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Age of Wonders: Battle Tactics FAQ 1.3
Started: 05/06/01
Copyright 2001 by AverMan
Email: AverMan62@Hotmail.com
| Warning |
Anyone may reproduce this FAQ electronically, but don't sell it for money. If
you want to use this FAQ for your website you must ask my permission, email me
at AverMan62@Hotmail.com, and you must do it with this the Warning in it. If
you do use it and I find out, trust me I WILL, you'll be in some serious legal
trouble!!!
Age of Wonders is a trademark of Triumph Studios
| Intro |
This FAQ shows a list of the good and bad features of the races in Age of
Wonders. I did this by giving an overall description of the race then the pros
and cons. Then I listed their units and gave a list their pros and cons. I went
in depth on the units level three and up because that's where the races shine.
I mentioned some strategies you can use in and out of Combat Mode. The special
units are also listed here like the dragons and the elementals.
But why make a FAQ on Age of Wonders: Battle Tactics? I feel that this game
deserves it. After all it is the best turn-based strategy game that was ever
released. Well it's the best turn-based I've ever played. ^_^ Plus, I would
like to share my knowledge of Age of Wonders units and battling strategies. I
hope some people might become inspired by my walkthrough and, hopefully, make
other FAQS about Age of Wonders.
Well now that we got that cleared up, lets begin.
||| Updates |||
| 6/19/01 |
- Added the "Special Units Guide"
- Minor changes to the whole FAQ
Comments: Now that the Race Guide is finished, I will now be working on the
"Spell Guide". I would have had it done and posted earlier but I had a little
problem over the weekend.
| 6/24/01 |
- Added the "Spell Guide" section
| 6/26/01 |
- Added the "Battling Tips" section
- Added "Unit Stats"
- Fixed many, many errors
- Other changes to the FAQ
Comments: Many errors make Averman look bad. Anyway, I added the "Unit Stats"
section and the Battling Tips section. The Unit Stats section tells everything
about statistics. Battling Tips section has tips on battles. If anyone wants to
submit any battling tips, please email me at Averman62@Hotmail.com. The overall
game play FAQ is coming along just fine. It should be done soon.
||| Table of Contents |||
|| Race Guide ||
1. Race - Elves
2. Race - Halfings
3. Race - Dwarves
4. Race - High Men
5. Race - Humans
6. Race - Azracs
7. Race - Lizardmen
8. Race - Frostlings
9. Race - Dark Elves
10. Race - Goblins
11. Race - Orcs
12. Race - Undead
13. Special Units
|| Spell Guide ||
1. Sphere - Life
2. Sphere - Death
3. Sphere - Earth
4. Sphere - Air
5. Sphere - Fire
6. Sphere - Water
7. Cosmos Magic
8. Secret Magic
|| Unit Stats ||
|| Battling Tips ||
|| Thanks & The Warning ||
Note: When you see a "..." by any unit is means it is a standard unit and is
basically the same throughout all of the other races. Or it means that I can't
find anything wrong with this unit. This mostly applies to level one units but
there are few exceptions.
Priestly abilities apply for priests. This is a broad description of the common
abilities a priest may have. Examples: Dispel Magic 1, Turn Undead 1, Healing
||| 1. Race - Elves |||
Overall: Elves are best in hand-to-hand combat and archery. Their archers can
do more damage than many of the other races and their level one swordsmen have
higher attack. Unfortunately they are a little weaker in defense than most of
the other races. When leading the race of elves into battle, you must plan your
moves carefully because it could mean the difference between winning and
losing. It is also advised that you ally with another race, which makes up for
the Elves low defense like the Dwarves.
Pros: Their level one units have a higher attack then most other races,
movement bonuses when walking through forests, archers are stronger than most
other races, and many of their units have magic abilities.
Cons: Very weak on defense.
| Level One Units |
Swordsman
Pros: High attack
Cons: Frail
Nymph
Pros: Seduce ability
Cons: Frail
Archer
Pros: Marksmanship 1 ability
Cons: ...
Battering Ram
Pros: Can knock down walls
Cons: Can't attack, frail
| Level Two Units |
Scout
Pros: Lots of movement points, high attack, Vision 1 ability
Cons: Low defense
Cleric
Pros: Priestly abilities
Cons: ...
Ballista
Pros: Poison Immunity and Cold Protection
Cons: Slow and frail
Catapult
Pros: Poison Immunity, can break walls and cold protection
Cons: Slow and frail
| Level Three Units |
Fairy
Pros: Magic strike, flyer, concealment, lots of movement points
Cons: Takes a while to produce
Unicorn
Pros: Healing, high attack
Cons: Takes a while to produce
Ranger
Pros: Lots of different abilities
Cons: Takes a while to produce, weak
| Level Four Unit |
Nature Elemental
Pros: Lots of abilities and immunities
Cons: Costly, really long time to produce
||| 2. Race - Halflings |||
Overall: Halflings are an aren't the best race but they do have their ups.
Halfling's level 1 swordsmen have the parry ability, which let's them dodge the
first attack done to them. Due to their low cost you can have an army of
Halflings in no time. Where the Halflings lack in strength, they make up in
ranged or magical attacks.
Pros: Many of the units have ranged attacks, cheap units, and the leprechaun is
one of the most powerful units in the game.
Cons: None really, they are the most well rounded among all of the other races.
| Level One Units |
Slinger
Pros: Can throw rocks
Cons: You can only throw so far
Pony Rider
Pros: High hit points, attack, and movement
Cons: Low defense
Swordsman
Pros: ...
Cons: ...
Battering Ram
Pros: Can knock down walls
Cons: Can't attack, frail
| Level Two Units |
Ballista
Pros: Poison Immunity and Cold Protection
Cons: Slow and frail
Catapult
Pros: Poison Immunity, can break walls and cold protection
Cons: Slow and frail
Cleric
Pros: Priestly abilities
Cons: ...
Satyr
Pros: Charm, bard skills, and high resistance
Cons: ...
| Level Three Units |
Rogue
Pros: Throw stones, climbs walls, concealment
Cons: Takes a while to produce, not very strong
Centaur
Pros: Archery and lots of movement points
Cons: Takes a while to produce, frail
Eagle Rider
Pros: Great scout and a flyer
Cons: Takes a while to produce, very weak
| Level Four Unit |
Leprechaun
Pros: High defense and tons of abilities
Cons: Costly, really long time to produce
||| 3. Race - Dwarves |||
Overall: The Dwarves use machines and such to win their battles. Most of their
humanoid units are good for close-quarter combat, travel through mountains, and
have poison protection. As for their machines, the Bombardier is very useful
during castle sieges and the Balloon can get slower units from place to place
faster. With careful planning, Dwarves can dominate the underground and the
surface.
Pros: Units are perfect fighters, units can get around quickly if planned
correctly, and have high Hits
Cons: Units a little more expensive because of their protections
| Level One Units |
Battering Ram
Pros: Can knock down walls
Cons: Can't attack, frail
Berserker
Pros: Round Attack ability
Cons: Frail
Axeman
Pros: ...
Cons: ...
Archer
Pros: Ranged attacker
Cons: ...
| Level Two Units |
Boar Rider
Pros: High attack
Cons: Kinda Frail
Bombardier
Pros: Can damage walls from far away
Cons: Frail
Cleric
Pros: Priestly abilities
Cons: ...
Ballista
Pros: Poison Immunity and Cold Protection
Cons: Slow and frail
| Level Three Units |
Balloon
Pros: Flyer, gets units around
Cons: Takes a while to produce, can't attack
Mole
Pros: Good for underground and can damage walls
Cons: Takes a while to produce
Giant
Pros: High damage and ranged attack
Cons: Takes a while to produce
| Level Four Unit |
Dwarf Firstborn
Pros: Many immunities and lots of hit points
Cons: Costly, really long time to produce
||| 4. Race - High Men |||
Overall: In combat, the Highmen rely mostly on their super natural abilities
and their effectiveness against the evil races. Highmen are most effective
against their archrivals, the Undead. With their healing abilities, holy
protection, true seeing, and flying units Highmen are extremely powerful
especially if you have your leader use the magic spheres of life. With all
these advantages could the Highmen be the perfect race?
Pros: Holy protection, lots of different abilities and protections, and very
effective against undead
Cons: Some of the units are kind of expensive
| Level One Units |
Spirit Puppet
Pros: Many immunities
Cons: Low hit points
Archer
Pros: Low cost
Cons: Low damage
Swordsman
Pros: Low cost
Cons: ...
Battering Ram
Pros: Can knock down walls
Cons: Can't attack, frail
| Level Two Units |
Saint
Pros: Many useful abilities
Cons: Can only heal once, kind of expensive
Paladin
Pros: Healing ability
Cons: Kinda frail
Ballista
Pros: Poison Immunity and Cold Protection
Cons: Slow and frail
Catapult
Pros: Poison Immunity, can break walls and cold protection
Cons: Slow and frail
| Level Three Units |
Avenger
Pros: Lot and lots of abilities and very, VERY useful
Cons: Takes a while to produce
Valkyrie
Pros: High attack and a flyer
Cons: Low damage and takes a while to produce
Titan
Pros: High hit points and damage
Cons: Takes a while to produce
| Level Four Unit |
Astra
Pros: Flyer, ranged attacker and has high hit points
Cons: Costly, really long time to produce, low defense
||| 5. Race - Human |||
Overall: Humans are the "vanilla ice cream" of all of the races. None of their
humanoid units have any immunities or protections and they don't have as many
abilities. But don't count out the humans, though. Humans may have average
swordsman, clerics, and cavalry but as you move up to level 3, you start to see
where the humans shine. The Charlatan and the Musketeer are good for ranged
attacks, the Cavalier is a fast and good all around, and the Air Galley is a
flyer that can carry units. The Cavalier is the best unit that the Humans have
to offer so, when possible, have as many of these as possible in your army.
Pros: Units provide new tactics to use
Cons: Not as many abilities and protections
| Level One Units |
Pikeman
Pros: Good level one unit, first strike
Cons: ...
