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After the ascension of the ancient Wizard Kings at the end of the Second Age, a new breed of magicians, called Sorcerers, claimed power. Seeking to unravel the mysteries of the cosmos, they've learned to directly tap into the mana currents and wield magic in its purest form. Sorcerers are capable of summoning magical creatures ranging from shock Wisps to extra-dimensional Eldritch Horrors. Being the most magically focused of all the classes, the Sorcerer wields a wide arsenal of combat invocations and unit and domain enchantments. Sorcerer's domains tend to be loaded with protections such as anti magic domes and guarding glyphs, while they cast corrupting magic on their enemies. Needless to say, Sorcerers favor mana over gold and rely on spells instead of brute force. With their arcane knowledge, they strive to restore the dominance once held by the Wizard Kings.
Sorcerer Icon
--Gifted Lords of the Third Age, by Ralinstone Pedant, Chronicler

Class Buildings[]

The class buildings of the Sorcerer are, in order:


  • 50 Gold, 100 Mana
  • +200 Mana Capacity

  • 50 Gold, 200 Mana
  • +10 Knowledge
  • Creatures summoned in the city's domain gain one rank Trooper.

Class Units[]

Sorcerers rely heavily on summoned units as their unique ones. The only produced unit is the Apprentice which only requires the Sorcerer's Conflux.

'There is something alive in mana. When I draw upon it, I hear the tiny voices of a million helpers. It is potential. Things that might happen, whisperings of what might be. It is a kinship between me and unlikely events. Upon that power I draw--the residual sparkle in a spell--to summon the Wisp. It responds to my music, resisting other casters. Through its visage I see what is hidden. It excites living matter, shocking those with violent intent.'

--Manaworld, Garidan Hubin, Sorcerer
Wisp
  

Unit: Wisp RecruitOrigin: Sorcerer Requires: Summon Wisp Summon Wisp
Tier I: 16 Hit Points 28 Floating 7 Defense 10 Resistance Cost: 70 Gold Upkeep: 4 Gold/Turn
Can be summoned with Summon Wisp Summon Wisp(40 Casting Points 9 Mana/Turn)
Abilities:
  • The most in-elegant way to force a line break.
  • The most in-elegant way to force a line break.
  • The most in-elegant way
Experience Ranks:

'A Sorcerer's ability to manipulate magic by channeling it purely through will is extremely dangerous and rare. They test their followers with the hopes that one of them has the same elusive trait. Most apprentices never progress beyond the ability to project bolts of magic at enemies and disrupt enchantments with a touch. Though these abilities seem small compared to the Sorcerer, when a dozen apprentices rain deadly force upon an army and magical enchantments fail to function properly, it is little wonder the Sorcerer keeps so many around.'

--Cost of Sorcery, by Quillom the Moral
Apprentice
  

Unit: Apprentice RecruitOrigin: Sorcerer Requires: Sorcerer's Conflux
Tier II: 40 Hit Points 28 Movement 9 Defense 11 Resistance Cost: 95 Gold 20 Mana Upkeep: 8 Gold/Turn
Abilities:
  • The most in-elegant way to force a line break.
  • The most in-elegant way to force a line break.
Experience Ranks:
  • Trooper +1 Physical Damage Melee +4 Hit Points
  • Veteran +1 Fire Damage Ranged +4 Hit Points +1 Defense, Summon Slayer Summon Slayer
  • Expert +1 Frost Ranged +4 Hit Points +1 Resistance
  • Elite +1 Shock Ranged +8 Hit Points +1 Defense, Floating Floating
Unique Racial Effects:

'Gorgax charged the sorcerer, raising his mighty axe. 'Your body and head have been joined for too long!' The barbarian's quip was clever, but he should have struck without speaking. A blinding flash followed. Three Phantasm Warriors stood where the sorcerer had been. Their bodies were faded; their faces a patch of sickly blue light. Gorgax hewed at one incorporeal form with his axe, but it did little noticeable damage. These spectral warriors struck Gorgax from three sides. Then, one saw me in my hiding place. I wish I could tell you the fate of Gorgax, but I fled.'

