List of structures

Empire Upgrades[]

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Necromancer

Name: Necromancer Class (Tier) Necromancer (I) Research:
Type: Empire Upgrade Subtype: Inherent
As a Necromancer you cannot Absorb living cities, but must instead transform them into Dead cities using the Ghoul City operation or by Migrating to a ghoul race.

Every time you win a battle, the population of a dead city under your control will be increased based on the number of units that were killed.

Starts out researched

Shrines of Unlife

Name: Shrines of Unlife Class (Tier) Necromancer (I) Research: 60
Type: Empire Upgrade Subtype: Resource Management
Shrines are dedicated to the undead and willing sacrifices. All basic shrines in cities and visitable shrines in domain produce an extra 5 and +50 undead population.

Master of Puppets

Name: Master of Puppets Class (Tier) Necromancer (III) Research: 180
Type: Empire Upgrade Subtype: Happiness Bonus
All your Ghoul units have +300

Vampiric Hunger

Name: Vampiric Hunger Class (Tier) Necromancer (III) Research: 240
Type: Empire Upgrade Subtype: Unit Buff
Your troops are initiated in dark necromantic magic. Infantry, Irregular and Pikeman units gain Life Stealing

Only works on Undead units.

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Healers of the Dead

Name: Healers of the Dead Class (Tier) Necromancer (IV) Research: 400
Type: Empire Upgrade Subtype: Unit Buff
Your Support units gain Heal Undead and your Reanimators gain Lesser Reanimate Undead.

Harbingers of Death

Name: Harbingers of Death Class (Tier) Necromancer (IV) Research: 400
Type: Empire Upgrade Subtype: Unit Buff
You and your heroes become powerful Archlichs.

Leaders and Heroes get Night Vision and become Archlich and Undead.

Phylactery

Name: Phylactery Class (Tier) Necromancer (V) Research: 700
Type: Empire Upgrade Subtype: Unit Buff/Resource Management
As long as the Throne City which holds the Phylactery is kept, the Necromancer will respawn the turn after being killed. In addition, research and spell casting isn’t on hold while the Leader is in the Void.

Necromancy

Name: Necromancy Class (Tier) Necromancer (I-VII) Research: 60-900
Type: Empire Upgrade Subtype: Resource Management/Stat Modifier
Increases Spell Casting points by +10 and increases Mana Capacity by +100 at each tier.

Produce Reanimator

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

Prerequisite Skill: Summon Lost Soul

in cities with a Necromancer’s Dark Tower.

Produce Bone Collector

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

Prerequisite Skill: Summon Banshee

in cities with a Burial Grounds.

Produce Death Bringer

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

Prerequisite Skill: Produce Bone Collector

in cities with a Basilica.

Combat Spells[]

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Last Stand

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

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

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

Lion’s Courage

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

Will add damage channel if not present.

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Shout of Intimidation

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

Strength: 9

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Berserk

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

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

Phoenix Warrior

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

Steadfast Ward

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

Killing Spree

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

Bloodbath

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

Relentless Army

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

Racial Governance[]

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

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Racial Governance Military Economic
Patron Tigran Sun Guard and Tigran Sabretooth Chariot gain +7 Health Settlers are 25% cheaper to build.
Protector Tigran Prowler gains Hurl Net Observatories in Tigran Cities now produce an additional +10
Champion Tigran Sphinx has +1 Vision Range Upgrade and deals an additional +2 Fire ranged damage and +2 Physical melee damage Fire Temples are 100 Gold cheaper and produce 20 Knowledge
Prophet All Tigran Supports gain Invigorate Temples provide +200 Happiness and give +1 Medal rank to all unitsTemples provide +100 Undead Population and +1 Medal rank to all units
Deity Infantry, Pikeman and Irregular units gain +1 Physical melee damage, Sprint and have double chance

Double Chance:Doubles what gives, so that a 250 Tigran has a 14% chance instead of 7% to deal Critical Damage

of dealing .

Laboratories now generate +10 Gold, +20 Production and +10 Mana.

Summary[]

Tigrans are in a weird spot combat-wise. They deal a lot of damage, but they will also take a lot when their commander isn’t careful. To assist in picking their battles, they have Athletics, making them extremely mobile in tactical combat. Unique compared to other racial competitors, their Irregular, the Tigran Cheetah, has no ranged attack. It makes up for this by having Pounce, a powerful ability that doesn’t incur retaliation, and potentially making the victim bleed, a trait shared with the Tigran Shredder, their Archer. This leads into one of the race’s innate synergies, since some units, like their Tier 2 Infantry the Prowler, have Bloodthirsty, which gives them bonus damage against bleeding units. This synergy can often be spotted in the Tigran class units as well. The Prowler is available from the War Hall, unlike other races which recruit Infantry from the Barracks. In return, the Tigran Sun Guard, which is their Pikeman, is recruited from the Barracks. This focus on melee combat can also be found in their Support, the Tigran Mystic, which has Were Panther, allowing them to morph into a Dire Panther. Doing this heals them slightly, makes them melee only, and gives them Pounce just like the irregular. Lastly, the Tigran Sphinx is their Tier 3 unit, which is an Irregular with Lesser Flying and Sun Disc.

