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Because theocrats tend not to wield many offensive powers, it is tempting to believe that territories ruled by theocrats are easy to conquer. History has proven this to be foolishness. Theocrats lead the masses by the heart. They heal, persuade, minister and convert. Their zealots are fiercely loyal, convinced to the core that any action they perform will earn them a greater reward in the afterlife. Theocrats bestow power upon their most faithful from two theological sources: the Mandate of Heaven or the terror of the Underworld.
Theocrat Icon
--Gifted Lords of the Third Age, by Ralinstone Pedant, Chronicler

Class Buildings[]

The class buildings of the Theocrat are, in order:


  • 100 Gold, 100 Mana
  • City gains +100 Happiness
  • Allows construction of:


Class Units[]

Theocrats have all of their units produced at cities except the Cherub which is summoned. The order in which the units are listed below is the order in which the empire upgrades must be researched. All of the Theocrat's buildings are required to produce all of units.

'Millicent says they are vessels for the souls of fallen children. Cherubs serve Theocrats to keep a close watch on their loved ones. She believes our son Cedwin, who died of the Blistering Cough, is one of those creepy bulging being with the clawed wings and large empty eyes that continually circle overhead. I'm not convinced. How can it be my son? I'm told they will never rebel against their summoner. Cedwin delighted in rebellion. He never obeyed me. Sometimes I wonder if the Holy Master's peace comes with an otherworldly price.'

--Mysteries of Empty Devotion, Tellen Dandrin, Philosopher in Exile
Cherub
  

Unit: Cherub RecruitOrigin: Theocrat
Tier I: Hit Points 28 Flying Defense Resistance Cost: 50 Gold Upkeep: 4 Gold/Turn
Can be summoned with Summon Cherub Summon Cherub(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.
Experience Ranks:

'He knew I was afraid. I, a simple farmboy, knew nothing of fighting. He put aged hands upon my head and spoke comfortingly of the Allfather. I knew then my life mattered. The enemy hit us with everything they had. I was strong, though many times I thought it was my last breath. A stabbing to the gut, a crushing blow to my skull, a severing blow to my shoulder, yet none wounded me and I fought on. Then it was done and I rejoiced. I ran to find him who blessed me. To my horror, I saw him smiling, his gut bleeding, his arm severed, his head broken. He died for me. That is why I now die for you. I am a martyr.'

--Prayer of Martyrs, Author Unknown
Martyr
  

Unit: Martyr RecruitOrigin: Theocrat Requires: Theocrat's Conclave
Tier I: 32 Hit Points 28 Movement 8 Defense 9 Resistance Cost: 40 Gold 10 Mana Upkeep: 4 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:Unique Racial Effects:

'They strike my dark children down without fear. Driven. They believe life's lie of hope. They glow with the wrath of my archenemy. I despair. Oh my lost and broken obedient bones, by what right do these Crusaders destroy you? They are all convinced, unwilling to fear or cower. All of them know my enemy but little. Oh light of lights, how you burn us. We flee before the blinding power of their silver swords and strong armor, until we gather to destroy. Destroy. Destroy. Then their bones will dance for me.'

--Shadow Puppets, by Grimber Ambule, Necromancer
Crusader
  

Unit: Crusader RecruitOrigin: Theocrat Requires: Theocrat's Conclave
Tier II: 50 Hit Points 28 Movement 12 Defense 10 Resistance Cost: 70 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:
Unique Racial Effects:

'The Prophet never came to our town, and we stayed neutral in most matters of politics and battles. Then one day, a man in robes came with holy scrolls and symbols on his staff. He spoke about a Necromancer's horde coming to kill us all. He converted us all to the cause. Eager to assist the Prophet's Evangelist, we readied for war. A simple touch on our foreheads and the Evangelist empowered us to fight. When the darkness came, its undead creatures withered at his touch.'

