Theocrat

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.

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.

Сюжет[]

Прошло много лет с тех пор, как народам Атлы удалось изгнать теневых демоном в мир Теней. Многие отправились за ними, чтобы окончательно добить и освободить другие миры, включая магов. Сменились поколения людей, и уже никто не помнит события той войны. Эльфы и тёмные эльфы объединились в единый народ высших эльфов, создав Эльфийский Двор, объявивший независимость от Содружества людей и союзных им народов. Из-за всё увеличивающихся количеств конфликтов и притязаний, между двумя государствами может начаться война. Народы Атлы часто воевали друг с другом, но может в этот раз за всем этим стоит что-то куда более могучее?

Combat Spells[]

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Slayer’s Doubt

Name: Slayer’s Doubt Class (Tier) Theocrat (I) Research: 60
Type: Combat Spell Target: Hostile Unit Cost: 8
Attempts to lower target enemy units by -18 and -800 until end of combat. If it fails the unit suffers -50% for 1 .

  • Elemental units cannot be affected
  • Strength: 16
  • Can be removed with Break Control

Smite

Name: Smite Class (Tier) Theocrat (I) Research: 90
Type: Combat Spell Target: Hostile Unit Cost: 12
Attempts to deal 30 damage to target enemy unit. If it fails the unit suffers 15

Strength: 11

damage instead.

Divine Protection

Name: Divine Protection Class (Tier) Theocrat (II) Research: 140
Type: Combat Spell Target: Friendly Unit Cost: 7
Channels divine protection by praying to the holy spirit. Bestows target friendly unit with +6 for 3 .

Instant Wrath

Name: Instant Wrath Class (Tier) Theocrat (II) Research: 140
Type: Combat Spell Target: Friendly Unit Cost: 10
Deals 50% of all damage dealt against target friendly unit back to its attacker until the end of combat.

Mighty Meek

Name: Mighty Meek Class (Tier) Theocrat (III) Research: 180
Type: Combat Spell Target: Friendly Unit Cost: 7
Target friendly unit gains +3 melee and ranged strength on each of their damage channel for each tier level difference when attacking or defending against a higher tier unit.

Purifying Burst

Name: Purifying Burst Class (Tier) Theocrat (III) Research: 200
Type: Combat Spell Target: Battlefield Cost: 20
Cleanses the battlefield with burst of divine energy. Dispels all buffs and debuffs from all units on the battlefield.

Rebirth

Name: Rebirth Class (Tier) Theocrat (IV) Research: 400
Type: Combat Spell Target: Friendly Unit Cost: 20
Bestows Resurgence

Cannot be used on Machine units.

upon target friendly unit.

Blessing of Health

Name: Blessing of Health Class (Tier) Theocrat (IV) Research: 400
Type: Combat Spell Target: Battlefield Cost: 20
Bestows the living with extra life force. All friendly units gain +10 until the end of combat. Undead and Machine units are not affected.

Power of the Word

Name: Power of the Word Class (Tier) Theocrat (V) Research: 700
Type: Combat Spell Target: Battlefield Cost: 20
Tears the enemy’s heart and soul asunder with the power of the word. Attempts to Immobilize all enemy units for 2 .

  • Strength: 11
  • Undead and Machine units are not affected.

Holy War

Name: Holy War Class (Tier) Theocrat (VI) Research: 1200
Type: Combat Spell Target: Battlefield Cost: 30
The Holy Spirit infuses the souls of its followers with divine power to slay all that oppose the true cause. Bestows all Devout units on the battlefield with a +10 Strength bonus.

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.

Summary[]

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[]

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Training Regimen

Name: Training Regimen Class (Tier) Warlord (I) Research: 80
Type: Empire Upgrade Subtype: Resource Management
The and production costs of Archer, Cavalry, Infantry, Irregular, and Pikeman units is reduced by 20%. This sums up with other Production cost reducing factors like Goblin’s inherent -10% or Shadowborn Adept’s 20px Karissa’s Rally -5% instead of a multiplication of these factors. In this case, the total factor would be 0,1+0,2+0,05 = 0,35 = 35% instead of 1-(0,9*0,8*0,95) = 0,316 = 31,6%.

