List of structures
Empire Upgrades[]
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Show Empire Upgrades
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Necromancer
Name:
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Necromancer
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Class (Tier)
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Necromancer (I)
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Research:
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—
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Type:
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Empire Upgrade
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Subtype:
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Inherent
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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
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Shrines of Unlife
Name:
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Shrines of Unlife
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Class (Tier)
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Necromancer (I)
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Research:
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60
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Type:
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Empire Upgrade
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Subtype:
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Resource Management
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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.
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Master of Puppets
Name:
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Master of Puppets
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Class (Tier)
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Necromancer (III)
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Research:
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180
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Type:
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Empire Upgrade
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Subtype:
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Happiness Bonus
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All your Ghoul units have +300
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Vampiric Hunger
Name:
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Vampiric Hunger
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Class (Tier)
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Necromancer (III)
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Research:
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240
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Type:
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Empire Upgrade
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Subtype:
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Unit Buff
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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:
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Healers of the Dead
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Class (Tier)
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Necromancer (IV)
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Research:
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400
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Type:
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Empire Upgrade
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Subtype:
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Unit Buff
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Your Support units gain Heal Undead and your Reanimators gain Lesser Reanimate Undead.
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Harbingers of Death
Name:
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Harbingers of Death
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Class (Tier)
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Necromancer (IV)
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Research:
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400
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Type:
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Empire Upgrade
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Subtype:
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Unit Buff
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You and your heroes become powerful Archlichs.
Leaders and Heroes get Night Vision and become Archlich and Undead.
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Phylactery
Name:
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Phylactery
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Class (Tier)
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Necromancer (V)
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Research:
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700
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Type:
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Empire Upgrade
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Subtype:
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Unit Buff/Resource Management
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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.
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Necromancy
Name:
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Necromancy
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Class (Tier)
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Necromancer (I-VII)
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Research:
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60-900
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Type:
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Empire Upgrade
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Subtype:
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Resource Management/Stat Modifier
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Increases Spell Casting points by +10 and increases Mana Capacity by +100 at each tier.
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Produce Reanimator
Name:
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Produce Reanimator
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Class (Tier)
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Necromancer (II)
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Research:
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120
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Type:
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Empire Upgrade
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Subtype:
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Unit Production
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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:
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Produce Bone Collector
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Class (Tier)
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Necromancer (IV)
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Research:
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400
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Type:
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Empire Upgrade
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Subtype:
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Unit Production
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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:
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Produce Death Bringer
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Class(Tier)
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Necromancer (V)
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Research:
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800
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Type:
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Empire Upgrade
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Subtype:
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Unit Production
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Enables the production of the Death Bringer
Prerequisite Skill: Produce Bone Collector
in cities with a Basilica.
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Combat Spells[]
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Last Stand
Name:
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Last Stand
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Class (Tier)
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Warlord (I)
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Research:
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60
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Type:
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Combat Spell
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Target:
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Friendly Unit
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Cost:
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7
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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:
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Lion’s Courage
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Class (Tier)
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Warlord (I)
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Research:
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80
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Type:
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Combat Spell
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Target:
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Friendly Unit
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Cost:
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7
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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:
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Shout of Intimidation
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Class (Tier)
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Warlord (II)
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Research:
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140
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Type:
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Combat Spell
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Target:
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Hostile Unit
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Cost:
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10
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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:
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Berserk
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Class (Tier)
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Warlord (II)
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Research:
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140
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Type:
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Combat Spell
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Target:
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Hostile Unit
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Cost:
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10
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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.
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Phoenix Warrior
Name:
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Phoenix Warrior
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Class (Tier)
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Warlord (III)
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Research:
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180
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Type:
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Combat Spell
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Target:
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Friendly Unit
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Cost:
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10
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Bestow Resurgence upon target friendly unit. Does not affect Machine or Combat Summon units.
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Steadfast Ward
Name:
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Steadfast Ward
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Class (Tier)
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Warlord (IV)
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Research:
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280
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Type:
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Combat Spell
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Target:
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Friendly Unit
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Cost:
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20
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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.
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Killing Spree
Name:
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Killing Spree
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Class (Tier)
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Warlord (IV)
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Research:
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350
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Type:
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Combat Spell
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Target:
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Friendly Unit
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Cost:
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10
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Once per combat round, the friendly target unit’s movement and action points are replenished upon killing an enemy unit.
