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Age of Wonders 4 Guide by gamepressure.com

Age of Wonders 4 Guide

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Age of Wonders 4: Culture's Units Age of Wonders 4 guide, tips

In the basic version of AoW4 you will have a choice of 6 cultures within each of these cultures you will be able to recruit 6 units each. On this page of the guide you will find a list of units available in the game.

Last update: 19 May 2023

Age of Wonders 4 offers a wide range of units that can recruit for your Empire. Each of these units is unique in terms of cost, name, and attributes, and these features will primarily depend on the Culture of your Empire. From this guide page, you will learn about the recommended units. It also includes the stats of all other units.

In our guide, you will find the best units of different tiers and types, suggested by our authors, and lists of Wildlife and Tome units.

Cost and ranks

The units you will recruit will use gold and production resources. In addition, each of your units will cost you extra gold each turn - the so-called draft.

Each of your units has 6 ranks based on their experience:

  1. Recruit,
  2. Soldier,
  3. Veteran,
  4. Elite,
  5. Champion,
  6. Legend.

When the unit gains experience, it gets 2 hit points to attack per experience level and other additional bonuses depending on unit type.

Feudal

Scout, Tier I

  1. Health: 45,
  2. Defense: 0,
  3. Resistance: 0,
  4. Movement Points: 40, Land Movement, Cavalry,
  5. Shoot Bow: 6,
  6. Defense Mode,
  7. Farsight,
  8. Stand Together,
  9. High Maintenance.

Peasant Pikeman, Tier I

  1. Health: 65,
  2. Defense: 2,
  3. Resistance: 1,
  4. Movement Points: 32, Land Movement,
  5. Melee Strike: 11,
  6. Charge Resistance,
  7. First Strike,
  8. Feudal Training,
  9. Stand Together.

Archer, Tier I

  1. Health: 50,
  2. Defense: 0,
  3. Resistance: 0,
  4. Movement Points: 32, Land Movement,
  5. Shoot Bow: 10,
  6. Stand Together.

Bannerman, Tier II

  1. Health: 70,
  2. Defense: 2,
  3. Resistance: 3,
  4. Movement Points: 32, Land Movement,
  5. Banner Smite: 16,
  6. Bulwark Standard,
  7. Soothing Standard,
  8. Defense Mode: Warding,
  9. Stand Together.

Defender, Tier II

  1. Health: 80,
  2. Defense: 6,
  3. Resistance: 1,
  4. Movement Points: 32, Land Movement,
  5. Melee Strike: 12,
  6. Defense Mode: Shield Wall
  7. Heavy Shield,
  8. Shield Defense,
  9. Stand Together.

Knight, Tier III

  1. Health: 90,
  2. Defense: 3,
  3. Resistance: 3,
  4. Movement Points: 48, Land Movement,
  5. Heavy Charge Strike: 24,
  6. Defense Mode,
  7. Inspiring Killer,
  8. Stand Together.

Barbarian

Pathfinder, Tier I

Health: 45

  1. Defense: 0,
  2. Resistance: 0,
  3. Movement Points: 40, Land Movement, Forest Walk, Grants Rock Walk, Amphibious
  4. Shoot Bow: 6,
  5. Defense Mode,
  6. Outpost Builder,
  7. Farsight.

Warrior, Tier I

  1. Health: 70,
  2. Defense: 5,
  3. Resistance: 0,
  4. Movement Points: 32, Land Movement,
  5. Melee Strike: 10,
  6. Shield Bash,
  7. Defense Mode: Shield Wall
  8. Shield Defense,
  9. Primal Strike.

Sunderer, Tier I

  1. Health: 50,
  2. Defense: 0,
  3. Resistance: 0,
  4. Movement Points: 40, Land Movement,
  5. Melee Strike: 12,
  6. Javelin: 16,
  7. Swift,
  8. Primal Strike,
  9. Slippery.

Fury, Tier II

  1. Health: 60,
  2. Defense: 1,
  3. Resistance: 1,
  4. Movement Points: 32, Land Movement,
  5. Shoot Bow: 12,
  6. Defense Mode,

War Shaman, Tier II

  1. Health: 60,
  2. Defense: 1,
  3. Resistance: 3,
  4. Movement Points: 32, Land Movement,
  5. Poison Blast: 14,
  6. Invigorate,
  7. Defense Mode: Warding.