--Driving Away Death, Goody Shiela, Butcher's Wife
Evangelist
  

Unit: Evangelist RecruitOrigin: Theocrat Requires: Theocrat's Conclave
Tier III: 60 Hit Points 28 Movement 9 Defense 11 Resistance Cost: 150 Gold 30 Mana Upkeep: 16 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:
Unique Racial Effects:

'We prayed as the undead lumbered toward us. We believed, if we prayed, help would come. Then we saw them, the Exalted, flying overhead. They unsheathed their swords, and like lightning swooped to attack. We fought with joy, seeing these winged heralds. Then one took a mortal blow and my hope faltered. I slew two skeletal swordsmen. There was a blinding flash. The Exalted rose into the air, returning to battle. Our Beloved Prophet gifted them with life after death. If I pray hard enough, maybe he will give me wings.'

--Exalted and Faithful, by Daveen Sontag, Crusader
Exalted
  

Unit: Exalted RecruitOrigin: Theocrat Requires: Celestial Chamber
Tier III: 55 Hit Points 30 Flying 11 Defense 12 Resistance Cost: 160 Gold 30 Mana Upkeep: 16 Gold/Turn
Evolves from Martyr when Exalted Martyrs Exalted Martyrs is researched
Abilities:
  • The most in-elegant way to force a line break.
  • The most in-elegant way to force a line break.
Experience Ranks:
Unique Racial Effects:

'Our Prophet led us to a new land, that we might worship Anon in peaceful solitude. But heathens envied our wealth and conspired to steal it. The prophet gathered us to defend our home. He unveiled the Shrine of Smiting. We prayed and were filled with power. We knew we'd conquer. Wherever the Shrine went, the powers of heaven blasted the heathen hordes. The more devout that gathered to pray, the stronger the power of Anon was made manifest. Anon rejoices when we gather around his throne and purge our land of unbelievers.'

--Anon's Call, by Grant Akern, Believer
Shrine of Smiting
  

Unit: Shrine of Smiting RecruitOrigin: Theocrat Requires: Holy of Holies
Tier IV: 100 Hit Points 28 Floating 14 Defense 12 Resistance Cost: 260 Gold 60 Mana Upkeep: 32 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 +8 Hit Points
  • Veteran +1 Spirit Damage Ranged +8 Hit Points +1 Defense
  • Expert +1 Physical Damage Melee +8 Hit Points +1 Resistance
  • Elite +1 Spirit Damage Ranged +16 Hit Points +1 Defense, Static Shield Static Shield

Combat Spells[]

Name: Slayer's Doubt Class (Tier) Theocrat (I) Research: 60 Knowledge
Type: Combat Spell Target: Hostile Unit Casting Points Cost: 8 Casting Points
Slayer's Doubt
Attempts to lower target enemy units Movement by -18 Movement and -800 Happiness until end of combat. If it fails the unit suffers -50% Movement for 1 Turn.
Name: Smite Class (Tier) Theocrat (I) Research: 90 Knowledge
Type: Combat Spell Target: Hostile Unit Casting Points Cost: 12 Casting Points
Smite
Attempts to deal 30 Spirit Damage damage to target enemy unit. If it fails the unit suffers 15 Spirit Damage damage instead.
  • Strength: 11 Spirit Resistance
Name: Divine Protection Class (Tier) Theocrat (II) Research: 140 Knowledge
Type: Combat Spell Target: Friendly Unit Casting Points Cost: 7 Casting Points
Divine Protection
Channels divine protection by praying to the holy spirit. Bestows target friendly unit with +6 Resistance for 3 Turn.
Name: Instant Wrath Class (Tier) Theocrat (II) Research: 140 Knowledge
Type: Combat Spell Target: Friendly Unit Casting Points Cost: 10 Casting Points
Instant Wrath
Deals 50% of all damage dealt against target friendly unit back to its attacker until the end of combat.
Name: Mighty Meek Class (Tier) Theocrat (III) Research: 180 Knowledge
Type: Combat Spell Target: Friendly Unit Casting Points Cost: 7 Casting Points
Mighty Meek
Target friendly unit gains +3 melee and ranged strength on each of their damage channel for each tier level difference when attacking or defending against a higher tier unit.
  • Heroes and Leaders are considered tier IV.
Name: Purifying Burst Class (Tier) Theocrat (III) Research: 200 Knowledge
Type: Combat Spell Target: Battlefield Casting Points Cost: 20 Casting Points
Purifying Burst
Cleanses the battlefield with burst of divine energy. Dispels all buffs and debuffs from all units on the battlefield.
Name: Rebirth Class (Tier) Theocrat (IV) Research: 400 Knowledge
Type: Combat Spell Target: Friendly Unit Casting Points Cost: 20 Casting Points
Rebirth
Bestows Resurgence Resurgence upon target friendly unit.
Name: Blessing of Health Class (Tier) Theocrat (IV) Research: 400 Knowledge
Type: Combat Spell Target: Battlefield Casting Points Cost: 20 Casting Points
Blessing of Health
Bestows the living with extra life force. All friendly units gain +10 Hit Points until the end of combat. Undead Undead and Machine Machine units are not affected.
Name: Power of the Word Class (Tier) Theocrat (V) Research: 700 Knowledge
Type: Combat Spell Target: Battlefield Casting Points Cost: 20 Casting Points
Power of the Word
Tears the enemy's heart and soul asunder with the power of the word. Attempts to Immobilize all enemy units for 2 Turn.
Name: Holy War Class (Tier) Theocrat (VI) Research: 1200 Knowledge
Type: Combat Spell Target: Battlefield Casting Points Cost: 30 Casting Points
Holy War
The Holy Spirit infuses the souls of its followers with divine power to slay all that oppose the true cause. Bestows all Devout Devout units on the battlefield with a +10 Spirit Damage Strength bonus.

Strategic Spells[]

Name: Mark of the Heretic Class (Tier) Theocrat (I) Research: 80 Knowledge
Type: Strategic Spell Target: Hostile Army Casting Points Cost: 20 Casting Points
Mark of the Heretic
Marks the units in target enemy army as Heretic Heretic for 5 Turn. Devout Devout units deal an additional +3 damage against Heretics.
Name: Summon Cherub Class (Tier) Theocrat (I) Research: 60 Knowledge
Type: Summoning Spell Upkeep: 9 Mana/Turn Casting Points Cost: 40 Casting Points
Summon Cherub Summons a Cherub.
  • The creature gets Cast Spell Summoned after it's being created
Name: Beacon of Faith Class (Tier) Theocrat (II) Research: 130 Knowledge
Disjunction Cost: 50 Mana Upkeep: 10 Mana/Turn Casting Points Cost: 40 Casting Points
Type: City Enchantment Target: Friendly City
Beacon of Faith
Target friendly city gains a +100 Population growth bonus.

It has no effect on Undead Undead cities.

Name: Paid Absolution Class (Tier) Theocrat (II) Research: 140 Knowledge
Disjunction Cost: 90 Mana Upkeep: 10 Mana/Turn Casting Points Cost: 80 Casting Points
Type: City Enchantment Target: Own city or Vassal
Paid Absolution
Target Vassal or city owned by the caster generates an additional +10 Gold. Allied units gain High Morale(Ability) High Morale (+200 Happiness) within the enchanted city's domain.
Name: Prayer for the Hurt Class (Tier) Theocrat (III) Research: 220 Knowledge
Disjunction Cost: 90 Mana Upkeep: 30 Mana/Turn Casting Points Cost: 100 Casting Points
Type: Global Enchantment Subtype: Healing
Prayer for the Hurt
The caster's units regenerate an additional +6 Hit Points each turn.
Name: Sanctified Sites Class (Tier) Theocrat (III) Research: 250 Knowledge
Disjunction Cost: 110 Mana Upkeep: 15 Mana/Turn Casting Points Cost: 100 Casting Points
Type: Global Enchantment Subtype: Resource Management
Sanctified Sites
The caster's treasure sites are sanctified and generate an additional +40 Happiness.
Name: Denounce City Class (Tier) Theocrat (IV) Research: 400 Knowledge
Disjunction Cost: 70 Mana Upkeep: 20 Mana/Turn Casting Points Cost: 60 Casting Points
Type: City Enchantment Target: Hostile City
Denounce City
Denounces target enemy city by enchanting it with an unholy aura. Enemy units within the domain are marked as Heretic Heretics.
Name: Wrath of God Class (Tier) Theocrat (IV) Research: 400 Knowledge
Type: Strategic Spell Target: Hostile Army Casting Points Cost: 90 Casting Points
Wrath of God
Unleashes God's wrath upon those opposing him and his followers. Deals 15 Spirit Damage damage to target enemy army.

If cast on an enemy city, then the following occur:

  • -1000 Population or -2000 Template:UndeadPopulation
  • City: -100 Happiness for 10 Turn
  • City Race: -50 Happiness
Name: Hallowed Domain Class (Tier) Theocrat (V) Research: 750 Knowledge
Disjunction Cost: 90 Mana Upkeep: 25 Mana/Turn Casting Points Cost: 80 Casting Points
Type: City Enchantment Target: Owned or Vassaled city or Dwelling
Hallowed Domain
Enchants target owned or vassalled city or Dwelling with a holy aura. Friendly Devout Devout units in the enchanted city's domain gain +60% Spirit Damage Protection, and enemy units suffer a -3 Resistance penalty.
Name: The Great Purge Class (Tier) Theocrat (VI) Research: 1400 Knowledge
Disjunction Cost: 120 Mana Upkeep: 40 Mana/Turn Casting Points Cost: 100 Casting Points
Type: Global Enchantment Subtype: Unit Buff
The Great Purge
Channels divine power to cleanse the land of all supernatural beings. The caster's Infantry Infantry and Cavalry Cavalry units gain Dragon Slayer Dragon Slayer, Fey Slayer Fey Slayer, Monster Slayer Monster Slayer, Summon Slayer Summon Slayer, and Undead Slayer Undead Slayer.
Name: Armageddon Class (Tier) Theocrat (VII) Research: 2500 Knowledge
Disjunction Cost: 500 Mana Upkeep: 80 Mana/Turn Casting Points Cost: 640 Casting Points
Type: Global Enchantment Subtype: Class Ultimate/Unit (De)Buff
Armageddon
Forebodes the end of the world. The caster's entire Empire ignores negative morale modifiers and its units gain Strong Will Strong Will. The caster's enemies suffer 80% Spirit Damage Weakness and Cannot Regenerate Cannot Regenerate health.

Empire Upgrades[]

Name: Order of Templar Knights Class (Tier) Theocrat (I) Research: 80 Knowledge
Type: Empire Upgrade Subtype: Unit Buff
Order of Templar Knights
Your Infantry Infantry and Cavalry Cavalry units are trained by the Order of Templar Knights, receiving +20% Spirit Damage Protection and Devout Devout abilities.
  • Hero Hero units are not affected
Name: Order of Healing Class (Tier) Theocrat (III) Research: 200 Knowledge
Type: Empire Upgrade Subtype: Unit Buff
Order of Healing
Support units are trained by the Order of Healing and receive the Healing Healing ability.
Name: Order of Sacred Support Class (Tier) Theocrat (III) Research: 220 Knowledge
Type: Empire Upgrade Subtype: Unit Buff
Order of Templar Knights
Your Support Support units are trained by the Order of Sacred Support and gain an additional Trooper Rank and the Devout Devout property.
  • Only the Devout Devout property is applied to units under your control.
Name: Exalted Martyrs Class (Tier) Theocrat (III) Research: 200 Knowledge
Type: Empire Upgrade Subtype: Unit Buff
Exalted Martyrs
After taking countless pains and burdens upon them, Martyrs are blessed by God and move beyond their mortal form. Martyrs will evolve into Exalted upon reaching Elite. Evolved units retain Absorb Pain Absorb Pain ability.
Name: Divine Channeling Class (Tier) Theocrat (I-VII) Research: 60-900 Knowledge
Type: Empire Upgrade Subtype: Resource Management/Stat Modifier
Divine Channeling 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
Name: Produce Martyr Class (Tier) Theocrat (I) Research: 60 Knowledge
Type: Empire Upgrade Subtype: Unit Production
Produce Martyr
Enables the production of the Martyr in cities with a Theocrat's Conclave.
Name: Produce Crusader Class (Tier) Theocrat (II) Research: 120 Knowledge
Type: Empire Upgrade Subtype: Unit Production
Produce Crusader
Enables the production of the Crusader in cities with a Theocrat's Conclave.
Name: Produce Evangelist Class (Tier) Theocrat (III) Research: 220 Knowledge
Type: Empire Upgrade Subtype: Unit Production
Produce Evangelist
Enables the production of the Evangelist in cities with a Theocrat's Conclave.
Name: Produce Exalted Class (Tier) Theocrat (V) Research: 600 Knowledge
Type: Empire Upgrade Subtype: Unit Production
Produce Exalted
Enables the production of the Exalted in cities with a Celestial Chamber.
Name: Produce Shrine of Smiting Class (Tier) Theocrat (VI) Research: 1400 Knowledge
Type: Empire Upgrade Subtype: Unit Production
Produce Shrine of Smiting
Enables the production of the Shrine of Smiting in cities with a Holy of Holies.

Hero Bonuses[]

Hero Upgrades[]

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

Level Skill Ability Type Cost Effect
1 Aura of Resistance Aura of Resistance Leadership 4 Party gains +1 Resistance
1 Divine Channeling I Divine Channeling(I) Passive 5 Hero gains +10 Casting Points Casting Points
1 Bestow Iron Heart Bestow Iron Heart Active 4 Hero gains Bestow Iron Heart Bestow Iron Heart
1 Divine Protection Divine Protection Spell 5 Hero can cast the Divine Protection Divine Protection Spell
1 Cure Disease Cure Disease Active 2 Hero gains Cure Disease Cure Disease
1 Undead Slayer Undead Slayer Passive 2 Hero gains Undead Slayer Undead Slayer
1 Healing Aura Healing Aura Leadership 3 Party gains Fast Healing Fast Healing
1 Instant Wrath Instant Wrath Spell 5 Hero can cast Instant Wrath Instant Wrath Spell
1 Slayer's Doubt Slayer's Doubt Spell 5 Hero can cast Slayer's Doubt Slayer's Doubt Spell
1 Smite Smite Spell 5 Hero can cast Smite Smite Spell
1 Chaplain Chaplain Leadership 3 Party gains High Morale(Ability) High Morale
3 Divine Channeling II Divine Channeling(II) Passive 5 Hero gains +10 Casting Points Casting Points
3 Sacred Arms Sacred Arms Leadership 4 Party gains +1 Spirit Damage melee strength
3 Touch of Faith Touch of Faith Active 2 Hero gains Touch of Faith Touch of Faith
3 Turn Undead Turn Undead Active 2 Hero gains Turn Undead Turn Undead
3 Strong Will Strong Will Passive 4 Hero gains Strong Will Strong Will
5 Mighty Meek Mighty Meek Spell 5 Hero can cast Mighty Meek Mighty Meek
5 Break Control Break Control Active 2 Hero gains Break Control Break Control
5 Divine Channeling III Divine Channeling(III) Passive 7 Hero gains +10 Casting Points Casting Points
5 Monster Slayer Monster Slayer Passive 2 Hero gains Monster Slayer Monster Slayer
5 Purifying Burst Purifying Burst Spell 5 Hero can cast Purifying Burst Purifying Burst Spell
7 Healing Healing Active 4 Hero gains Healing Healing
7 Convert Convert Active 5 Hero gains Convert Convert
7 Absorb Pain Absorb Pain Active 3 Hero gains Absorb Pain Absorb Pain
7 Blessing of Health Blessing of Health Spell 5 Hero can cast Blessing of Health Blessing of Health Spell
7 Divine Channeling IV Divine Channeling(IV) Passive 7 Hero gains +10 Casting Points Casting Points
7 Holy Champion Holy Champions Leadership 5 Party gains Holy Champion Holy Champion
7 Rebirth Rebirth Spell 5 Hero can cast Rebirth Rebirth Spell
9 Divine Channeling V Divine Channeling(V) Passive 7 Hero gains +10 Casting Points Casting Points
9 Power of the Word Power of the Word Spell 5 Hero can cast Power of the Word Power of the Word Spell
9 Vow of Poverty Vow of Poverty Leadership 6 Party gains Volunteer Volunteer
11 Divine Channeling VI Divine Channeling(VI) Passive 9 Hero gains +10 Casting Points Casting Points
11 Rebirth Divine Justicars Leadership 10 Party gains Resurgence Resurgence
11 Holy War Holy War Spell 5 Hero can cast Holy War Holy War Spell
13 Divine Channeling VII Divine Channeling(VII) Passive 9 Hero gains +10 Casting Points Casting Points


Gallery[]

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