--Incomplete Tales, Mason Goldson, Bard
Phantasm Warrior
  

Unit: Phantasm Warrior RecruitOrigin: Sorcerer
Tier II: 48 Hit Points 28 Floating 9 Defense 8 Resistance Cost: 100 Gold Upkeep: 8 Gold/Turn
Can be summoned with Summon Phantasm Warrior Summon Phantasm Warrior (80 Casting Points 12 Mana/Turn)
Abilities:
  • The most in-elegant way to force a line break.
  • The most in-elegant way to force a line break.
Experience Ranks:

Note that Summoned Units will lose the Dedicated to Evil Dedicated to Evil or Dedicated to Good Dedicated to Good trait if they have it, and they will gain the Cast Spell Summoned trait.


'The serpent was a construct of magic. It floated in the swirling air beside its summoner. We tried to gather in a defensive formation, but before we could organize, the thing appeared behind us. With a shower of crackling sparks it struck like a bolt of lightning. Our strongest warrior stood stunned, unable to strike. Other footmen rushed the thing. Blow after blow struck the creature, and eventually it succumbed to our counterattack. By then, the sorcerer had another, less pleasant, attack ready.'

--Magic Hunter, Cortam Tugkill, Mage Slayer
Node Serpent
  

Unit: Node Serpent RecruitOrigin: Sorcerer
Tier III: 75 Hit Points 32 Floating 12 Defense 11 Resistance Cost: 175 Gold Upkeep: 16 Gold/Turn
Can be summoned with Summon Node Serpent Summon Node Serpent(120 Casting Points 22 Mana/Turn)
Abilities:
  • The most in-elegant way to force a line break.
  • The most in-elegant way to force a line break.
Experience Ranks:

'It writhed like the scream caught in my throat. Teeth. Eyes. The smell of blood, fear and something exiled by nature to the forgotten depths. Drooling mouths and so many tentacles. Oh, Eldritch Horror! The mind slides off thee like slime from a fish, an absurdity. It wriggles impossibly floating. What dark age do we beckon, that a mind could conceive of such a force of destruction, and then will all the will of insanity, allow it to continue breaking walls, piercing flesh with barbs? Even here in the asylum, I cannot hide from the memory of it.'

--A Madwoman's Rant, Tela Mulkior, Inmate
Eldritch Horror
  

Unit: Eldritch Horror RecruitOrigin: Sorcerer
Tier IV: 99 Hit Points 32 Floating 15 Defense 13 Resistance Cost: 360 Gold Upkeep: 32 Gold/Turn
Can be summoned with Summon Eldritch Horror Summon Eldritch Horror(250 Casting Points 36 Mana/Turn)
Abilities:
  • The most in-elegant way to force a line break.
  • blabla
  • The most in-elegant way to force a line break.
Experience Ranks:

Combat Spells[]