Swordsman
Pros: ...
Cons: ...
Archer
Pros: Ranged attacker
Cons: ...
Battering Ram
Pros: Can knock down walls
Cons: Can't attack, frail
| Level Two Units |
Priest
Pros: Priestly abilities
Cons: Can only heal once
Medium Calvary
Pros: Average unit
Cons: Can't move far
Ballista
Pros: Poison Immunity and Cold Protection
Cons: Slow and frail
Catapult
Pros: Poison Immunity, can break walls and cold protection
Cons: Slow and frail
| Level Three Units |
Musketeer
Pros: Excellent ranged attacker
Cons: Frail, takes a while to produce
Charlton
Pros: Has a few useful abilities, ranged attacker
Cons: Takes a while to produce
Calvary
Pros: Strong, fast, the best human unit
Cons: Takes a while to produce
| Level Four Unit |
Air Galley
Pros: Very powerful, flyer, ranged attacker
Cons: Really expensive, really long time to produce
||| 6. Race - Azracs |||
Overall: Azracs are a neutral race of desert people who look much like humans.
Since they live in deserts, Azracs get protection from heat and fire. Azracs
can easily dominate early into the game by using the Elephant unit. It can
crush walls and attack which makes it better than any battering ram. Azracs
don't believe much in armor, which makes them extremely venerable. So
defensively they are weak but on offense the are stronger than most races. Most
of their units beyond level two have long ranged attacks, so use this to your
advantage. Plus the Yaka Avatar, their most powerful unit, can take control of
other units making them part of your own army. Get a few Yaka Avatars out,
supported by the ranged abilities of the Djinn and the Beholder, you should be
able to dominate most of the battles you engage.
Pros: Fire Protection, can dominate early into the game, high attack points
Cons: Most units have low defense
| Level One Units |
Scorpion
Pros: Poisonous
Cons: Good all around
Swordsman
Pros: High attack
Cons: Very frail
Archer
Pros: Ranged attacker
Cons: Very frail
Elephant
Pros: Can knock down walls
Cons: Costly
| Level Two Units |
Priest
Pros: Priestly abilities
Cons: Frail
Rider
Pros: High movement points
Cons: ...
Ballista
Pros: Poison Immunity and Cold Protection
Cons: Slow and frail
Catapult
Pros: Poison Immunity, can break walls and cold protection
Cons: Slow and frail
| Level Three Units |
Sand Worm
Pros: Tunneling, Desert Concealment
Cons: Takes a while to produce
Djinn
Pros: Flyer, ranged attacker
Cons: Takes a while to produce
Beholder
Pros: Ranged attacker
Cons: Slow, takes a while to produce
| Level Four Unit |
Yaka Avatar
Pros: Dominate ability, ranged attacker
Cons: Costly, really long time to produce
||| 7. Race - Lizardmen |||
Overall: Lizardmen are the neutral reptilian race of Age of Wonders. They are
the only race that can swim giving them a key advantage on the World Map. With
this in mind, you should use all out attacks on opponents using the water as an
escape route or to bring in more units to overwhelm your opponent. Another
advantage the Lizards have stronger ballista and catapults that can also travel
on the water. Their level three units are very standard. The Lurker is a good
surprise attacker, Salamander is an good fighter unit, and the Green Wyvern is
an excellent scout. The most expensive unit in the game, the Basilisk, is a has
allot of attack and defense but falls a little short on the special abilities.
Pros: Can travel on the water, stronger siege weapons
Cons: Costly level 4 unit, Low magic resistance, not allot of ranged attacker
| Level One Units |
Giant Slug
Pros: Ranged attacker
Cons: Low defense
Swordsman
Pros: Can walk on water
Cons: ...
Archer
Pros: Ranged attacker
Cons: ...
Battering Ram
Pros: Can knock down walls
Cons: Can't attack, frail
| Level Two Units |
Shaman
Pros: Healing ability, Turn Undead 1, Dispel Magic 1
Cons: Can only heal once
Frog Rider
Pros: Lots of movement
Cons: ...
Turtle Ballista
Pros: Good defense/offense
Cons: Slow
Catapult
Pros: Can break walls, good defense/offense
Cons: Slow
| Level Three Units |
Lurker
Pros: Water concealment
Cons: Takes a while to produce, kind of slow
Salamander
Pros: High attack, parry
Cons: Takes a while to produce, can't walk on water
Green Wyvern
Pros: Flyer, Vision 2
Cons: Takes a while to produce
| Level Four Unit |
Basilisk
Pros: High attack, defense, and movement
Cons: Really costly, takes long time to produce
||| 8. Race - Frostling |||
Overall: This race of neutral nomads has a wide variety of units, which allow
for a different type of play. Since they live in the northern parts of the Age
of Wonders realm, all of their units have cold protection. With their diverse
units traveling through different areas is no problem. The Wolf Rider can
travel easily through forests, the Yeti unit can travel through mountains plus
it's a good fighter unit with the ability to crush walls. The Frost Queen can
travel anywhere as well as the flying Nordic Glow and, the ever powerful, Ice
Drake.
Pros: Frostlings provide lots of diverse units for allot of different tactics
Cons: ???
| Level One Units |
Archer
Pros: Ranged attacker
Cons: ...
Dire Penguin
Pros: High attack, swimmer
Cons: Low defense
Swordsman
Pros: Standard unit
Cons: ...
Battering Ram
Pros: Can knock down walls
Cons: Can't attack, frail
| Level Two Units |
Wolf Rider
Pros: Forestry
Cons: ...
Shaman
Pros: Turn Undead 1, Dispel Magic 1, and Healing
Cons: Healing can only be used once
Ballista
Pros: Poison Immunity and Cold Protection
Cons: Slow and frail
Catapult
Pros: Poison Immunity, can break walls and cold protection
Cons: Slow and frail
| Level Three Units |
Yeti
Pros: Wall crushing, can travel on mountains
Cons: Takes a while to produce
Frost Queen
Pros: Snow Concealment, can travel on water
Cons: Takes a while to produce, frail
Nordic Glow
Pros: Flyer, many immunities
Cons: Takes a while to produce
| Level Four Unit |
Ice Drake
Pros: It's a dragon
Cons: Costly, really long time to produce
||| 9. Race - Dark Elves |||
Overall: The evil race of Dark Elves is one of the most interesting races to
play as. Due to their preference of living in the dark, they all have the
ability to see in the dark plus most of their units have higher resistance
points. Their level one and two units are almost similar to the elves. Some
exceptions are that the priests now shoot lighting and the Nymph is replaced
with the Lady of Pain. The level 3 units are a lot more powerful though. The
Spider Queen is a stronger version of a Lady of Pain, the Executioner is a very
fast and deadly, and the Shadow is a stealthy fighter. The most powerful unit,
the Incarnate, can posses any unit accept Leaders.
Pros: Archers are stronger than most other races, high resistance, and stealthy
units
Cons: ???
| Level One Units |
Lady of Pain
Pros: Seduce ability
Cons: Frail
Swordsman
Pros: Night Vision
Cons: ...
Archer
Pros: Ranged attacker, Night Vision
Cons: ...
Battering Ram
Pros: Can knock down walls
Cons: Can't attack, frail
| Level Two Units |
Storm Priest
Pros: Many priestly abilities, Lightning Protection
Cons: Cost a little more
Rider
Pros: Night Vision
Cons: Low damage
Ballista
Pros: Poison Immunity and Cold Protection
Cons: Slow and frail
Catapult
Pros: Poison Immunity, can break walls and cold protection
Cons: Slow and frail
| Level Three Units |
Spider Queen
Pros: Many abilities
Cons: Takes a while to produce, kind of frail
Executioner
Pros: Lot's of abilities, lots of movement points
Cons: Takes a while to produce, cost a little more
Shadow
Pros: Pass through walls, many immunities
Cons: Takes a while to produce
| Level Four Unit |
Incarnate
Pros: Can posses units, many immunities
Cons: Costly, really long time to produce, weak attack
||| 10. Race - Goblins |||
Overall: The evil goblins aren't known for strength but for their ability to
attack in large numbers. This can be possible by their incredible low cost. Due
to their underground living they all have night vision, cave crawling, and
poison protection. It is best to attack by luring your opponents to you instead
of head on attacks. This is because the Goblins are not real good fighters but
they are excellent in exploring underground areas. It is best to ally the
Goblins with the Orcs or Dark Elves to make up for this flaw.
Pros: Good underground traits, low cost
Cons: Some frail units
| Level One Units |
Spearman
Pros: ...
Cons: ...
Darter
Pros: Ranged attacker
Cons: ...
Bomber
Pros: Can damage walls
Cons: Extremely frail
Battering Ram
Pros: Can knock down walls
Cons: Can't attack, frail
| Level Two Units |
Wolf Rider
Pros: Forestry
Cons: ...
Shaman
Pros: Priestly abilities
Cons: ...
Ballista
Pros: Poison Immunity and Cold Protection
Cons: Slow and frail
Catapult
Pros: Poison Immunity, can break walls and cold protection
Cons: Slow and frail
| Level Three Units |
Wyvern Rider
Pros: Vision 2, flyer
Cons: Takes a while to produce, frail
Big Beetle
Pros: Can damage walls
Cons: Takes a while to produce
Troll
Pros: Regeneration
Cons: Takes a while to produce
| Level Four Unit |
Karag
Pros: Extremely powerful, fast
Cons: Costly, really long time to produce
||| 11. Race - Orcs |||
Overall: Orcs are the strongest of all of the races. Their fighting units have
higher damage points than other races. These natural born fighters don't use
many ranged attacks and prefer melee combat. The Swordsman, Heavy Calvary, and
the Warlord are examples of this. Their enhance version of a ballista, the
Shredder Bolt, is very powerful ranged attack. Not to mention the powerful Red
Dragon. Once you get a few of these out, you are sure to dominate.
Pros: The Red Dragon, high attack and damage
Cons: Slow units
| Level One Units |
Kolob
Pros: Poison Strike
Cons: A little slow
Archer
Pros: Ranged attacker
Cons: ...
