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Age of Wonders III Game Guide & Walkthrough by gamepressure.com

Age of Wonders III Game Guide & Walkthrough

Table of Contents

Warlord | Classes AoW III Guide

Last update: 11 May 2016

A class for real warriors. The excellent units ensure advantage in the battlefield. Spells and upgrades concern, mainly, warfare - they affect units, increase their damage statistics and improve on their skills, especially the offensive ones.

Leaders receive the following bonuses:

+2 points do melee attack

- An attribute: Armored

Units

Name

Recruitment cost (gold)

Health points

Movement points

Defense

Resistance to magic

Berserker

75 (+10 mana)

47-57

32

11-12

8-10

Monster Hunter

70 (+20 mana)

45-55

32

12-13

9-11

Mounted Archer

100

45-55

36

10-11

8-10

Phalanx

140 (+30 mana)

60-70

32

12-13

10-12

Warbreed

160 (+40 mana)

75-85

36

12-13

9-11

Manticore Rider

260 (+60 mana)

80-90

30

13-14

11-13

The Warlord class allows you to recruit strong, offensive units. Already Berserker units prove that. They have the skill of Charge (additional 6 damage, while attacking a unit 4, or more, fields away) and Overwhelm (additional 3 damage to Pikemen and Shielded units). Monster Hunter are perfect "exterminators" of fauna of all kinds - that have skills that allow them to deal more damage to Animal, Monster, Dragon, Giant and Fey units. Additionally, they have increased protection against magical attacks (+20% Fire, Frost and Shock Protection). The Mounted Archer, apart from the considerable number of movement points, does not stand out with anything in particular. Phalanx do, on the other hand, with formidable attacks (16 damage). Apart from that, they have the First Strike attribute, thanks to which they are the first ones to attack. They also are lethal against units with the Mounted and Flying attributes (additional 5 damage). The main upside of the Warbreed, apart from the powerful attack (20 damage), is the ability that allows them to deal damage to walls. The final chapter, Manticore Rider, has an even better attack (23 damage). Additionally, it is resistant to mind control (Mind Control Immunity) and can fly (Flying).

Empire Upgrades

Name

Tier

Cost (research points)

Effect

Produce Berserker

1

60

Allows you to manufacture Berserker in the cities with the Warlord's Command.

Training Regimen

1

80

Costs connected with the recruitment of Archers, Cavalry, Infantry, Irregulars and Pikemen are reduced by 20%.

War Effort

2

120

The cities of the Empire generate higher income (+10 gold).

Produce Monster Hunter

2

90

Allows you to manufacture Monster Hunter in the cities with the Warlord's Command.

Garrison's Honor

3

140

The units that serve as a garrison, in a given city with walls, receive a buff to defense (+2 Defense). In the case where there is no wall, the attack of the defenders is buffed (+3).

Produce Mounted Archer

3

120

Allows you to manufacture Mounted Archer in the cities with the Warlord's Command.

Warrior Culture

3

150

Time necessary to change the race in the city (Migrate) is decreased by a half. Additionally, the allied cities do not suffer penalties to contentment, in the case of enemy units and their Domain.

Martial Arts Training

4

260

Archers, Cavalry, Infantry and Pikemen receive the Martial Arts skill. It reinforces their defense against attacks of opportunity, by 5 points.

Conqueror

4

240

Units receive additional 50% of XP for killing enemies.

Produce Phalanx

4

220

Allows you to manufacture Phalanx in the cities with the Warlord's Command.

Thoroughbred Mounts

5

400

Cavalry receives additional 15 HP.

Produce Warbreed

5

400

Allows you to manufacture Warbreed in the cities with the Warlord's Command.

Produce Manticore rider

6

600

Allows you to manufacture Manticore Rider in the cities with the Warlord's Command.

Additionally Warfare I-VII, which increase the amount of the leader's Casting Points. Cost to 60/100/160/260/400/600/900 research points.

Global Spells

Name

Tier

Cost (research points)

Effect

Authority of the Sword

1

60

Enlarges the domain of the selected city by 1.

Raise Militia

1

60

Deploys the Irregular in the selected city, at the cost of 100 "men" (population).

Dread Siege

2

100

Units within the domain of the selected enemy city, receive penalty (-500) to contentment if within its perimeter.

Death March

2

120

The units on the strategic map have receive twice as many movement points (at the cost of a half of their HP) until the end of the turn.

Inspire Loyalty

3

140

The costs of maintaining units in the leader armies is half as high.

The Draft

4

240

The leader's units receive 200 points of contentment and cannot desert.

Hero Slaying

5

400

Units receive an additional skill of Hero Slayer, thanks to which they deal more damage to leaders (+3).

Conqueror's Feast

5

420

When the player's units are outside of the Empire, the costs of maintaining them is lower (25%). The negative effects caused by the enemy army, if it is within its domain, are doubled, if your army walks into the domain of an enemy city.

Global Assault

7

900

The player's units receive the Charge and First Strike skills, and the additionally are promoted to the highest possible rank.

Combat Spells

Name

Tier

Cost (research points)

Effect

Last Stand

1

60

The selected allied unit receives the Polearm, First Strike skills, and its defense is boosted (+2 Defense) until the end of the battle.

Lion's Courage

1

80

The selected allied unit receives Strong Will, Overwhelm skill and a boost to the physical attack (+3).

Berserk

2

120

Attempts to enrage the enemy, which results in its uncontrollability. Such a unit attacks the nearest allied units. In the case of a failure, it loses 1 of movement points for the duration of one turn.

Shout of Intimidation

2

120

An attempt to intimidate the enemy unit. If it succeeds, the unit attempts to flee the battlefield, for the duration of 2 rounds. Otherwise, it loses a half of the movement points, in the next turn.

Phoenix Warrior

3

180

The selected allied unit respawns after it dies, with 33% of the initial number of health points. The condition for this to work is that you win the battle.

Killing Spree

4

220

The selected unit receives an additional action point and can move 1 hex more, after it kills an enemy unit.

Steadfast Ward

4

280

The selected allied unit becomes, virtually, immortal, for the duration of 3 turns (its HP points cannot drop then, below 1).

Bloodbath

5

400

All of the allied units deal more physical damage (+5).

Relentless Army

6

600

All of the units in the leader's army receive the Tireless, which means that they lose no action points for counters and attacks of opportunity.

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