Buildings

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

Combat Spells[]

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Flash Bang

Name: Flash Bang Class (Tier) Dreadnought (I) Research: 60
Type: Combat Spell Target: Hostile Unit Cost: 8
Launches a mana-infused flash bang that bursts apart into a mixture of light, scraps and flames. Deals 4 and 3 damage to target enemy unit and attempts to blind it for 2 .

  • Strength: 12
  • Elemental units cannot be Blinded

Repair Fortification

Name: Repair Fortification Class (Tier) Dreadnought (I) Research: 60
Type: Combat Spell Target: Wall or Gate Cost: 7
Utilize the engineering prowess of the empire to repair fortifications with mana. Restores target unoccupied wall or gate to full .

Overload

Name: Overload Class (Tier) Dreadnought (II) Research: 120
Type: Combat Spell Target: Friendly Machine Cost: 8
Infuses the gears of target Machine unit with mana, causing it to operate faster and with more power. Target Machine deals +10 damage until end of combat, but has a chance to be stunned for 2

Strength: 7 (for stun)

after attacking.

Force Field

Name: Force Field Class (Tier) Dreadnought (II) Research: 140
Type: Combat Spell Target: Friendly Unit Cost: 7
Deploys a machine that emits a powerful force field, protecting target friendly unit against magical and elemental threats. The unit gets 80% , 80% , and 80% Protection for 5 .

Reassemble

Name: Reassemble Class (Tier) Dreadnought (IV) Research: 450
Type: Combat Spell Target: Destroyed Machine Cost: 20
Instantly reassembles target destroyed Machine with 35% of its total

Weapon Kit

Name: Weapon Kit Class (Tier) Dreadnought (III) Research: 180
Type: Combat Spell Target: Friendly Unit Cost: 8
Target friendly Infantry or Pikeman unit gains the Fire Blunderbuss, Sabotage and Throw Net abilities until end of combat.

Summon Siege Engine

Name: Summon Siege Engine Class (Tier) Dreadnought (IV) Research: 400
Type: Combat Spell Target: Unoccupied Hex Cost: 30
Summons a random siege engine until end of combat.

Possible Summons:

  • Trebuchet (x3)
  • Cannon (x3)
  • Flame Tank (x3)
  • Juggernaut

The unit gets Summoned after it’s being created

Choking Fumes

Name: Choking Fumes Class(Tier) Dreadnought (V) Research: 700
Type: Combat Spell Target: Battlefield Cost: 15
Spreads mana-infused fumes across the battlefield, causing all units on the battlefield to suffocate. All units receive the Choking penalty. Causes happiness penalties when cast in a city battle for a non-undead city.

  • Unaffected Units: Dragon, Undead, Machine, Incorporeal, Elemental, Fallen Angel, Arch Angel and Chthonic Guardian
  • City Happiness Penalty:-100 for 10
  • City Race Happiness Penalty:-20 for 20

Dampening Field

Name: Dampening Field Class (Tier) Dreadnought (V) Research: 700
Type: Combat Spell Target: Battlefield Cost: 15
Generates a mana negating field that doubles the and cost of spells from everyone but its caster.

Destabilized Mana Core

Name: Destabilized Mana Core Class (Tier) Dreadnought (VII) Research: 2000
Type: Combat Spell Target: Battlefield Cost: 50
Summons a destabilized mana core above the battlefield. The mana core will detonate within 2 dealing 60 damage to all units on the battlefield. All obstacles on the battlefield take 90 damage upon detonation. The detonation also cancels any magical effects that units on the battlefield have (after inflicting damage) and removes all active battlefield enchantments. Causes happiness penalties and population reduction when cast during a city battle. Happiness penalties only apply when the city is living.

  • Population Change: -15% (or )
  • City Happiness Penalty: -300 for 10
  • City Race Happiness Penalty: -50 permanently
  • Population and Happiness penalties are not applied if this spell is disjuncted before detonation. If the battle ends prior to detonation but this spell was not disjuncted, the penalties still apply.

Theocrat[]

«Because theocrats tend not to wield many offensive powers, it is tempting to believe that territories ruled by theocrats are easy to conquer. History has proven this to be foolishness. Theocrats lead the masses by the heart. They heal, persuade, minister and convert. Their zealots are fiercely loyal, convinced to the core that any action they perform will earn them a greater reward in the afterlife. Theocrats bestow power upon their most faithful from two theological sources: the Mandate of Heaven or the terror of the Underworld.» — «Gifted Lords of the Third Age» by Ralinstone Pedant, Chronicler

The theocrat is a class that revolves around careful buff and debuff placement that relies more on strategy and cunning than most other classes. They do benefit for their strong and very synergistic unit compositions but their weakness is their mana use as they rely on it to accomplish their most important victories. This means that a theocrat can have their wings clipped early by denying them important mana sites.