Swordsman
Pros: High damage points
Cons: ...
Battering Ram
Pros: Can knock down walls
Cons: Can't attack, frail
| Level Two Units |
Shaman
Pros: Priestly powers
Cons: ...
Heavy Cavalry
Pros: High damage points
Cons: ...
Shredder Bolt
Pros: Black Javelins are devastating, Poison Immunity and Cold Protection
Cons: Slow and frail
Catapult
Pros: Poison Immunity, can break walls and cold protection
Cons: Slow and frail
| Level Three Units |
Doom Bat
Pros: Flyer, underground concealment
Cons: Takes a while to produce
Assassin
Pros: Wall climbing, ranged attacker
Cons: Takes a while to produce
Warlord
Pros: Very powerful
Cons: Takes a while to produce, slow
| Level Four Unit |
Red Dragon
Pros: It's a dragon
Cons: Costly, really long time to produce
||| 12. Race - Undead |||
Overall: The pure evil units of the Undead, despite their low defense, are
very powerful. Undead are known for their many resistances and their ability
to regenerate a little portion of their health. The Hell Hound is an extremely
useful unit plus it doesn't cost much. At level two, you notice the powerful
Doom Priest, which can control other units. At level 3 and 4 is where the
undead most powerful units are. The Bone Horror is excellent for castle sieges,
the Wraith is almost invincible, and the Demon can do lots of damage. The most
feared unit in the whole game is the Undead Reaper. This unit can kill units
with its ability named Invoke Death.
Pros: Undead Reaper, many immunities, regeneration
Cons: Low defense
| Level One Units |
Hell Hound
Pros: High movement, excellent level one unit
Cons: ...
Swordsman
Pros: Many immunities
Cons: Low defense
Archer
Pros: Ranged attacker, many immunities
Cons: Low defense
Bone Ram
Pros: Can knock down walls
Cons: Can't attack, frail
| Level Two Units |
Knight
Pros: Many immunities
Cons: ...
Doom Priest
Pros: Priestly abilities, Dominate, black bolts
Cons: Kinda costly
Ballista
Pros: Poison Immunity and Cold Protection
Cons: Slow and frail
Skull Thrower
Pros: Poison Immunity, can break walls and cold protection
Cons: Slow and frail
| Level Three Units |
Bone Horror
Pros: Many immunities, can break walls
Cons: Takes a while to produce
Wraith
Pros: Nearly invincible
Cons: Takes a while to produce, low defense
Demon
Pros: Flyer
Cons: Takes a while to produce
| Level Four Unit |
Undead Reaper
Pros: Very deadly
Cons: Costly, really long time to produce
||| 13 - Special Units |||
This is the special units guide. The special units are creatures that don't fit
in any race but can be found somewhere on the map.
| Humanoids |
These creatures can be found wandering the map or guarding something
Druid
Pros: Priestly abilities, ranged attacker
Cons: Frail
Undead Mummy
Pros: Regeneration
Cons: Low defense
| Creatures |
These creatures can be found wandering the map or guarding something
Syron
Pros: All of the immunities, very powerful
Cons: Unruly
How to Get: You can only summon this by using the Syron spell. This can be
taught to you in a wizard tower
Black Spider
Pros: Web ability
Cons: ...
Great Eagle
Pros: Excellent Scout
Cons: Frail
Wild Boar
Pros: Very well rounded unit
Cons: ...
Giant Frog
Pros: Good water unit
Cons: Frail
Sea Serpent
Pros: High attack, damage
Cons: Kinda Frail
Mermaid
Pros: High magic resistance
Cons: Low defense and attack
| Elementals |
These can be found at their element node or can be summoned
Air Elemental
Pros: Flyer
Cons: Frail
Earth Elementals
Pros: Can break walls, very good fighter unit
Cons: Kinda frail
Fire Elemental
Pros: High magic resistance, very dangerous
Cons: ...
Water Elemental
Pros: Water Concealment
Cons: Frail
| Dragons |
These dragons can only be summoned
Gold Dragon
Pros: Very powerful
Cons: Magic upkeep a little costly
Black Dragon
Pros: Very powerful
Cons: Magic upkeep a little costly
||| Spell Guide |||
This portion of the FAQ is dedicated to the spells. It describes the pros and
cons of each spell of every sphere. Spells you choose are just as important as
the units you use in your party. It is also important to pick the spheres that
fit your leader. You can't have an Undead leader with four magic spheres of
life. Here are the spells. If you do choose four spheres of any magic, in order
to get level four spells, you need to research the level 1, 2, and 3 level
spells first. This also applies for the magic sphere cosmos. This is the
format:
Spell - Type of spell
Pros:
Cons:
||| 1. Sphere - Life |||
Overall: The sphere of life gives you the powers of creation. It allows you to
restore land and to restore fallen heroes. It mostly focuses on vanquishing
forces of evil with spells like Holy Champion, Turn Undead, and Crusade. In
combat Holy Bolt and Sacred Wrath are good offensive spells and High Prayer is
probably the best defensive spell in the game. The spell Tranquility can make
all races get along which is a good stalling tactic. Good aligned races are
best with this sphere but it really shines with the Highmen. This is a very
good sphere to use especially against anyone using the death sphere or if you
want to make peace and alliances on a map.
| Level 1 |
Bless - Unit Spell
Pros: Great defensive spell, defends against death magic
Cons: Costly
Remedy - Unit Spell
Pros: Heals units
Cons: Only heals so much
Rejuvenate - Global Spell
Pros: Turns land to grassland
Cons: Useless
Solar Flare - Combat
Pros: Good ranged attack
Cons: Only shoots so far
| Level 2 |
Holy Champion - Unit
Pros: Good against evil creatures
Cons: Only good against evil creatures
Holy Woods - Global
Pros: Good against evil creatures
Cons: Only lasts so long, only good against evil creatures
Turn Undead - Combat
Pros: Good against undead
Cons: Only good against undead
Recall Spirit - Combat
Pros: Summons units
Cons: Weak units, costly
| Level 3 |
High Prayer - Combat
Pros: Excellent spell
Cons: Costly but worth it
Sacred Wrath - Combat
Pros: Does lots of damage to every unit
Cons: Does lots of damage to every unit including your own
Resurrect Hero - Global
Pros: Brings back dead heroes
Cons: Sometimes heroes don't follow you
Tranquility - World
Pros: Improves race relations, makes everyone happy ^_^
Cons: ...
| Level 4 |
Crusade - World
Pros: Summons units to attack evil aligned-units
Cons: Long time to cast, only lasts three turns, units only attack at random, a
waste of magic
Divine Storm - Global
Pros: Powerful global attack, changes land to grassland
Cons: Long time to cast
Life Mastery - World
Pros: Incredibly powerful spell
Cons: Long time to cast, costly
Gold Dragon
Pros: Summons a Gold Dragon
Cons: Long time to cast, upkeep a little expensive
||| 2. Sphere - Death |||
Overall: This sphere of pure evil allows you to command undead and spread
disease and pestilence throughout the land. It is fun to watch the effects of
casting Hatred and Death Mastery because you can watch relations' crumble and
watch good aligned races struggle. This sphere is mainly for Evil aligned races
especially the Undead. This is a very good sphere to use especially against
anyone using the life sphere or if you really want to wreak havoc on a map.
| Level 1 |
Dark Gift - City
Pros: Good Enchantment
Cons: ...
Summon Black Spider - Summon
Pros: Summons a Black Spider
Cons: Upkeep
Death Ray - Combat
Pros: Good ranged attack
Cons: Can only shoot so far
Disease Cloud - Combat
Pros: Can hit multiple units
Cons: Can also hit your units
| Level 2 |
Evil Champion - Unit
Pros: Good against good aligned creatures
Cons: Only good against good aligned creatures
Evil Woods - Global
Pros: Damages good creatures
Cons: Only lasts so long, an only damages good creature
Animate Dead - Combat
Pros: Brings dead skeleton warriors to the battle field
Cons: Skeletons are weak, costly
Terror - Combat
Pros: Weakens opponents units
Cons: Can also weaken your units
| Level 3 |
Animate Ruins - City
Pros: Rebuilds razed/looted cities, fills them with undead
Cons: Other units can do this
Pestilence - Global
Pros: Does damage to units on a global scale
Cons: Moves around at random
Mind Decay - Combat
Pros: Doesn't effect undead, kills target unit if successful
Cons: Can effect your units if they're to close
Animate Hero
Pros: Brings back dead heroes
Cons: Sometimes heroes don't follow you
| Level 4 |
Death Mastery - World
Pros: Very powerful, curses good units, other beneficial affects
Cons: Long time to cast, upkeep, costly
Death Storm - Global
Pros: Changes land to wasteland, powerful global attack
Cons: Long time to cast
Hatred - World
Pros: Destroys race relations, makes everyone angry >:(
Cons: Long time to cast
Summon Black Dragon
Pros: Summons a Black Dragon
Cons: Long time to cast
||| 3. Sphere - Earth |||
Overall: This sphere isn't known for its ability to do damage. Instead it
focuses on giving you the ability to enhance your abilities. Gold Rush, Free
Movement, and Enchant Roads are excellent examples. Although this sphere isn't
good on offense, it does better on defense. Entangle is one of the most useful
defensive spell in the game. This sphere is recommended if you want to play
defensively but with a little offensive option.
| Level 1 |
Stone Skin - Unit
Pros: Good defensive spell
Cons: Only increases defense
Great Boar - Summon
Pros: Summons a Great Boar
Cons: Upkeep
Entangle - Combat
Pros: Very useful spell
Cons: ...
Slow - Combat
Pros: Low cost, slows a unit
Cons: ...
| Level 2 |
Free Movement - Unit
Pros: Allows units to move on any terrain
Cons: ...
Gold Rush - City
Pros: Doubles city income
Cons: Upkeep
Poison Woods - Global
Pros: Damages good creatures
Cons: Only lasts so long
Stoning - Combat
Pros: Good ranged attack
Cons: Only goes so far
| Level 3 |
Concealment - Unit
Pros: Hides target unit
Cons: Cost, I don't see the real use
Enchant Roads - World
Pros: Movement costs are reduced by 1/3 on roads
Cons: Cost, upkeep
Level Terrain - Global
Pros: Destroys mountains
Cons: ...
