Battlefield Enchantment | Gift of Nekron | Reward | 1 low level item, mana |
The magic of this circle summons the dead back to life, to terrorize the surrounding area. |
Humans[]
«Humans are strange mix of all races. Some desire to invent and build things. Others desire to rule and wield power, while others are content to sit int the shade of the trees and tell stories to children. Some humans are deeply spiritual, while others show a knack for learning powers others had forgotten. Their governments are in a state of constant evolution, while every individual is of their own mind. Every man walks after their own pursuit with brazen disegard for the laws of nature or the order of life.»
Human military forces have few special features, but are well- armored, practical and effective in most situations. They have an affinity for the water – human units can fight as effectively in naval engagements as on land, and some human class units are able to swim across water bodies where their counterparts of other races cannot. Their priests are capable healers, and the cultural ambition of many humans to achieve knighthood can allow basic cavalrymen to ultimately reach this pinnacle of martial prowess. Many lighter human class units carry nets, with which they entangle foes to render them vulnerable to allies or to allow an escape. Human cities are often more Productive than those of other races, particularly when located in warm environments with lots of fertile farmland.
Draconians[]
Note that only Draconian units and cities are affected
Switch to Living Classes Switch to Necromancer |
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Draconians | Military | Economic |
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Patron | Draconian Flamer gets +1 Defense and +5 Health | Shrines in Draconian cities cost 35 less to build. |
Protector | Draconian Charger and Draconian Crusher gain Regrowth | Magma Forges give +10 |
Champion | Draconian Supports are 20% Cheaper | Your Leader (any race) and all your Draconian Heroes get +10 |
Prophet | Draconian Flyer gains +6 and Martial Arts | The Peak of the Forefathers:
|
Deity | Draconian Infantry, Pikeman and Irregular units gain +4 Fire Melee Damage | Great Temples provide +20 Mana, +20 Knowledge and +200 Happiness.Great Temples provide +20 Mana, +20 Knowledge and +20 Production. |
Draconians[]
«When the Human race rose to power, the race of dragons, especially the young dragons, suffered a terrible price. Among the Humans, dragons were more valuable dead than alive, hunted for glory, sport, money, and to mix in their foul-smelling potions. With no regard to the intelligent creatures that dragons might become in time, the humans devastated the dragon kin. The Dragons turned to Wizards of Evermore, using powerful magic to create a new breed of followers. They sacrificed their remaining young for the power to keep the humans at bay. The dragons unleashed the powers in their eggs, vowing that once they achieved supremacy they would reform themselves into ancient dragonkind again.»
Like their dragon ancestors, draconians have a strong affinity to Fire – many of their units have high resistance or even immunity to fire, all of their inherent ranged units have fire-based attacks, and their priests have the ability to add significant additional fire damage to the attacks of other draconians. Even spellcasting class units often have the ability to project fire in addition to their regular abilities. While draconians eschew artificial armor, their ability to bombard enemy fortifications and formations with area-of-effect fireballs makes them effective at taking enemy cities, particularly when combined with flying units later in a game. Having initially been created by magic to serve as an army, draconians heal injuries rapidly and can quickly recover after a battle, and draconian cities generate more magical energy than those of other races. Draconians thrive best in hot, dry environments, including barren volcanic and subterranean regions.
Arch Druid[]
«Arch Druids lead from natural sanctuaries in remote locales. Their cities are natural self-sufficient places founded on the bedrock of natural balance. Their lands burst with life, sweet springs overflow bringing lush wilderness to arid wastelands. Their domains are well guarded by hunters, shamans, and wild beasts. Even the trees appear to bend to the Arch Druid-s will. The Arch Druid Lords I encountered ruled with unquestioned power that at times seemed cruel, but upon reflection is justified by their need for constant balance. To master the forces of nature, they do not blindly protect life, for death is the natural consequence of life.» — «Gifted Lords of the Third Age» by Ralinstone Pedant, Chronicler.
The summon-heavy druid class is a very versatile class that is vulnerable to banishment and other such spells during combat. The hunter and shaman units along with racial units and dwelling units make the backbone of your forces with powerful summons being the more front line elements of any druid army due to their somewhat temporary nature.
Druids are good expanders and have strong upgrades that help against a variety of issues, but overall they use their map presence and mix of units to control of the flow of battle with strong defensive play and powerful spells.
A druid’s weakness is their reliance on summoned units so to counter play you simply need to deny them any dwellings or mana sites to force them into more reliable play styles. This can cripple their offensive capabilities and open the way for frequent city assaults without worry of summoned or powerful dwelling based repercussions.
Dwarves[]
«Dwarves are hardy mountain kin which live in the earth or rugged places of the land. They value strength and hard work. Their minds are slow to the ways of diplomacy, preferring to strike their enemies with the force of their blows over spending inordinate amounts of energy in lengthy, sleep-inducing talk. They love to create things and find great satisfaction in creating vast structures adorned with the treasures discovered deep within the earth. Dwarves are strong fighters, some preferring to forego armor and shields to wield two axes and pure rage. Their sure-footed strides carry them over the high slopes they revere.»