Strategic Spells[]

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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

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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.

Draconians[]

«When the Human race rose to power, the race of dragons, especially the young dragons, suffered a terrible price. Among the Humans, dragons were more valuable dead than alive, hunted for glory, sport, money, and to mix in their foul-smelling potions. With no regard to the intelligent creatures that dragons might become in time, the humans devastated the dragon kin. The Dragons turned to Wizards of Evermore, using powerful magic to create a new breed of followers. They sacrificed their remaining young for the power to keep the humans at bay. The dragons unleashed the powers in their eggs, vowing that once they achieved supremacy they would reform themselves into ancient dragonkind again.»

Like their dragon ancestors, draconians have a strong affinity to Fire – many of their units have high resistance or even immunity to fire, all of their inherent ranged units have fire-based attacks, and their priests have the ability to add significant additional fire damage to the attacks of other draconians. Even spellcasting class units often have the ability to project fire in addition to their regular abilities. While draconians eschew artificial armor, their ability to bombard enemy fortifications and formations with area-of-effect fireballs makes them effective at taking enemy cities, particularly when combined with flying units later in a game. Having initially been created by magic to serve as an army, draconians heal injuries rapidly and can quickly recover after a battle, and draconian cities generate more magical energy than those of other races. Draconians thrive best in hot, dry environments, including barren volcanic and subterranean regions.

Rogue[]

«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.

Summary[]

The Frostlings, master raiders and ice magic users, have a number of interesting units and abilities. Two of their low tier units have movement restricting abilities, something that keeps them useful even into the late game. Sieges are also less of a problem for them, as the Raider has both Demolisher and Improved Wall Climbing, while the Mammoth Rider has wall crushing. Lastly, the Frostling Ice Queen, their highest tier unit, is actually a support unit, even though its abilities suggest it should be in the thick of the fight, surrounded by enemies; this perhaps explains the Royal Guards ability to absorb damage for them.

High Elves[]

Note that only High Elf units and cities are affected

Switch to Living Classes
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High Elves Military Economic
Patron High Elf Longbowman and Hunter gain +1 Physical ranged damage Shooting Grounds generates +50 PopulationShooting Grounds generates +30 Population
Protector High Elf Unicorn Rider now has a 1 Turn Cooldown on Phase, so it can be used more than once during a battle. Public Baths provide +100 HappinessEmbalmers Guilds and Cathedrals of Bone are 50 cheaper
Champion High Elf Storm Sister gets +1 Shock ranged damage and ignored range penalties. Laboratories and Observatories generate +7 Knowledge.
Prophet Archers get Arcane Arrows(2 6 ). Mana Nodes of all kinds generate +8 Mana.
Deity Archer and Support units ignore Line of Sight penalties. Great Temples provide +5 .

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

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.

Tactics and placement[]

Wonders only serve as a victory condition, and as such they are only useful in game modes that allow that kind of victory. When a player starts to build a Wonder, every other player receives a notification with the location of the Wonder so they know where to steer their aggression. AI allies, if they have enough resources and technologies, will madly start building towers, Castles and walls of maximum quality to defend their civilization, even if the Allied Victory is not activated.

Wonders should be placed in a well-defended area, so it is better to first build up a strong fortification composed of Castles, walls, and towers, essentially a late-game turtling strategy. In any case, the player must be prepared to be the main focus of all enemy attacks and prepare to defend the Wonder. It is advised to have a huge army to defend against attacking armies, particularly siege units. Since the Wonder takes incredibly long to be built, it is advised to build it with as many Villagers as possible, and once it is finished, a few should be left nearby in case the Wonder needs repairs. In team games, the support of allies while defending is highly valuable.

It is possible (but costly) to build more than one Wonder so that if one falls, other Wonders can stand for the time required to win the game. In The Conquerors, if the player has multiple Wonders and one is destroyed, the timer will reset but still be displayed. Although highly unlikely, if multiple players finished their Wonder at the same time, the player in the highest slot regardless of the color wins once the countdown ends.

A Monument can be found in the Scenario Editor and some campaigns. Its appearance varies being different for each civilization, much like the Wonder, and it has the same icon, although it merely functions as decorative. It has 9999 hit points, making it the bulkiest building in the game.

Humans[]

«Humans are strange mix of all races. Some desire to invent  and build things. Others desire to rule and wield power, while others are content to sit int the shade of the trees and tell stories to children. Some humans are deeply spiritual, while others show a knack for learning powers others had forgotten. Their governments are in a state of constant evolution, while every individual is of their own mind. Every man walks after their own pursuit with brazen disegard for the laws of nature or the order of life.»

Human military forces have few special features, but are well- armored, practical and effective in most situations. They have an affinity for the water – human units can fight as effectively in naval engagements as on land, and some human class units are able to swim across water bodies where their counterparts of other races cannot. Their priests are capable healers, and the cultural ambition of many humans to achieve knighthood can allow basic cavalrymen to ultimately reach this pinnacle of martial prowess. Many lighter human class units carry nets, with which they entangle foes to render them vulnerable to allies or to allow an escape. Human cities are often more Productive than those of other races, particularly when located in warm environments with lots of fertile farmland.