War Effort

Name: War Effort Class (Tier) Warlord (II) Research: 210
Type: Empire Upgrade Subtype: Resource Management
The Empire’s citizens support the war and work harder to ensure its victory. The Empire’s cities generate an additional +10

Garrison’s Honor

Name: Garrison’s Honor Class (Tier) Warlord (III) Research: 270
Type: Empire Upgrade Subtype: Unit Buff
Units that are Garrisoned in cities with a wall gain a +2 bonus. Units that are Garrisoned in cities without a wall gain a +3 strength bonus.

Warrior Culture

Name: Warrior Culture Class (Tier) Warlord (III) Research: 200
Type: Empire Upgrade Subtype: Resource Management
The Empire suffers no happiness penalties from the Enemy in Domain and Enemy at the Gates events. City migration time is also cut by 50% (rounded up).

Conqueror

Name: Conqueror Class (Tier) Warlord (IV) Research: 350
Type: Empire Upgrade Subtype: Unit Buff
Units gain an additional +50% Experience for killing enemy units.

Martial Arts Training

Name: Martial Arts Training Class (Tier) Warlord (V) Research: 800
Type: Empire Upgrade Subtype: Unit Buff
Archer, Cavalry, Infantry, and Pikeman units gain the Martial Arts ability.

Thoroughbred Mounts

Name: Thoroughbred Mounts Class (Tier) Warlord (V) Research: 700
Type: Empire Upgrade Subtype: Unit Buff
Mounted troops are provided with the best mounts in the Empire. Mounted units receive +15

Warfare

Name: Warfare Class (Tier) Warlord (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 Berserker

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

Prerequisite Skill: Raise Militia

in cities with a Warlord’s Command.

Produce Monster Hunter

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

Prerequisite Skill: Produce Berserker

in cities with a Warlord’s Command.

Produce Mounted Archer

Name: Produce Mounted Archer Class (Tier) Warlord (III) Research: 200
Type: Empire Upgrade Subtype: Unit Production
Enables the production of the Mounted Archer

Prerequisite Skill: Produce Monster Hunter

in cities with a Warlord’s Command.

Produce Phalanx

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

Prerequisite Skill: Produce Mounted Archer

in cities with a Gladiator Pit.

Produce Warbreed

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

Prerequisite Skill: Produce Phalanx

in cities with a Gladiator Pit.

Produce Manticore Rider

Name: Produce Manticore Rider Class (Tier) Warlord (VI) Research: 1200
Type: Empire Upgrade Subtype: Unit Production
Enables the production of the Manticore Rider

Prerequisite Skill: Produce Warbreed

in cities with a Great Beast Lair.

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.

Racial Governance[]

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

Switch to Living Classes
Switch to Necromancer
Racial Governance Military Economic
Patron Dwarf Crossbowman gets +2 Physical ranged damage.

Stone Walls give +75 Happiness. Stone Walls give +10 Production.

Protector Dwarf Axeman and Dwarf Deepguard gain +2 Physical melee damage. Dwarves cities gain +3 Gold income for each Gold Mine.
Champion Dwarf Firstborn gain Ancient Ancestor and +2 Fire damage. Pool of the Firstborn generates +20 Production.
Prophet Dwarves gain Improved Mountaineering Items build in Item Forges are 35% cheaper.
Deity Dwarf Armored units gain Meteoric Armor Hurry cost is reduced by 50% and does not reduce city Happiness. Hurry cost is reduced by 50%.

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

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.

Combat Spells[]

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Last Stand

Name: Last Stand Class (Tier) Warlord (I) Research: 60
Type: Combat Spell Target: Friendly Unit Cost: 7
Bestows the unit with +2 , First Strike and Polearm

The guarding bonus is stackable with Defender (to obtain 3 times the normal bonus)

abilities until the end of combat. Addionally, affected units will get 2 times the normal bonus to defense and resistance when guarding.