Although there are many strengths and weaknesses among the races when it comes to class choices the most benefit can be found in the goblin race when selecting to play a theocrat as their cheap cost units and fast expansion does fill in the gaps in the theocrat early game very well.

The end-game unit: Shrine of Smiting is perhaps one of the best city defense units in the game and as such is often to be found in cities before anywhere else as it does suffer a little on an open battlefield from cavalry charges and other quick approaches. Fortunately the exalted troop has a mechanic called resurgence which resurrects the unit if it fell during the last combat as long as its army went on to win, this makes it an amazing expeditionary force as they don’t need to fall back to replenish troops. This bonus is extended to all of a theocrat’s troops at the end of the research tree but this is so far off that it would only see major use in a very long game.

Frostlings[]

Note that only Frostling units and cities are affected

Switch to Living Classes
Switch to Necromancer
Frostlings Military Economic
Patron Frostling Harpoon Thrower gets +10 Health. Barracks generate +50 Happiness+30 Population.
Protector Frostling Royal Guard gains Life Stealing and +1 Defense. All Walls and the Glacial Totem are 50 Gold cheaper.
Champion Frostling Mammoth Riders are 15% cheaper and deal +2 Physical melee damage. Temples generate +10 Mana.
Prophet Frost Weapons now Inflict Frostbite. The Frost Castle:

  • Is 100 cheaper
  • Generates +5 , +5 and +50 +10 and +10

Frostling Ice queen is 25% cheaper to build.

Deity Frostling Support units gain +2 damage and Frost Aura. Grand Palace provide +15 Gold, +15 Mana, +15 Knowledge and +15 Production.Palace of the Perished provide +10 Gold, +10 Mana, +10 Knowledge and +10 Production.

Goblins[]

«Goblins squirmed forth from the bowels of the earth, far before they were supposed to, so says a myth. Goblins are filthy sadistic creatures, which delight in destruction and chaos. They bubble from the earth as a filthy mass. They desire to reclaim all dark caves from any other living thing. Goblins are short and skinny, hunched over with lengthy arms that dangle near to the ground. Their skins are typically faded orange and brown, matching the earth. They have considerable eyesight underground, and are seldom taken by surprise.»

Centuries of oppression, combined with their small size, has made them masters of otherwise uninviting blighted wetlands and underground terrain. Goblins can heal themselves by living off the land (so to speak) in swamps, and both are resistant to and make use of poisons frequently found therein – as well as their unique units, goblin crossbow-using class units frequently poison their bolts for increased potency. This is augmented further by the ability of Untouchables and Blight Doctors to sap the Resistance of their foes before delivering the lethal dose. They are particularly known for the ability of their Swarm Darters to strike enemies from afar regardless of obstacles in their path, and their Big Beetles give them a fast cavalry force capable of digging through underground barriers and enemy walls alike. Goblin cities grow faster than those of other races, and their troops fight for less gold (if only out of desperation).

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.

Empire Upgrades[]

TODO: Write something decent

Empire upgrades once researched deliver some kind of passive benefit to the player’s empire as a whole. Effects can vary between increased resources from certain treasure sites (such as «Sanctified sites» for the Theocrat), a permanent boost to all or some of the player’s heroes and units (such as «Harbingers of Death» for the Necromancer), a bonus to city structures and/or treasure sites within a city’s domain (such as «Shrines of Unlife» for the Necromancer and «Animistic Knowledge» for the Arch-Druid) and/or a bonus to units produced in cities (such as «Modern warfare training» for the Dreadnought). These benefits do not cost players additional expenses in gold, mana, population or casting points.

City Bonuses[]

In addition to bonuses to units, some races get bonuses to their cities. These bonuses only apply to a city of that particular race, and is not dependent upon the leader’s race. Almost all of them are income bonuses, with the exception being the Halflings’ happiness bonus.

As an example, a Human leader with 3 High Elf and 2 Human cities will receive no production bonuses for the High Elf cities but will receive the +3 bonus for each of them. On the other hand, the Human cities will still receive the +10 bonus with no research bonus.

Race Bonus per City
Draconians +3
Dwarves Siege Workshop costs -50
Frostlings War Hall costs -50
Goblins +20%
Halflings +50
High Elves +3 , -10%
Humans +10
Orcs Barracks cost -50
Tigrans +5

Tactics[]

Humans are the most adaptable of the races in Age of Wonders 3, they have the most average of statistics with no real strengths or weaknesses and don’t have any elemental resistances or vulnerabilities. On paper human units are not that impressive, but thanks to excellent synergies between governance and classes their troops are more capable than their stats would suggest. Their racial troops are focused on cavalry charges and spirit casting priests with archer and infantry support. Human strong anti-pike options open the way for their racial cavalry units, one of the best in the game.

