Алан-э-Дейл       13.11.2022 г.


Queen Julia, Saridas, and their daughter.

Before the events of the first game, the elven court was decimated by humans, an invasive race new to the Blessed Continent at the time. The elves split into two factions. The son of the slain king Inioch, Meandor, led the dark elves and the Cult of Storms, a group that intended to wipe out the humans. Inioch’s daughter, Julia, led the wood elves and the Keepers, a group that had no genocidal intentions. These factions and others clashed in the Valley of Wonders, around the ruins of the razed elven court. The High Elf race was founded many years later when Julia married a dark elf and reunited their two races. Meanwhile, the Commonwealth Empire began as a joining of races for mutual protection and the sharing of knowledge. Though it set out with benign intentions, once the Empire was through expanding, humans seized power and pushed forward with technology and commerce.

The Commonwealth Empire means to sweep aside the old ways and assimilate the world. The Elven Court takes exception to this, and wants to rally the ancient races to stand in defense against imperial ambitions, hence the central conflict of Age of Wonders III.


Show Spawns

Brigand Hideout

File:Brigand Hideout.png Brigand Hideout
Type Spawn site
Battlefield Enchantment None Reward 1 low level item or unit, gold
Brigands spawn periodically.

Eldritch Pit

File:Eldritch Pit.png Eldritch Pit
Type Spawn site
Battlefield Enchantment none Reward Items, Gold
Animals spawn periodically.

Haunted Boneyard

File:Haunted Boneyard.png Haunted Boneyard
Type Spawn site
Battlefield Enchantment Chant of Unlife Reward Items, Gold
Undeads spawn periodically.

Monster Den

Monsters spawn periodically (starting on turn 13 to 19, and then every 7 to 13 )

  • Items
  • Structure is destroyed upon Exploration

Necromantic Circle

Necromantic Circle
Type Spawn site
Battlefield Enchantment Gift of Nekron Reward 1 low level item, mana
The magic of this circle summons the dead back to life, to terrorize the surrounding area.


Show Treasures

Beta Content: Casting Catalyst, Treasure Chest, Production Resource, Knowledge Scroll, Columns of Champions and Sage Tent now have defenders when placed by the RMG (when far away from the players). See if there are others.

Item Rack

File:Item Rack.png Item Rack
Type Treasure site Defenders A group of non-Class units from one race
Battlefield Enchantment None Reward Up to 3 items

Production Resources

File:Production Resources.png Production Resources
Type Treasure site Defenders A group of non-Class units from one race.
Battlefield Enchantment None Reward Adds a free city upgrade (you choose between two random ones) to your closest city.


«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.


Elves seen here importing democracy to the free peoples of the Evil Isles.

Age of Wonders III is a high fantasy game in which the player assumes the role of a political-military leader. Gameplay is chiefly concerned with exploration, resource and infrastructure management, and defeating your opponents in battle, though diplomacy does figure in; one major game option in previous games in the series is whether or not more than one player can achieve victory by means of an alliance. As in the case of the first game in the series, Age of Wonders III offers a campaign playable from two sides, the human-centric Commonwealth Empire and the Court of the High Elves. Single-player scenarios, online multiplayer, random map generation, and an extensive map editor will offer a variety of gameplay experiences.

There will be six races available for play: humans, draconians, high elves, dwarves, orcs, and goblins. These are notably fewer than the races available in earlier Age of Wonder games, though it has been implied that some of the initially excluded races may be included in later expansion packs. Unlike the previous games, the player’s alignment is based not on race, but rather the player’s actions and the cultures the player absorbs into their empire. As in Age of Wonders II, players will have domains, areas of influence in which the leader character can make use of his magical abilities; in this third game, however, domains will also affect diplomacy and income.

The graphics of Age of Wonders III will be presented in 3D instead of the isometric view the series has utilized up to this point.

Age of Wonders III is a turn-based strategy game. Units have a limited number of movement points that are restored at the beginning of each new turn. In past games, there have been two modes of turn system — simultaneous, in which players can move their units all at once in the same turn, and classic, in which players take their turns in a predetermined order.


Age of Wonders III deviates from previous iterations in the series by allowing players to select their main character’s skill set from traditional RPG classes — sorcerer, dreadnought, theocrat, rogue, archdruid, and warlord — as well as «specializations,» on which Triumph Studios has yet to elaborate.

Leaders and heroes — special, unique units who can be increased in skill and outfitted with superior equipment as the game progresses — will now be able to acquire special mounts that are more advanced than the default mount that cavalry units make use of; for example, a dread spider mount would allow a hero to bypass walls in a siege situation.

Units and combat

An army lays siege to a human city.

New dynamics, such as flanking, have been added to make combat shorter, more intense, and more intuitive. Units now appear as multiple soldiers forming ranks instead of a single combatant, with the number of soldiers in each unit correlating with remaining hit points; this is to give combat the feeling of a battle between armies instead of a skirmish between adventuring parties. It should be noted that for the first time in the series, a full party no longer includes eight units, but six.

The panoramas surrounding the new 3D battlefield will be generated according to hexes near the center of combat.


Cities will provide much of the resources, most of the infrastructure, and nearly all of the units used by the player. The unit types that a city can produce are dependent on the race that inhabits that city and also on the leader’s class.

Independent cities and units are more complex and realistic than in previous iterations. Units that come from an unaffiliated city will fight to protect a city’s domain, and they won’t forget that they’re tied to it. Many of these independent settlements aren’t cities in the traditional sense, but can be alternative settlements, like a Giant’s Keep. The player can conquer these holdings, which will provide units like a city, or they can absorb them through diplomatic means by paying tribute and completing quests on their behalf.


«Rogue Lords are masters of propaganda. Any foolish citizen who refuses to accept their lies disappears without a whisper of protest in the middle of the night. Rogues employ political scandal, poison, assassinations, theft, blackmail, and bribery to appease their subjects and manipulate rival lords. Rogues often have two faces: one they show the public, the other is a ruthless schemer directing their secret police force to brutalize his enemies. Rogue troops rely on stealth and speed, patiently waiting in shadow for the perfect moment to strike.» — «Gifted Lords of the Third Age» by Ralinstone Pedant, Chronicler

Rogues are the most careful of the leader and hero classes as they can have the highest pay off but also the greatest risk due to their mechanics. They rely on flanking and wide troop movements and ambushes in order to fully benefit during combat and on the strategic map. This kind of game play means that they can be difficult to deal with without an overwhelming force moving in and crushing them. This also inconveniently leads to the rogue’s units moving in as your force moves out and capturing your own city in revenge.

A careful commander is wary of fielding their leader on the forefront of battle as the journey back from the void can be a real vulnerability but with the rogue this is less of an issue as a rogue can more than hold their own even at the start of the game, they start with good statistics and their backstab ability makes them very dangerous.

Rogue upgrades make them powerful expanders but leave their cities vulnerable to prolonged sieges from other classes so it is usually wise to recruit dwelling units for base defense. Their shadow stalker summon is a pretty strong siege unit but should be used en-masse if possible as they are not as tough as other elementals.Still shadow stalkers can dominate against racial units and units that don’t deal elemental damage.

Hero Upgrades[]

Note: Some upgrades cannot be accessed for a Leader, i.e. Sorcery and Spells.

Level Skill Ability Type Cost Effect
1 Break Control Active 2 Hero gains Break Control
1 Charged Army Leadership 4 Party gains +1 melee damage
1 Dispel Magic Active 2 Hero gains Dispel Magic
1 Harmonizing Energy Spell 5 Hero can cast the Harmonizing Energy Spell
1 Magic Affinity Leadership 4 Party gains +1
1 Magic Fist Spell 5 Hero can cast the Magic Fist spell
1 Sorcery(I) Passive 5 Hero gains +10 Casting Points
1 Sphere of Protection Spell 5 Hero can cast the Sphere of Protection spell
1 Passive 1 Hero gains
1 Star Blades Spell 5 Hero can cast the Star Blades Spell
1 Steal Enchantment Active 2 Hero gains Steal Enchantment
3 Passive 1 Hero gains
3 Dragon Slayer Party Leadership 3 Party gains Dragon Slayer
3 Passive 1 Hero gains
3 Sorcery(II) Passive 5 Hero gains +10 Casting Points
3 Spirit Shield Leadership 4 Party gains
3 Stunning Touch Active 2 Hero gains Stunning Touch
3 Vision Range Upgrade Passive 1 Hero gains Vision Range Upgrade
5 Arcane Binding Spell 5 Hero can cast the Arcane Binding Spell
5 Chain Lightning Spell 5 Hero can cast the Chain Lightning Spell
5 Floating Passive 4 Hero gains Floating
5 Mend Magical Being Active 3 Hero gains Mend Magical Being
5 Sorcery(III) Passive 7 Hero gains +10 Casting Points
5 Strong Will Passive 4 Hero gains Strong Will
5 True Sight Passive 3 Hero gains True Sight
7 Cosmic Spray Spell 5 Hero can cast the Cosmic Spray spell
7 Inflict Stun Passive 5 Hero gains Inflict Stun
7 Phase Active 4 Hero gains Phase
7 Sorcery(IV) Passive 7 Hero gains +10 Casting Points
7 Static Sphere Spell 5 Hero can cast the Static Sphere spell
9 Double Gravity Spell 5 Hero can cast the Double Gravity spell
9 Inflict Spirit Breaking Passive 5 Hero gains Inflict Spirit Breaking
9 Mass Stasis Spell 5 Hero can cast the Mass Stasis spell
9 Projectile Reflection Passive 5 Hero gains Projectile Reflection
9 Sorcery(V) Passive 7 Hero gains +10 Casting Points
11 Master Illusionist Leadership 15 Party gains Invisibility
11 Sorcery(VI) Passive 9 Hero gains +10 Casting Points
11 Static Electricity Spell 5 Hero can cast the Static Electricity spell
13 Chaos Rift Spell 5 Hero can cast the Chaos Rift spell
13 Sorcery(VII) Passive 9 Hero gains +10 Casting Points
13 Thunderstorm Active 10 Hero gains Thunderstorm Ability


«Because theocrats tend not to wield many offensive powers, it is tempting to believe that territories ruled by theocrats are easy to conquer. History has proven this to be foolishness. Theocrats lead the masses by the heart. They heal, persuade, minister and convert. Their zealots are fiercely loyal, convinced to the core that any action they perform will earn them a greater reward in the afterlife. Theocrats bestow power upon their most faithful from two theological sources: the Mandate of Heaven or the terror of the Underworld.» — «Gifted Lords of the Third Age» by Ralinstone Pedant, Chronicler

The theocrat is a class that revolves around careful buff and debuff placement that relies more on strategy and cunning than most other classes. They do benefit for their strong and very synergistic unit compositions but their weakness is their mana use as they rely on it to accomplish their most important victories. This means that a theocrat can have their wings clipped early by denying them important mana sites.

Although there are many strengths and weaknesses among the races when it comes to class choices the most benefit can be found in the goblin race when selecting to play a theocrat as their cheap cost units and fast expansion does fill in the gaps in the theocrat early game very well.

The end-game unit: Shrine of Smiting is perhaps one of the best city defense units in the game and as such is often to be found in cities before anywhere else as it does suffer a little on an open battlefield from cavalry charges and other quick approaches. Fortunately the exalted troop has a mechanic called resurgence which resurrects the unit if it fell during the last combat as long as its army went on to win, this makes it an amazing expeditionary force as they don’t need to fall back to replenish troops. This bonus is extended to all of a theocrat’s troops at the end of the research tree but this is so far off that it would only see major use in a very long game.

3. Map maker tools for creating additional features in standard scenarios

Maps created using the tools or additional features in this section can
still be played under the standard installation of AOW (ie. no additional or
modified rule-set installation is required in order to play the map).

WR tiles with 1.36

By dlangDescription: «This is a release.hss file with Warlock’s
tiles.»Unit stats: N/APrerequisites: Age of Wonders 1.36Site:Download:
AoW HeavenMore info:
AoW Heaven’s Mod Packs Forum

AoW2 Heroes Portrait Library

By SmurfHeroDescription: «These are the 21 hero faces that come with the Ago
of Wonders II demo.»Unit stats: N/APrerequisites:Site:Download:
AoW HeavenMore info:
AoW Heaven’s Mod Packs Forum


By Newsboy555, a.k.a. Mr PicklesDescription: «Here are Heroes and Items I used in my Middle Earth
map, some ever-so-slightly altered.»Unit stats: N/APrerequisites:Site:Download:
AoW HeavenMore info:
AoW Heaven’s Mod Packs Forum


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.


  • The Wonder is the only constructable building that does not have the standard building armor class, along with the Fish Trap.
  • The Wonder is the only item in the game to cost three different resources.
  • A few Wonders are repurposed as other buildings in the Scenario Editor: The Arch of Constantine in Rome, edited from the Hunnic Wonder; the Gol Gumbaz, previously used as the Indian Wonder, the Mosque, identical in appearance to the Turkish Wonder, the Cathedral, which is a larger version of the former British Wonder (and actually was created first during development), the Temple of Heaven, which is a larger and more decorated version of the Chinese Wonder; and the Palace, which is identical to the Wonder except in the case of the Malians, Ethiopians, and Portuguese, where it resembles previous Wonder models that were later discarded or reworked.
  • The icon depicts the Turkish Wonder.

The Age of Kings

  • The original British Wonder is located in Aachen, in modern Germany.
  • The Frankish Wonder’s appearance is anachronistic. St. Vitus Cathedral’s Western portal featured in game was finished in the late 1920’s. This building is located in Prague — Czech Republic. It is also worth noting that St. Vitus’s Cathedral is actually a Bohemian cathedral, ordered by Wenceslaus the 1st after he had acquired a holy relic, Saint Vitus’ arm, from Emperor Henry I, emperor of Francia.
  • The Turkish Wonder was influenced by the Byzantine Wonder.

The Conquerors

  • The Hun Wonder was actually built by the Romans, though it might be a testament of the Huns being one of the barbarian tribes who pushed the Western Roman Empire into decline, as shown by the Huns’ loot filling it.
  • The Spanish Wonder is usually credited to the Berber Almohad Caliphate, though its ingame appearance includes elements built after its Castilian takeover.

The Forgotten

  • The base of the Celt Wonder was slightly altered and reused as a base for the Mediterranean style Castles

    The top of the Spanish Wonder is also reused for the Italian Wonder.


  • The Slav Wonder is anachronistic, as the Kizhi Pogost was not built until the 17th century (outside Age of Empires II‘s timeframe). A more accurate choice would’ve been the Moscow Kremlin when it was a limestone citadel, the Dormition Cathedral, or the Ferapontov Monastery.
    • Notably, the Russian Mod that preceded The Forgotten and served as basis for the Slavic civilization used a model of St. Basil’s Cathedral (near the Kremlin, and often mistaken for it by Westerners), which had been taken from the game Cossacks, and would be a more appropriate choice since St. Basil’s was built in 1555-1561 (barely within Age of Empires II‘s timeframe) to commemorate the Russian conquest of the Tatar khanates of Kazan and Astrakhan.
    • It is possible that Kizhi Pogost was chosen as the new Wonder because it resembles St. Basil’s but also looks different enough to avoid accusations of plagiarism.
    • The presence of the Editor-only Dormition Cathedral in the Definitive Edition may be a result of it being considered as a replacement.
  • Similarly, the first Indian mod actually used the Gol Gumbaz’s contemporary but much more famous Taj Mahal (1632) as the Indian Wonder.

The African Kingdoms

  • The Berber Wonder is actually an incomplete building, being the minaret of an unfinished mosque and has only half of its intended height.
  • The design of the Malian Wonder is anachronistic by necessity. It is based on the current appearance of the Great Mosque of Djenne, but the mosque was rebuilt in the early 20th century. The original mosque would likely have looked different, but no records exist that describe its appearance, so it remains unknown. The architect of the original mosque was from Egypt, so it is possible that it would have been similar to medieval Egyptian mosques in appearance.
  • The Ethiopian Wonder in the real world is a monolithic underground rock-cut church, so ideally it should be built by digging the soil, cutting and sculpting an underground rock and digging a passage from above to the church’s front door.

Definitive Edition

  • The Cuman Wonder was actually built by the Khazars, an unrelated Turkic people, with assistance from the Byzantines, but taken by the Kipchaks from the Kievan Rus’ in the 12th century. Although the Wonder having a ruined appearance in-game is likely a reference to this, the list of Cuman AI players also includes some Khazar khans.
  • The presence of the Tower of London in the Editor could be due to being considered for new Briton Wonder before the Chichester Cathedral was chosen.

Racial Governance[]

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

Switch to Living Classes
Switch to Necromancer
Racial Governance Military Economic
Patron Human Civic Guard gets Throw Net Settlers are 25% cheaper to produce in Human cities
Protector Human Cavalry gains Quick Learner Harbors generate +100 and +15 Harbors generate +100 and +15
Champion Human Cavalry type units get +2 Physical melee damage Builders require 60% less gold to build Watchtowers, Roads and Fortresses
Prophet City Upgrades that provide a Medal to specific
specific:This includes upgrade like Shooting Grounds or Masters Guild, but NOT Hall of Chivalry.

produced units provide 2 ranks instead.

Builders Hall, Siege Workshop and Masters Guild all provide +15
Deity Humans gain +1 Resistance, +1 Defense and +1 Physical melee and ranged damage. Produce Merchandise increases city income by 100% instead of 50%.

Strategic Spells[]

Hide Strategic Spells
Show Strategic Spells

Glyphs of Warding

Name: Glyphs of Warding Class (Tier) Sorcerer (I) Research: 80
Cost: 50 Upkeep: 15 Cost: 40
Type: City Enchantment Target: Friendly City
Target friendly city is marked with glyphs that channel protective magical currents in its domain. The currents deal 16 damage to trespassers each turn that they are with the city’s domain.

Summon Wisp

Name: Summon Wisp Class (Tier) Sorcerer (I) Research: 60
Type: Summoning Spell Upkeep: 9 Cost: 40
Summons a Wisp

The creature gets Summoned after it’s being created


Dread Omen

Name: Dread Omen Class (Tier) Sorcerer (II) Research: 140
Cost: 80 Upkeep: 40 Cost: 60
Type: City Enchantment Target: Hostile City
Conjures a dreadful omen in the sky above, striking fear in the hearts of the population. Units that belong to the enchanted city’s empire suffer a -500 penalty within that city’s domain. Living cities additionally suffer a -100 growth penalty.

Invoke Extraordinary Mount

Name: Invoke Extraordinary Mount Class (Tier) Sorcerer (II) Research: 120
Type: Summoning Spell Upkeep: Cost: 40
Summons a random egg that contains a mount. The egg hatches in 10 (or fewer)

Summon Phantasm Warrior

Name: Summon Phantasm Warrior Class (Tier) Sorcerer (II) Research: 140
Type: Summoning Spell Upkeep: 12 Cost: 80
Summons a Phantasm Warrior.
  • Prerequisite Skill: Produce Apprentice
  • The creature gets Summoned after it’s being created

Dome of Protection

Name: Dome of Protection Class (Tier) Sorcerer (III) Research: 180
Cost: 120 Upkeep: 20 Cost: 100
Type: City Enchantment Target: Friendly City
Sustains a dome of anti-arcane energy that cancels out all incoming magic. Target friendly city and units stationed in it become immune to all enemy city enchantments and strategic spells.

Lightning Storm

Name: Lightning Storm Class (Tier) Sorcerer (III) Research: 220
Type: Strategic Spell Target: Hostile Army Cost: 80
Collides arcane currents in the sky to form thunderstorms that wreak havoc on the world below. Deals 5 damage and 10 damage to target enemy army. Incurs happiness penalties and reduces population when cast on a city.
  • Population Change: -1500
  • City Happiness Penalty: -100 for 10
  • Race Happiness Penalty: -50

Summon Fantastic Creature

Name: Summon Fantastic Creature Class (Tier) Sorcerer (III) Research: 200
Type: Summoning Spell Upkeep: 16 Cost: 110
Summons a random fantastic creature.
  • The creature gets Summoned after it’s being created
  • Prerequisite Skill: Summon Phantasm Warrior

Possible Summons:

  • Obsidian Wyvern
  • Fire Wyvern
  • Frost Wyvern
  • Gryphon
  • Watcher (2x chance)

Enchanted Walls

Name: Enchanted Walls Class (Tier) Sorcerer (IV) Research: 400
Cost: 140 Upkeep: 15 Cost: 120
Type: City Enchantment Target: Friendly City
Surrounds the perimeter of target friendly city with a shock forcefield. Enemy units moving through it in tactical combat suffer 8 damage and have a chance to be Stunned (Strength?).

Summon Node Serpent

Name: Summon Node Serpent Class (Tier) Sorcerer (IV) Research: 400
Type: Summoning Spell Upkeep: 22 Cost: 120
Summons a Node Serpent.
  • Prerequisite Skill: Summon Fantastic Creature
  • The creature gets Summoned after it’s being created

Summoner’s Aura

Name: Summoner’s Aura Class (Tier) Sorcerer (IV) Research: 350
Cost: 110 Upkeep: 20 Cost: 100
Type: City Enchantment Target: Friendly City
The caster’s Summoned units and units of Magical Origin gain +2 , +4 , and Regeneration within the domain of the target friendly city.

Spell of Return

Name: Spell of Return Class (Tier) Sorcerer (V) Research: 800
Type: Strategic Spell Target: Friendly Army Cost: 100
Tears a temporary hole in the space-time continuum to teleport target owned army to the Empire’s Throne City.

Summon Eldritch Horror

Name: Summon Eldritch Horror Class (Tier) Sorcerer (VI) Research: 1600
Type: Summoning Spell Upkeep: 36 Cost: 250
Summons an Eldritch Horror.
  • Prerequisite Skill: Summon Node Serpent
  • The creature gets Summoned after it’s being created

Age of Magic

Name: Age of Magic Class (Tier) Sorcerer (VII) Research: 2500
Cost: 500 Upkeep: 80 Cost: 660
Type: Global Enchantment Subtype: Class Ultimate/Resource Management
The ancient arcane currents are awakened, enabling the caster to channel massive amounts of magic. The caster gains +50 , and required and for all spells are halved.

Dragon’s Peak[]

Dragon’s Peak

  • Base Domain Radius: 5
  • 40
  • 20
  • 10
  • 70
  • Likes:
  • Dislikes:

The Dragons still hold many of the dwellings they carved out in the dawn of creation and they are as intelligent and articulate as any other race, though they are also more primal too. They are born of the elements and their appearance reflects that, with the types of Dragon being very different from each other.

You can find their homes among ancient volcanoes, often with a few Dragons standing guard in their dwelling and a few Wvyerns wandering their territory. They will defend themselves from attack but may be open to diplomatic approaches. If you befriend them they will grant you quests from time to time with large rewards, being stronger items compared to what you would get from normal cities, Dragons, or often multiple Wyverns. The quests themselves however, are often great tasks involving strong armies of Giants or Archons.

If you conquer them or win their alligence through diplomacy then you will be able to produce your own elemental fury-breathing lizards. First, there are the Wyverns that can fly, have good resistances and deal decent damage. But after a few upgrades that cost a lot of gold and time, you can produce your own Dragons. These are the true powerhouses of the elements, with massive resistances and abilities that rival a lot of the most powerful spells in the game. They are very expensive to produce, but will prove worth their money as they rank among the strongest of the highest level units.


After doing a quest for a Neutral city, it will become Friendly.
Completing a Quest yields a +200 relationship modifier for 20 . Quests yield units that the city or Dwelling could produce. Dwelling can also give items in addition to the units. The items or units can also be forfeited for gold.
Reward values for Quests are as follow (though they are the same for each Quest, they are defined in each Quest Generator):

Quest difficulty Reward value for cities Reward value for Dwellings
Very Easy 150 250
Easy 250 450
Medium 450 500
Hard 550 (except Raze city: 650) 700
Very Hard 700 (except Raze city: 800) 1200

Absorb Quests will offer Peace or Vassal status. The Peace or Vassal offer has a sale value of 50 (based on empirical observation; that means that if you sell the reward when completing the Quest, you get 50 for it).

Гость форума
От: admin

Эта тема закрыта для публикации ответов.