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Earth gives you the ability to deal or protect against physical damage, summon the sturdy Earth Elemental, and shake the ground under you enemy's feet as their speed comes to a crawl.

Adept[]

Earth

Your stride is heavy and your gaze hard and unyielding. You are a user of the earth magics and possess the ability to harden your own troops into unbreakable warriors and your city walls reform at your word.

Name: Earth Node Mana Bonus Spec. (Tier) Earth Adept (I) Research: -- Knowledge
Type: Empire Upgrade Subtype: Resource Management
Earth
Earth Nodes provide +5 Mana Income.
  • This Empire Upgrade always starts out researched.
Name: Stoning Spec. (Tier) Earth Adept (I) Research: 80 Knowledge
Type: Combat Spell Target: Hostile Unit Casting Points Cost: 15 Casting Points
Stoning
Deals 25 Physical Damage damage to target unit.
Name: Stone Skin Spec. (Tier) Earth Adept (II) Research: 120 Knowledge
Type: Combat Spell Target: Friendly Unit Casting Points Cost: 8 Casting Points
Stone Skin
Protects a body from physical harm by sheilding it with an armor of stone. Target unit gains +5 Defense, +3 Resistance, and -16 Movement.
Name: Domain of Earth Spec. (Tier) Earth Adept (III) Research: 180 Knowledge
Disjunction Cost: 70 Mana Upkeep: 20 Mana/Turn Casting Points Cost: 60 Casting Points
Type: City Enchantment Target: Friendly City
Domain of Earth
Enchanted city and units in its domain now like Subterranean terrain.
Name: Regenerate Walls Spec. (Tier) Earth Adept (III) Research: 180 Knowledge
Type: Combat Spell Target: Battlefield Casting Points Cost: 20 Casting Points
Regenerate Walls
Walls absorb the earth's power in order to regenerate themselves. Walls restore 20 Hit Points at the start of each combat round.

Master[]

EarthGreater

You shake dust from your form as you walk the battlefield unfettered even by the greatest of siege weapon volleys, their blows splintering against your cracked and dry skin. The earth itself shudders at your passing and with a word you can break the land asunder against your foes.

Name: Earth Affinity Spec. (Tier) Master of Earth (I) Research: -- Knowledge
Type: Empire Upgrade Subtype: Resource Management
Earth
Earth Nodes provide +5 Knowledge Income. Air Nodes provide -5 Mana Income.
  • This Empire Upgrade always starts out researched.
Name: Transform Mana Node Spec. (Tier) Air, Creation, Destruction, Earth, Fire and Water master (I) Research: -- Knowledge
Disjunction Cost: Not possible Upkeep: -- Mana Casting Points Cost: 60 Casting Points
Type: Strategic Spell Target: Mana Node
Mananode
Transforms a mana node to the type of your master specialization.

Does not work on mana nodes that already belong to a specific sphere.

  • This spell always starts out researched.
Name: Slow Spec. (Tier) Earth Master (IV) Research: 350 Knowledge
Type: Combat Spell Target: Hostile Unit Casting Points Cost: 10 Casting Points
Slow
Target unit is Slowed Slowed until end of combat.
Name: City Quake Spec. (Tier) Earth Master (V) Research: 800 Knowledge
Type: Strategic Spell Target: Hostile City Casting Points Cost: 100 Casting Points
City Quake
Causes the foundations of a city to tremble and rupture. This kills 30% of the city's Population (or Dead Population) and destroys 1 random city upgrade.

It also causes:
- City Happiness (not for Undead cities): -300 Morale for 20 Turn
- Race Happiness for the Race of that city (not for Undead cities): -50 Morale

Name: Summon Earth Elemental Spec. (Tier) Earth Master (V) Research: 700 Knowledge
Type: Summoning Spell Upkeep: 18 Mana/Turn Casting Points Cost: 150Casting Points
Summon Earth Elemental
Summons an Earth Elemental to target location.
  • The creature gets Cast Spell Summoned after it's being created
Name: Earthquake Spec. (Tier) Earth Master (VII) Research: 2500 Knowledge
Type: Combat Spell Target: Battlefield Casting Points Cost: 50 Casting Points
Earthquake
The battlefield is struck by a devastating earthquake. This deals 60 Physical Damage damage to walls and 40 Physical Damage damage to all units on the battlefield.

When cast during battles in living cities, the following penalties occur:

  • Population Change: -15% Population
  • City Happiness Penalty: -300 Happiness for 20 Turn
  • Race Happiness Penalty: -50 Happiness

When cast during battles in undead cities, the following penalty occurs:

  • Population Change: -15% Dead Population

Flying Flying and Floating Floating units are unaffected.

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