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Racial Governance is part of the Eternal Lords expansion.


Required Racial Experience for each level of Governance:

Level: I. II. III. IV. V.
Rank: Patron Protector Champion Prophet Deity
Required Experience: 20 Experience 150 Experience 500 Experience 1000 Experience 1500 Experience

Note: These values are the totals, so to get from Level III. to IV. requires 500 Racial Experience Experience

The more cities belonging to a specific race you have in your empire and the happier each race that you have control over is, the more Racial Experience you get.

To view your current Racial Experience Experience, go to the diplomacy screen, and select the races tab on the right-hand side. Select a race to view your Racial Experience Experience, Happiness Race Happiness, and your Racial Experience Experience per turn.

Draconians[]

Note that only DraconianIcon Draconian units and cities are affected

Draconians Military Economic
Patron Draconian Flamer gets +1 Defense Defense and +5 Hit Points Health Shrines in Draconian cities cost 35 Gold less to build.
Protector Draconian Charger and Draconian Crusher gain Regrowth Regrowth Magma Forges give +10 Production
Champion DraconianIcon Draconian Support Supports are 20% Cheaper Your Leader Leader (any race) and all your DraconianIcon Draconian Hero Heroes get +10 Casting Points
Prophet Draconian Flyer gains +6 Flying and Martial Arts Martial Arts The Peak of the Forefathers:
  • Is 100 Gold cheaper
  • Increases the city's Vision Radius by 2
  • Provides +1 Trooper Medal Rank to units produced in the city.
Deity DraconianIcon Draconian Infantry Infantry, Pikeman Pikeman and Irregular Irregular units gain +4 Fire Damage Fire Melee Damage Great Temples provide +20 Mana Mana, +20 Knowledge Knowledge and +200 Happiness Happiness.Great Temples provide +20 Mana Mana, +20 Knowledge Knowledge and +20 Production Production.

Dwarves[]

Note that only DwarfIcon Dwarf units and cities are affected

Dwarves Military Economic
Patron Dwarf Crossbowman gets +2 Physical Damage Physical ranged damage. Stone Walls give +75 HappinessStone Walls give +10 Production
Protector Dwarf Axeman and Dwarf Deepguard gain +2 Physical Damage Physical melee damage. Dwarves Cities gain +3 Gold Gold income for each Gold Mine.
Champion Dwarf Firstborn gain Ancient Ancestor Ancient Ancestor and +2 Fire Damage Fire damage. Pool of the Firstborn generates +20 Production Production
Prophet Dwarves gain Improved Mountaineering Improved Mountaineering Items build in Item Forges are 35% cheaper.
Deity DwarfIcon Dwarf Armored Armored units gain Meteoric Armor Meteoric Armor Hurry Production cost is reduced by 50% and does not reduce city Happiness Happiness.Hurry Production cost is reduced by 50%.

Frostlings[]

Note that only Frostling Frostling units and cities are affected

Frostlings Military Economic
Patron Frostling Harpoon Thrower gets +10 Hit Points Health. Barracks generate +50 Happiness Happiness+30 Dead Population Population.
Protector Frostling Royal Guard gains Life Stealing Life Stealing and +1 Defense Defense. All Walls and the Glacial Totem are 50 Gold Gold cheaper.
Champion Frostling Mammoth Riders are 15% cheaper and deal +2 Physical Damage Physical melee damage. Temples generate +10 Mana Mana.
Prophet Frost Weapons Frost Weapons now Inflict Frostbite Inflict Frostbite. The Frost Castle:
  • Is 100 Gold cheaper
  • Generates +5 Gold, +5 Mana and +50 Happiness+10 Gold and +10 Mana

Frostling Ice queen is 25% cheaper to build.

Deity Frostling Support Support units gain +2 Frost damage and Frost Aura Frost Aura. Grand Palace provide +15 Gold Gold, +15 Mana Mana, +15 Knowledge Knowledge and +15 Production Production.Palace of the Perished provide +10 Gold Gold, +10 Mana Mana, +10 Knowledge Knowledge and +10 Production Production.

Goblins[]

Note that only GoblinIcon Goblin units and cities are affected

Goblins Military Economic
Patron Goblin Untouchable gets Projectile Resistance Projectile Resistance and Sprint Sprint. Goblin Outposts and Villages gain +5 Population Population.+5 Dead Population Population for every Wetland hex in their domain.
Protector Irregular Irregulars get +5 Hit Points Health and Goblin Swarm Darter gets +10 Hit Points Health. Great Farms generate +20 GoldCorrupted Farms and Springs of Unlife generate +15 Gold.
Champion Goblin Big Beetle gets Disgusting Stench Disgusting Stench and +5 Hit Points Health. Your GoblinIcon Goblins no longer dislike or hate Tropical or Volcanic terrain.Goblin cities produce 20% more Dead Population.
Prophet Beetle Command now enables construction of Tame Trolls. Class specific buildings in Goblin cities are 20 Gold cheaper and generate +10 Production. Additionally, all your Goblin cities get +10 Production.
Deity Infantry Infantry, Pikeman Pikeman and Irregular Irregular units gain +5 Hit Points Health, +2 Blight Damage Blight Melee Damage, and Weakened Inflict Weakened. Cities gain +1 Production for every Wetlands hex in their Domain.Cities with a Palace of the Perished gain +1 Production for every Wetlands hex in their domain.

