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This post is primarily going to be the documentation for the Wizard class mod that I have designed. It can be acquired from either the Steam Workshop or Nexus Mods.

The entire point is to add a new player class based on the Spheres of Magic from the older Age of Wonders games. So far the mod includes the following:

  • Wizard Class (skills and hero upgrades)
  • Death Sphere (specialization and hero upgrades)
  • Fire Sphere (specialization and hero upgrades)
  • Air Sphere (specialization and hero upgrades)
  • Life Sphere (specialization and hero upgrades)
  • Water Sphere (specialization and hero upgrades)
  • Earth Sphere (specialization and hero upgrades)

In the works:

  • Cosmos

How to Use the Mod

DLC Requirements

Firstly, you must have both Golden Realms and Eternal Lords expansions for the mod to work correctly.

Choosing the Class

The idea of the class is to choose a sphere of magic as the specialization and then choose two No Specialization placeholders (marked by Wild Magic(Spell).png). However, the way the class was created, I cannot forbid the alignment specializations from being chosen. The class is not designed to have them in addition to the sphere.

Leader Upgrades

As for your Leader's development, once the game starts, you can choose your corresponding sphere of magic upgrade. This will remove the other sphere upgrades and allow you access to upgrades that are only accessible to whatever type of wizard you chose. You can however have your leader specialize in one Sphere of Magic, but have hero upgrades in another due to the setup.

I hope to find a more elegant solution to this problem, but it should work well for the time being.

Feedback, Bugs, and Ideas

Any feedback, bugs, or ideas for the mod are very much welcome. Either leave a comment here, on the forum, in the steam workshop, or on Nexus. I pay attention to all of them.

Change Log

12/13/2015 v0.3

  • Air Sphere added
  • Fire Mastery Spell added
  • Alter Node spell should now be accessible
  • Mana node bonuses also should work.

11/29/2015 v0.2

  • Unlocked all outfits for wizards
  • Added fire wizard upgrades & 1 wizard stack upgrade
  • Fixed Halflings starting w/o an army
  • Removed Starting Item

From here on out, there is only documentation on the new skills, spells, upgrades, and units.

* Indicates that the shown values/description are in the current dev version, but not the published version.


Wizard

All leaders that choose the wizard class can research the following skills and spells regardless of their specialization. Wizards also have access to the standard Avatar spells and skills.

Units

Phantasm Warrior.png
  

Unit: Magic ServantRecruitOrigin: Wizard
Tier I: 25 Hit Points 28 Movement 7 Defense 8 Resistance Cost: 170 Gold Upkeep: 9 Mana/Turn
Abilities:
  • The most in-elegant way to force a line break.
Experience Ranks:
  • Trooper+2 Hit Points
  • Veteran+2 Hit Points +1 Defense
  • Expert+2 Hit Points +1 Resistance
  • Elite +4 Hit Points +1 Defense

Combat Spells

  • Enchant Weapon (I): 5 Casting Points, 60 Knowledge
    • Grants unit +1 Physical Damage, +1 Frost, +1 Fire Damage, +1, Shock melee damage.
  • Cosmic Spray (III): 15 Casting Points, 160 Knowledge
    • Causes 2 Blight Damage, 2 Frost, 2 Fire Damage, 2 Shock, 2 Spirit Damage damage to units in a 1 hex radius of the target.

Strategic Spells

  • Summon Magic Servant (I): 40 Casting Points, 60 Knowledge
    • Summons a magic servant. Upkeep: 9 Mana
  • City Spy (V): 150 Casting Points, 900 Knowledge, Upkeep: 50 Mana,Disjunction cost: 170 Mana
    • Allows you to see the central hexes of all cities on the map.
  • Power Leak (V): 640 Casting Points, 3000 Knowledge, Upkeep: 80 Mana,Disjunction cost: 500 Mana
    • Drains the power of enemy leaders. Increases maintenance and casting cost of all spells for enemy leaders by 25 %.
  • Spell Ward: TBD

Empire Upgrades

  • Peace Keeper (I): 80 Knowledge
    • Increases relations with independent cities by +200 Happiness
  • Expander (II): 110 Knowledge
    • Increases Population growth by 20%
  • Scholar (III): 180 Knowledge
    • Increases Knowledge income in settlements by 15%.
  • Summoner (III): 220 Knowledge
    • Summoning spells are 20% cheaper to cast.
  • Survivalist (III): 180 Knowledge
    • Descreases unit upkeep costs by 25%. Does not affect Cast Spell.png Summoned units.
  • Conqueror (IV): 300 Knowledge
    • Units gain 20% more Experience
  • Constructor (V): 500 Knowledge
    • Production is increased in settlements based on their size. +0/5/10/15/20 Production
  • Merchant (V): 500 Knowledge
    • Gold income is increased in settlements based on their size. +0/5/10/15/20 Gold
  • Explorer (VI): 800 Knowledge
  • Casting Specialist (I-VII): 60/100/160/260/400/600/900 Knowledge
    • Increases casting points by +15 Casting Points and increases Mana Capacity by +150 Mana Capacity at each tier.

