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Eternal Lords This race is exclusive to the Eternal Lords Expansion

Tigran
Tigrans are a race of feline humanoids, hailing from remote desert lands. Reclusive and mystical, they tend not to get involved in the conflicts of the pupulous northern lands. But when opportunity favors them, they pounce and kill without mercy.

Their reclusiveness has given rise to some rather extreme religious sects. A large proportion of Tigrans worship a new incarnation of the ancient Fire Wizard-god Yaka as the Sun God. Tigran ferocity is legendary. The most devout strive to unleash their inner predator, seeing mercy as weakness. They worship the sun and track the cycle of day and night; life and death. Their natural curiosity about necromancy and the passing of regal souls into kingdoms of glory in the afterlife inspires them to construct massive tombs.

Tigrans are lean, muscular and agile. They are clever with magic and move quickly across the battlefield, able to avoid many obstacles in combat. Many are masters of the flame, which they believe pleases their god.

--The Tome of Wonders

See also Tigrans/Announcement for this page as it was before release.

Summary[]

Tigrans are in a weird spot combat-wise. They deal a lot of damage, but they will also take a lot when their commander isn't careful. To assist in picking their battles, they have Athletics Athletics, making them extremely mobile in tactical combat. Unique compared to other racial competitors, their Irregular Irregular, the Tigran Cheetah, has no ranged attack. It makes up for this by having Pounce Pounce, a powerful ability that doesn't incur retaliation, and potentially making the victim bleed, a trait shared with the Tigran Shredder, their Archer Archer. This leads into one of the race's innate synergies, since some units, like their Tier 2 Infantry Infantry the Prowler, have Bloodthirsty Bloodthirsty, which gives them bonus damage against bleeding units. This synergy can often be spotted in the Tigran class units as well. The Prowler is available from the War Hall, unlike other races which recruit Infantry from the Barracks. In return, the Tigran Sun Guard, which is their Pikeman Pikeman, is recruited from the Barracks. This focus on melee combat can also be found in their Support Support, the Tigran Mystic, which has Were Panther Were Panther, allowing them to morph into a Dire Panther. Doing this heals them slightly, makes them melee only, and gives them Pounce Pounce just like the irregular. Lastly, the Tigran Sphinx is their Tier 3 unit, which is an Irregular Irregular with Flying Lesser Flying and Sun Disc Sun Disc.

Class Synergies[]

Arch Druid: Good synergy between Shamans having Entangling Touch and Hunters having Coup de Grace and Throw Blades, especially considering Shamans get Were Bear making it alot more feasible to have them in melee. The damage they can rack up between Predator and Bloodthirsty means they can be very adept at blocking for your hunters and mystics.

Dreadnought: Kinda Specific Synergies like Sabotage on the Sphinx, and Sprint on the Engineer. All in all not bad at all, when its useful its very useful. But most of the time you're probably not fighting other machines or trying to breach walls with flyers. The sprint on the engineer obviously is useful if he got engaged in melee, then again most units that can engage an Engineer that doesnt want to be engaged are either flyers or Strong units shrugging off a couple of Opportunity attacks to get to him(Archon Titan, im looking at you). Either way they probably will oneshot him. Still nice at the start.

Necromancer: Some slight buffs for the Death Bringer in the form of Predator and Athletics. Also their Spirit and Fire Resistance nicely counters their Undead weaknesses while being undead solves their inherent Frost weakness. The Ghoul Sun Guard especially stands out as a very good Tier 1 unit that punches well above its class with Life Steal, 80% Fire Resist(with Embalmers Guild) and 62 HP for a Pikeman unit. They also bring Fire and Spirit damage to the Table via their Racial support unit, something that helps especially against other Necromancers and clearing early undead camps around your cities.

Rogue: Only Tier 3 Racial Irregular, which gets a nice Buff via empire updates in the form of Backstab and an extra Trooper Rank making them quite nasty customers considering they are Tactical flyers and can flank with impunity. Their Assassins gain the great Pounce instead of the redundant Pass Wall at Elite Rank, they also get Improved Wall Climbing which makes getting up on walls with your Assassins a little bit less suicidal(Also a good perch to pounce from).

Sorcerer: There is little Synergy, the Apprentice even gets a slightly upgraded Mystic Attack doing Spirit and Fire Damage. Considering Mystics start with Projectile Resistance (which Sorceror Supports get via a in this case redundant Empire upgrade) and Break Control while having Were Panther its all a bit conflicting without offering significant extra options.

Theocrat: Not much synergy to be honest, in fact there is some conflict like the Transform ability on their Support removing the Empire Upgrade heal ability or their extra Spirit resist being wasted on Strong will Class units. Nothing really bad, but nothing really good either. The highlight is pretty much the Sun Shield on the Crusader, which does significantly increase survivability against Fire wielding enemies.

Warlord: Very high fire and spirit Resistance on the Phalanx due to a mix of Sun Shield and Racial resistances. Predator in conjunction with Athletics helps the Phalanx block paths and makes opportunity attacks from them that much worse. Their Manticores and Berserkers stand out via their Pounce ability, which is similar to Defensive Strike, only that it teleports behind the target to flank it, can be used every 2 turns and does 3 extra damage.

Tactics[]

The Tigran can require a great deal of practice to play correctly. Their army's low resistance makes them difficult to understand at first. Unlike the orcs, the Tigran lack Victory Rush and the sheer hit point advantages to be effective brawlers. Instead, they rely on speed and abilities to do their damage. This makes them a natural fit for the Rogue, which can enhance the strengths of the Tigran very nicely. Conversely, this can also leave them in a bind in situations where speed and abilities aren't cutting it.

On the other side of the spectrum is the player who wants a less fragile and more orthodox army. This individual will want to consider giving the Archdruid, Dreadnaught, or Necromancer a try. The Archdruid provides an endless rank of cheap and expendable animal units and heavy summons to reinforce the Tigran troops, while the Dreadnaught can provide golems to tank hits. Necromancers can seem to be an odd choice, but with a little practice a Necromancer Tigran can be effective. Bone Collectors can essentially replace the majority of Tigran racial units on the frontline and Healers of the Dead can give the player some desperately needed regeneration.

Tigran Inherent Traits[]

Units[]

'Entering the Tigran camp, I instictively knew our best course was to surrender; especially as I saw the long-legged, spotted cheetah-ladies who served the settlement as its hunters. I tried to warn my party that it would be futile to run away. Sadly, my message didn't get through to all, the back of the party fled. Before they could even scream, the Cheetahs pounced. Their extended claws slashed the fools. I will spare the reader a description of all the blood.'

--Where's Symba?, by Ham the Wanderer
Tigran Cheetah
  

Unit: Tigran Cheetah RecruitOrigin: Tigrans
Tier I: 35 Hit Points 32 Movement 9 Defense 7 Resistance Cost: 50 Gold 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.
  • The most in-elegant way to force a line break.
Experience Ranks:

'The double-bladed skalj buzzed over our heads like a swarm of angry hornets. A group of Tigran Shredders flanked our diplomatic envoy. Our maddened horses charged furiously forward. The cabin of our carriage filled with a spray of splinters. Hundreds of Skalj blades embedded themselves into the side of our vehicle. Hostile Tigrans scrambled up the carriage walls. They cut the troats of our drivers and let our horses run. The diplomatic message was quite obvious.'

--Commonwealth Peace Offerings, by Vagon the Peacemaker
Tigran Shredder
  

Unit: Tigran Shredder RecruitOrigin: Tigrans Requires: Barracks
Tier I: 35 Hit Points 28 Movement 8 Defense 7 Resistance Cost: 70 Gold 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:
  • Trooper +1 Physical Damage Ranged +2 Hit Points
  • Veteran +1 Physical Damage Ranged +2 Hit Points +1 Defense
  • Expert +1 Physical Damage Ranged+2 Hit Points +1 Resistance
  • Elite +1 Physical Damage Ranged +4 Hit Points +1 Defense, Throw Net Throw Net

'The Tigran Sun Guards encircled the Shrine of the Scarlet Destroyer. I tried to convince the feline spearmen that in the Commonwealth, all share the Shrine, but they believe those shrines hold pieces of their god, Yaka. Though they had little armor, their catlike agility rendered our archers ineffective. We had to clear them out, but they fought with the ferocious zeal of jungle cats. I fear the cost to the Empire if all our shrines are so abused.'

--Report on Religious Tranquility, by Enforcer Tendoniskadin
Tigran Sun Guard
  

Unit: Tigran Sun Guard RecruitOrigin: Tigrans Requires: Barracks
Tier I: 48 Hit Points 28 Movement 10 Defense 8 Resistance Cost: 60 Gold 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.
  • The most in-elegant way to force a line break.
Experience Ranks:

'The most gifted battle surgeon I ever met had a gift for cutting up bodies. Apparently he'd witnessed his father, a Tigran Prowler, eviscerate many a foe. The cat man was dark like the night with eyes like amber jewels. He could disappear in the shadows of the trees. Unfortunately, he ran away when the city guards caught him selling our healing herbs on the black market. They say he clawed his way up the city wall and was away before any of the guards could reach him.'

--Battlefield Medicine, by Doctor Schwarzendoof
Tigran Prowler
  

Unit: Tigran Prowler RecruitOrigin: Tigrans Requires: War Hall
Tier II: 52 Hit Points 32 Movement 10 Defense 8 Resistance Cost: 70 Gold 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.
  • The most in-elegant way to force a line break.
  • The most in-elegant way to force a line break.
Experience Ranks:

'The Tigran religion has changed since I last encountered them. They once envied men, doing all the could to prove they weren't animals. Now there is a powerful faction of Mystics that teach them to embrace their inner beast for their sun god. Some Mystics literally do. One morphed into a ravenous hellcat. Despite my most desperate attempts to reason with it, the creature tried to eat me. So while pretending to fight, I deliberately tripped and tumbled down a gorge.'

--Where's Symba?, by Ham the Wanderer
Tigran Mystic
  

Unit: Tigran Mystic RecruitOrigin: Tigrans Requires: Temple
Tier II: 36 Hit Points 28 Movement 9 Defense 10 Resistance Cost: 70 Gold 30 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.
  • The most in-elegant way to force a line break.
Experience Ranks:

'Yaka dresses in Destroyer's Flame. His breath is the Heat of Life. I serve the god of the Greatest Star. Yaka raises His head in the morning, drives His chariot across the sky, and hides His face at night. I revere Him by throwing beams of pure sunfire. My shield enables me to embrace Yaka's body. My mane is His corona of fire. I am His devout tribute.'

--Prayer of the Sabretooth, by Charioteer Felixine
Tigran Sabretooth Chariot
  

Unit: Tigran Sabretooth Chariot RecruitOrigin: Tigrans Requires: War Hall
Tier II: 55 Hit Points 36 Movement 10 Defense 8 Resistance Cost: 100 Gold 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.
  • The most in-elegant way to force a line break.
Experience Ranks:

'We all knew what dwelt in Hillside Tomb. The clever thing offered fortunes to anyone able to outwit it. Caleb Withers went in a beggar and left as royalty, but thousands of others never returned. The Commonwealth judged this bargain illegal. They brought their war machines against the creature. It called down the sun to incenerate the advance. It retreated into its lair. Foolishly, they followed, but it was ready. Traps slowed warriors; the creature finished them off. Even disciplined troops trembled with fear. Eventually, the Commonwealth drove it away using overwhelming numbers. That's the price of bargaining with a Sphinx.'

--Monsters of Hillside, by Olden Withers
Tigran Sphinx
  

Unit: Tigran Sphinx RecruitOrigin: Tigrans Requires: Fire Temple
Tier III: 60 Hit Points 30 Movement 11 Defense 11 Resistance Cost: 150 Gold 20 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.
  • The most in-elegant way to force a line break.
Experience Ranks:

Racial Governance[]

Racial Governance is part of the Eternal Lords expansion.
Note that only Tigran Tigran units are affected

Racial Governance 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 in Tigran Cities now produce an additional +10 Gold
Champion Tigran Sphinx has +1 Vision Range Upgrade Vision Range Upgrade and deals an additional +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 All Tigran Support Supports gain Invigorate Invigorate Temples provide +200 Happiness Happiness and give +1 Trooper Medal rank to all unitsTemples provide +100 Dead Population Undead 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.

Gallery[]

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