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Age of wonders 3 warlord guide
Age of wonders 3 warlord guide








Irregulars are pretty cheap, and useful in numbers, and if they killed, easily replaced. Raise Militia - Early on, this is a great way to amass units. You can hit Vassals with this to improve their income too. Keep this in mind when settling new cities. And all are passive.Īuthority of the Sword - The extra range on cities helps grab useful nodes. Affects archers too, which means your Mounted Archers can attack with melee when engaged, instead of running away. Martial Arts - +5 Defense when on the attack, which gives your units a big edge in battle. Also affects Mounted Archers, which makes them tougher than most Tier 2 units. Thoroughbred Mounts - The extra 15hp for cavalry and heroes is great. Given how little research it costs, it almost seems unfair. A 20% discount on infantry, calvary and archers makes previously pricy units cheap. War Effort - 10 extra gold per city is pretty nice. One neat aspect of this class is that most of the powerful empire bonuses are passive, without requiring mana investment, and the casting time, allowing you to focus less on mana and more ond gold, which you will need to keep a steady pace of units rolling out. You will start out spamming your irregulars to quickly expand, before rolling your heavy units.

age of wonders 3 warlord guide

It lacks summons, and doesn't really have access to elemental damage, hence the racial choice.

age of wonders 3 warlord guide

This class focuses on producing cheap, and very effective combat units.










Age of wonders 3 warlord guide