Tremors - Combat
Pros: Does damage to all units
Cons: Does damage to all units
| Level 4 |
Earth Mastery - World
Pros: Gives all your units Stone Skin
Cons: Long time to cast, upkeep, cost
Earth Elemental - Summon
Pros: Summons a Earth Elemental
Cons: Long time to cast, the Earth Elemental is slow
Raise Terrain - Global
Pros: Creates mountains
Cons: Long time to cast, only lasts so long
Town Quake - City
Pros: Damages units/walls/buildings inside a town
Cons: Long time to cast
||| 4. Sphere - Air |||
Overall: This sphere gives you the ability to control wind. It allows you to
increase the speed of your units, blow units away, and to strike lightning at
your enemies. This sphere is mostly on the offensive. Most of the spells aren't
very powerful or useful but their are a few that shine. I don't really
recommend Air magic but having one sphere is all you'll really need.
| Level 1 |
Haste - Unit
Pros: Increases unit's movement
Cons: ...
Birds View - Global
Pros: Good for scouting
Cons: Doesn't work underground
Vaporize - Combat
Pros: Low cost
Cons: ...
Chain Lightning - Combat
Pros: Good ranged attack, hits multiple units
Cons: Only goes so far
| Level 2 |
Winds of Fury - Combat
Pros: Blows target unit around, lot of damage
Cons: Blows target unit around randomly
Great Eagle - Summon
Pros: Summons a Great Eagle, excellent scouts
Cons: Frail, costly, upkeep
Freeze Water - Global
Pros: Makes water travel easier
Cons: Only lasts so long
Cold Breath - Combat
Pros: Can do at wide range of damage
Cons: ...
| Level 3 |
Call Hero - Global
Pros: Summons a hero at random
Cons: Hero doesn't always follow you
Tornado - Global
Pros: Blows units around, damages units
Cons: Works on low-level units, only works on plains, costly
Shockwave - Combat
Pros: Does damage to area around the caster
Cons: Not very effective, not allot of range
Wind Walking - Unit
Pros: Gives a unit the ability to fly
Cons: Costly
| Level 4 |
Air Mastery - World
Pros: Favors your boats/flying creatures
Cons: Long time to cast, costly, kinda useless
Air Elemental - Summon
Pros: Summons an Air Elemental
Cons: Long time to cast, frail
Watcher - Global
Pros: Watches for invisible/concealed units in a given area
Cons: Long time to cast, kind of useless
Lightning Storm - Global
Pros: Damages units on a global scale
Cons: Long time to cast, doesn't have allot of range
||| 5. Sphere - Fire |||
Overall: This powerful sphere represents pure chaos. It is best used in combat
due to the fact that most of the spells increase offensive capabilities. The
spell Anarchy invokes chaos on cities causing them to rebel if the armies in
that city aren't strong enough. Cool huh! Other cool spells are Warmonger and
Sacrificial Flame. Pick this sphere if you like to go on a straight offensive
blowing your enemies to ashes.
| Level 1 |
Fury - Unit
Pros: Raises attack
Cons: Lowers defense
Fire Sprite - Summon
Pros: Summons a Fire Sprite
Cons: Upkeep, costly, kinda weak
Flame Arrow - Combat
Pros: Good ranged attack
Cons: Only goes so far
Call Flames - Combat
Pros: Does lots of damage
Cons: Only goes so far
| Level 2 |
Fire Halo - Unit
Pros: Gives you Fire Strike and Fire Immunity
Cons: No other enhancements
Cloud of Ashes - Global
Pros: Conceals units
Cons: Moves around at random, useless
Fire Breath - Combat
Pros: Can do at wide range of damage
Cons: ...
Swarm - Combat
Pros: Can do damage to many units
Cons: Can do damage to your units
| Level 3 |
Anarchy - City
Pros: Makes towns rebel ( YEAH! )
Cons: Not always effective
Fire Barrier - Global
Pros: Does damage to all who pass through it
Cons: Only lasts so long
Fire Ball - Combat
Pros: Can damage walls, good ranged attack
Cons: Only goes so far
Sacrificial Flame - Combat
Pros: Does lots of damage, lots of range
Cons: Sometimes does damage tot he caster
| Level 4 |
Fire Mastery - World
Pros: Causes chaos throughout the land
Cons: Long time to cast, upkeep, costly
Fire Elemental - Summon
Pros: Summons a Fire Elemental
Cons: Long time to cast, costly, upkeep
Warmonger - City
Pros: All units who get trained at the enchanted city get veteran experience
Cons: Long time to cast
Fire Storm - Global
Pros: Does lots of fire damage to an area
Cons: Long time to cast
||| 6. Sphere - Water |||
Overall: Last but not least, the sphere of water, deals with...uhh...water.
(Duh!) Most of the spells are closely tied with the life sphere. Healing Water
is a good example of this. Water also give you control over all the bodies of
water throughout the game. This could leave you with complete domination over
the maps with mostly water. This sphere is a must of anyone who decides to play
as the Lizards.
| Level 1 |
Summon Frog - Summon
Pros: Summons a Frog
Cons: Upkeep, kinda weak
Healing Water - Unit
Pros: Heals a unit completely
Cons: Costly
Ice Shards - Combat
Pros: Good ranged attack
Cons: Only goes so far
Ooze - Combat
Pros: Creates an area of mud which slows units
Cons: Not very useful cause some units can walk around it.
| Level 2 |
Water Walking - Unit
Pros: Allows unit to walk on water
Cons: No other benefits
Vortex - Global
Pros: Does damage to water units
Cons: ...
Geyser - Combat
Pros: A powerful attack
Cons: Only goes so far
Frost Beam - Combat
Pros: Does multiple damage to units, can freeze units
Cons: ...
| Level 3 |
Liquid Form - Unit
Pros: Reduces damage taken, allow you to swim
Cons: ...
Great Hail - Combat
Pros: Can damage walls, damage multiple units
Cons: ...
Healing Showers - Global
Pros: Heals units
Cons: ...
Fountain of Life - City
Pros: Heals units that enter the enchanted town
Cons: ...
| Level 4 |
Water Mastery - World
Pros: Halves the vision of opponents
Cons: Long time to cast, upkeep, not many other benefits
Flood - World
Pros: Can have monstrous effects on the world map
Cons: Can drown your units
Water Elemental - Summon
Pros: Summons a Water Elemental
Cons: Kinda frail, costly
Ice Storm
Pros: Changes land to ice, does lots of ice damage
Cons: Long time to cast
||| 7. Cosmos |||
This type of magic is available to all races in the game. As for the other
spheres, to gain more powerful Cosmos magic, you must research to get stronger
magic.
| Level 1 |
Enchant Weapon - Unit
Pros: Increases attack and damage
Cons: ...
Dispels Magic - Global
Pros: Removes an enchantment from any unit
Cons: Doesn't always work
| Level 2 |
Disjunction - Global
Pros: Removes opponents' global enchantment
Cons: Doesn't always work
Warp Party - Global
Pros: Teleports party anywhere on the map
Cons: Does this at random
| Level 3 |
Anti-Magic Shell - City
Pros: Protects from spells cast in/on the city
Cons: Costly
Town Gate - Global
Pros: Teleport you to any of you cities, very useful
Cons: ...
| Level 4 |
Power Leak - World
Pros: Cut magic power of all players in half
Cons: I think it effect you too
Spell Ward - World
Pros: Limits use of World Enchantments
Cons: You can't cast any either
||| 8. Secret |||
These few spells can only be found and taught at Wizard Towers throughout the
game.
| Level 1 |
Conceal Area - Global
Pros: Conceals an area from opponents
Cons: Only covers so much
| Level 2 |
Summon Mermaid - Summon
Pros: Summons a mermaid
Cons: ...
Cosmagic Surgery - Unit
Pros: Changes the face of any hero
Cons: Who needs it?
||| Unit Stats |||
This section describes the core stats that any unit has.
Attack - Chance that the unit will damage a unit
Damage - Determine how much damage a unit will do after a successful attack
Defense - Effects the chance of you being hit by a unit and the amount of
damage done to you if the attack is successful
Health - The amount of damage you can take before you die.
Movement - Effects how far a unit can move on the Global/Combat.
Resistance - Measures how much a unit can resist poison, magic, and other
non-physical attacks.
|| Special Traits ||
- Coming Soon -
||| Battling Tips |||
This section gives you tips on the do's and don'ts in overall battles, castle
sieges, and exploring caves or dungeons. If anyone has any tips that they want
to submit, please E-mail me at Averman62@Hotmail.com.
|| Overall Battles ||
- Most importantly of all, be sure to pick battles you can win.
- Put your leader in battles that he/she can win because if he/she falls, the
game is over.
- You stand to lose allot more battles in Automatic Mode than in Tactical Mode.
|| Dungeon Battles ||
- Bring plenty of archer and other units with high movement with you to hit
those dungeon creatures from a far range.
- Be sure to you really want to raid a dungeon with people trapped inside.
Sometimes they could be of a race you don't get along with.
|| Castle Sieges ||
This section is describes how to break down those walls and take over enemy
towns.
- Try to break as much of the castle wall as possible to let in more of your
units.
- Make sure your Battering Ram doesn't get destroyed. A catapult is a whole lot
better because you can damage a wall from far away.
- Fireball & Great Hail are excellent spells when you want to destroy a wall or
take out a group of enemy units.
||| Thanks & the Warning |||
I would like to thank everyone who uses or reads this FAQ.
| Warning |
Anyone may reproduce this FAQ electronically, but don't sell it for money. If
you want to use this FAQ for your website you must ask my permission, email me
at AverMan62@Hotmail.com, and you must do it with this the Warning in it. If
you do use it and I find out, trust me I WILL, you'll be in some serious legal
trouble!!!