Name: Star Blades Class (Tier) Sorcerer (I) Research: 50 Knowledge
Type: Combat Spell Target: Friendly Unit Casting Points Cost: 5 Casting Points
Star Blades
Target friendly unit gains Stunned Inflict Shocking and +1 Shock, +1 Fire Damage, +1 Frost melee strength until the end of combat.
Name: Magic Fist Class (Tier) Sorcerer (I) Research: 70 Knowledge
Type: Combat Spell Target: Hostile Unit Casting Points Cost: 10 Casting Points
Magic Fist
Compresses magical energy in order to create a strong physical force. Deals 21 Physical Damage damage to target enemy unit.
Name: Sphere of Protection Class (Tier) Sorcerer (II) Research: 140 Knowledge
Type: Combat Spell Target: Friendly Unit Casting Points Cost: 20 Casting Points
Sphere of Protection
Channels a sphere around target friendly unit that slows down incoming physical attacks. The unit gains Physical Protection 80%Physical Damage Protection for 2 Turn.
Name: Harmonizing Energy Class (Tier) Sorcerer (II) Research: 140 Knowledge
Type: Combat Spell Target: Friendly Unit Casting Points Cost: 20 Casting Points
Harmonizing Energy
Sends out a wave of magical energy through a unit's body that stabilizes its physical state. Restores 30 Hit Points to target friendly unit.
Name: Arcane Binding Class (Tier) Sorcerer (III) Research: 200 Knowledge
Type: Combat Spell Target: Hostile Unit Casting Points Cost: 20 Casting Points
Arcane Binding
Takes control of an enemy Cast Spell Summoned unit or unit of Cast Spell Magical Origin by invading its psyche in the astral plane.
  • The effect lasts for 2 Turn (and the unit disappears at the end of combat).
  • The effect can be removed with Break Control Break Control
Name: Chain Lightning Class (Tier) Sorcerer (III) Research: 220 Knowledge
Type: Combat Spell Target: Hostile Unit Casting Points Cost: 25 Casting Points
Chain Lightning
Forms a bundle of unstable sub-atomic particles and unleashes its energy at enemies. Deals 18 Shock damage to target enemy unit. The effect jumps to a maximum of 4 enemy units (including the target), which are 3 or less hexes away from the previous target.
Name: Cosmic Spray Class (Tier) Sorcerer (IV) Research: 400 Knowledge
Type: Combat Spell Target: Any Hex Casting Points Cost: 15 Casting Points
Cosmic Spray
Pulls down rays of cosmic energy from the stars above on target location. Units within a 1 hex radius around the target are dealt 4 damage of each Physical Damage, Blight Damage, Frost, Fire Damage, Spirit Damage, and Shock.
Name: Static Sphere Class (Tier) Sorcerer (IV) Research: 400 Knowledge
Type: Combat Spell Target: Friendly Unit Casting Points Cost: 15 Casting Points
Static Sphere
Target friendly unit gains Static Shield Static Shield.
Name: Mass Stasis Class (Tier) Sorcerer (V) Research: 800 Knowledge
Type: Combat Spell Target: Battlefield Casting Points Cost: 20 Casting Points
Mass Stasis
Sends a surge of electricity across the battlefield. Attempts to Immobilized immobilize all enemy units on the battlefield for 1 Turn. Enemy Units that are not Immobilized Immobilized(1 Turn) lose 25% of the Movement for 1 Turn.

Elemental Elemental and Incorporeal Incorporeal units cannot be affected.

  • Strength: 13 Resistance
Name: Double Gravity Class (Tier) Sorcerer (V) Research: 700 Knowledge
Type: Combat Spell Target: Battlefield Casting Points Cost: 15 Casting Points
Double Gravity
Pulls all Flying Flying units down to the ground, which prevents them from flying over walls and other units.
Name: Static Electricity Class (Tier) Sorcerer (VI) Research: 1600 Knowledge
Type: Combat Spell Target: Battlefield Casting Points Cost: 50 Casting Points
Static Electricity
All friendly units on the battlefield are statically charged, gaining Static Shield Static Shield. All enemy units are discharged and suffer Shock Weakness 20% Shock Weakness.
Name: Chaos Rift Class (Tier) Sorcerer (VII) Research: 3000 Knowledge
Type: Combat Spell Target: Battlefield Casting Points Cost: 70 Casting Points
Chaos Rift
Opens a rift to the Chaos plane, allowing its anomalies to enter this world. Each combat round, for 4 Turn, a random unit is summoned to fight for the caster, and 20 Shock damage is dealt to 2-3 random enemy units and the enemy units in a 1 hex radius around them. Incurs happiness penalties when cast in non-undead city battles.
  • City Happiness Penalty: -100 Happiness for 10 Turn
  • Race Happiness Penalty: -20 Happiness for 20 Turn
Possible Summons:

Strategic Spells[]

