List of structures

Racial Bonuses[]

Each race gets different bonuses that apply to their units. Below is a table with all of the bonuses that apply only to units. For other bonuses for cities and terrain see each of the race pages.

These bonuses are already included in the racial units, but they are not included for class units. So to determine the final stats of a base class unit, just add the following abilities to units of the corresponding race.

Race Cost Cost Melee Str. Ranged Str. Abilities
Draconians Fast Healing, ,
Dwarves +1 +1 +10% +10% Mountaineering, Cave Crawling, Night Vision,
Frostlings Fast Embark, Arctic Walking, ,
Goblins -5 -10% -10% Cave Crawling, Wetland Walking, Night Vision, Wetland Foraging,
Halflings -1 +1 * Forestry, Lucky,
High Elves +1 +1,+1* Forestry,
Humans Mariner
Orcs +5 -1 +1 -1 * Night Vision, Victory Rush
Tigrans -1 Athletics, Predator, Barrens Running, Night Vision, ,

*Only applies if there are a respective or damage channels present.

Changelog[]

The Age of Kings

  • Wonders are always revealed on the map, regardless of victory condition.
  • Britons: The Wonder is the Aachen Cathedral.

The Conquerors

  • Wonders are only revealed on the map on Standard Victory conditions.
  • Wonders are indicated on the minimap as a white spot.

The Forgotten

  • Incas and Italians: The Wonder is partially edited from other buildings in the game.
  • Indians: The Wonder is the Gol Gumbaz.
  • Magyars: The Wonder is a modified, smaller version of the Hunyad Castle.

Definitive Edition

  • Britons: The Wonder is the Chichester Cathedral. The Aachen Cathedral remains available in the Scenario Editor.
  • Incas and Italians: The Wonder has a unique model made from scratch, but it is still based on the same real-life buildings.
  • Magyars: The Wonder is a full version of the Hunyad Castle.

Strategy[]

Strategies which are specific to classes, races, or units are listed with those classes, races or units. This section is here for general Strategies.

Flying and Floating

Floating units are able to cross all obstacles, however, they cannot move directly through units, and they will take Attacks of Opportunity.

Flying units are able to cross all obstacles with the exception of certain impassable walls, fly over units, and will only take Attacks of Opportunity on the location they leave.
Advanced logistic (empire upgrade) provide a tremendous boost to flying units (not to floating units) in tactical combat against unit that doesn’t have attack of opportunity (e.g: machines, like most dreadnought units).

With Advanced logistic, flying units can flank and still be able to do 3x attacks against such unit, if the flying units also has charge, then it can flank and charge and still able to do 3x attacks. Without Advanced logistic, they can only do 2x attack if they flank/charge.

Floating units don’t get this bonus.

As mentioned above, floating units can’t pass other units, thus flying units will be able to use their AoE ability more efficiently/optimally than floating units, especially in a battle that has many units participating in it.

Autocombat

If a stack has mostly melee units or all units in the stack are melee.

Melee units in that stack with different movement point will result in the faster unit often get killed.

E.g: A stack composed of 1 flyer, 1 cavalry, 3 infantry, 1 pikemen will often result in the flyer getting killed, even if it’s a T3 flyer.

So make sure to put fast unit with other fast unit in the same stack to mitigate the loses.

Flanking with Numbers

This is an insight about how to safely take down T4 with T1 unit without a specific setup.

When a guarding units lose all action points, in the next turn he won’t be able to attack at all and lose the guard/defense mode.

Early game against a guarding T4, three T1 units can attack the T4, one strike per T1 unit. If those T1 units can attack more than once, just allow that unit to wander a bit until he lose some movement points so that he can only attack the guarding T4 unit once. The purpose of this is to reduce the retaliation damage from said T4 to those T1 units, and to disable the guard/defense mode of said T4 at the next turn after all three T1 units attack it, allowing those T1 to deliver massive damage at next turn.

