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.
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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.
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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.
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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.
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Combat Spells[]
| Hide Combat Spells Show 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.
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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
| Switch to Living Classes Switch to Necromancer
 | 
| Racial Governance | Military | Economic | 
| Patron | Tigran Sun Guard and Tigran Sabretooth Chariot gain +7  Health | Settlers are 25% cheaper to build. | 
| Protector | Tigran Prowler gains  Hurl Net | Observatories in Tigran Cities now produce an additional +10 | 
| Champion | Tigran Sphinx has +1  Vision Range Upgrade and deals an additional +2  Fire ranged damage and +2  Physical melee damage | Fire Temples are 100  Gold cheaper and produce 20  Knowledge | 
| Prophet | All Tigran  Supports gain  Invigorate | Temples provide +200  Happiness and give +1  Medal rank to all unitsTemples provide +100  Undead Population and +1  Medal rank to all units | 
| Deity | Infantry,  Pikeman and  Irregular units gain +1  Physical melee damage,  Sprint and have double chance 
| Double Chance:Doubles what  gives, so that a 250  Tigran has a 14% chance instead of 7% to deal Critical Damage |   of dealing .
 | Laboratories now generate +10  Gold, +20  Production and +10  Mana. | 
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[]
| Hide Strategic Spells Show 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. | 
| 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
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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 createdPrerequisite Skill:  Summon Phantasm Warrior
 Possible Summons:
 
Obsidian WyvernFire WyvernFrost WyvernGryphon
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 Switch to Necromancer
 | 
| 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[]
| Hide Strategic Spells Show Strategic Spells
 | 
Authority of the Sword
| Name: | Authority of the Sword | Class (Tier) | Warlord (I) | Research: | 60 | 
| Cost: | 40 | Upkeep: | 10 | Cost: | 40 | 
| Type: | City Enchantment | Target: | Friendly City | 
|  | Forces neighbouring lands to submit to the Empire’s rule through demonstration of military power. Target friendly city gains a +1 Domain Radius | 
Raise Militia
| Name: | Raise Militia | Class (Tier) | Warlord (I) | Research: | 60 | 
| Type: | Summoning Spell | Upkeep: | Unit Upkeep | Cost: | 30 | 
|  | Calls the Empire’s citizens to battle. Instantly deploys an irregular unit at target owned City at the cost of -100 . | 
Death March
| Name: | Death March | Class (Tier) | Warlord (II) | Research: | 140 | 
| Type: | Strategic Spell | Target: | Friendly Army | Cost: | 20 | 
|  | All units in target friendly army gain additional  equal to their maximum  until end of turn. All affected units lose 50% of their current . The  capabilities of the units in combat are not affected. Does not affect machine or undead units. | 
Dread Siege
| Name: | Dread Siege | Class (Tier) | Warlord (II) | Research: | 120 | 
| Cost: | 75 | Upkeep: | 30 | Cost: | 60 | 
| Type: | City Enchantment | Target: | Hostile City | 
|  | The lands around target city tremble, foreshadowing a dread siege by the armies of the Warlord. Units that belong to the enchanted city’s Empire suffer -500  within that city’s domain. | 
Inspire Loyalty
| Name: | Inspire Loyalty | Class (Tier) | Warlord (III) | Research: | 220 | 
| Cost: | 110 | Upkeep: | 20 | Cost: | 100 | 
| Type: | Global Enchantment | Subtype: | Resource Management/Hero Ability | 
|  | The caster and their Empire’s heroes gain  Inspire Loyalty. All units in the army of a hero that has inspire loyalty gain  Volunteer. | 
The Draft
| Name: | The Draft | Class (Tier) | Warlord (IV) | Research: | 400 | 
| Cost: | 130 | Upkeep: | 30 | Cost: | 120 | 
| Type: | Global Enchantment | Subtype: | Stat Modifier | 
|  | The caster’s units gain +200  and cannot desert. | 
Conqueror’s Feast
| Name: | Conqueror’s Feast | Class (Tier) | Warlord (V) | Research: | 800 | 
| Cost: | 140 | Upkeep: | 40 | Cost: | 120 | 
| Type: | Global Enchantment | Subtype: | Stat Modifier | 
|  | The Enemy in Domain and Enemy at the Gates morale penalties are twice as effective against the caster’s enemies. In addition, the caster’s units require -25%  upkeep cost outside of the caster’s domain. | 
Hero Slaying
| Name: | Hero Slaying | Class (Tier) | Warlord (V) | Research: | 400 | 
| Cost: | 110 | Upkeep: | 30 | Cost: | 100 | 
| Type: | Global Enchantment | Subtype: | Unit Buff | 
|  | Instills the Empire’s forces with a burning desire to fight those regarded as the greatest warriors alive. The caster’s unit gain  Hero Slayer. | 
Global Assault
| Name: | Global Assault | Class (Tier) | Warlord (VII) | Research: | 2500 | 
| Cost: | 500 | Upkeep: | 80 | Cost: | 600 | 
| Type: | Global Enchantment | Subtype: | Stat Modifier | 
|  | A full-on military assault is launched. The caster’s units gain  Charge and  First Strike, and are promoted to . Units produced in the caster’s cities are instantly promoted to Units with  Evolve promoted this way still have to fight one battle to evolve.  as well.
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Empire Upgrades[]
| Hide Empire Upgrades Show 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
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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.
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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.
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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.
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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.
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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.
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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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