Halflings[]

Note that only RaceHalflingsIconLarge Halfling units and cities are affected

Halflings Military Economic
Patron Halfling Nightwatch gets +1 Defense Defense and +2 Physical Damage Physical melee Damage. Store Houses cost 35 Gold less to build.Harvester's Guilds cost 20 Gold and 5 Mana less to build.
Protector Halfling Adventurer, Martyr, Scoundrel and Bard gain +1 Physical Damage Physical ranged damage. Public Baths generate +75 Population PopulationCathedral of Bones gives +50 Dead Population
Champion Halfling Eagle Riders are Very Lucky Very Lucky Lucky Cloverfields generate +20 Gold +20 Mana and +100 Happiness.Tombs generate +10 Gold +10 Mana and +50 Dead Population.
Prophet RaceHalflingsIconLarge Halflings have +200 Happiness Morale. (Works on Undead Undead) Halfling Cities gain +150 HappinessEagle Nest building cost reduced to 100 Gold, and Halfling Eagle Rider gets +1 Trooper Medal upon construction
Deity RaceHalflingsIconLarge Halfling Infantry Infantry, Pikeman Pikeman and Cavalry Cavalry units gain +10 Hit Points Health and +2 Physical Damage Physical Melee damage. Happiness Events happen twice as often.Halfling cities provide +10% Mana Mana, +10% Knowledge Knowledge, +10% Production Production, +10% Gold Gold and +10% Dead Population Population.

High Elves[]

Note that only HighElfIcon High Elf units and cities are affected

High Elves Military Economic
Patron High Elf Longbowman and Hunter gain +1 Physical Damage Physical ranged damage Shooting Grounds generates +50 Population PopulationShooting Grounds generates +30 Dead Population Population
Protector High Elf Unicorn Rider now has a 1 Turn Turn Cooldown on Phase Phase, so it can be used more than once during a battle. Public Baths provide +100 Happiness HappinessEmbalmers Guilds and Cathedrals of Bone are 50 Gold cheaper
Champion High Elf Storm Sister gets +1 Shock Shock ranged damage and ignored range penalties. Laboratories and Observatories generate +7 Knowledge Knowledge.
Prophet Archer Archers get Arcane Arrows Arcane Arrows(2 Physical Damage 6 Shock). Mana Nodes of all kinds generate +8 Mana Mana.
Deity Archer Archer and Support Support units ignore Line of Sight penalties. Great Temples provide +5 Casting Points.

Humans[]

Note that only HumanIcon Human units and cities are affected

Humans Military Economic
Patron Human Civic Guard gets Throw Net Throw Net Settlers are 25% cheaper.
Protector Human Cavalry gains Quick Learner Quick Learner Harbors generate +100 Population and +15 GoldHarbors generate +100 Dead Population and +15 Gold
Champion Cavalry Cavalry gets +2 Physical Damage Physical melee damage Builders require 60% less gold to build Watchtowers, Roads and Fortresses
Prophet City Upgrades that provide a Trooper Medal to specific
specific:
This includes upgrade like Shooting Grounds or Masters Guild, but NOT Hall of Chivalry.
produced units provide 2 Veteran ranks instead.
Builders Hall, Siege Workshop and Masters Guild all provide +15 Production
Deity HumanIcon Humans gain +1 Resistance Resistance, +1 Defense Defense and +1 Physical Damage Physical melee and ranged damage. Produce Merchandise increases city income by 100% instead of 50%.

Orcs[]

Note that only OrcIcon Orc units and cities are affected

Orcs Military Economic
Patron Orc Greatsword and Orc Impaler get +1 Physical Damage Physical melee damage War Halls cost 50 Gold less to build
Protector Orc Razorbows get +5 Hit Points and +3 Physical Damage Physical melee damage Arena's provide +5 Gold Gold and +50 Happiness HappinessArena's provide +5 Gold Gold and +50 Dead Population Population
Champion Orc Black Knight gets +1 Physical Damage Physical melee damage and Guard Breaker Guard Breaker Siege Workshop provides +20 Production Production
Prophet Orc Shocktroopers gain Cause Fear Fearsome The Dark Citadel:
  • Is 100 Gold cheaper
  • Generates +10 Gold Gold and +10 Mana Mana
Deity OrcIcon Orc Infantry Infantry, Pikeman Pikeman and Irregular Irregular units gain +1 Resistance and Physical Protection 20%Physical Damage Protection. Masters Guilds produce +30 Production and +20 Gold.

Tigrans[]

Note that only Tigran Tigran units and cities are affected

Tigrans Military Economic
Patron Tigran Sun Guard and Tigran Sabretooth Chariot gain +7 Hit Points Health Settlers are 25% cheaper to build.
Protector Tigran Prowler gains Hurl Net Hurl Net Observatories now produce +10 Gold
Champion Tigran Sphinx has Vision Range Upgrade Vision Range Upgrade, +2 Fire Damage Fire ranged damage and +2 Physical Damage Physical melee damage Fire Temples are 100 Gold Gold cheaper and produce 20 Knowledge Knowledge.
Prophet Support Supports gain Invigorate Invigorate Temples provide +200 Happiness Happiness and +1 Trooper Medal rank to all Units.Temples provide +100 Dead Population Population and +1 Trooper Medal rank to all Units.
Deity Infantry Infantry, Pikeman Pikeman and Irregular Irregular units gain +1 Physical Damage Physical melee damage, Sprint Sprint and have double chance
Double Chance:
Doubles what Morale gives, so that a 250 Happiness Tigran has a 14% chance instead of 7% to deal Critical Damage
of dealing Critical Damage.
Laboratories now generate +10 Gold Gold, +20 Production Production and +10 Mana Mana.
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