Age of Wonders is a trademark of Triumph Studios
Started: 05/06/01
Copyright 2001 by AverMan
Email: AverMan62@Hotmail.com
| Warning |
Anyone may reproduce this FAQ electronically, but don't sell it for money. If
you want to use this FAQ for your website you must ask my permission, email me
at AverMan62@Hotmail.com, and you must do it with this the Warning in it. If
you do use it and I find out, trust me I WILL, you'll be in some serious legal
trouble!!!
Age of Wonders is a trademark of Triumph Studios
| Intro |
This FAQ shows a list of the good and bad features of the races in Age of
Wonders. I did this by giving an overall description of the race then the pros
and cons. Then I listed their units and gave a list their pros and cons. I went
in depth on the units level three and up because that's where the races shine.
I mentioned some strategies you can use in and out of Combat Mode. The special
units are also listed here like the dragons and the elementals.
But why make a FAQ on Age of Wonders: Battle Tactics? I feel that this game
deserves it. After all it is the best turn-based strategy game that was ever
released. Well it's the best turn-based I've ever played. ^_^ Plus, I would
like to share my knowledge of Age of Wonders units and battling strategies. I
hope some people might become inspired by my walkthrough and, hopefully, make
other FAQS about Age of Wonders.
Well now that we got that cleared up, lets begin.
||| Updates |||
| 6/19/01 |
- Added the "Special Units Guide"
- Minor changes to the whole FAQ
Comments: Now that the Race Guide is finished, I will now be working on the
"Spell Guide". I would have had it done and posted earlier but I had a little
problem over the weekend.
| 6/24/01 |
- Added the "Spell Guide" section
| 6/26/01 |
- Added the "Battling Tips" section
- Added "Unit Stats"
- Fixed many, many errors
- Other changes to the FAQ
Comments: Many errors make Averman look bad. Anyway, I added the "Unit Stats"
section and the Battling Tips section. The Unit Stats section tells everything
about statistics. Battling Tips section has tips on battles. If anyone wants to
submit any battling tips, please email me at Averman62@Hotmail.com. The overall
game play FAQ is coming along just fine. It should be done soon.
||| Table of Contents |||
|| Race Guide ||
1. Race - Elves
2. Race - Halfings
3. Race - Dwarves
4. Race - High Men
5. Race - Humans
6. Race - Azracs
7. Race - Lizardmen
8. Race - Frostlings
9. Race - Dark Elves
10. Race - Goblins
11. Race - Orcs
12. Race - Undead
13. Special Units
|| Spell Guide ||
1. Sphere - Life
2. Sphere - Death
3. Sphere - Earth
4. Sphere - Air
5. Sphere - Fire
6. Sphere - Water
7. Cosmos Magic
8. Secret Magic
|| Unit Stats ||
|| Battling Tips ||
|| Thanks & The Warning ||
Note: When you see a "..." by any unit is means it is a standard unit and is
basically the same throughout all of the other races. Or it means that I can't
find anything wrong with this unit. This mostly applies to level one units but
there are few exceptions.
Priestly abilities apply for priests. This is a broad description of the common
abilities a priest may have. Examples: Dispel Magic 1, Turn Undead 1, Healing
||| 1. Race - Elves |||
Overall: Elves are best in hand-to-hand combat and archery. Their archers can
do more damage than many of the other races and their level one swordsmen have
higher attack. Unfortunately they are a little weaker in defense than most of
the other races. When leading the race of elves into battle, you must plan your
moves carefully because it could mean the difference between winning and
losing. It is also advised that you ally with another race, which makes up for
the Elves low defense like the Dwarves.
Pros: Their level one units have a higher attack then most other races,
movement bonuses when walking through forests, archers are stronger than most
other races, and many of their units have magic abilities.
Cons: Very weak on defense.
| Level One Units |
Swordsman
Pros: High attack
Cons: Frail
Nymph
Pros: Seduce ability
Cons: Frail
Archer
Pros: Marksmanship 1 ability
Cons: ...
Battering Ram
Pros: Can knock down walls
Cons: Can't attack, frail
| Level Two Units |
Scout
Pros: Lots of movement points, high attack, Vision 1 ability
Cons: Low defense
Cleric
Pros: Priestly abilities
Cons: ...
Ballista
Pros: Poison Immunity and Cold Protection
Cons: Slow and frail
Catapult
Pros: Poison Immunity, can break walls and cold protection
Cons: Slow and frail
| Level Three Units |
Fairy
Pros: Magic strike, flyer, concealment, lots of movement points
Cons: Takes a while to produce
Unicorn
Pros: Healing, high attack
Cons: Takes a while to produce
Ranger
Pros: Lots of different abilities
Cons: Takes a while to produce, weak
| Level Four Unit |
Nature Elemental
Pros: Lots of abilities and immunities
Cons: Costly, really long time to produce
||| 2. Race - Halflings |||
Overall: Halflings are an aren't the best race but they do have their ups.
Halfling's level 1 swordsmen have the parry ability, which let's them dodge the
first attack done to them. Due to their low cost you can have an army of
Halflings in no time. Where the Halflings lack in strength, they make up in
ranged or magical attacks.
Pros: Many of the units have ranged attacks, cheap units, and the leprechaun is
one of the most powerful units in the game.
Cons: None really, they are the most well rounded among all of the other races.
| Level One Units |
Slinger
Pros: Can throw rocks
Cons: You can only throw so far
Pony Rider
Pros: High hit points, attack, and movement
Cons: Low defense
Swordsman
Pros: ...
Cons: ...
Battering Ram
Pros: Can knock down walls
Cons: Can't attack, frail
| Level Two Units |
Ballista
Pros: Poison Immunity and Cold Protection
Cons: Slow and frail
Catapult
Pros: Poison Immunity, can break walls and cold protection
Cons: Slow and frail
Cleric
Pros: Priestly abilities
Cons: ...
Satyr
Pros: Charm, bard skills, and high resistance
Cons: ...
| Level Three Units |
Rogue
Pros: Throw stones, climbs walls, concealment
Cons: Takes a while to produce, not very strong
Centaur
Pros: Archery and lots of movement points
Cons: Takes a while to produce, frail
Eagle Rider
Pros: Great scout and a flyer
Cons: Takes a while to produce, very weak
| Level Four Unit |
Leprechaun
Pros: High defense and tons of abilities
Cons: Costly, really long time to produce
||| 3. Race - Dwarves |||
Overall: The Dwarves use machines and such to win their battles. Most of their
humanoid units are good for close-quarter combat, travel through mountains, and
have poison protection. As for their machines, the Bombardier is very useful
during castle sieges and the Balloon can get slower units from place to place
faster. With careful planning, Dwarves can dominate the underground and the
surface.
Pros: Units are perfect fighters, units can get around quickly if planned
correctly, and have high Hits
Cons: Units a little more expensive because of their protections
| Level One Units |
Battering Ram
Pros: Can knock down walls
Cons: Can't attack, frail
Berserker
Pros: Round Attack ability
Cons: Frail
Axeman
Pros: ...
Cons: ...
Archer
Pros: Ranged attacker
Cons: ...
| Level Two Units |
Boar Rider
Pros: High attack
Cons: Kinda Frail
Bombardier
Pros: Can damage walls from far away
Cons: Frail
Cleric
Pros: Priestly abilities
Cons: ...
Ballista
Pros: Poison Immunity and Cold Protection
Cons: Slow and frail
| Level Three Units |
Balloon
Pros: Flyer, gets units around
Cons: Takes a while to produce, can't attack
Mole
Pros: Good for underground and can damage walls
Cons: Takes a while to produce
Giant
Pros: High damage and ranged attack
Cons: Takes a while to produce
| Level Four Unit |
Dwarf Firstborn
Pros: Many immunities and lots of hit points
Cons: Costly, really long time to produce
||| 4. Race - High Men |||
Overall: In combat, the Highmen rely mostly on their super natural abilities
and their effectiveness against the evil races. Highmen are most effective
against their archrivals, the Undead. With their healing abilities, holy
protection, true seeing, and flying units Highmen are extremely powerful
especially if you have your leader use the magic spheres of life. With all
these advantages could the Highmen be the perfect race?
Pros: Holy protection, lots of different abilities and protections, and very
effective against undead
Cons: Some of the units are kind of expensive
| Level One Units |
Spirit Puppet
Pros: Many immunities
Cons: Low hit points
Archer
Pros: Low cost
Cons: Low damage
Swordsman
Pros: Low cost
Cons: ...
Battering Ram
Pros: Can knock down walls
Cons: Can't attack, frail
| Level Two Units |
Saint
Pros: Many useful abilities
Cons: Can only heal once, kind of expensive
Paladin
Pros: Healing ability
Cons: Kinda frail
Ballista
Pros: Poison Immunity and Cold Protection
Cons: Slow and frail
Catapult
Pros: Poison Immunity, can break walls and cold protection
Cons: Slow and frail
| Level Three Units |
Avenger
Pros: Lot and lots of abilities and very, VERY useful
Cons: Takes a while to produce
Valkyrie
Pros: High attack and a flyer
Cons: Low damage and takes a while to produce
Titan
Pros: High hit points and damage
Cons: Takes a while to produce
| Level Four Unit |
Astra
Pros: Flyer, ranged attacker and has high hit points
Cons: Costly, really long time to produce, low defense
||| 5. Race - Human |||
Overall: Humans are the "vanilla ice cream" of all of the races. None of their
humanoid units have any immunities or protections and they don't have as many
abilities. But don't count out the humans, though. Humans may have average
swordsman, clerics, and cavalry but as you move up to level 3, you start to see
where the humans shine. The Charlatan and the Musketeer are good for ranged
attacks, the Cavalier is a fast and good all around, and the Air Galley is a
flyer that can carry units. The Cavalier is the best unit that the Humans have
to offer so, when possible, have as many of these as possible in your army.
Pros: Units provide new tactics to use
Cons: Not as many abilities and protections
| Level One Units |
Pikeman
Pros: Good level one unit, first strike
Cons: ...
Swordsman
Pros: ...