Hero Upgrades

Inherent

Level 1

  • <Sphere> Wizard: 0 sp. Indicates which type of wizard the hero is.
  • Mend Magical Being.png Mend Magical Being: 5 sp.

Level 3

Level 5

  • Steal Enchantment.png Steal Enchantment: 2 sp.
  • Wizard's Aura: 5 sp. Grant 20% protection to all non-physical elements to all units in the stack.

Level 7

Level 9

Level 11

Level 15


Death Wizards

Combat Spells

  • Death Ray (I): 10 Casting Points, 80 Knowledge
    • Beams down deathly magic. Target enemy unit is dealt 12 Blight Damage and 8 Frost damage
  • Desecration (II): 20 Casting Points, 150 Knowledge
    • Defiles the battlefield. Devout.png Devout units suffer -3 Resistance, while all Undead.png undead units gain +3 Resistance.
  • Corpus Furia (II): 10 Casting Points, 150 Knowledge
    • Corpses on the battlefield explode. Each corpse deals 15 Blight Damage damage to all units in a 1 hex radius.
  • Dark Gift (III): 15 Casting Points, 240 Knowledge
  • Raise Dead (IV): 20 Casting Points, 350 Knowledge
    • Instantly animates the corpses of Draconian, Dwarf, Frostling, Goblin, Halfling, High Elf, Human, Orc, and Tigran units that have died on the battlefield. The corpses are brought back as cadavers and will fight until the end of combat.
  • Unholy Champions (V): 25 Casting Points, 600 Knowledge
  • Mass Weaken (VI): 50 Casting Points, 1200 Knowledge
    • Weakens all enemy units on the battlefield

Strategic Spells

  • Damanation (VI): 120 Casting Points, 950 Knowledge, Upkeep: 50 Mana,Disjunction cost: 105 Mana
    • Curses all non-undead or machine units within your cities's domains and prevents regeneration. Only affects current cities.
  • Darkland (IV): 80 Casting Points, 500 Knowledge, Upkeep: 25 Mana,Disjunction cost: 100 Mana
    • Volcanic wasteland seeps forth from your settlements.
  • Death Storm (IV): 90 Casting Points, 400 Knowledge
    • Turns the targeted area to blighted terrain and harms all units caught within. Causes 8 Blight Damage and 8 Frost damage.
  • Domain of Darkness (IV): 60 Casting Points, 400 Knowledge, Upkeep: 20 Mana,Disjunction cost: 80 Mana
    • Hides your cities from enemies and reduces their visibility within your domain. Only affects current cities.
  • Death Mastery (VII): 400 Casting Points, 3000 Knowledge, Upkeep: 70 Mana,Disjunction cost: 200 Mana
    • Grants all Undead.png Undead units Life Drain.png Life Drain and allows the master to summon undead abominations from beyond the grave.
  • Summon Undead Abomination: 50 Casting Points, Upkeep: 2 Mana
    • Summons a random undead abomination from the beyond. Requires that Death Mastery be active. Units shouldn't disappear if it is disjuncted.
  • Summon Spider (I): 40 Casting Points, 60 Knowledge, Upkeep: 10 Mana
  • Summon Carrion Bird (II): 80 Casting Points, 120 Knowledge, Upkeep: 15 Mana
  • Summon Wraith (III): 100 Casting Points, 220 Knowledge, Upkeep: 15 Mana
    • Summons a Wraith. Requires Summon Carrion Bird.
  • Summon Queen Spider (IV): 120 Casting Points, 400 Knowledge, Upkeep: 20 Mana
  • Summon Bone Dragon (VI): 190 Casting Points, 800 Knowledge, Upkeep: 32 Mana
  • Summon Fallen Angel (VII): 190 Casting Points, 1800 Knowledge, Upkeep: 32 Mana

Hero Upgrades

All of these require that you chose the Death Wizard upgrade for your leader.