Hero Upgrades[]

Level Skill Ability Type Cost Effect
1 Passive 1 Hero gains
1 Dispel Magic Active 2 Hero gains Dispel Magic
1 Passive 1 Hero gains
1 Cause Fear Passive 2 Hero gains Cause Fear
1 Corpus Furia Spell 5 Hero can cast Corpus Furia Spell
1 Cave Crawling Passive 1 Hero gains Cave Crawling
1 Death Ray Spell 5 Hero can cast Death Ray
1 Desecration Spell 5 Hero can cast Desecration Spell
1 Necromancy(I) Passive 5 Hero gains +10
1 Inflict Despair Passive 5 Hero gains Inflict Despair
1 Protection from Light Leadership 5 Party gains and
1 Stiffen Limbs Spell 5 Hero can cast Stiffen Limbs Spell
3 Lesser Reanimate Undead Active 4 Hero gains Lesser Reanimate Undead
3 Life Steal Passive 2 Hero gains Life Steal
3 Throw Curse Active 3 Hero gains Throw Curse
3 Necromancy(II) Passive 5 Hero gains +10
5 Passive 1 Hero gains
5 Devour Corpse Active 3 Hero gains Devour Corpse
5 Control Undead Active 4 Hero gains Control Undead
5 Necromancy(III) Passive 7 Hero gains +10
5 Dark Gift Spell 5 Hero can cast Dark Gift Spell
5 Syphon Life Spell 5 Hero can cast Syphon Life Spell
5 Bane of the Good Leadership 4 Party gains Unholy Champion
5 Exploit Despair Passive 5 Hero gains Exploit Despair
5 Pass Wall Passive 3 Hero gains Pass Wall
7 Necromancy(IV) Passive 7 Hero gains +10
7 Inflict Enfeebling Fever Passive 5 Hero gains Inflict Enfeebling Fever
7 Energy Drain Passive 4 Hero gains Energy Drain
7 Raise Dead Spell 5 Hero can cast Raise Dead Spell
7 Greater Reanimate Undead Active 6 Hero gains Greater Reanimate Undead
9 Shadow Step Active 4 Hero gains Shadow Step
9 Necromancy(V) Passive 7 Hero gains +10
9 Inflict Curse Passive 4 Hero gains Inflict Curse
9 Inflict Ghoul Curse Passive 7 Hero gains Inflict Ghoul Curse
9 Mark of Death Spell 5 Hero can cast Mark of Death Spell
11 Invoke Death Active 5 Hero gains Invoke Death
11 Necromancy(VI) Passive 9 Hero gains +10
11 Necromantic Aura Passive 8 Hero gains Necromantic Aura
11 Undying Passive 8 Hero gains Undying
11 Scourge of Undead Spell 5 Hero can cast Scourge of Undead Spell
13 Necromancy(VII) Passive 9 Hero gains +10
13 Undying Army Spell 5 Hero can cast Undying Army Spell

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.

Empire Upgrades[]

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Arcane Study

Name: Arcane Study Class (Tier) Sorcerer (I) Research: 80
Type: Empire Upgrade Subtype: Resource Management
Research the arcane currents flowing through this world. Alchemic Laboratories and Observatories generate an additional 5

Produce Apprentice

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

Prerequisite Skill: Summon Wisp

unit in cities with a Sorcerer’s Conflux.

School of Teleportation

Name: School of Teleportation Class (Tier) Sorcerer (II) Research: 140
Type: Empire Upgrade Subtype: Unit Buff
Support units receive training to travel between the planes of reality for short periods of time. As a result of the training, they receive Projectile Resistance and the Phase ability.

Magical Structures

Name: Magical Structures Class (Tier) Sorcerer (III) Research: 220
Type: Empire Upgrade Subtype: Resource Management
The Empire develops ways to tap into surplus mana leaks from magical sites. Treasure sites and Mana Nodes within its domain generate an additional 3 .