Human settlements prefer fertile plains; dislike Subterranean environments, and hate blighted or volcanic surroundings. To maintain city happiness you should carefully consider these factors before settling in near these hexes. They also possess a more powerful navy power than the other races, although this is often circumvented by the end-game. They do not posses racial flyers as well as any mobility bonus for non-water terrain types, so some of their classes — particularly Dreadnought, may suffer a problems with fast map cleaning when the majority of map contains swamps, forest or mountains.

Strategic Spells[]

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Glyphs of Warding

Name: Glyphs of Warding Class (Tier) Sorcerer (I) Research: 80
Cost: 50 Upkeep: 15 Cost: 40
Type: City Enchantment Target: Friendly City
Target friendly city is marked with glyphs that channel protective magical currents in its domain. The currents deal 16 damage to trespassers each turn that they are with the city’s domain.

Summon Wisp

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

The creature gets Summoned after it’s being created

.

Dread Omen

Name: Dread Omen Class (Tier) Sorcerer (II) Research: 140
Cost: 80 Upkeep: 40 Cost: 60
Type: City Enchantment Target: Hostile City
Conjures a dreadful omen in the sky above, striking fear in the hearts of the population. Units that belong to the enchanted city’s empire suffer a -500 penalty within that city’s domain. Living cities additionally suffer a -100 growth penalty.

Invoke Extraordinary Mount

Name: Invoke Extraordinary Mount Class (Tier) Sorcerer (II) Research: 120
Type: Summoning Spell Upkeep: Cost: 40
Summons a random egg that contains a mount. The egg hatches in 10 (or fewer)

Summon Phantasm Warrior

Name: Summon Phantasm Warrior Class (Tier) Sorcerer (II) Research: 140
Type: Summoning Spell Upkeep: 12 Cost: 80
Summons a Phantasm Warrior.

  • Prerequisite Skill: Produce Apprentice
  • The creature gets Summoned after it’s being created

Dome of Protection

Name: Dome of Protection Class (Tier) Sorcerer (III) Research: 180
Cost: 120 Upkeep: 20 Cost: 100
Type: City Enchantment Target: Friendly City
Sustains a dome of anti-arcane energy that cancels out all incoming magic. Target friendly city and units stationed in it become immune to all enemy city enchantments and strategic spells.

Lightning Storm

Name: Lightning Storm Class (Tier) Sorcerer (III) Research: 220
Type: Strategic Spell Target: Hostile Army Cost: 80
Collides arcane currents in the sky to form thunderstorms that wreak havoc on the world below. Deals 5 damage and 10 damage to target enemy army. Incurs happiness penalties and reduces population when cast on a city.

  • Population Change: -1500
  • City Happiness Penalty: -100 for 10
  • Race Happiness Penalty: -50

Summon Fantastic Creature

Name: Summon Fantastic Creature Class (Tier) Sorcerer (III) Research: 200
Type: Summoning Spell Upkeep: 16 Cost: 110
Summons a random fantastic creature.

  • The creature gets Summoned after it’s being created
  • Prerequisite Skill: Summon Phantasm Warrior

Possible Summons:

  • Obsidian Wyvern
  • Fire Wyvern
  • Frost Wyvern
  • Gryphon
  • Watcher (2x chance)

Enchanted Walls

Name: Enchanted Walls Class (Tier) Sorcerer (IV) Research: 400
Cost: 140 Upkeep: 15 Cost: 120
Type: City Enchantment Target: Friendly City
Surrounds the perimeter of target friendly city with a shock forcefield. Enemy units moving through it in tactical combat suffer 8 damage and have a chance to be Stunned (Strength?).

Summon Node Serpent

Name: Summon Node Serpent Class (Tier) Sorcerer (IV) Research: 400
Type: Summoning Spell Upkeep: 22 Cost: 120
Summons a Node Serpent.

  • Prerequisite Skill: Summon Fantastic Creature
  • The creature gets Summoned after it’s being created

Summoner’s Aura

Name: Summoner’s Aura Class (Tier) Sorcerer (IV) Research: 350
Cost: 110 Upkeep: 20 Cost: 100
Type: City Enchantment Target: Friendly City
The caster’s Summoned units and units of Magical Origin gain +2 , +4 , and Regeneration within the domain of the target friendly city.

Spell of Return

Name: Spell of Return Class (Tier) Sorcerer (V) Research: 800
Type: Strategic Spell Target: Friendly Army Cost: 100
Tears a temporary hole in the space-time continuum to teleport target owned army to the Empire’s Throne City.

Summon Eldritch Horror

Name: Summon Eldritch Horror Class (Tier) Sorcerer (VI) Research: 1600
Type: Summoning Spell Upkeep: 36 Cost: 250
Summons an Eldritch Horror.

