![]() Specialisations make a big difference to playstyle too! Have fun. ![]() My personal taste is for a strong early game. Draconian- flying level 3 devout infantry. Orcs- level 3 devout infantry with the healing to keep them going forever. If you look at the wiki you can see the various race options and what they contain, and if you click through to the classes you can see how races modify class units beyond their usual modifications. Goblins- swarm darters behind a shield wall. Other cool options are frostlings/goblins for a new damage type you can't access otherwise, tigrans for sun shield crusaders and orcs for tireless crusaders or war cry exalted.Īt the end of the day you can just tinker and experiment till you find something you like or even pick because a combination that looks/feels awesome or has great roleplaying potential! Exalted get charge, crusaders get improved wall climbing. It is important to understand the nuances of the leader specializations within Age of Wonders 3 but basically for new players Id suggest sticking to the ele. So far I enjoyed Dwarf Dreadnought most, creating that 'Warhammerish' Dwarf kingdom with machinery and defensive army. a Tier IV red dragon for a draconian warlord, a giant goblin mech for a goblin dreadnought, etc). The second method is Denounce city,a beefier strateic spell at 60 mana/cp, but when cast on a city all units in the domain are marked as. Some are even class-race combo specific (e.g. Extra casting points from Essence Harvest. The theocrat has 3 ways of marking units as heretics, the earliest is the Mark of the Heretic strategic spell, at 20 mana/cp cost it is relatively cheap, and allows you to mark 1 stack of enemies for 5 turns. They have the skill of Charge (additional 6 damage, while attacking a unit 4, or more, fields away) and Overwhelm (additional 3 damage to Pikemen and Shielded units). Extra defense and resistance for neutral units. The Warlord class allows you to recruit strong, offensive units. They also get armored evangelists and shields on their exalted.ĭraconians: Much like humans their evangelists actually receive a ranged attack but here it is fire, which allows for some damage diversification. Grey Guard is a great mastery for warlord: Even more gold income per city. Mod adding new summoning spells for wild and elemental specializations. built-in compatibility for Beastman and Dark Elf dwellings.An update and addition to The Old Man and the Sea. There's no accounting for taste, but feel free to add your likes and dislikes. While in this game pretty much every combination has it's upsides, I do have some favourites for theocrats.ĭwarves: Their crusaders not only have naturally higher tank stats, but they get defensive strike which has great synergy with the defender ability they already get. Browse 36 mods for Age of Wonders 3 at Nexus Mods. 5 Posts p55carroll Patrick Carroll I've been playing AoW3 (with all DLC) for half a year now, and I'm finally starting to get a feel for which races and classes I like best.
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