Dwarves are a straightforward race, eschewing fancy maneuvers in favour of a good, honest fight. As a result, their higher-end units have less mobility than those of other races, but are capable of inflicting and receiving considerable punishment, while some of their melee-based class units have developed greater resistance to enemy projectiles to assist in surviving a headlong charge towards enemy lines. Their archers represent an exception to this rule, often acting more as irregulars with their heavy crossbows than conventional archers. Forge Priests can provide them with healing and the blessing of fire, and share an with the most powerful dwarven units, the Firstborn. While dwarves generally lack flyers, their mountaineering and caving skills allow them to quickly traverse terrain that can pose problems for other races. Dwarves are at home in arctic terrain as well as underground, although their cities are most productive nestled among mountain peaks on the surface than beneath the ground.
Global settings[]
In Title.rpk / Settings / Settings / AoW Global Settings:
Parameter name | Parameter value | Help text from devs | Comment |
---|---|---|---|
* AI Cheat Bonus | Determines the boost to defense and resistance of King and Emperor AI | ||
* Domain Structure Min Distance (AI) | Minimum distance between domain structures (cities or Fortresses, actually cities only for AI) to allow their building | ||
* Strategic AI Settings | Contain a number of settings | ||
** Max Cities More Than Human | |||
** Max Cities More Than Human (King) | |||
** Max Cities More Than Human (Emperor | |||
* Tactical AI Settings | |||
** Kill Target Score Bonus | 25 | Bonus the AI adds to target evaluation score if it can kill a target unit or obstacle | |
** Die to Unit Score Penalty | -30 | Penalty the AI adds to target evaluation score if the actor will die attacking a target unit | |
** Out of Range Score Penalty | -40 | Penalty the AI adds to target evaluation score for each hex a unit is out of range | |
** Wall Climb Safe Distance | 5 | Min distance an ennemy has to be from a wall climbing posituion to not be considered a threat | |
** Wall Too Far Base Penalty | 15 | Score penalty given to walls that are too far to reach in one turn (should be positive) | |
** Wall Too Far Penalty | 2 | Score penalty given to walls that are too far to reach in one turn for each unit of distance they are too far (should be positive) | |
** Marked Wall Bonus | 15 | Score bonus to give to marked walls when using melee attacks | |
** Wall Damage Score Mult | 50 | Amount to damage obstacle wall damage proportion by to get a score | |
** Breached Wall Guard Bonus | 10 | Score bonus given to breached walls when evaluating which hexes needed to be guarded in siege defense | |
** Position Guarded Penalty | -15 | Score bonus added to a guarded position once a unit has been assigned to it | |
** Minimum Spell Effectiveness | 1 | Minimum cost effectiveness (score/mana cost) a spell must have before being cast | |
* Prioritization Settings | (TTacticalAITargetPrioritizationSettings) | ||
** Is Leader Bonus | 1.5 | Value to add to the multiplier if the target is a leader unit | |
** Is Hero Bonus | 0.75 | Value to add to the multiplier if the target is a hero unit | |
** Independent Hero Penalty | -0.4 | Value added if the target is a hero/leader and the player is independent | |
** Has Ranged Attack Bonus | 0.2 | Value to add to the multiplier if the target has a ranged attack | |
** Has Area Attack Bonus | 0.3 | Value to add to the multiplier if the target has an AoE attack | |
** Has Mind Control Bonus | 0.3 | Value to add to the multiplier if the target has a mind control attack | |
** High Threat Bonus | 0.6 | Value added to the highest threat unit | |
** Low Threat Bonus | -0.6 | Value subtracted to the lowest threat unit | |
** Flat Adjacency Bonus | 0.2 | Value added if the target is adjacent to any friendly unit | |
** Per Unit Adjacency Bonus | 0.1 | Value added for each friendly unit adjacent to the target | |
** Leader Adjacency Bonus | 1 | Value added if the target is adjacent to the leader | |
** Hero Adjacency Bonus | 0.5 | Value added if the target is adjacent to a hero | |
** Mind Controlled Override | 0.2 | If a unit is mind controlled, it will always use this value | |
** Mind Controlling Bonus | 1 | Value added to units that are mind controlling | |
** Caution Level Default | 1.1 | Default caution level to use for normal units | |
** Caution Level Leader | 2.5 | Caution multiplier to use for leaders | |
** Caution Level Hero | 1.75 | Caution multiplier to use for heroes | |
** Caution Level Mind Controlled | 0.2 | Caution multiplier to use for mind controlled units | |
** Ranged Attacker Melee Preference | 0.4 | Amount added to melee preference for units with ranged attacks | |
** Exploding Ranged Preference | 0.7 | Amount added to ranged preference for units which explode when killed | |
* Num Enemies Cast Spell Override: Hero | 4 | If there are this many enemies on the field will cast spells even if settings tell them not to | |
* Num Enemies Cast Spell Override: Leader | 6 | If there are this many enemies on the field, Leaders will cast spells even if settings tell them not to | Does not seem to work: a Leader with only 1 spell, Stiffen Limbs edited to «Need multiple enemies», will not cast it even if 6 enemies are on the battlefield. |
* Spell Choosing Random Spread | 0.2 | Size of the random spread applied to AI tactical spell casting to make it less predictable | |
* Guard After Use Score Bonus | 6 | Score bonus added to attacks made using abilities that cause a unit guard after using them | |
* War Cry Damage | 3 | Extra damage per melee blow when assessing if the system should use war cry | |
* Free Ability Ranged Attack Bonus | 15 | Score bonus for ranged attacks that are free actions |