Cons: ...
Archer
Pros: Ranged attacker
Cons: ...
Battering Ram
Pros: Can knock down walls
Cons: Can't attack, frail
| Level Two Units |
Priest
Pros: Priestly abilities
Cons: Can only heal once
Medium Calvary
Pros: Average unit
Cons: Can't move far
Ballista
Pros: Poison Immunity and Cold Protection
Cons: Slow and frail
Catapult
Pros: Poison Immunity, can break walls and cold protection
Cons: Slow and frail
| Level Three Units |
Musketeer
Pros: Excellent ranged attacker
Cons: Frail, takes a while to produce
Charlton
Pros: Has a few useful abilities, ranged attacker
Cons: Takes a while to produce
Calvary
Pros: Strong, fast, the best human unit
Cons: Takes a while to produce
| Level Four Unit |
Air Galley
Pros: Very powerful, flyer, ranged attacker
Cons: Really expensive, really long time to produce
||| 6. Race - Azracs |||
Overall: Azracs are a neutral race of desert people who look much like humans.
Since they live in deserts, Azracs get protection from heat and fire. Azracs
can easily dominate early into the game by using the Elephant unit. It can
crush walls and attack which makes it better than any battering ram. Azracs
don't believe much in armor, which makes them extremely venerable. So
defensively they are weak but on offense the are stronger than most races. Most
of their units beyond level two have long ranged attacks, so use this to your
advantage. Plus the Yaka Avatar, their most powerful unit, can take control of
other units making them part of your own army. Get a few Yaka Avatars out,
supported by the ranged abilities of the Djinn and the Beholder, you should be
able to dominate most of the battles you engage.
Pros: Fire Protection, can dominate early into the game, high attack points
Cons: Most units have low defense
| Level One Units |
Scorpion
Pros: Poisonous
Cons: Good all around
Swordsman
Pros: High attack
Cons: Very frail
Archer
Pros: Ranged attacker
Cons: Very frail
Elephant
Pros: Can knock down walls
Cons: Costly
| Level Two Units |
Priest
Pros: Priestly abilities
Cons: Frail
Rider
Pros: High movement points
Cons: ...
Ballista
Pros: Poison Immunity and Cold Protection
Cons: Slow and frail
Catapult
Pros: Poison Immunity, can break walls and cold protection
Cons: Slow and frail
| Level Three Units |
Sand Worm
Pros: Tunneling, Desert Concealment
Cons: Takes a while to produce
Djinn
Pros: Flyer, ranged attacker
Cons: Takes a while to produce
Beholder
Pros: Ranged attacker
Cons: Slow, takes a while to produce
| Level Four Unit |
Yaka Avatar
Pros: Dominate ability, ranged attacker
Cons: Costly, really long time to produce
||| 7. Race - Lizardmen |||
Overall: Lizardmen are the neutral reptilian race of Age of Wonders. They are
the only race that can swim giving them a key advantage on the World Map. With
this in mind, you should use all out attacks on opponents using the water as an
escape route or to bring in more units to overwhelm your opponent. Another
advantage the Lizards have stronger ballista and catapults that can also travel
on the water. Their level three units are very standard. The Lurker is a good
surprise attacker, Salamander is an good fighter unit, and the Green Wyvern is
an excellent scout. The most expensive unit in the game, the Basilisk, is a has
allot of attack and defense but falls a little short on the special abilities.
Pros: Can travel on the water, stronger siege weapons
Cons: Costly level 4 unit, Low magic resistance, not allot of ranged attacker
| Level One Units |
Giant Slug
Pros: Ranged attacker
Cons: Low defense
Swordsman
Pros: Can walk on water
Cons: ...
Archer
Pros: Ranged attacker
Cons: ...
Battering Ram
Pros: Can knock down walls
Cons: Can't attack, frail
| Level Two Units |
Shaman
Pros: Healing ability, Turn Undead 1, Dispel Magic 1
Cons: Can only heal once
Frog Rider
Pros: Lots of movement
Cons: ...
Turtle Ballista
Pros: Good defense/offense
Cons: Slow
Catapult
Pros: Can break walls, good defense/offense
Cons: Slow
| Level Three Units |
Lurker
Pros: Water concealment
Cons: Takes a while to produce, kind of slow
Salamander
Pros: High attack, parry
Cons: Takes a while to produce, can't walk on water
Green Wyvern
Pros: Flyer, Vision 2
Cons: Takes a while to produce
| Level Four Unit |
Basilisk
Pros: High attack, defense, and movement
Cons: Really costly, takes long time to produce
||| 8. Race - Frostling |||
Overall: This race of neutral nomads has a wide variety of units, which allow
for a different type of play. Since they live in the northern parts of the Age
of Wonders realm, all of their units have cold protection. With their diverse
units traveling through different areas is no problem. The Wolf Rider can
travel easily through forests, the Yeti unit can travel through mountains plus
it's a good fighter unit with the ability to crush walls. The Frost Queen can
travel anywhere as well as the flying Nordic Glow and, the ever powerful, Ice
Drake.
Pros: Frostlings provide lots of diverse units for allot of different tactics
Cons: ???
| Level One Units |
Archer
Pros: Ranged attacker
Cons: ...
Dire Penguin
Pros: High attack, swimmer
Cons: Low defense
Swordsman
Pros: Standard unit
Cons: ...
Battering Ram
Pros: Can knock down walls
Cons: Can't attack, frail
| Level Two Units |
Wolf Rider
Pros: Forestry
Cons: ...
Shaman
Pros: Turn Undead 1, Dispel Magic 1, and Healing
Cons: Healing can only be used once
Ballista
Pros: Poison Immunity and Cold Protection
Cons: Slow and frail
Catapult
Pros: Poison Immunity, can break walls and cold protection
Cons: Slow and frail
| Level Three Units |
Yeti
Pros: Wall crushing, can travel on mountains
Cons: Takes a while to produce
Frost Queen
Pros: Snow Concealment, can travel on water
Cons: Takes a while to produce, frail
Nordic Glow
Pros: Flyer, many immunities
Cons: Takes a while to produce
| Level Four Unit |
Ice Drake
Pros: It's a dragon
Cons: Costly, really long time to produce
||| 9. Race - Dark Elves |||
Overall: The evil race of Dark Elves is one of the most interesting races to
play as. Due to their preference of living in the dark, they all have the
ability to see in the dark plus most of their units have higher resistance
points. Their level one and two units are almost similar to the elves. Some
exceptions are that the priests now shoot lighting and the Nymph is replaced
with the Lady of Pain. The level 3 units are a lot more powerful though. The
Spider Queen is a stronger version of a Lady of Pain, the Executioner is a very
fast and deadly, and the Shadow is a stealthy fighter. The most powerful unit,
the Incarnate, can posses any unit accept Leaders.
Pros: Archers are stronger than most other races, high resistance, and stealthy
units
Cons: ???
| Level One Units |
Lady of Pain
Pros: Seduce ability
Cons: Frail
Swordsman
Pros: Night Vision
Cons: ...
Archer
Pros: Ranged attacker, Night Vision
Cons: ...
Battering Ram
Pros: Can knock down walls
Cons: Can't attack, frail
| Level Two Units |
Storm Priest
Pros: Many priestly abilities, Lightning Protection
Cons: Cost a little more
Rider
Pros: Night Vision
Cons: Low damage
Ballista
Pros: Poison Immunity and Cold Protection
Cons: Slow and frail
Catapult
Pros: Poison Immunity, can break walls and cold protection
Cons: Slow and frail
| Level Three Units |
Spider Queen
Pros: Many abilities
Cons: Takes a while to produce, kind of frail
Executioner
Pros: Lot's of abilities, lots of movement points
Cons: Takes a while to produce, cost a little more
Shadow
Pros: Pass through walls, many immunities
Cons: Takes a while to produce
| Level Four Unit |
Incarnate
Pros: Can posses units, many immunities
Cons: Costly, really long time to produce, weak attack
||| 10. Race - Goblins |||
Overall: The evil goblins aren't known for strength but for their ability to
attack in large numbers. This can be possible by their incredible low cost. Due
to their underground living they all have night vision, cave crawling, and
poison protection. It is best to attack by luring your opponents to you instead
of head on attacks. This is because the Goblins are not real good fighters but
they are excellent in exploring underground areas. It is best to ally the
Goblins with the Orcs or Dark Elves to make up for this flaw.
Pros: Good underground traits, low cost
Cons: Some frail units
| Level One Units |
Spearman
Pros: ...
Cons: ...
Darter
Pros: Ranged attacker
Cons: ...
Bomber
Pros: Can damage walls
Cons: Extremely frail
Battering Ram
Pros: Can knock down walls
Cons: Can't attack, frail
| Level Two Units |
Wolf Rider
Pros: Forestry
Cons: ...
Shaman
Pros: Priestly abilities
Cons: ...
Ballista
Pros: Poison Immunity and Cold Protection
Cons: Slow and frail
Catapult
Pros: Poison Immunity, can break walls and cold protection
Cons: Slow and frail
| Level Three Units |
Wyvern Rider
Pros: Vision 2, flyer
Cons: Takes a while to produce, frail
Big Beetle
Pros: Can damage walls
Cons: Takes a while to produce
Troll
Pros: Regeneration
Cons: Takes a while to produce
| Level Four Unit |
Karag
Pros: Extremely powerful, fast
Cons: Costly, really long time to produce
||| 11. Race - Orcs |||
Overall: Orcs are the strongest of all of the races. Their fighting units have
higher damage points than other races. These natural born fighters don't use
many ranged attacks and prefer melee combat. The Swordsman, Heavy Calvary, and
the Warlord are examples of this. Their enhance version of a ballista, the
Shredder Bolt, is very powerful ranged attack. Not to mention the powerful Red
Dragon. Once you get a few of these out, you are sure to dominate.
Pros: The Red Dragon, high attack and damage
Cons: Slow units
| Level One Units |
Kolob
Pros: Poison Strike
Cons: A little slow
Archer
Pros: Ranged attacker
Cons: ...