Lion’s Courage

Name: Lion’s Courage Class (Tier) Warlord (I) Research: 80
Type: Combat Spell Target: Friendly Unit Cost: 7
Instills a warrior with unparalleled bravery and an overpowering aura. Bestows target friendly unit with +5 strength, Overwhelm, and Strong Will

Will add damage channel if not present.

.

Shout of Intimidation

Name: Shout of Intimidation Class (Tier) Warlord (II) Research: 140
Type: Combat Spell Target: Hostile Unit Cost: 10
Attempts to panic target enemy unit. If it fails, the unit is Hindered instead. Panicked units don’t obey orders and attempt to flee from enemies or escape the battlefield for 2 . Hindered units suffer -50% for 1

Strength: 9

.

Berserk

Name: Berserk Class (Tier) Warlord (II) Research: 140
Type: Combat Spell Target: Hostile Unit Cost: 10
Attempts to cause the target enemy unit to go Berserk for 2 . If it fails, the unit is Slightly hindered instead. Berserking units don’t obey orders. Instead, they attempt to attack the nearest unit with their Melee attack. Slightly hindered units suffer -25% for 1 .

  • Strength: 9
  • Elemental units and units with Mind Control Immunity cannot be targeted.

Phoenix Warrior

Name: Phoenix Warrior Class (Tier) Warlord (III) Research: 180
Type: Combat Spell Target: Friendly Unit Cost: 10
Bestow Resurgence upon target friendly unit. Does not affect Machine or Combat Summon units.

Steadfast Ward

Name: Steadfast Ward Class (Tier) Warlord (IV) Research: 280
Type: Combat Spell Target: Friendly Unit Cost: 20
Even the gravest of wounds can’t stop a warrior from fighting that which they believe in. Target friendly unit gains Steadfast for 2 . Steadfast prevents a unit’s health from dropping below 1 . Can not be cast more than once on a single unit.

Killing Spree

Name: Killing Spree Class (Tier) Warlord (IV) Research: 350
Type: Combat Spell Target: Friendly Unit Cost: 10
Once per combat round, the friendly target unit’s movement and action points are replenished upon killing an enemy unit.

Bloodbath

Name: Bloodbath Class (Tier) Warlord (V) Research: 800
Type: Combat Spell Target: Battlefield Cost: 30
Incites troops to take down their enemies in the most brutal ways imaginable, leaving nothing but a red-stained battlefield. Bestows +5 strength on all friendly units.

Relentless Army

Name: Relentless Army Class (Tier) Warlord (VII) Research: 1200
Type: Combat Spell Target: Battlefield Cost: 20
Exhaustion is meaningless to true veterans of the battlefield, only death can stop them. Bestows all friendly units with Tireless.

1. Rule-Sets

The rule-sets listed here change the way the game looks, sounds and/or
works. Some of them make only minor changes to the original, while others
change Age of Wonders into something almost completely different!

Warlock’s Rule-Set

By WarlockDescription: This is the first, and for a long time only, complete
mod pack. It’s widely used and very popular. It adds new units and
buildings, attempts to balance the game with changes in unit stats,
costs, spells and abilities. It reduces the problem with invincible
heroes that on their own can defeat whole armies by lowering the maximum
value of some hero stats and by increasing the costs of some ability
upgrades.Unit stats: Complete
ListingPrerequisites: Age of Wonders 1.36Site: http://www.southwest.com.au/~wl/AoWWar/index.htmlDownload: Warlock’s Site or
AoW HeavenMore info: Warlock’s Rule-Set FAQ, Warlock’s Site,
AoW Heaven’s Mod Packs Forum

Lighthawk’s Rules

By Kris LighthawkDescription: «Lighthawk’s rules is a Mod Pack for AoW, just like
Warlock’s rules it will change existing units, and add new units and
buildings to the game.»
Judging by the treads in the PBEM forum, this is the second most used
rule-set. Just like Warlock’s rule-set it will change existing units, and
add new units and buildings to the game.Unit stats: Complete
Excel ListingPrerequisites: Age of Wonders 1.36 and Warlock’s Rule-Set
1.10Site:Download:
AoW HeavenMore info:
AoW Heaven’s Mod Packs Forum

Hålo Ruleset

By badman69tmDescription: «The Hålo Ruleset is a mod for Age of
Wonders, giving tons of new units, buildings, and making major
changes.»Unit stats:Prerequisites: ?Site: http://halo.host.skDownload: The
Hålo site or
AoW HeavenMore info: The
Hålo site,
AoW Heaven’s Mod Packs Forum

TCMaps (Curtain Wall & Dungeon Mod Pack)

By ffbjDescription: «These files change your city and dungeon
maps.»
Also see the made by Alphax
to help switching back and forth between standard and modified walls and
dungeons.Unit stats: N/APrerequisites:Site:Download:
AoW HeavenMore info:
AoW Heaven’s Mod Packs Forum

Strategic Spells[]

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Authority of the Sword

Name: Authority of the Sword Class (Tier) Warlord (I) Research: 60
Cost: 40 Upkeep: 10 Cost: 40
Type: City Enchantment Target: Friendly City
Forces neighbouring lands to submit to the Empire’s rule through demonstration of military power. Target friendly city gains a +1 Domain Radius

Raise Militia

Name: Raise Militia Class (Tier) Warlord (I) Research: 60
Type: Summoning Spell Upkeep: Unit Upkeep Cost: 30
Calls the Empire’s citizens to battle. Instantly deploys an irregular unit at target owned City at the cost of -100 .

Death March

Name: Death March Class (Tier) Warlord (II) Research: 140
Type: Strategic Spell Target: Friendly Army Cost: 20
All units in target friendly army gain additional equal to their maximum until end of turn. All affected units lose 50% of their current . The capabilities of the units in combat are not affected. Does not affect machine or undead units.

Dread Siege

Name: Dread Siege Class (Tier) Warlord (II) Research: 120
Cost: 75 Upkeep: 30 Cost: 60
Type: City Enchantment Target: Hostile City
The lands around target city tremble, foreshadowing a dread siege by the armies of the Warlord. Units that belong to the enchanted city’s Empire suffer -500 within that city’s domain.

Inspire Loyalty

Name: Inspire Loyalty Class (Tier) Warlord (III) Research: 220
Cost: 110 Upkeep: 20 Cost: 100
Type: Global Enchantment Subtype: Resource Management/Hero Ability
The caster and their Empire’s heroes gain Inspire Loyalty. All units in the army of a hero that has inspire loyalty gain Volunteer.

The Draft

Name: The Draft Class (Tier) Warlord (IV) Research: 400
Cost: 130 Upkeep: 30 Cost: 120
Type: Global Enchantment Subtype: Stat Modifier
The caster’s units gain +200 and cannot desert.

Conqueror’s Feast

Name: Conqueror’s Feast Class (Tier) Warlord (V) Research: 800
Cost: 140 Upkeep: 40 Cost: 120
Type: Global Enchantment Subtype: Stat Modifier
The Enemy in Domain and Enemy at the Gates morale penalties are twice as effective against the caster’s enemies. In addition, the caster’s units require -25% upkeep cost outside of the caster’s domain.

Hero Slaying

Name: Hero Slaying Class (Tier) Warlord (V) Research: 400
Cost: 110 Upkeep: 30 Cost: 100
Type: Global Enchantment Subtype: Unit Buff
Instills the Empire’s forces with a burning desire to fight those regarded as the greatest warriors alive. The caster’s unit gain Hero Slayer.

Global Assault

Name: Global Assault Class (Tier) Warlord (VII) Research: 2500
Cost: 500 Upkeep: 80 Cost: 600
Type: Global Enchantment Subtype: Stat Modifier
A full-on military assault is launched. The caster’s units gain Charge and First Strike, and are promoted to . Units produced in the caster’s cities are instantly promoted to

Units with Evolve promoted this way still have to fight one battle to evolve.

as well.

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