Berserker, Tier III

  1. Health: 90,
  2. Defense: 3,
  3. Resistance: 3,
  4. Movement Points: 32, Land Movement,
  5. Heavy Charge Strike: 24,
  6. Primal Strike,
  7. Berserker's Rage,
  8. Frenzy.

Mystic

Arcane Guard, Tier I

  1. Health: 65,
  2. Defense: 1,
  3. Resistance: 2,
  4. Movement Points: 32, Land Movement,
  5. Melee Strike: 12,
  6. Defense Mode,
  7. Attunement: Star Blades,
  8. Charge Resistance,
  9. First Strike.

Mystic Projection, Tier I

  1. Health: 45,
  2. Defense: 0,
  3. Resistance: 0, -4 Lightning resistance, 2 Spirit resistance,
  4. Movement points: 32, Floating,
  5. Cosmic Bolts: 3,
  6. Defense Mode,
  7. Farsight,
  8. Pass Through.

Arcanist, Tier I

  1. Health: 50,
  2. Defense: 0,
  3. Resistance: 2,
  4. Movement Points: 32, Land Movement,
  5. Cosmic Bolts: 3,
  6. Defense Mode,
  7. Attunement: Star Blades.

Soother, Tier II

  1. Health: 60,
  2. Defense: 1,
  3. Resistance: 3,
  4. Movement Points: 32, Land Movement,
  5. Cosmic Blast: 5,
  6. Soothing Breeze,
  7. Defense Mode: Warding,
  8. Spell Channeling.

Spellshield, Tier II

  1. Health: 80,
  2. Defense: 5,
  3. Resistance: 2,
  4. Movement Points: 32, Land Movement,
  5. Melee Strike: 12,
  6. Stunning Flash: 3,
  7. Defense Mode: Shield Wall
  8. Attunement: Star Blades,
  9. Shield Defense.

Spellbreaker, Tier III

  1. Health: 80,
  2. Defense: 2,
  3. Resistance: 4,
  4. Movement Points: 32, Land Movement,
  5. Cosmic Bolts: 4,
  6. Star Purge: 6,
  7. Attunement: Star Blades
  8. Defense Mode,
  9. Attunement: Star Blades.

Dark

Pursuer, Tier I

  1. Health: 50,
  2. Defense: 0,
  3. Resistance: 0,
  4. Movement Points: 32, Land Movement,
  5. Shoot Bow: 10,
  6. Defense Mode,

Outrider, Tier I

  1. Health: 45,
  2. Defense: 0,
  3. Resistance: 0,
  4. Movement Points: 40, Land Movement,
  5. Shoot Bow: 6,
  6. Defense Mode,
  7. Farsight,
  8. Infiltrate.

Dark Warrior, Tier I

  1. Health: 60,
  2. Defense: 1,
  3. Resistance: 1,
  4. Movement Points: 32, Land Movement,
  5. Charge Strike: 18,
  6. Defense Mode,
  7. Cull the Weak.

Warlock, Tier II

  1. Health: 60,
  2. Defense: 1,
  3. Resistance: 3,
  4. Movement Points: 32, Land Movement,
  5. Weakening Bolts: 8,
  6. Sundering Curse: 24,
  7. Defense Mode,

Night Guard, Tier II

  1. Health: 75,
  2. Defense: 3,
  3. Resistance: 2,
  4. Movement Points: 32, Land Movement,
  5. Melee Strike: 14,
  6. Defense Mode,
  7. Dark Stalwart,
  8. Charge Resistance,
  9. First Strike,
  10. Cull the Weak.

Dark Knight, Tier III

  1. Health: 90,
  2. Defense: 3,
  3. Resistance: 3,
  4. Movement Points: 48, Land Movement,
  5. Heavy Charge Strike: 24,
  6. Dark Surge: 18,
  7. Defense Mode,
  8. Cull the Weak,
  9. High.

