The allied Infantry or Pikemen units receive, until the end of the battle, Fire Blunderbuss, Sabotage and Throw Net. Repairs the destroyed allied machine and restores 33% of its HP total. The selected allied unit receives increased frost Fire and Shock damage (by 60%) for 3 turns.
The selected allied machine deals more damage (+10) until the end of the battle, however there is a risk that it will be stunned for 2 turns (impossibility to move). Regenerates the wall's or the gate's HP to its maximum value. In case of a failure, the range of the attack is limited to 1 hex, for the duration of 2 rounds. Machine units receive a bonus of additional 8 movement points and 2 to attack, defense and resistance to magical attacks.ĭeals 4 physical damage and 3 Fire damage, while attempting to blind the enemy unit. It is best to erect it around your cities. The cost of the structure is 30 mana and gold, and it takes 2 turns to be completed.
#Age of wonders 3 specializations guide upgrade#
Additionally, they can catch on fire (3 damage per turn, -2 strength, defense and resistance to magic, for the duration of 2 turns).ĭestroys one, random, upgrade in the enemy city and deals 20 damage to each unit in the central hex of the city.Įrects a structure that disables spellcasting in everyone, apart from the player, within the radius of 3 hexes. The units that move across this ring, in battle, receive 8 damage ( Fire). Surrounds the selected allied city with a ring of fire. Units and cities do not receive penalty to contentment, if on disfavored terrain. The selected allied city receives a bonus for the additional characters, of 20 production points. Machines cost 10% gold less to manufacture.Īllows you to manufacture Juggernaut in the cities with the Dreadnought's Foundry.Īdditionally, Invention I-VII, increases the amount of main leader's Casting Points. Machine and Archer units, manufactured in cities, receive an additional rank.Īllows you to manufacture Cannon in the cities with the Dreadnought's Foundry upgrade.Ĭavalry units can also attack at a distance, thanks to the Fire Pistol skill.Īllows you to manufacture Golem in the cities with the Dreadnought's Foundry upgrade. Additionally, if you have researched into Shipbuilding, the units boarded onto boats will, from now on, move on the Ironclad Warships, instead of the weaker frigates. Irregular units receive the Sabotage skill.Īllows you to manufacture Ironclad Warship in the cities with a harbor. Manufacture of the units with the Armored attribute is cheaper by 10% gold.Īllows you to manufacture Flame Tank in the cities with the Dreadnought's Foundry upgrade. The Armored and Machine units receive an additional defense point.Īllows you to manufacture Musketeer in the cities with the Dreadnought's Foundry upgrade. Great Farms and Gold Mines, located within the player's Domain, generate additional income (+5 gold per turn).Īllows you to manufacture Engineer in the cities with the Dreadnought's Foundry upgrade. It is worth mentioning that all of machines lack the ability to regenerate and, regardless of the race, they have relatively few movement points. The marine counterpart of the Juggernaut is Ironclad Warship. Additionally, if surrounded, it can Fire Broadside, once per battle, which literally obliterates all of the units around (30 physical damage).
its attack ( Fire Mortar) deals as much as 40 damage (20 physical, 20 Fire) and can damage units within the radius of 1 hex of the attacked unit. A real jewel is the Juggernaut - absolutely perfect a unit. Golem is and unit that works perfectly at close quarters and has increased defense against ranged attacks (+4 Defense). The cannon, on the other hand, is excellent for destroying enemy machines and attacking walls. Flame Tank is excellent against enemy units- it deals as much as 25 damage ( Fire) to all the units that stay sufficiently close to the attacked unit. The upside of the musketeers is the excellent attack ( Fire Musket), which can sometimes wipe the enemy away in one shot, if fired at sufficiently close distance. The engineer unit can reload another machine, which eliminates cooldown, and the necessity to wait until the machine is ready to fire again.
Heroes and leaders receive the following bonuses: There is a, relatively, small number of spells available here - the strength of this class lies in the siege units. They make it considerably easier to fight all sorts of battles and sieges. This class specializes in lethal war machines.