List of structures
Содержание:
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 |
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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[]
Hide Empire Upgrades Show Empire Upgrades |
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Arcane Study
Name: | Arcane Study | Class (Tier) | Sorcerer (I) | Research: | 80 |
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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 |
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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 |
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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 |
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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 |
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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:
|
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 |
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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[]
Hide Strategic Spells Show Strategic Spells |
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Poison Mastery
Name: | Poison Mastery | Class (Tier) | Rogue (I) | Research: | 80 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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.