History[]

One distinguishing cultural characteristic of the great Middle Age civilizations was architecture. Buildings in Japan, Scandinavia, Britain, Constantinople, and Arabia looked quite different and employed different construction techniques. In many cases, particularly noteworthy buildings stand as icons for the building civilization, marking it for all time as a culture that achieved greatness, if only temporarily. Examples of such Middle Age cultural icons are the Cathedral at Chartres, Charlemagne’s Palace, and the Hagia Sophia at Constantinople.
Age of Empires II manual

Strategic Spells[]

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Authority of the Sword

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

Raise Militia

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

Death March

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

Dread Siege

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

Inspire Loyalty

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

The Draft

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

Conqueror’s Feast

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

Hero Slaying

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

Global Assault

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

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

as well.

Empire Upgrades[]

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Steam Powered

Name: Steam Powered Class (Tier) Dreadnought (I) Research: 70
Type: Empire Upgrade Subtype: Resource Management
Automates the mining in Gold Mines and the production of dough in Great Farms. Gold Mines and Great Farm structures generate an additional +5 .

Great Blacksmith

Name: Great Blacksmith Class (Tier) Dreadnought (II) Research: 120
Type: Empire Upgrade Subtype: Resource Management
The production of metal is streamlined. Armored units cost -10% to produce. This sums up with other Production cost reducing factors like Goblin’s inherent -10% or Shadowborn Adept’s 20px Karissa’s Rally -5% instead of a multiplication of these factors. In this case, the total factor would be 0,1+0,1+0,05 = 0,25 = 25% instead of 1-(0,9*0,9*0,95) = 0,231 = 23,1%.

Solid Engineering

Name: Solid Engineering Class (Tier) Dreadnought (II) Research: 120
Type: Empire Upgrade Subtype: Unit Buff
Refines the engineering process in factories to make armor and machines tougher. Armored and Machine units receive +1 .

Modern Warfare Training

Name: Modern Warfare Training Class (Tier) Dreadnought (III) Research: 200
Type: Empire Upgrade Subtype: Unit Buff
Machine and Archer units trained in the empire’s cities gain an additional Rank.

Structural Insight

Name: Structural Insight Class (Tier) Dreadnought (III) Research: 200
Type: Empire Upgrade Subtype: Unit Buff
Irregular units receive technical training that schools them in sabotaging enemy machinery and structures. Irregular units receive the Sabotage ability.

Side Arms

Name: Side Arms Class (Tier) Dreadnought (IV) Research: 350
Type: Empire Upgrade Subtype: Unit Buff
Pistols are added to the loadout of cavalry units. Cavalry units gain the Fire Pistol ability.

Mana Fuel Factory

Name: Mana Fuel Factory Class (Tier) Dreadnought (V) Research: 700
Type: Empire Upgrade Subtype: Resource Management
Constructs factories that run entirely on Mana Fuel Cells. Machine units cost 10% less to produce.

Produce Ironclad Warship

Name: Produce Ironclad Warship Class (Tier) Dreadnought (V) Research: 750
Type: Empire Upgrade Subtype: Unit Production
  • Units now Embark on ironclads which gives them +6 and Reinforced.
  • Embarked units gain and instead of .
  • Enables the production of the Ironclad Warship in cities with a .
  • Requires: Advanced Logistics

Invention

Name: Invention Class (Tier) Dreadnought (I-VII) Research: 60-900
Type: Empire Upgrade Subtype: Resource Management/Stat Modifier
Increases Spell Casting points by +10 and increases Mana Capacity by +100 at each tier.

Produce Engineer

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

Prerequisite Skill: Summon Spy Drone

in cities with a Dreadnought’s Foundry.

Produce Musketeer

Name: Produce Musketeer Class (Tier) Dreadnought (II) Research: 140
Type: Empire Upgrade Subtype: Unit Production
Enables the production of the Musketeer

Prerequisite Skill: Produce Engineer

in cities with a Dreadnought’s Foundry.

Produce Golem

Name: Produce Golem Class (Tier) Dreadnought (III) Research: 240
Type: Empire Upgrade Subtype: Unit Production
Enables the production of the Golem

Prerequisite Skill: Produce Musketeer

in cities with a Dreadnought’s Foundry.

Produce Cannon

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

Prerequisite Skill: Produce Golem

in cities with a Blast Furnace.

Produce Flame Tank

Name: Produce Flame Tank Class (Tier) Dreadnought (V) Research: 750
Type: Empire Upgrade Subtype: Unit Production
Enables the production of the Flame Tank

Prerequisite Skill: Produce Cannon

in cities with a Blast Furnace.

Produce Juggernaut

Name: Produce Juggernaut Class (Tier) Dreadnought (VI) Research: 1500
Type: Empire Upgrade Subtype: Unit Production
Enables the production of the Juggernaut

Prerequisite Skill: Produce Flame Tank

in cities with an Industrial Plant.

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