School of Enchantment

Name: School of Enchantment Class (Tier) Sorcerer (V) Research: 800
Type: Empire Upgrade Subtype: Unit Buff
Support units receive training to utilize the imbalance of electric charges within the atmosphere. Support units receive the Inflict Stun ability.

Sorcery

Name: Sorcery Class (Tier) Sorcerer (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.

Racial Governance[]

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

Switch to Living Classes
Switch to Necromancer
Racial Governance Military Economic
Patron Orc Greatsword and Orc Impaler get +1 Physical melee damage War Halls cost 50 less to build
Protector Orc Razorbows get +5 and +3 Physical melee damage Arena’s provide +5 Gold and +50 HappinessArena’s provide +5 Gold and +50 Undead Population
Champion Orc Black Knight gets +1 Physical melee damage and Guard Breaker Siege Workshop provides +20 Production
Prophet Orc Shocktroopers gain Fearsome The Dark Citadel:

  • Is 100 cheaper
  • Generates +10 Gold and +10 Mana
Deity Orc Infantry, Pikeman and Irregular units gain +1 and Masters Guilds produce +30 and +20

Dwarves[]

Note that only Dwarf units and cities are affected

Switch to Living Classes
Switch to Necromancer
Dwarves Military Economic
Patron Dwarf Crossbowman gets +2 Physical ranged damage. Stone Walls give +75 Stone Walls give +10
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%.

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.

Class Synergies[]

Arch Druid: Good synergy between Shamans having Entangling Touch and Hunters having Coup de Grace and Throw Blades, especially considering Shamans get Were Bear making it alot more feasible to have them in melee. The damage they can rack up between Predator and Bloodthirsty means they can be very adept at blocking for your hunters and mystics.

Dreadnought: Kinda Specific Synergies like Sabotage on the Sphinx, and Sprint on the Engineer. All in all not bad at all, when its useful its very useful. But most of the time you’re probably not fighting other machines or trying to breach walls with flyers. The sprint on the engineer obviously is useful if he got engaged in melee, then again most units that can engage an Engineer that doesnt want to be engaged are either flyers or Strong units shrugging off a couple of Opportunity attacks to get to him(Archon Titan, im looking at you). Either way they probably will oneshot him. Still nice at the start.

Necromancer: Some slight buffs for the Death Bringer in the form of Predator and Athletics. Also their Spirit and Fire Resistance nicely counters their Undead weaknesses while being undead solves their inherent Frost weakness. The Ghoul Sun Guard especially stands out as a very good Tier 1 unit that punches well above its class with Life Steal, 80% Fire Resist(with Embalmers Guild) and 62 HP for a Pikeman unit. They also bring Fire and Spirit damage to the Table via their Racial support unit, something that helps especially against other Necromancers and clearing early undead camps around your cities.

Rogue: Only Tier 3 Racial Irregular, which gets a nice Buff via empire updates in the form of Backstab and an extra Rank making them quite nasty customers considering they are Tactical flyers and can flank with impunity. Their Assassins gain the great Pounce instead of the redundant Pass Wall at Rank, they also get Improved Wall Climbing which makes getting up on walls with your Assassins a little bit less suicidal(Also a good perch to pounce from).

Sorcerer: There is little Synergy, the Apprentice even gets a slightly upgraded Mystic Attack doing Spirit and Fire Damage. Considering Mystics start with Projectile Resistance (which Sorceror Supports get via a in this case redundant Empire upgrade) and Break Control while having Were Panther its all a bit conflicting without offering significant extra options.

Theocrat: Not much synergy to be honest, in fact there is some conflict like the Transform ability on their Support removing the Empire Upgrade heal ability or their extra Spirit resist being wasted on Strong will Class units. Nothing really bad, but nothing really good either. The highlight is pretty much the Sun Shield on the Crusader, which does significantly increase survivability against Fire wielding enemies.