Swordsman
Pros: High damage points
Cons: ...
Battering Ram
Pros: Can knock down walls
Cons: Can't attack, frail
| Level Two Units |
Shaman
Pros: Priestly powers
Cons: ...
Heavy Cavalry
Pros: High damage points
Cons: ...
Shredder Bolt
Pros: Black Javelins are devastating, Poison Immunity and Cold Protection
Cons: Slow and frail
Catapult
Pros: Poison Immunity, can break walls and cold protection
Cons: Slow and frail
| Level Three Units |
Doom Bat
Pros: Flyer, underground concealment
Cons: Takes a while to produce
Assassin
Pros: Wall climbing, ranged attacker
Cons: Takes a while to produce
Warlord
Pros: Very powerful
Cons: Takes a while to produce, slow
| Level Four Unit |
Red Dragon
Pros: It's a dragon
Cons: Costly, really long time to produce
||| 12. Race - Undead |||
Overall: The pure evil units of the Undead, despite their low defense, are
very powerful. Undead are known for their many resistances and their ability
to regenerate a little portion of their health. The Hell Hound is an extremely
useful unit plus it doesn't cost much. At level two, you notice the powerful
Doom Priest, which can control other units. At level 3 and 4 is where the
undead most powerful units are. The Bone Horror is excellent for castle sieges,
the Wraith is almost invincible, and the Demon can do lots of damage. The most
feared unit in the whole game is the Undead Reaper. This unit can kill units
with its ability named Invoke Death.
Pros: Undead Reaper, many immunities, regeneration
Cons: Low defense
| Level One Units |
Hell Hound
Pros: High movement, excellent level one unit
Cons: ...
Swordsman
Pros: Many immunities
Cons: Low defense
Archer
Pros: Ranged attacker, many immunities
Cons: Low defense
Bone Ram
Pros: Can knock down walls
Cons: Can't attack, frail
| Level Two Units |
Knight
Pros: Many immunities
Cons: ...
Doom Priest
Pros: Priestly abilities, Dominate, black bolts
Cons: Kinda costly
Ballista
Pros: Poison Immunity and Cold Protection
Cons: Slow and frail
Skull Thrower
Pros: Poison Immunity, can break walls and cold protection
Cons: Slow and frail
| Level Three Units |
Bone Horror
Pros: Many immunities, can break walls
Cons: Takes a while to produce
Wraith
Pros: Nearly invincible
Cons: Takes a while to produce, low defense
Demon
Pros: Flyer
Cons: Takes a while to produce
| Level Four Unit |
Undead Reaper
Pros: Very deadly
Cons: Costly, really long time to produce
||| 13 - Special Units |||
This is the special units guide. The special units are creatures that don't fit
in any race but can be found somewhere on the map.
| Humanoids |
These creatures can be found wandering the map or guarding something
Druid
Pros: Priestly abilities, ranged attacker
Cons: Frail
Undead Mummy
Pros: Regeneration
Cons: Low defense
| Creatures |
These creatures can be found wandering the map or guarding something
Syron
Pros: All of the immunities, very powerful
Cons: Unruly
How to Get: You can only summon this by using the Syron spell. This can be
taught to you in a wizard tower
Black Spider
Pros: Web ability
Cons: ...
Great Eagle
Pros: Excellent Scout
Cons: Frail
Wild Boar
Pros: Very well rounded unit
Cons: ...
Giant Frog
Pros: Good water unit
Cons: Frail
Sea Serpent
Pros: High attack, damage
Cons: Kinda Frail
Mermaid
Pros: High magic resistance
Cons: Low defense and attack
| Elementals |
These can be found at their element node or can be summoned
Air Elemental
Pros: Flyer
Cons: Frail
Earth Elementals
Pros: Can break walls, very good fighter unit
Cons: Kinda frail
Fire Elemental
Pros: High magic resistance, very dangerous
Cons: ...
Water Elemental
Pros: Water Concealment
Cons: Frail
| Dragons |
These dragons can only be summoned
Gold Dragon
Pros: Very powerful
Cons: Magic upkeep a little costly
Black Dragon
Pros: Very powerful
Cons: Magic upkeep a little costly
||| Spell Guide |||
This portion of the FAQ is dedicated to the spells. It describes the pros and
cons of each spell of every sphere. Spells you choose are just as important as
the units you use in your party. It is also important to pick the spheres that
fit your leader. You can't have an Undead leader with four magic spheres of
life. Here are the spells. If you do choose four spheres of any magic, in order
to get level four spells, you need to research the level 1, 2, and 3 level
spells first. This also applies for the magic sphere cosmos. This is the
format:
Spell - Type of spell
Pros:
Cons:
||| 1. Sphere - Life |||
Overall: The sphere of life gives you the powers of creation. It allows you to
restore land and to restore fallen heroes. It mostly focuses on vanquishing
forces of evil with spells like Holy Champion, Turn Undead, and Crusade. In
combat Holy Bolt and Sacred Wrath are good offensive spells and High Prayer is
probably the best defensive spell in the game. The spell Tranquility can make
all races get along which is a good stalling tactic. Good aligned races are
best with this sphere but it really shines with the Highmen. This is a very
good sphere to use especially against anyone using the death sphere or if you
want to make peace and alliances on a map.
| Level 1 |
Bless - Unit Spell
Pros: Great defensive spell, defends against death magic
Cons: Costly
Remedy - Unit Spell
Pros: Heals units
Cons: Only heals so much
Rejuvenate - Global Spell
Pros: Turns land to grassland
Cons: Useless
Solar Flare - Combat
Pros: Good ranged attack
Cons: Only shoots so far
| Level 2 |
Holy Champion - Unit
Pros: Good against evil creatures
Cons: Only good against evil creatures
Holy Woods - Global
Pros: Good against evil creatures
Cons: Only lasts so long, only good against evil creatures
Turn Undead - Combat
Pros: Good against undead
Cons: Only good against undead
Recall Spirit - Combat
Pros: Summons units
Cons: Weak units, costly
| Level 3 |
High Prayer - Combat
Pros: Excellent spell
Cons: Costly but worth it
Sacred Wrath - Combat
Pros: Does lots of damage to every unit
Cons: Does lots of damage to every unit including your own
Resurrect Hero - Global
Pros: Brings back dead heroes
Cons: Sometimes heroes don't follow you
Tranquility - World
Pros: Improves race relations, makes everyone happy ^_^
Cons: ...
| Level 4 |
Crusade - World
Pros: Summons units to attack evil aligned-units
Cons: Long time to cast, only lasts three turns, units only attack at random, a
waste of magic
Divine Storm - Global
Pros: Powerful global attack, changes land to grassland
Cons: Long time to cast
Life Mastery - World
Pros: Incredibly powerful spell
Cons: Long time to cast, costly
Gold Dragon
Pros: Summons a Gold Dragon
Cons: Long time to cast, upkeep a little expensive
||| 2. Sphere - Death |||
Overall: This sphere of pure evil allows you to command undead and spread
disease and pestilence throughout the land. It is fun to watch the effects of
casting Hatred and Death Mastery because you can watch relations' crumble and
watch good aligned races struggle. This sphere is mainly for Evil aligned races
especially the Undead. This is a very good sphere to use especially against
anyone using the life sphere or if you really want to wreak havoc on a map.
| Level 1 |
Dark Gift - City
Pros: Good Enchantment
Cons: ...
Summon Black Spider - Summon
Pros: Summons a Black Spider
Cons: Upkeep
Death Ray - Combat
Pros: Good ranged attack
Cons: Can only shoot so far
Disease Cloud - Combat
Pros: Can hit multiple units
Cons: Can also hit your units
| Level 2 |
Evil Champion - Unit
Pros: Good against good aligned creatures
Cons: Only good against good aligned creatures
Evil Woods - Global
Pros: Damages good creatures
Cons: Only lasts so long, an only damages good creature
Animate Dead - Combat
Pros: Brings dead skeleton warriors to the battle field
Cons: Skeletons are weak, costly
Terror - Combat
Pros: Weakens opponents units
Cons: Can also weaken your units
| Level 3 |
Animate Ruins - City
Pros: Rebuilds razed/looted cities, fills them with undead
Cons: Other units can do this
Pestilence - Global
Pros: Does damage to units on a global scale
Cons: Moves around at random
Mind Decay - Combat
Pros: Doesn't effect undead, kills target unit if successful
Cons: Can effect your units if they're to close
Animate Hero
Pros: Brings back dead heroes
Cons: Sometimes heroes don't follow you
| Level 4 |
Death Mastery - World
Pros: Very powerful, curses good units, other beneficial affects
Cons: Long time to cast, upkeep, costly
Death Storm - Global
Pros: Changes land to wasteland, powerful global attack
Cons: Long time to cast
Hatred - World
Pros: Destroys race relations, makes everyone angry >:(
Cons: Long time to cast
Summon Black Dragon
Pros: Summons a Black Dragon
Cons: Long time to cast
||| 3. Sphere - Earth |||
Overall: This sphere isn't known for its ability to do damage. Instead it
focuses on giving you the ability to enhance your abilities. Gold Rush, Free
Movement, and Enchant Roads are excellent examples. Although this sphere isn't
good on offense, it does better on defense. Entangle is one of the most useful
defensive spell in the game. This sphere is recommended if you want to play
defensively but with a little offensive option.
| Level 1 |
Stone Skin - Unit
Pros: Good defensive spell
Cons: Only increases defense
Great Boar - Summon
Pros: Summons a Great Boar
Cons: Upkeep
Entangle - Combat
Pros: Very useful spell
Cons: ...
Slow - Combat
Pros: Low cost, slows a unit
Cons: ...
| Level 2 |
Free Movement - Unit
Pros: Allows units to move on any terrain
Cons: ...
Gold Rush - City
Pros: Doubles city income
Cons: Upkeep
Poison Woods - Global
Pros: Damages good creatures
Cons: Only lasts so long
Stoning - Combat
Pros: Good ranged attack
Cons: Only goes so far
| Level 3 |
Concealment - Unit
Pros: Hides target unit
Cons: Cost, I don't see the real use
Enchant Roads - World
Pros: Movement costs are reduced by 1/3 on roads
Cons: Cost, upkeep
Level Terrain - Global
Pros: Destroys mountains
Cons: ...