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Bloodbath
Name:
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Bloodbath
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Class (Tier)
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Warlord (V)
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Research:
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800
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Type:
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Combat Spell
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Target:
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Battlefield
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Cost:
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30
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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.
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Relentless Army
Name:
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Relentless Army
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Class (Tier)
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Warlord (VII)
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Research:
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1200
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Type:
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Combat Spell
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Target:
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Battlefield
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Cost:
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20
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Exhaustion is meaningless to true veterans of the battlefield, only death can stop them. Bestows all friendly units with Tireless.
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Racial Governance[]
Racial Governance is part of the expansion.Note that only Tigran units are affected
Switch to Living Classes
Switch to Necromancer
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Racial Governance
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Military
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Economic
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Patron
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Tigran Sun Guard and Tigran Sabretooth Chariot gain +7 Health
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Settlers are 25% cheaper to build.
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Protector
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Tigran Prowler gains Hurl Net
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Observatories in Tigran Cities now produce an additional +10
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Champion
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Tigran Sphinx has +1 Vision Range Upgrade and deals an additional +2 Fire ranged damage and +2 Physical melee damage
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Fire Temples are 100 Gold cheaper and produce 20 Knowledge
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Prophet
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All Tigran Supports gain Invigorate
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Temples provide +200 Happiness and give +1 Medal rank to all unitsTemples provide +100 Undead Population and +1 Medal rank to all units
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Deity
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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
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of dealing .
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Laboratories now generate +10 Gold, +20 Production and +10 Mana.
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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.
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Strategic Spells[]
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Glyphs of Warding
Name:
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Glyphs of Warding
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Class (Tier)
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Sorcerer (I)
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Research:
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80
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Cost:
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50
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Upkeep:
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15
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Cost:
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40
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Type:
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City Enchantment
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Target:
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Friendly City
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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.
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Summon Wisp
Name:
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Summon Wisp
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Class (Tier)
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Sorcerer (I)
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Research:
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60
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Type:
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Summoning Spell
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Upkeep:
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9
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Cost:
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40
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Summons a Wisp
The creature gets Summoned after it’s being created
.
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Dread Omen
Name:
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Dread Omen
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Class (Tier)
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Sorcerer (II)
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Research:
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140
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Cost:
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80
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Upkeep:
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40
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Cost:
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60
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Type:
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City Enchantment
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Target:
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Hostile City
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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.
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Name:
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Invoke Extraordinary Mount
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Class (Tier)
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Sorcerer (II)
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Research:
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120
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Type:
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Summoning Spell
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Upkeep:
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—
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Cost:
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40
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Summons a random egg that contains a mount. The egg hatches in 10 (or fewer)
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Summon Phantasm Warrior
Name:
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Summon Phantasm Warrior
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Class (Tier)
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Sorcerer (II)
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Research:
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140
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Type:
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Summoning Spell
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Upkeep:
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12
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Cost:
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80
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Summons a Phantasm Warrior.
- Prerequisite Skill: Produce Apprentice
- The creature gets Summoned after it’s being created
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Dome of Protection
Name:
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Dome of Protection
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Class (Tier)
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Sorcerer (III)
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Research:
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180
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Cost:
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120
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Upkeep:
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20
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Cost:
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100
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Type:
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City Enchantment
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Target:
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Friendly City
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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.
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Lightning Storm
Name:
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Lightning Storm
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Class (Tier)
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Sorcerer (III)
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Research:
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220
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Type:
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Strategic Spell
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Target:
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Hostile Army
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Cost:
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80
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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:
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Summon Fantastic Creature
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Class (Tier)
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Sorcerer (III)
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Research:
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200
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Type:
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Summoning Spell
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Upkeep:
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16
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Cost:
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110
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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
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Watcher (2x chance)
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Enchanted Walls
Name:
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Enchanted Walls
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Class (Tier)
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Sorcerer (IV)
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Research:
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400
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Cost:
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140
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Upkeep:
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15
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Cost:
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120
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Type:
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City Enchantment
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Target:
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Friendly City
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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?).
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Summon Node Serpent
Name:
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Summon Node Serpent
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Class (Tier)
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Sorcerer (IV)
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Research:
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400
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Type:
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Summoning Spell
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Upkeep:
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22
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Cost:
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120
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Summons a Node Serpent.
- Prerequisite Skill: Summon Fantastic Creature
- The creature gets Summoned after it’s being created
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Summoner’s Aura
Name:
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Summoner’s Aura
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Class (Tier)
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Sorcerer (IV)
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Research:
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350
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Cost:
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110
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Upkeep:
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20
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Cost:
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100
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Type:
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City Enchantment
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Target:
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Friendly City
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The caster’s Summoned units and units of Magical Origin gain +2 , +4 , and Regeneration within the domain of the target friendly city.
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Spell of Return
Name:
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Spell of Return
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Class (Tier)
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Sorcerer (V)
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Research:
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800
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Type:
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Strategic Spell
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Target:
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Friendly Army
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Cost:
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100
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Tears a temporary hole in the space-time continuum to teleport target owned army to the Empire’s Throne City.
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Summon Eldritch Horror
Name:
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Summon Eldritch Horror
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Class (Tier)
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Sorcerer (VI)
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Research:
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1600
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Type:
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Summoning Spell
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Upkeep:
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36
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Cost:
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250
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Summons an Eldritch Horror.
- Prerequisite Skill: Summon Node Serpent
- The creature gets Summoned after it’s being created
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Age of Magic
Name:
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Age of Magic
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Class (Tier)
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Sorcerer (VII)
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Research:
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2500
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Cost:
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500
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Upkeep:
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80
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Cost:
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660
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Type:
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Global Enchantment
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Subtype:
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Class Ultimate/Resource Management
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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.
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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.
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High Elves[]
Note that only High Elf units and cities are affected
Switch to Living Classes
Switch to Necromancer
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High Elves
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Military
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Economic
|
Patron
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High Elf Longbowman and Hunter gain +1 Physical ranged damage
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Shooting Grounds generates +50 PopulationShooting Grounds generates +30 Population
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Protector
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High Elf Unicorn Rider now has a 1 Turn Cooldown on Phase, so it can be used more than once during a battle.
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Public Baths provide +100 HappinessEmbalmers Guilds and Cathedrals of Bone are 50 cheaper
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Champion
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High Elf Storm Sister gets +1 Shock ranged damage and ignored range penalties.
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Laboratories and Observatories generate +7 Knowledge.
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Prophet
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Archers get Arcane Arrows(2 6 ).
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Mana Nodes of all kinds generate +8 Mana.
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Deity
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Archer and Support units ignore Line of Sight penalties.
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Great Temples provide +5 .
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Hero Upgrades[]
Note: Some upgrades cannot be accessed for a Leader, i.e. Sorcery and Spells.
Level
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Skill
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Ability Type
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Cost
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Effect
|
1
|
Break Control
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Active
|
2
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Hero gains Break Control
|
1
|
Charged Army
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Leadership
|
4
|
Party gains +1 melee damage
|
1
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Dispel Magic
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Active
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2
|
Hero gains Dispel Magic
|
1
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Harmonizing Energy
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Spell
|
5
|
Hero can cast the Harmonizing Energy Spell
|
1
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Magic Affinity
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Leadership
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4
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Party gains +1
|
1
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Magic Fist
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Spell
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5
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Hero can cast the Magic Fist spell
|
1
|
Sorcery(I)
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Passive
|
5
|
Hero gains +10 Casting Points
|
1
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Sphere of Protection
|
Spell
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5
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Hero can cast the Sphere of Protection spell
|
1
|
|
Passive
|
1
|
Hero gains
|
1
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Star Blades
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Spell
|
5
|
Hero can cast the Star Blades Spell
|
1
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Steal Enchantment
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Active
|
2
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Hero gains Steal Enchantment
|
3
|
|
Passive
|
1
|
Hero gains
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3
|
Dragon Slayer Party
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Leadership
|
3
|
Party gains Dragon Slayer
|
3
|
|
Passive
|
1
|
Hero gains
|
3
|
Sorcery(II)
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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.
|
Empire Upgrades[]
Hide Empire Upgrades
Show Empire Upgrades
|
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.
|