Level 1

Level 3

Level 5

Level 7

Level 13


Fire Wizard

Combat Spells

  • Fireball (I): 10 Casting Points, 100 Knowledge
    • Deals 12 Physical Damage and 10 Fire Damage damage to target enemy unit.
  • Skin of Oil (II): 7 Casting Points, 150 Knowledge
    • Target enemy unit suffers -2 Physical Damage strength, -2 Defense, -2 Resistance, and +60% Fire Damage Weakness.
  • Fury (II): 10 Casting Points, 150 Knowledge
    • Grants target unit +5 Physical Damage, +3 Defense, -2 Resistance
  • Blinding Flash (III)*: 15 Casting Points, 280 Knowledge
    • Attempts to blind target unit and dazzle those surrounding it. Animal units may be panicked.
  • Swarm (III): 25 Casting Points, 300 Knowledge
    • Calls forth angry insects to attack an area. Jumps between units causing 10 Fire Damage, 20 Physical Damage damage.
  • Greater Fireball (III): 20 Casting Points, 350 Knowledge
    • Deals 12 Physical Damage and 10 Fire Damage damage to units in a 2 hex radius.
  • Fire Halo (IV): 7 Casting Points, 400 Knowledge
    • Confers a halo of the fire god on a unit. Bestows 100% Fire Damage Protection and +2 Fire Damage strength on target friendly unit.
  • Mass Immolation (VI): 25 Casting Points, 1200 Knowledge
    • Attempts to cause the enemy army to burst into flames. Failure results in the unit being hindered (15 Fire Resistance).
  • Hellfire (VII): 50 Casting Points 2500 Knowledge
    • Blasts the entire battlefield with searing heat, dealing 30 Physical Damage damage to all Walls and 50 Fire Damage damage to all units on the battlefield.

Strategic Spells

  • Anarchy (III): 80 Casting Points, 400 Knowledge, Upkeep: 40 Mana
    • Attempts to trigger a rebellion in the target city. Causes -600 Happiness
  • Wither (III): 70 Casting Points, 220 Knowledge, Upkeep: 30 Mana
    • Destroys the target city's ability to grow crops causing the population to starve. Reduces population by 1500 Population and reduces population growth by 500 Population
  • Fire Domain (IV): 150 Casting Points, 500 Knowledge, Upkeep: 50 Mana
    • Envelops your domain in an aura of fire, striking your enemies each turn for 15 Fire Damage. Must be recast to affect new cities.
  • Fire Storm (IV): 100 Casting Points, 400 Knowledge
    • The storm burns the terrain and harms units caught within it. Causes 16 Fire Damage damage to units.
  • Forge Blast (V): 120 Casting Points, 800 Knowledge
    • Attacks a city's production abilities and harms unit caught within the explosion. Causes units 15 Fire Damage and 10 Physical Damage damage to units.
  • Fire Mastery (VII): 600 Casting Points, 2800 Knowledge, 80 Mana, Disjunt: 300 Mana
  • Summon Fire Wyvern (II): 70 Casting Points, 180 Knowledge, Upkeep: 12 Mana
  • Summon Hell Hound (III): 70 Casting Points, 220 Knowledge, Upkeep: 12 Mana
    • Summons a Hell Hound. Requires Summon Fire Wyvern.
  • Summon Fire Elemental (V): 150 Casting Points, 800 Knowledge, Upkeep: 18 Mana
  • Summon Phoenix (IV): 120 Casting Points, 400 Knowledge, Upkeep: 20 Mana
    • Summons a Phoenix. Requires Summon Fire Elemental.

Hero Upgrades

All of these require that you chose the Fire Wizard upgrade for your leader.

Level 1

Level 3

Level 5

Level 9

Level 13

Air Wizard

Combat Spells

  • Suffocate (I): 7 Casting Points, 80 Knowledge
    • Attempts to suffocate the target, which causes 15 Physical Damage damagae. Does not affect the Undead, Incorporeal, Machine or Elemental units.
  • Seeker (II): 10 Casting Points, 140 Knowledge
    • Target unit's ranged attacks receive no range or obstacle penalties, and gain +1 damage to all ranged channels.
  • Winds of Fury (II): 15 Casting Points, 160 Knowledge
    • Throws the target unit about on the battlefield. Causes 12 Physical Damage, 5 Frost damage and displaces the unit by upto 10 hexes.
  • Chain Lightning (III): 25 Casting Points, 250 Knowledge
    • Causes 18 Shock damage to units. Can jump to upto 4 targets.
  • Haste (IV): Casting Points, 400 Knowledge
    • Doubles a unit's movement radius and allows it to avoid all attacks of opportunity
  • Wind Ward (V): 20 Casting Points, 900 Knowledge
    • Decreases ranged attack strength by 8
  • Tornado (V): 30 Casting Points, 800 Knowledge
    • Calls forth a vortex to the battlefield. Scatters enemy units by up to 6 hexes and friendly unit by up to 2 hexes.