Tremors - Combat
Pros: Does damage to all units
Cons: Does damage to all units
| Level 4 |
Earth Mastery - World
Pros: Gives all your units Stone Skin
Cons: Long time to cast, upkeep, cost
Earth Elemental - Summon
Pros: Summons a Earth Elemental
Cons: Long time to cast, the Earth Elemental is slow
Raise Terrain - Global
Pros: Creates mountains
Cons: Long time to cast, only lasts so long
Town Quake - City
Pros: Damages units/walls/buildings inside a town
Cons: Long time to cast
||| 4. Sphere - Air |||
Overall: This sphere gives you the ability to control wind. It allows you to
increase the speed of your units, blow units away, and to strike lightning at
your enemies. This sphere is mostly on the offensive. Most of the spells aren't
very powerful or useful but their are a few that shine. I don't really
recommend Air magic but having one sphere is all you'll really need.
| Level 1 |
Haste - Unit
Pros: Increases unit's movement
Cons: ...
Birds View - Global
Pros: Good for scouting
Cons: Doesn't work underground
Vaporize - Combat
Pros: Low cost
Cons: ...
Chain Lightning - Combat
Pros: Good ranged attack, hits multiple units
Cons: Only goes so far
| Level 2 |
Winds of Fury - Combat
Pros: Blows target unit around, lot of damage
Cons: Blows target unit around randomly
Great Eagle - Summon
Pros: Summons a Great Eagle, excellent scouts
Cons: Frail, costly, upkeep
Freeze Water - Global
Pros: Makes water travel easier
Cons: Only lasts so long
Cold Breath - Combat
Pros: Can do at wide range of damage
Cons: ...
| Level 3 |
Call Hero - Global
Pros: Summons a hero at random
Cons: Hero doesn't always follow you
Tornado - Global
Pros: Blows units around, damages units
Cons: Works on low-level units, only works on plains, costly
Shockwave - Combat
Pros: Does damage to area around the caster
Cons: Not very effective, not allot of range
Wind Walking - Unit
Pros: Gives a unit the ability to fly
Cons: Costly
| Level 4 |
Air Mastery - World
Pros: Favors your boats/flying creatures
Cons: Long time to cast, costly, kinda useless
Air Elemental - Summon
Pros: Summons an Air Elemental
Cons: Long time to cast, frail
Watcher - Global
Pros: Watches for invisible/concealed units in a given area
Cons: Long time to cast, kind of useless
Lightning Storm - Global
Pros: Damages units on a global scale
Cons: Long time to cast, doesn't have allot of range
||| 5. Sphere - Fire |||
Overall: This powerful sphere represents pure chaos. It is best used in combat
due to the fact that most of the spells increase offensive capabilities. The
spell Anarchy invokes chaos on cities causing them to rebel if the armies in
that city aren't strong enough. Cool huh! Other cool spells are Warmonger and
Sacrificial Flame. Pick this sphere if you like to go on a straight offensive
blowing your enemies to ashes.
| Level 1 |
Fury - Unit
Pros: Raises attack
Cons: Lowers defense
Fire Sprite - Summon
Pros: Summons a Fire Sprite
Cons: Upkeep, costly, kinda weak
Flame Arrow - Combat
Pros: Good ranged attack
Cons: Only goes so far
Call Flames - Combat
Pros: Does lots of damage
Cons: Only goes so far
| Level 2 |
Fire Halo - Unit
Pros: Gives you Fire Strike and Fire Immunity
Cons: No other enhancements
Cloud of Ashes - Global
Pros: Conceals units
Cons: Moves around at random, useless
Fire Breath - Combat
Pros: Can do at wide range of damage
Cons: ...
Swarm - Combat
Pros: Can do damage to many units
Cons: Can do damage to your units
| Level 3 |
Anarchy - City
Pros: Makes towns rebel ( YEAH! )
Cons: Not always effective
Fire Barrier - Global
Pros: Does damage to all who pass through it
Cons: Only lasts so long
Fire Ball - Combat
Pros: Can damage walls, good ranged attack
Cons: Only goes so far
Sacrificial Flame - Combat
Pros: Does lots of damage, lots of range
Cons: Sometimes does damage tot he caster
| Level 4 |
Fire Mastery - World
Pros: Causes chaos throughout the land
Cons: Long time to cast, upkeep, costly
Fire Elemental - Summon
Pros: Summons a Fire Elemental
Cons: Long time to cast, costly, upkeep
Warmonger - City
Pros: All units who get trained at the enchanted city get veteran experience
Cons: Long time to cast
Fire Storm - Global
Pros: Does lots of fire damage to an area
Cons: Long time to cast
||| 6. Sphere - Water |||
Overall: Last but not least, the sphere of water, deals with...uhh...water.
(Duh!) Most of the spells are closely tied with the life sphere. Healing Water
is a good example of this. Water also give you control over all the bodies of
water throughout the game. This could leave you with complete domination over
the maps with mostly water. This sphere is a must of anyone who decides to play
as the Lizards.
| Level 1 |
Summon Frog - Summon
Pros: Summons a Frog
Cons: Upkeep, kinda weak
Healing Water - Unit
Pros: Heals a unit completely
Cons: Costly
Ice Shards - Combat
Pros: Good ranged attack
Cons: Only goes so far
Ooze - Combat
Pros: Creates an area of mud which slows units
Cons: Not very useful cause some units can walk around it.
| Level 2 |
Water Walking - Unit
Pros: Allows unit to walk on water
Cons: No other benefits
Vortex - Global
Pros: Does damage to water units
Cons: ...
Geyser - Combat
Pros: A powerful attack
Cons: Only goes so far
Frost Beam - Combat
Pros: Does multiple damage to units, can freeze units
Cons: ...
| Level 3 |
Liquid Form - Unit
Pros: Reduces damage taken, allow you to swim
Cons: ...
Great Hail - Combat
Pros: Can damage walls, damage multiple units
Cons: ...
Healing Showers - Global
Pros: Heals units
Cons: ...
Fountain of Life - City
Pros: Heals units that enter the enchanted town
Cons: ...
| Level 4 |
Water Mastery - World
Pros: Halves the vision of opponents
Cons: Long time to cast, upkeep, not many other benefits
Flood - World
Pros: Can have monstrous effects on the world map
Cons: Can drown your units
Water Elemental - Summon
Pros: Summons a Water Elemental
Cons: Kinda frail, costly
Ice Storm
Pros: Changes land to ice, does lots of ice damage
Cons: Long time to cast
||| 7. Cosmos |||
This type of magic is available to all races in the game. As for the other
spheres, to gain more powerful Cosmos magic, you must research to get stronger
magic.
| Level 1 |
Enchant Weapon - Unit
Pros: Increases attack and damage
Cons: ...
Dispels Magic - Global
Pros: Removes an enchantment from any unit
Cons: Doesn't always work
| Level 2 |
Disjunction - Global
Pros: Removes opponents' global enchantment
Cons: Doesn't always work
Warp Party - Global
Pros: Teleports party anywhere on the map
Cons: Does this at random
| Level 3 |
Anti-Magic Shell - City
Pros: Protects from spells cast in/on the city
Cons: Costly
Town Gate - Global
Pros: Teleport you to any of you cities, very useful
Cons: ...
| Level 4 |
Power Leak - World
Pros: Cut magic power of all players in half
Cons: I think it effect you too
Spell Ward - World
Pros: Limits use of World Enchantments
Cons: You can't cast any either
||| 8. Secret |||
These few spells can only be found and taught at Wizard Towers throughout the
game.
| Level 1 |
Conceal Area - Global
Pros: Conceals an area from opponents
Cons: Only covers so much
| Level 2 |
Summon Mermaid - Summon
Pros: Summons a mermaid
Cons: ...
Cosmagic Surgery - Unit
Pros: Changes the face of any hero
Cons: Who needs it?
||| Unit Stats |||
This section describes the core stats that any unit has.
Attack - Chance that the unit will damage a unit
Damage - Determine how much damage a unit will do after a successful attack
Defense - Effects the chance of you being hit by a unit and the amount of
damage done to you if the attack is successful
Health - The amount of damage you can take before you die.
Movement - Effects how far a unit can move on the Global/Combat.
Resistance - Measures how much a unit can resist poison, magic, and other
non-physical attacks.
|| Special Traits ||
- Coming Soon -
||| Battling Tips |||
This section gives you tips on the do's and don'ts in overall battles, castle
sieges, and exploring caves or dungeons. If anyone has any tips that they want
to submit, please E-mail me at Averman62@Hotmail.com.
|| Overall Battles ||
- Most importantly of all, be sure to pick battles you can win.
- Put your leader in battles that he/she can win because if he/she falls, the
game is over.
- You stand to lose allot more battles in Automatic Mode than in Tactical Mode.
|| Dungeon Battles ||
- Bring plenty of archer and other units with high movement with you to hit
those dungeon creatures from a far range.
- Be sure to you really want to raid a dungeon with people trapped inside.
Sometimes they could be of a race you don't get along with.
|| Castle Sieges ||
This section is describes how to break down those walls and take over enemy
towns.
- Try to break as much of the castle wall as possible to let in more of your
units.
- Make sure your Battering Ram doesn't get destroyed. A catapult is a whole lot
better because you can damage a wall from far away.
- Fireball & Great Hail are excellent spells when you want to destroy a wall or
take out a group of enemy units.
||| Thanks & the Warning |||
I would like to thank everyone who uses or reads this FAQ.
| Warning |
Anyone may reproduce this FAQ electronically, but don't sell it for money. If
you want to use this FAQ for your website you must ask my permission, email me
at AverMan62@Hotmail.com, and you must do it with this the Warning in it. If
you do use it and I find out, trust me I WILL, you'll be in some serious legal
trouble!!!
Age of Wonders is a trademark of Triumph Studios