  • Prerequisite Skill: Summon Node Serpent
  • The creature gets Summoned after it’s being created

Age of Magic

Name: Age of Magic Class (Tier) Sorcerer (VII) Research: 2500
Cost: 500 Upkeep: 80 Cost: 660
Type: Global Enchantment Subtype: Class Ultimate/Resource Management
The ancient arcane currents are awakened, enabling the caster to channel massive amounts of magic. The caster gains +50 , and required and for all spells are halved.

Draconians[]

Note that only Draconian units and cities are affected

Switch to Living Classes
Switch to Necromancer
Draconians Military Economic
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:

  • Is 100 cheaper
  • Increases the city’s Vision Radius by 2
  • Provides +1 Medal Rank to units produced in the city.
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.

Halflings[]

Note that only Halfling units and cities are affected

Switch to Living Classes
Switch to Necromancer
Halflings Military Economic
Patron Halfling Nightwatch gets +1 Defense and +2 Physical melee Damage. Store Houses cost 35 less to build.Harvester’s Guilds cost 20 and 5 less to build.
Protector Halfling Adventurer, Martyr, Scoundrel and Bard gain +1 Physical ranged damage. Public Baths generate +75 PopulationCathedral of Bones gives +50
Champion Halfling Eagle Riders are Very Lucky Lucky Cloverfields generate +20 +20 and +100 .Tombs generate +10 +10 and +50 .
Prophet Halflings have +200 Morale. (Works on Undead) Halfling Cities gain +150 Eagle Nest building cost reduced to 100 , and Halfling Eagle Rider gets +1 Medal upon construction
Deity Halfling Infantry, Pikeman and Cavalry units gain +10 Health and +2 Physical Melee damage. Happiness Events happen twice as often.Halfling cities provide +10% Mana, +10% Knowledge, +10% Production, +10% Gold and +10% Population.

Бонусы[]

  • Эксклюзивное издание от EuroVideo
  • Эксклюзивное издание от Techland
  • Стандартное издание от Бука

1/3

Age of Wonders III обладает отдельными бонусами за предзаказ и особое издание. Кроме того, издатели в различных странах выпускали эксклюзивные издания при покупке игры на физическом носителе. Физические издания, включают в себя бонусы за предзаказ и Deluxe Edition.

Издания

Deluxe Edition

  • Сценарий «Трон Дракона»
  • Официальный саундтрек в формате MP3 для загрузки

EuroVideo (Германия, Австрия, Швейцария, Лихтенштейн)

  • Пронумерованный сертификат подлинности (1111 экземпляров)
  • Официальный саундтрек на 2 компакт-дисках
  • Статуэтка Сандрен на , около 12 см высотой

Techland (Польша, Чехия, Венгрия)

  • Официальный саундтрек на компакт-диске
  • Книга армии
  • Постер
  • Руководство
  • Набор наклеек

Бука (Россия и страны СНГ)

«Энциклопедия вселенной». Цветной буклет на 40 страниц. Входит в стандартное издание.

History[]

One distinguishing cultural characteristic of the great Middle Age civilizations was architecture. Buildings in Japan, Scandinavia, Britain, Constantinople, and Arabia looked quite different and employed different construction techniques. In many cases, particularly noteworthy buildings stand as icons for the building civilization, marking it for all time as a culture that achieved greatness, if only temporarily. Examples of such Middle Age cultural icons are the Cathedral at Chartres, Charlemagne’s Palace, and the Hagia Sophia at Constantinople.
Age of Empires II manual

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.

Dragon’s Peak[]

Dragon’s Peak

  • Base Domain Radius: 5
  • 40
  • 20
  • 10
  • 70
  • Likes:
  • Dislikes:

The Dragons still hold many of the dwellings they carved out in the dawn of creation and they are as intelligent and articulate as any other race, though they are also more primal too. They are born of the elements and their appearance reflects that, with the types of Dragon being very different from each other.

You can find their homes among ancient volcanoes, often with a few Dragons standing guard in their dwelling and a few Wvyerns wandering their territory. They will defend themselves from attack but may be open to diplomatic approaches. If you befriend them they will grant you quests from time to time with large rewards, being stronger items compared to what you would get from normal cities, Dragons, or often multiple Wyverns. The quests themselves however, are often great tasks involving strong armies of Giants or Archons.

If you conquer them or win their alligence through diplomacy then you will be able to produce your own elemental fury-breathing lizards. First, there are the Wyverns that can fly, have good resistances and deal decent damage. But after a few upgrades that cost a lot of gold and time, you can produce your own Dragons. These are the true powerhouses of the elements, with massive resistances and abilities that rival a lot of the most powerful spells in the game. They are very expensive to produce, but will prove worth their money as they rank among the strongest of the highest level units.

High Elves[]

Note that only High Elf units and cities are affected

Switch to Living Classes
Switch to Necromancer
High Elves Military Economic
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 .
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