Strategic Spells

  • Watcher (III): 100 Casting Points, 200 Knowledge, Upkeep: 15 Mana
    • Increases the vision range of all your current cities by 2 hexes. Needs to be recast for additional cities.
  • Freeze Water (III): 40 Casting Points, 250 Knowledge
    • Freezes an area of water for 3 turns, making it solid enough to walk over. Walking units are able to traverse hexes of frozen water while units with only Seafaring or Swimming are incapable of moving over frozen waters.
  • Lightning Storm (III): 80 Casting Points, 280 Knowledge
    • Collides arcane currents in the sky to form thunderstoms that wreak havoc on the world below. Deals 5 Physical Damage and 10 Shock damage to target enemy army, or kills 1500 Population in target city.
  • Arctic Empire (IV): 80 Casting Points, 350 Knowledge, Upkeep: 40 Mana, Disjunct: 100 Mana
  • Wind Walking (IV): 15 Casting Points, 500 Knowledge
    • Grants units in the target army Floating.png Floating for 2 Turn.
  • Violent Storm (V): 120 Casting Points, 500 Knowledge
    • A violent storm descends on the area causing 10 Physical Damage to units. embarked and Boat units lose 75% of their Movement (8 Physical Defense) or take 10 Physical Damage more damage. Does not affect Sea Creature.png Sea Creature units at all.
  • Haste Domain (VI): 60 Casting Points, 800 Knowledge, Upkeep: 20 Mana, Disjunct: 70 Mana
    • Increases the movement points of your units in target city's domain by 6 Movement, an Hastens units garrisoned in the city.
  • Air Mastery (VII): 600 Casting Points, 2800 Knowledge, Upkeep: 80 Mana, Disjunct: 300 Mana
  • Summon Bleak Warg (I): 40 Casting Points, 160 Knowledge, Upkeep: 9 Mana
  • Summon Zephyr Bird (II): 60 Casting Points, 180 Knowledge, Upkeep: 12 Mana
  • Summon Yeti (IV): 110 Casting Points, 600 Knowledge, Upkeep: 16 Mana
    • Summons a Yeti. Requires Summon Zephyr Bird
  • Summon Air Elemental (V): 150 Casting Points, 900 Knowledge, Upkeep: 18 Mana
  • Summon Frost Dragon (VI): 200 Casting Points, 1400 Knowledge, Upkeep: 32 Mana

Hero Upgrades

Level 1

Level 3

Level 5

Level 7

Level 9

Level 13

Level 15

Life Wizard

Combat Spells

  • Bless (I): 5 Casting Points, 80 Knowledge
  • Holy Cure (II): 10 Casting Points, 180 Knowledge
  • Smite (I): 12 Casting Points, 100 Knowledge
  • Mighty Meek (III): 7 Casting Points, 180 Knowledge
  • Martyr (IV): 20 Casting Points, 450 Knowledge
    • Gives a unit an additional 50 Hit Points, but it will die at the end of combat.
  • Rebirth (IV): 20 Casting Points, 420 Knowledge
  • Blessing of Health (IV): 20 Casting Points, 420 Knowledge
  • Sacred Wrath (VII): 50 Casting Points, 1800 Knowledge
    • Blasts the battlefield with holy light. Enemy units that have spirit protection have it reduced by 40%. Susequently, causes 45 Spirit Damage damage to all enemy units and 25 Spirit Damage damage to friendly units. Causes happiness penalties.

