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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: Mind Traits Age of Wonders 4 guide, tips

In this part of the guide you will learn about the mental traits of the races present in the game, as with the physical traits, this will be needed when creating your faction in AoW4.

Last update: 30 May 2023

Below you can find a list of all Mind Traits appearing in Age of Wonders 4. Mind Traits are one of the main things defining your faction, and the choices here will affect how well the group will do in combat and on the world map.

On dedicated pages of this guide, you can also find a list of all Body and Society Traits.

List of all Mind Traits

1 - Age of Wonders 4: Mind Traits - Basics - Age of Wonders 4 Guide
  1. Adaptable - units receive a 30% bonus to XP gained.
  2. Elusive - all units receive 6 to Defense and Resistance against Retaliation Attacks and Opportunity Attacks.
  3. Tenacious - penalty for Casualties is 50% lower, which means your units, despite the losses, will still be effective.
  4. Sneaky - Flanking attacks of your units deal 25 more damage.
  5. Ferocious - Retaliation and Opportunity attacks cause 40% more damage.
  6. Arcane Focus - your units' magical attacks deal 25% more damage.
  7. Defensive Tactics - when close to each other, neighboring units receive a bonus 1 point to Defense and Resistances. This bonus does not stack.
  8. Overwhelm Tactics - when close to each other, neighboring units receive a 20% bonus to critical hit chance.
  9. Fast Initiative - in the first turn of a battle, your units will be able to move by an additional 6 tiles.
  10. Cold Blooded - your units are able to maintain Morale for longer (-50% to morale loss).
  11. Underground Adaptation - on the world map, your armies will move faster in Cavern Floor, Mushroom Forest, Fungus Fields, and Rocky areas (penalty to movement is -2 less) - moreover, you can build farms in caves. You'll also receive the Excavate ability from the start, allowing for excavation in underground areas.
  12. Arctic Adaptation - your armies will no longer receive a penalty for moving on Snow and Ice tiles (-2 to the penalty). Moreover, you'll be able to build farms on Snow areas.
  13. Desert Adaptation - your armies will no longer receive a penalty for moving on Sand tiles (-2 to the penalty). Moreover, you'll be able to build farms on Sand areas.
  14. Water Adaptation - your armies will no longer receive a penalty for moving on Swamp tiles (-2 to the penalty). Moreover, you'll be able to build farms on Swamp areas.
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