Name: Glyphs of Warding Class (Tier) Sorcerer (I) Research: 80 Knowledge
Disjunction Cost: 50 Mana Upkeep: 15 Mana/Turn Casting Points Cost: 40 Casting Points
Type: City Enchantment Target: Friendly City
Glyphs of Warding
Target friendly city is marked with glyphs that channel protective magical currents in its domain. The currents deal 16 Shock damage to trespassers each turn that they are with the city's domain.
Name: Summon Wisp Class (Tier) Sorcerer (I) Research: 60 Knowledge
Type: Summoning Spell Upkeep: 9 Mana/Turn Casting Points Cost: 40 Casting Points
Summon Wisp Summons a Wisp.
  • The creature gets Cast Spell Summoned after it's being created
Name: Dread Omen Class (Tier) Sorcerer (II) Research: 140 Knowledge
Disjunction Cost: 80 Mana Upkeep: 40 Mana/Turn Casting Points Cost: 60 Casting Points
Type: City Enchantment Target: Hostile City
Dread Omen
Conjures a dreadful omen in the sky above, striking fear in the hearts of the population. Units that belong to the enchanted city's empire suffer a -500 Happiness penalty within that city's domain. Living cities additionally suffer a -100 Population growth penalty.
Name: Invoke Extraordinary Mount Class (Tier) Sorcerer (II) Research: 120 Knowledge
Type: Summoning Spell Upkeep: -- Casting Points Cost: 40 Casting Points
Invoke Extraordinary Mount
Summons a random egg that contains a mount. The egg hatches in 10 Turn (or fewer)
Name: Summon Phantasm Warrior Class (Tier) Sorcerer (II) Research: 140 Knowledge
Type: Summoning Spell Upkeep: 12 Mana/Turn Casting Points Cost: 80 Casting Points
Summon Phantasm Warrior Summons a Phantasm Warrior.
Name: Dome of Protection Class (Tier) Sorcerer (III) Research: 180 Knowledge
Disjunction Cost: 120 Mana Upkeep: 20 Mana/Turn Casting Points Cost: 100 Casting Points
Type: City Enchantment Target: Friendly City
Dome of Protection
Sustains a dome of anti-arcane energy that cancels out all incoming magic. Target friendly city and units stationed in it become immune to all enemy city enchantments and strategic spells.
Name: Lightning Storm Class (Tier) Sorcerer (III) Research: 220 Knowledge
Type: Strategic Spell Target: Hostile Army Casting Points Cost: 80 Casting Points
Lightning Storm
Collides arcane currents in the sky to form thunderstorms that wreak havoc on the world below. Deals 5 Physical Damage damage and 10 Shock damage to target enemy army. Incurs happiness penalties and reduces population when cast on a city.
  • Population Change: -1500 Population
  • City Happiness Penalty: -100 Happiness for 10 Turn
  • Race Happiness Penalty: -50 Happiness
Name: Summon Fantastic Creature Class (Tier) Sorcerer (III) Research: 200 Knowledge
Type: Summoning Spell Upkeep: 16 Mana/Turn Casting Points Cost: 110Casting Points
Summon Fantastic Creature Summons a random fantastic creature.

Possible Summons:

Name: Enchanted Walls Class (Tier) Sorcerer (IV) Research: 400 Knowledge
Disjunction Cost: 140 Mana Upkeep: 15 Mana/Turn Casting Points Cost: 120 Casting Points
Type: City Enchantment Target: Friendly City
Enchanted Walls
Surrounds the perimeter of target friendly city with a shock forcefield. Enemy units moving through it in tactical combat suffer 8 Shock damage and have a chance to be Stunned Stunned (Strength?).
Name: Summon Node Serpent Class (Tier) Sorcerer (IV) Research: 400 Knowledge
Type: Summoning Spell Upkeep: 22 Mana/Turn Casting Points Cost: 120 Casting Points
Summon Node Serpent Summons a Node Serpent.
Name: Summoner's Aura Class (Tier) Sorcerer (IV) Research: 350 Knowledge
Disjunction Cost: 110 Mana Upkeep: 20 Mana/Turn Casting Points Cost: 100 Casting Points
Type: City Enchantment Target: Friendly City
Summoner's Aura
The caster's Cast Spell Summoned units and units of Cast Spell Magical Origin gain +2 Defense, +4 Resistance, and Regeneration Regeneration within the domain of the target friendly city.
Name: Spell of Return Class (Tier) Sorcerer (V) Research: 800 Knowledge
Type: Strategic Spell Target: Friendly Army Casting Points Cost: 100 Casting Points
Spell of Return
Tears a temporary hole in the space-time continuum to teleport target owned army to the Empire's Throne City.
Name: Summon Eldritch Horror Class (Tier) Sorcerer (VI) Research: 1600 Knowledge
Type: Summoning Spell Upkeep: 36 Mana/Turn Casting Points Cost: 250 Casting Points
Summon Eldritch Horror Summons an Eldritch Horror.
Name: Age of Magic Class (Tier) Sorcerer (VII) Research: 2500 Knowledge
Disjunction Cost: 500 Mana Upkeep: 80 Mana/Turn Casting Points Cost: 660 Casting Points
Type: Global Enchantment Subtype: Class Ultimate/Resource Management
Age of Magic
The ancient arcane currents are awakened, enabling the caster to channel massive amounts of magic. The caster gains +50 Casting Points, and required Mana and Casting Points for all spells are halved.

Empire Upgrades[]

Name: Arcane Study Class (Tier) Sorcerer (I) Research: 80 Knowledge
Type: Empire Upgrade Subtype: Resource Management
Arcane Study
Research the arcane currents flowing through this world. Alchemic Laboratories and Observatories generate an additional 5 Knowledge
Name: Produce Apprentice Class (Tier) Sorcerer (I) Research: 60 Knowledge
Type: Empire Upgrade Subtype: Unit Production
Produce Apprentice
Enables the production of the Apprentice unit in cities with a Sorcerer's Conflux.
Name: School of Teleportation Class (Tier) Sorcerer (II) Research: 140 Knowledge
Type: Empire Upgrade Subtype: Unit Buff
School of Teleportation
Support Support units receive training to travel between the planes of reality for short periods of time. As a result of the training, they receive Projectile Resistance Projectile Resistance and the Phase Phase ability.
Name: Magical Structures Class (Tier) Sorcerer (III) Research: 220 Knowledge
Type: Empire Upgrade Subtype: Resource Management
Magical Structures
The Empire develops ways to tap into surplus mana leaks from magical sites. Treasure sites and Mana Nodes within its domain generate an additional 3 Mana.
Name: School of Enchantment Class (Tier) Sorcerer (V) Research: 800 Knowledge
Type: Empire Upgrade Subtype: Unit Buff
School of Enchantment
Support Support units receive training to utilize the imbalance of electric charges within the atmosphere. Support Support units receive the Stunned Inflict Stun ability.
Name: Sorcery Class (Tier) Sorcerer (I-VII) Research: 60-900 Knowledge
Type: Empire Upgrade Subtype: Resource Management/Stat Modifier
Sorcery I
Increases Spell Casting points Casting Points by +10 Casting Points and increases Mana Capacity Mana Capacity by +100 Mana Capacity at each tier.
  • I: 60 Knowledge, II: 100 Knowledge, III: 160 Knowledge, IV: 260 Knowledge, V: 400 Knowledge, VI: 600 Knowledge, VII: 900 Knowledge

Hero Bonuses[]

Hero Upgrades[]

Note: Some upgrades cannot be accessed for a Leader, i.e. Sorcery and Spells.

Level Skill Ability Type Cost Effect
1 Break Control Break Control Active 2 Hero gains Break Control Break Control
1 Shock Damage Charged Army Leadership 4 Party gains +1 Shock melee damage
1 Dispel Magic Dispel Magic Active 2 Hero gains Dispel Magic Dispel Magic
1 Harmonizing Energy Harmonizing Energy Spell 5 Hero can cast the Harmonizing Energy Harmonizing Energy Spell
1 Resistance Upgrade Magic Affinity Leadership 4 Party gains +1 Resistance
1 Magic Fist Magic Fist Spell 5 Hero can cast the Magic Fist Magic Fist spell
1 Sorcery I Sorcery(I) Passive 5 Hero gains +10 Casting Points Casting Points
1 Sphere of Protection Sphere of Protection Spell 5 Hero can cast the Sphere of Protection Sphere of Protection spell
1 Shock Protection 20%Shock Protection Passive 1 Hero gains Shock Protection 20%Shock Protection
1 Star Blades Star Blades Spell 5 Hero can cast the Star Blades Star Blades Spell
1 Steal Enchantment Steal Enchantment Active 2 Hero gains Steal Enchantment Steal Enchantment
3 Blight Protection 20%Blight Damage Protection Passive 1 Hero gains Blight Protection 20%Blight Damage Protection
3 Dragon Slayer Dragon Slayer Party Leadership 3 Party gains Dragon Slayer Dragon Slayer
3 Fire Protection 20%Fire Damage Protection Passive 1 Hero gains Fire Protection 20%Fire Damage Protection
3 Sorcery II Sorcery(II) Passive 5 Hero gains +10 Casting Points Casting Points
3 Spirit Protection Spirit Shield Leadership 4 Party gains Spirit Protection 40%Spirit Damage Protection
3 Stunning Touch Stunning Touch Active 2 Hero gains Stunning Touch Stunning Touch
3 Vision Range Upgrade Vision Range Upgrade Passive 1 Hero gains Vision Range Upgrade Vision Range Upgrade
5 Arcane Binding Arcane Binding Spell 5 Hero can cast the Arcane Binding Arcane Binding Spell
5 Chain Lightning Chain Lightning Spell 5 Hero can cast the Chain Lightning Chain Lightning Spell
5 Floating Floating Passive 4 Hero gains Floating Floating
5 Mend Magical Being Mend Magical Being Active 3 Hero gains Mend Magical Being Mend Magical Being
5 Sorcery III Sorcery(III) Passive 7 Hero gains +10 Casting Points Casting Points
5 Strong Will Strong Will Passive 4 Hero gains Strong Will Strong Will
5 True Sight True Sight Passive 3 Hero gains True Sight True Sight
7 Cosmic Spray Cosmic Spray Spell 5 Hero can cast the Cosmic Spray Cosmic Spray spell
7 Stunned Inflict Stun Passive 5 Hero gains Stunned Inflict Stun
7 Phase Phase Active 4 Hero gains Phase Phase
7 Sorcery IV Sorcery(IV) Passive 7 Hero gains +10 Casting Points Casting Points
7 Static Sphere Static Sphere Spell 5 Hero can cast the Static Sphere Static Sphere spell
9 Double Gravity Double Gravity Spell 5 Hero can cast the Double Gravity Double Gravity spell
9 Broken Spirit Inflict Spirit Breaking Passive 5 Hero gains Broken Spirit Inflict Spirit Breaking
9 Mass Stasis Mass Stasis Spell 5 Hero can cast the Mass Stasis Mass Stasis spell
9 Projectile Reflection Projectile Reflection Passive 5 Hero gains Projectile Reflection Projectile Reflection
9 Sorcery V Sorcery(V) Passive 7 Hero gains +10 Casting Points Casting Points
11 Invisibility Master Illusionist Leadership 15 Party gains Invisibility Invisibility
11 Sorcery VI Sorcery(VI) Passive 9 Hero gains +10 Casting Points Casting Points
11 Static Electricity Static Electricity Spell 5 Hero can cast the Static Electricity Static Electricity spell
13 Chaos Rift Chaos Rift Spell 5 Hero can cast the Chaos Rift Chaos Rift spell
13 Sorcery VII Sorcery(VII) Passive 9 Hero gains +10 Casting Points Casting Points
13 Thunderstorm Thunderstorm Active 10 Hero gains Thunderstorm Thunderstorm Ability

Gallery[]

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