Strategic Spells

  • Life Domain (III): 80 Casting Points, 260 Knowledge, Upkeep: 20 Mana, Disjunct: 90 Mana
    • Bathes your units in a glow of life, healing your units for 6 Hit Points each turn.
  • Temperate Empire (III): 80 Casting Points, 220 Knowledge, Upkeep: 40 Mana, Disjunct: 100 Mana
  • Divine Storm (IV): 100 Casting Points, 400 Knowledge
    • The storm turns the clime into temperate and harms units caught within. Causes 8 Physical Damage and 12 Spirit Damage damage.
  • Life Mastery (VII): 620 Casting Points, 2000 Knowledge, Upkeep: 100 Mana, Disjunct: 500 Mana
  • Summon Felhorse (I): 40 Casting Points, 60 Knowledge, Upkeep: 9 Mana
  • Summon Gryphon (II): 60 Casting Points, 110 Knowledge, Upkeep: 12 Mana
    • Summons a Gryphon. Requires Summon Felhorse
  • Summon Unicorn (III): 60 Casting Points, 200 Knowledge, Upkeep: 12 Mana
    • Summons a Unicorn. Requires Summon Gryphon
  • Summon Lesser Spirit Elemental (IV): 150 Casting Points, 500 Knowledge, Upkeep: 20 Mana
  • Summon Fey (V): 150 Casting Points, 800 Knowledge, Upkeep: 18 Mana
  • Summon Arch Angel (VI): 190 Casting Points, 1600 Knowledge, Upkeep: 32 Mana

Hero Upgrades

Level 1

Level 3

Level 5

Level 7

Level 13

Level 17

Water Wizard

Combat Spells

  • Vengeful Frost (I): 7 Casting Points, 80 Knowledge
  • Rot (II): 20 Casting Points, 140 Knowledge
  • Geyser (I): 15 Casting Points, 120 Knowledge
    • A forceful blast of water erupts below the enemy causing 15 Physical Damage, 5 Frost damage and drenching the unit.
  • Liquid Form (III): 15 Casting Points, 220 Knowledge
  • Mud (III): 20 Casting Points, 240 Knowledge
    • Halves the movement distance of all walking units. Cannot be used over water.
  • Great Hail (V): 20 Casting Points, 800 Knowledge

Strategic Spells

  • Purifying Water (III): 100 Casting Points, 220 Knowledge, Upkeep: 20 Mana, Disjunct: 0 Mana (to be fixed to 90)
    • Your units heal 8 Hit Points when they start their turn on a water hex.
  • Water Walking (III): 20 Casting Points, 280 Knowledge
    • Grants target army the ability to traverse water for 2 Turn. Units that end over water when the effect expires will drown if unable to traverse water normally.
  • Ice Storm (IV): 90 Casting Points, 400 Knowledge
    • Freezes the target area causing 16 Frost damage to units caught within.
  • Mist Cloak (IV): 50 Casting Points, 500 Knowledge
    • Covers the target army in a cloud of mist concealing them from view in most terrain for 2 Turn. (Water, Urban, Wetlands, Forest, Cave, Mountain Concealments)
  • Water Mastery (VII): 600 Casting Points, 3400 Knowledge, Upkeep: 80 Mana, Disjunct: 500 Mana
    • All of your units receive swimming when researched (spell does not need to be active). Grants +2 Shock, +2 Frost damage for all owned units and causes Frost Weakness.png 40% Frost Weakness and Shock Weakness.png 40% Shock Weakness for all enemy units.
  • Summon Dire Penguin (I): 30 Casting Points, 80 Knowledge, Upkeep: 9 Mana
  • Summon Polar Bear (II): 70 Casting Points, 120 Knowledge, Upkeep: 12 Mana
    • Summons a Polar Bear. Requires Summon Dire Penguin.
  • Summon Lost Mariner (III): 80 Casting Points, 240 Knowledge, Upkeep: 12 Mana
  • Summon Sea Creature (IV): 130 Casting Points, 450 Knowledge, Upkeep: 15 Mana
  • Summon Frost Elemental (V): 150 Casting Points, 800 Knowledge, Upkeep: 18 Mana
  • Summon King Serpent (VI): 180 Casting Points, 1700 Knowledge, Upkeep: 32 Mana
  • Summon Lord of the Deep (VI): 190 Casting Points, 1900 Knowledge, Upkeep: 32 Mana

Hero Upgrades

Level 1

Level 3

Level 5

Level 7

Level 11

Level 15

Earth Wizard

Combat Spells

  • Stoning (I): 8 Casting Points, 80 Knowledge
  • Stone Skin (II): 8 Casting Points, 120 Knowledge
  • Vengeful Vines (III): 15 Casting Points, 160 Knowledge
  • Regenerate Walls (III): 20 Casting Points, 180 Knowledge
  • Deep Fissure (II): 20 Casting Points, 140 Knowledge
    • Fires of the deep earth attempt to burn the target. Does 20 Physical Damage, 16 Fire Damage to the target unit, unless it fails in which case it does half damage.
  • Earthquake (VII): 50 Casting Points, 2500 Knowledge

