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

Age of Wonders III Game Guide & Walkthrough

Table of Contents

Specializations | Classes AoW III Guide

Last update: 11 May 2016

While creating the leader, apart from the class, you can also determine his specialty. IT affects the available areas of research - both upgrades for the Empire as well as various spells. To some specialties, there are two levels - Adept and Master. The latter allows you to discover more potent skills but, the selection is only available after the Adept. For the main leader, you can choose up to 3 specialties which, in combination with the selected class, gives the full picture of the available upgrades and spells.

Below, you can find a list of the available specialties and the research areas that they enable:

Adept of Fire

Name

Type

Tier

Research cost

Effect

Fire Node Mana Bonus

Empire Upgrades

1

-

The structures of Mana Nodes (i.e. Fire Nodes) generate additional 5 mana points.

Domain of the Sun

Global Spells

3

150

From now on, the selected city favors the Tropical and Volcanic terrains.

Summon Hell Hound

Global Spells

3

160

Allows you to summon Hell Hound.

Fire Ball

Combat Spells

1

80

The fireball deals 10 physical damage and 12 Fire damage.

Skin of Oil

Combat Spells

2

100

The selected enemy unit loses 1 point of strength, defense and resistance to magical attacks. Apart from that, it suffers 40% Fire Weakness.

Master of Fire

Name

Type

Tier

Research cost

Effect

Tropical Empire

Global Spells

4

240

Terrains of the Tropical type expand gradually from the Empire grounds.

Summon Fire Elemental

Global Spells

6

600

Allows you to summon Fire Elemental.

Fire Halo

Combat Spells

4

220

The selected unit receives total protection from fire (100% Fire Protection) and increased damage (+1, Fire).

Hellfire

Combat Spells

7

900

All of the walls in the battlefield receive 30 damage, and units - 50 (Fire).

Adept of Water

Name

Type

Tier

Research cost

Effect

Water Node Mana Bonus

Empire Upgrades

1

-

The Mana Nodes structures (i.e. Water Nodes) generate additional 5 mana points.

Freeze Water

Global Spells

3

160

Freezes the water hex for 3 turns. Units can move freely over that hex, without the losing a turn for boarding a ship.

Summon Baby Kraken

Global Spells

3

160

Allows you to summon Baby Kraken.

Rot

Combat Spells

2

120

Deals 10 damage to the selected Machine unit. This effect hops between machines, up to 3 times, if they are deployed within the distance of 3 hexes of each other.

Vangeful Frost

Combat Spells

1

70

Deals 15 damage (Frost) to the selected unit.

Master of Water

Name

Type

Tier

Research cost

Effect

Drench the Land

Global Spells

4

240

The selected hexes are immediately turned into Wetlands.

Summon Frost Elemental

Global Spells

6

600

Allows you to summon Frost Elemental.

Healing Showers

Combat Spells

4

250

Restores 20 HP to all the units, within the radius of 2 hexes, of the selected one. Also, eliminates all of the Fire effects (e.g. catching fire).

Great Hail

Combat Spells

5

500

Deals 20 physical damage and 5 (Frost) to the units within the radius of 2 hexes of the selected area.

Adept of Earth

Name

Type

Tier

Research cost

Effect

Earth Node Mana Bonus

Empire Upgrades

1

-

The Mana Nodes structures (i.e. Earth Nodes) generate additional 5 mana points.

Domain of Earth

Global Spells

3

150

The selected allied city favors Subterranean terrains.

Stoning

Combat Spells

1

80

Deals 24 damage to the selected enemy unit.

Stone Skin

Combat Spells

2

80

The selected unit receives additional 3 defense points.

Regenerate Walls

Combat Spells

3

180

At the beginning of each turn, walls regenerate 20 HP.

Master of Earth

Name

Type

Tier

Research cost

Effect

City Quake

Global Spells

5

220

Destroys one random upgrade of the enemy city and kills 20% of its population.

Summon Earth Elemental

Global Spells

6

600

Allows you to summon Earth Elemental.

Slow

Combat Spells

4

240

The selected enemy unit has a half of its movement points, until the end of the battle.

Earthquake

Combat Spells

7

900

The walls in the battlefield receive 60 damage, and the units - 40. Ineffective against Flying and Floating units.

Adept of Air

Name

Type

Tier

Research cost

Effect

Air Node Mana Bonus

Empire Upgrades

1

-

The Mana Nodes structures (i.e. Air Nodes) generate additional 5 mana points.

Domain of Winter

Global Spells

3

140

The selected allied city favors the Arctic type of terrain.

Summon Zephyr Bird

Global Spells

3

150

Allows you to summon Zephyr Bird.

Suffocate

Combat Spells

1

80

Deals 15 damage to the selected unit (impossible to cast on Undead, Machine and Incorporeal).

Seeker Enchantment

Combat Spells

2

120

The selected units that attack at a distance, do not receive penalties to the damage that they deal, while shooting over obstacles.