Dusk Hunter, Tier I

  1. Health: 50,
  2. Defense: 0,
  3. Resistance: 0,
  4. Movement Points: 32, Land Movement,
  5. Shoot Bow: 10,
  6. Defense Mode,
  7. Dormant: Seeking.

Dawn Defender, Tier I

  1. Health: 70,
  2. Defense: 5,
  3. Resistance: 0,
  4. Movement Points: 32, Land Movement,
  5. Melee Strike: 10,
  6. Defense Mode: Shield Wall
  7. Shield Defense,
  8. Dormant: Shield of Light.

Lightseeker, Tier I

  1. Health: 45,
  2. Defense: 0,
  3. Resistance: 0,
  4. Movement Points: 40, Land Movement,
  5. Shoot Bow: 5,
  6. Defense Mode: Shield Wall
  7. Shield Defense,
  8. Dormant: Shield of Light.

Sun Priest, Tier II

  1. Health: 60,
  2. Defense: 1,
  3. Resistance: 3,
  4. Movement Points: 32, Land Movement,
  5. Cosmic Blast: 16,
  6. Mending Awakening,
  7. Awaken,
  8. Defense Mode: Warding,
  9. Dormant: Radiant Light.

Daylight Spear, Tier II

  1. Health: 75,
  2. Defense: 3,
  3. Resistance: 2,
  4. Movement Points: 32, Land Movement,
  5. Melee Strike: 14,
  6. Defense Mode,
  7. Charge Resistance,
  8. First Strike,
  9. Dormant: Guardian.

Awakener, Tier III

  1. Health: 80,
  2. Defense: 2,
  3. Resistance: 4,
  4. Movement Points: 32, Land Movement,
  5. Spirit Bolts: 14,
  6. Exposing Light: 22,
  7. Twin Awakening,
  8. Defense Mode,
  9. Charge Resistance,
  10. Dormant: Seeking.

Industrious

Pioneer, Tier I

  1. Health: 45,
  2. Defense: 0,
  3. Resistance: 0,
  4. Movement Points: 40, Land Movement, Expedited Movement (Underground), Mountain Walk, Rock Walk, Cave Walk,
  5. Shoot Crossbow: 12,
  6. Defense Mode,
  7. Farsight.

Anvil Guard, Tier I

  1. Health: 70,
  2. Defense: 5,
  3. Resistance: 0,
  4. Movement Points: 32, Land Movement,
  5. Melee Strike: 8,
  6. Taunt,
  7. Defense Mode: Shield Wall
  8. Watchful,
  9. Shield Defense,
  10. Bolstering.

Arbalest, Tier I

  1. Health: 50,
  2. Defense: 0,
  3. Resistance: 0,
  4. Movement Points: 32, Land Movement,
  5. Shoot Crossbow: 20,
  6. Overdraw Crossbow: 30,
  7. Defense Mode,
  8. Bolstering.

Halberdier, Tier II

  1. Health: 75,
  2. Defense: 3,
  3. Resistance: 2,
  4. Movement Points: 32, Land Movement,
  5. Melee Strike: 12,
  6. Defense Mode,
  7. Watchful,
  8. Charge Resistance,
  9. First Strike,
  10. Bolstering,
  11. Rune of Retaliation.

Steelshaper, Tier II

  1. Health: 60,
  2. Defense: 1,
  3. Resistance: 3, 19% resistance to statuses,
  4. Movement Points: 32, Land Movement,
  5. Steel Blast: 16,
  6. Strength From Steel,
  7. Grant Defense,
  8. Defense Mode: Warding,
  9. Bolstering.

Bastion, Tier III

  1. Health: 100,
  2. Defense: 7,
  3. Resistance: 2, 27% resistance to statuses,
  4. Movement Points: 32, Land Movement,
  5. Melee Strike: 12,
  6. Defense Mode: Shield Wall
  7. Watchful,
  8. Shield Defense,
  9. Bolstering.

Universal

Some units will be available no matter what culture you choose, for example, those dedicated to the siege.

  1. Ballista,
  2. Ballista Tower,
  3. Catapult Tower,
  4. Onager,
  5. Trebuchet,
  6. Ballista Warship,
  7. Ram Warship,
  8. Townsman.
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