Strategic Spells

  • Free Movement (III): 20 Casting Points, 180 Knowledge
    • Grants Free Movement to the target army for 2 Turn
  • Concealment (III): 20 Casting Points, 180 Knowledge
    • Grants Forest, Cave, and Urban Concealment for 2 Turn
  • Golden Age (IV): 150 Casting Points, 400 Knowledge, Upkeep: 30 Mana, Disjunct: 110 Mana
    • Increases the income of all gold mines in your domain by 5 Gold.
  • Advanced Terraforming (IV): 400 Knowledge, 16 Mana/hex
    • The earth bends to your will allowing you to raise and level mountains within 20 hexes of your domain. Requires Terraforming.
  • Poison Domain (IV): 100 Casting Points, 400 Knowledge, Upkeep: 30 Mana, Disjunct: 110 Mana
  • City Quake (V): 100 Casting Points, 800 Knowledge
  • Earth Mastery (VII): 500 Casting Points, 2500 Knowledge, Upkeep: 80 Mana, Disjunct: 350 Mana
    • Under your rule, cities thrive in all conditions. Your cities now like all types of terrain, and your units receive no clime penalties.
  • Summon Kobold (I): 30 Casting Points, 80 Knowledge, Upkeep: 6 Mana
  • Summon Blight Tusk Boar (II): 50 Casting Points, 120 Knowledge, Upkeep: 12 Mana
  • Summon Dire Bear (IV): 70 Casting Points, 240 Knowledge, Upkeep: 15 Mana
    • Summons a Dire Bear. Requires Summon Blight Tusk Boar
  • Summon Demi-Giant (IV): 110 Casting Points, 500 Knowledge, Upkeep: 18 Mana
    • Summons a random demi-giant: Troll, Ogre, or Yeti. Requires Summon Dire Bear
  • Summon Earth Elemental (V): 150 Casting Points, 800 Knowledge, Upkeep: 18 Mana
  • Summon Obsidian Dragon (VI): 230 Casting Points, 1800 Knowledge, Upkeep: 32 Mana

Hero Upgrades

Level 1

Level 3

Level 5

Level 7

Level 9

Level 13

Level 15

Cosmos Wizard

Combat Spells

  • Damage Spells I (I): 120 Knowledge
    • Death Ray, Suffocate, Smite
  • Area of Effect Spells I (II): 180 Knowledge
    • Rot, Blinding Flash
  • Damage Spells II (III): 250 Knowledge
    • Winds of Fury, Geyser, Fissure (Requires Damage Spells I)
  • Unit Buffs I (III): 240 Knowledge
    • Stone Skin, Fury, Seeker
  • Area of Effect Spells II (IV): 450 Knowledge
    • Greater Fireball, Chain Lightning, Swarm (Requires Area of Effect Spells I)
  • Battlefield Spells I (IV): 450 Knowledge
    • Mud, Blessing of Health
  • Unit Buffs II (V): 900 Knowledge
    • Haste, Rebirth, Liquid Form (Requires Unit Buffs I)
  • Battlefield Spells II (VI): 1850 Knowledge
    • Mass Immolation, Wind Ward, Unholy Champions
  • Ultimate Tactical (VII): 3000 Knowledge
    • Earthquake, Sacred Wrath, Tornado

Strategic Spells

  • Global Spells (III): 260 Knowledge
    • Life Domain, Purifying Water
  • Army Enchantments I (III): 260 Knowledge
    • Water Walking, Free Movement
  • Climate Change Spells (IV): 400 Knowledge
    • Darkland, Arctic Empire, Temperate Empire
  • City Spells I (IV): 450 Knowledge
    • Wither, Incite Revolt, Watcher
  • Army Enchantments II (V): 800 Knowledge
    • Wind Walking, Mist Cloak (Requires Army Enchantments II)
  • Storm Spells (V): 800 Knowledge
    • Death Storm, Divine Storm, Ice Storm
  • City Spells II (VI): 1400 Knowledge
    • Forge Blast, City Quake (Requires City Spells I)
  • Domain Spells (VII): 2500 Knowledge
    • Damnation, Haste Domain, Fire Domain
  • Cosmos Mastery (VII): 650 Casting Points, 3000 Knowledge, Upkeep: 90 Mana, Disjunct: 500 Mana
    • With your mastery of all things magical, all Summoned unit and those of Magical Origin gain an additional +2 Defense, +3 Resistance, and +15 Hit Points. