Buildings
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Hero Upgrades[]
Note: Some upgrades cannot be accessed for a Leader, i.e. Divine Channeling and Spells.
Level | Skill | Ability Type | Cost | Effect |
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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[]
Hide Combat Spells Show Combat Spells |
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Flash Bang
Name: | Flash Bang | Class (Tier) | Dreadnought (I) | Research: | 60 |
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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 .
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Repair Fortification
Name: | Repair Fortification | Class (Tier) | Dreadnought (I) | Research: | 60 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Type: | Combat Spell | Target: | Unoccupied Hex | Cost: | 30 |
Summons a random siege engine until end of combat.
Possible Summons:
The unit gets Summoned after it’s being created |
Choking Fumes
Name: | Choking Fumes | Class(Tier) | Dreadnought (V) | Research: | 700 |
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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.
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Dampening Field
Name: | Dampening Field | Class (Tier) | Dreadnought (V) | Research: | 700 |
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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 |
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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.
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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 |
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Frostlings | Military | Economic |
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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:
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 |
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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[]
Hide Strategic Spells Show Strategic Spells |
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Glyphs of Warding
Name: | Glyphs of Warding | Class (Tier) | Sorcerer (I) | Research: | 80 |
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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 |
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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 |
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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 |
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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 |
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Type: | Summoning Spell | Upkeep: | 12 | Cost: | 80 |
Summons a Phantasm Warrior.
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Dome of Protection
Name: | Dome of Protection | Class (Tier) | Sorcerer (III) | Research: | 180 |
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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 |
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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.
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Summon Fantastic Creature
Name: | Summon Fantastic Creature | Class (Tier) | Sorcerer (III) | Research: | 200 |
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Type: | Summoning Spell | Upkeep: | 16 | Cost: | 110 |
Summons a random fantastic creature.
Possible Summons:
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Enchanted Walls
Name: | Enchanted Walls | Class (Tier) | Sorcerer (IV) | Research: | 400 |
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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 |
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Type: | Summoning Spell | Upkeep: | 22 | Cost: | 120 |
Summons a Node Serpent.
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Summoner’s Aura
Name: | Summoner’s Aura | Class (Tier) | Sorcerer (IV) | Research: | 350 |
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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 |
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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 |
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Type: | Summoning Spell | Upkeep: | 36 | Cost: | 250 |
Summons an Eldritch Horror.
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Age of Magic
Name: | Age of Magic | Class (Tier) | Sorcerer (VII) | Research: | 2500 |
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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 |
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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:
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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 |
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Halflings | Military | Economic |
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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 |
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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 . |