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[]
| Hide Combat Spells Show Combat Spells
 | 
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 affectedStrength: 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[]
| Hide Empire Upgrades Show Empire Upgrades
 | 
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[]
| Hide Combat Spells Show Combat Spells
 | 
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[]
| Hide Strategic Spells Show Strategic Spells
 | 
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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