Warlord: Very high fire and spirit Resistance on the Phalanx due to a mix of Sun Shield and Racial resistances. Predator in conjunction with Athletics helps the Phalanx block paths and makes opportunity attacks from them that much worse. Their Manticores and Berserkers stand out via their Pounce ability, which is similar to Defensive Strike, only that it teleports behind the target to flank it, can be used every 2 turns and does 3 extra damage.

Strategic Spells[]

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Poison Mastery

Name: Poison Mastery Class (Tier) Rogue (I) Research: 80
Cost: 70 Upkeep: 20 Cost: 50
Type: Global Enchantment Subtype: Unit Buff
All Infantry, Cavalry, and Irregular units gain +2 Melee Strength.

Summon Grimbeak Crows

Name: Summon Grimbeak Crows Class (Tier) Rogue (I) Research: 60
Type: Summoning Spell Upkeep: 9 Cost: 40
Summons Grimbeak Crows

The creature gets Summoned after it’s being created

.

Iron Grip

Name: Iron Grip Class (Tier) Rogue (II) Research: 140
Cost: 50 Upkeep: 20 Cost: 40
Type: City Enchantment Target: Friendly City
Keeps an iron grip on a city’s population. Target owned city or Dwelling gains a +300 bonus.

Treasure Raiding

Name: Treasure Raiding Class (Tier) Rogue (II) Research: 120
Cost: 60 Upkeep: 10 Cost: 60
Type: Global Enchantment Subtype: Resource Management
Troops receive training to turn treasure sites upside down, leaving not a single valuable behind. Rewards from treasure sites and pick-ups are increased by 20%.

Corpse Looting

Name: Corpse Looting Class (Tier) Rogue (III) Research: 180
Cost: 70 Upkeep: 15 Cost: 60
Type: Global Enchantment Subtype: Resource Management
Gain a small amount of for each unit killed in combat.

Incite Revolt

Name: Incite Revolt Class (Tier) Rogue (III) Research: 220
Cost: 80 Upkeep: 40 Cost: 60
Type: City Enchantment Target: Hostile City
Sows havoc in the city, inciting the population of living cities to revolt and stopping the methodological work needed to keep the population growing on dead cities. Target enemy city suffers a -600 penalty if living, dead cities suffer -600 /.

Guild of Shadow Thieves

Name: Guild of Shadow Thieves Class (Tier) Rogue (IV) Research: 350
Cost: 70 Upkeep: 20 Cost: 60
Type: City Enchantment Target: Hostile City
Founds a thieves guild inside target enemy city and conceals it with magic. The city generates -40% per turn. The casters gross income is increased by 5% per city that is affected by this spell.

Plague of Brigands

Name: Plague of Brigands Class (Tier) Rogue (IV) Research: 400
Type: Strategic Spell Target: Hostile City Cost: 200
Infiltrates the domain of target enemy city with brigands that attack everything within sight. The brigands can cause “Enemy in Domain” (-200 ) and “Enemy at the gates” (-200 ) Happiness penalties to the city..

Network of Scrying Eyes

Name: Network of Scrying Eyes Class (Tier) Rogue (V) Research: 800
Cost: 170 Upkeep: 50 Cost: 150
Type: Global Enchantment Subtype: Exploration
The central hexes of all cities on the map are visible to the caster.

Night Wish

Name: Night Wish Class (Tier) Rogue (IV) Research: 400
Cost: 110 Upkeep: 5 Cost: 100
Type: City Enchantment Target: Friendly City
The domain of the target city is shrouded in darkness and becomes unexplored for other empires. All enemy units suffer a -2 vision range penalty within the enchanted city’s domain.

Age of Deception

Name: Age of Deception Class (Tier) Rogue (VII) Research: 3000
Cost: 500 Upkeep: 80 Cost: 600
Type: Global Enchantment Subtype: Class Ultimate/Unit Buff/Empire Debuff
All the caster’s units gain Invisibility and +1 strength. All enemies receive -400 to their empire.