Master of Air

Name

Type

Tier

Research cost

Effect

Arctic Empire

Global Spells

4

220

Terrains of the Arctic type gradually spread from the Empire terrains

Summon Air Elemental

Global Spells

6

600

Allows you to summon Air Elemental.

Haste

Combat Spells

4

240

The selected unit has, until the end of the battle a doubled number of movement points.

Wind Ward

Combat Spells

5

400

All of the ranged attacks are less effective (-8 to damage).

Creation Adept

Name

Type

Tier

Research cost

Effect

Creation Node Mana Bonus

Empire Upgrades

1

-

The Mana Nodes structures (i.e. Creation Nodes) generate additional 5 mana points.

Cleanse the Land

Global Spells

3

150

The selected terrains are turned into Temperate.

Domain of Life

Global Spells

3

150

The selected allied city favors the Temperate type of terrain.

Bless

Combat Spells

1

60

The selected unit receives a boost to Defense and Resistance (both +2) until the end of the battle.

Holy Cure

Combat Spells

2

100

Restores 25 HP to the selected unit. The Undead and Machine cannot be healed.

Creation Master

Name

Type

Tier

Research cost

Effect

Temperate Empire

Global Spells

4

240

Terrains of the Temperate type spread, gradually, from the Empire domain.

Codemn Killing

Combat Spells

4

240

The killer of the Devout unit, loses 3 Defense and Resistance points , until the end of the battle.

Bane of the Unnatural

Combat Spells

5

400

Units deal more damage (+5, Spirit), when they attack Undead, Summoned or Magical Origin units.

Resurrect

Combat Spells

6

600

Resurrects the selected allied unit with a half of its HP. Does not work on Machine and Undead units.

Destruction Adept

Name

Type

Tier

Research cost

Effect

Destruction Node Mana Bonus

Empire Upgrades

1

-

The Mana Nodes structures (i.e. Destruction Nodes) generate additional 5 mana points.

Hasty Plunder

Empire Upgrades

1

80

Allows you to plunder the city immediately after you capture it.

Scorched Earth

Global Spells

2

140

The selected allied city is razed to the ground immediately, after you lose it.

Domain of Corruption

Global Spells

3

150

The selected city favors the Blighted terrains.

Killer Instinct

Combat Spells

2

100

The selected unit deals additional damage to all races.

Destruction Master

Name

Type

Tier

Research cost

Effect

Storm Magic

Empire Upgrades

5

450

Damage-dealing spells are now stronger by 20%.

Blight Empire

Global Spells

4

240

The Blight type terrains spread gradually from the Empire dominion.

Wreck

Combat Spells

4

240

The selected enemy unit, of the Boat, Machine or Undead type suffers 40% Physical Weakness.

Disintegrate

Combat Spells

6

600

Attempts to deal, to the enemy unit, 50 damage -if failed, the selected unit suffers a half of that damage.

Expander

Name

Type

Tier

Research cost

Effect

Fertility Rites

Empire Upgrade

1

90

The population of the Empire grows 15% faster.

Rugged Pioneers

Empire Upgrades

2

100

Settler and Builder units receive additional 8 movement points and the Mountaineering skill.

Expansionism

Empire Upgrades

3

160

Outposts receive additional 20 production points and double population growth.

Swift Migration

Empire Upgrades

4

260

The Migrate option is immediately available.

Explorer

Name

Type

Tier

Research cost

Effect

Scout Training

Empire Upgrades

1

60

All of the Irregular units receive a boost to range of vision (+1).

Off the Beaten Path

Empire Upgrades

2

100

The Irregular units receive a skill that limits the amount of movement points necessary to move over various types of terrain (Mountaineering, Forestry and Wetlands Walking).

Trail Running

Empire Upgrades

3

160

The Irregular units receive additional 12 movement points.

Explorer

Name

Type

Tier

Research cost

Effect

Basic Seafaring

Empire Upgrade

1

60

Allows the units to move over water fields. Also, allows you to manufacture Frigate Warship in the cities with a port.

Disjunction

Empire Upgrade

2

90

Dispels all of the spells used globally.

Advanced Seafaring

Empire Upgrade

3

140

The units that move over water receive increased range of vision. Also, it allows you to manufacture Galleon Warship in the cities with a port.

Advanced Logistics

Empire Upgrade

4

420

Decreases the cost of moving over roads, up to 2 movement points. The Flying units, also receive additional 3 movement points.

Terraformer

Global Spells

2

90

Allows you to turn the selected terrain into Wetlands, Fertile Plains, Dense Vegetation or Barrens.

Resurrect Hero

Global Spells

4

220

Resurrects the recently killed leader in the selected location.

Dispel

Combat Spells

1

60

Dispels all of the negative magical effects from the selected unit.

Banish

Combat Spells

4

240

Attempts to send away the enemy Summoned or Magical Origin. In the case of a failure, the unit disappears, otherwise it suffers 25 damage.

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