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

Dreadnought[]

«Dreadnoughts work in a world of pulleys, boilers, engines and gears. They are inventors and engineers. The Commonwealth esteems their machines because they can automate everyday chores. Their tanks and battleships allow the common man to safely slay monstrous creatures. However, the power of steam doesn’t come without its price, so Dreadnought lords have pioneered new ways of stripping resources from the earth. I once heard one proclaim that when they ran out of fertile lands, they’d invent an alternative fuel. From what I’ve observed, he is probably right.» — «Gifted Lords of the Third Age» by Ralinstone Pedant, Chronicler

Dreadnoughts are the most resilient class in the game with good defensive options and upgrades focused on becoming even more resilient. Outside of the leader or hero themselves, dreadnought units are mostly machines and firearms so it’s important to learn the various strengths and weaknesses of your armies because the reload time of your units can leave your army vulnerable at inopportune times.

The various abilities and spells of a dreadnought are mostly area of effect abilities focused on disabling or damaging your foes with the strongest being the destabilized mana core, a massive explosion that affects the entire battlefield dealing high fire damage to all units both enemy and friend alike. This focus on area of effect fire damage and physical damage spells means that dreadnoughts do benefit from high fire resistance units and summons as they can then use their most powerful abilities without worrying about friendly fire.

The end-game units that the dreadnought can roll out like the ironclad warship and juggernaut are some of the most unstoppable units in the game with a variety of abilities and immunities. The mechanised nature of the troops does mean that they require active maintenance during combat in order to regain hitpoints but the reassemble ability makes them functionally immortal as long as a dreadnought is on the field.

Hero Upgrades[]

  • Note: Some upgrades cannot be accessed for a Leader, i.e. Cloak and Dagger and Spells.
  • Note: The costs for the Cloak and Dagger upgrades seem to be bugged, with numbers III to VI all costing 2 upgrade points more than any other class equivalent.
  • Note:This will be fixed in the next . It has already been incorporated in this table.
Level Skill Ability Type Cost Effect
1 Armor Piercing Passive 2 Hero gains Armor Piercing
1 Blind Spell 5 Hero can cast Blind
1 Break Control Active 2 Hero gains Break Control
1 Cloak and Dagger(I) Passive 5 Hero gains +10
1 Sabotage Active 2 Hero gains Sabotage
1 Undead Slayer Passive 2 Hero gains Undead Slayer
1 Dirty Half Dozen Leadership 4 Party gains Devout Slayer
1 Infiltration Squad Leadership 4 Party gains Wall Climbing
1 Panic Attack Spell 5 Hero can cast Panic Attack Spell
1 Quick Dash Spell 5 Hero can cast Quick Dash Spell
1 Rain of Poison Blades Spell 5 Hero can cast Rain of Poison Blades Spell
1 Night Vision Passive 1 Hero gains Night Vision
1 Inflict Crippling Wounds Passive 3 Hero gains Inflict Crippling Wounds
3 Counterpoison Leadership 4 Party gains
3 First Strike Passive 3 Hero gains First Strike
3 Projectile Resistance Passive 2 Hero gains Projectile Resistance
3 Stronger than Steel Leadership 4 Party gains Armor Piercing
3 Cloak and Dagger(II) Passive 5 Hero gains +10
3 Sprint Active 2 Hero gains Sprint
3 Cause Fear Active 2 Hero gains Cause Fear
5 Passive 1 Hero gains
5 Coup de Grace Passive 2 Hero gains Coup de Grace
5 Cloak and Dagger(III) Passive 7 Hero gains +10
5 Cunning Escape Spell 5 Hero can cast Cunning Escape Spell
5 Free Movement Passive 2 Hero gains Free Movement
5 Moving Target Spell 5 Hero can cast Moving Target Spell
5 Poison Knowledge Leadership 4 Party gains +1 damage on all melee and ranged attacks
5 Assassin’s Strike Active 4 Hero gains Assassin’s Strike
5 Stealth Commander Leadership 5 Party gains Forest Concealment
5 Taunt Active 3 Hero gains Taunt
5 Charm Active 5 Hero gains Charm
7 Invisibility Passive 4 Hero gains Invisibility
7 Cloak and Dagger(IV) Passive 7 Hero gains +10
7 Inflict Severely Poisoned Passive 5 Hero gains Inflict Severely Poisoned
7 Pass Wall Passive 3 Hero gains Pass Wall
7 Sadism Spell 5 Hero can cast Sadism Spell
7 Shadow Form Spell 5 Hero can cast Shadow Form Spell
7 Weapon Finesse Leadership 4 Party gains +1 melee strength
7 Cloak and Dagger(V) Passive 9 Hero gains +10
9 Shadow Step Active 5 Hero gains Shadow Step
9 Smoke Screen Spell 5 Hero can cast Smoke Screen Spell
9 Urban Stealth Commander Leadership 6 Party gains Urban Concealment
11 Assassins of Kings Leadership 6 Party gains Hero Slayer
11 Cloak and Dagger(VI) Passive 9 Hero gains +10
11 Mass Battlefield Panic Spell 5 Hero can cast Mass Battlefield Panic Spell
11 Total Awareness Passive 10 Hero gains Total Awareness
13 Cloak and Dagger(VII) Passive 9 Hero gains +10

Morale[]

Troops also have a morale level similar to City happiness with higher morale leading to increased critical strike chance while lower morale leads to a higher chance of fumbling and very unhappy units may even desert and leave altogether. Note that racial terrain preferences do impact the morale of the units very steeply so bear that in mind when you select where to attack an opposing army.

The following table has the percent chance for a unit to suffer a fumble or make a critical hit as well as the ranges for morale (the same values as happiness for cities). The lower morale percentages are for fumbles, and the higher morale percentages are for critical hits. In the case of the worst morale, there is also a 20% chance of desertion for the unit (applied individually, unit by unit).

Morale
Range < -599 -599 to -400 -399 to -200 -199 to 199 200 to 399 400 to 599 > 599
% Fumble/ Critical 40% 30% 15% 0% 7% 15% 25%
% Desertion 20% 0% 0% 0% 0% 0% 0%

Critical strikes cause the attack or ability being used to inflict the maximum damage that is possible with an additional 35%, while a fumble causes the attack or ability being used to inflict the least amount of damage possible, with an additional 35% malus. An army going up against another can find its effectiveness severely blunted and will find even much lesser enemies harder to deal with if it has poor morale. Handling your terrain and troop condition is as important as is countering your opponent’s attempts to lower your army’s morale or increase their own, be it by spells or tactics.

The following modifiers apply to units’ morale:

Modifier Description Duration When
Variable Empire Happiness The Empire Happiness constitutes units’ base Morale.
-100 Race Happiness Unhappy
-200 Race Happiness Very Unhappy
-300 Race Happiness Rebellious
-300 Lost 3 Battles in 3 turns 5 The unit has lost 3 battles in a row in 3 turns, regardless of battle size.
+100 Race Happiness Happy
+200 Race Happiness Very Happy
+300 Race Happiness Cheerful
-100 Unit has not received up to 10% of its wage 10 Your treasury contains 0 and your income is negative with an absolute value equals to up to 10 of the wage of your units
-200 Unit has not received 10% — 25% of its wage 10 Your treasury contains 0 and your income is negative with an absolute value equals to 10 to 25% of the wage of your units
-400 Unit has not received 25% — 50% of its wage 10 Your treasury contains 0 and your income is negative with an absolute value equals to 25 to 50% of the wage of your units
-800 Unit has not received 50% — 75% of its wage 10 Your treasury contains 0 and your income is negative with an absolute value equals to 50 to 75% of the wage of your units
-1600 Unit has not received more than 75% of its wage 10 Your treasury contains 0 and your income is negative with an absolute value equals to more than 75% of the wage of your units
+150 Produced in a Cheerful City 10 with Happiness higher than 600 are Cheerful and produce units with higher morale
+200 Unit is in preferred terrain Unit is on a Terrain it likes which is not of a hated climate type
-150 Unit is in disliked terrain Unit is on a Terrain it dislikes
-300 Unit is in hated terrain Unit is on a Terrain it hates. This malus also removes the morale bonus for preferred terrain (so a Dwarf on Blight Mountains will get only -300 and no +200 for the Mountains)

Note:

1. the morale malus related to unpaid wage do not stack: your units will receive only one of the different malus level;

2. several abilities such as Bard Skills modify units’ morale.

Strategic Map[]

Attack him where he is unprepared, appear where you are not expected.
The Art of War , by Sun Tzu Chapter I, line 24

A battle will occur when any army attacks another army. Since an army can exist of at most 6 units, this limits the size of the battle, but not as much as it might seem.

Adjacent Hex Rule

We can form a single united body, while the enemy must split up into fractions. Hence there will be a whole pitted against separate parts of a whole, which means that we shall be many to the enemy’s few.
The Art of War , by Sun Tzu Chapter IV, line 14

This is because of what is known as the Adjacent Hex Rule. This rule means that all armies adjacent to the defending hex get pulled in the battle, provided that they are allied with one of the sides, but not with both. This allows battles to start with up to units. You can thus enter combat with higher numbers than your enemies, or for example to attack your opponent from multiple sides, forcing him to spread his resources thin.

Siege Combat

You can be sure of succeeding in your attacks if you only attack places which are undefended.You can ensure the safety of your defense if you only hold positions that cannot be attacked.
—The Art of War , by Sun Tzu Chapter IV, line 7

With Siege Combat, this works slightly differently. While the Adjacent Hex Rule applies as to which armies are in combat, all defending armies will be placed inside the walls, and all attackers will be placed outside them, side by side. Therefore, it is impossible to attack a city from multiple sides.

Units on water tiles will participate in the battle, under the condition that they can also move on land. This will also apply to all embarked units.

The other way around, attacking ships in harbor will cause all the units in the city that can traverse water to aid the ships in defense; this will draw them out of the city walls, and can thus be used to weaken an enemy’s garrison without having to face the walls straight away. Note that this will not draw units in the battle who can embark, only those who can inherently traverse water.

Terrain

We are not fit to lead an army on the march unless we are familiar with the face of the country—its mountains and forests, its pitfalls and precipices, its marshes and swamps.
The Art of War , by Sun Tzu Chapter XI, line 54

Also, planning for battle, be it offensive or defensive, it is important to note on which terrain the battle will take place. First of all, all racial units have terrain preferences. They will receive a +200 boost to when fighting on terrain they like, a -150 Morale penalty on terrain they dislike, and a -300 Morale penalty on terrain they hate. Morale is one of the less visible factors of combat — it has a large influence, but can be hard to see.

Aside from morale reasons, some types of units function better in certain terrains. For example, forests have (hexwise) large obstacles, but these give no ranged damage penalties to units standing next to them. This will give an advantage to archers, since they can all attack, while there are only a few routes a melee unit can take to contest their position, sometimes taking up to three turns of movement.

The terrain types vary slightly in combat. Any special sites, like gold mines or mana nodes, usually have relatively many obstacles between the area of the center hex and the location of the surrounding hexes, while open ground of the types Barrens, Fertile Plains and Wetlands are quite alike in their openness. Inside a city’s domain, the Fertile Plains will have fences, which can force one to funnel their troops to small openings — however, these fences are easily destroyed.

Attacking Treasure Sites

Aside from a few sites like the Gold Mine, Flowrock Quarry, Great Farm and Trading post, many sites also have a Combat Enchantment in addition to troops guarding it. These range from spells like Chant of Unlife, to Mass Curse, to Static Electricity. It is generally a good plan to see what sort of enchantment you’ll be facing. This page gives an overview of the treasure sites, and will incorporate the enchantments shortly.

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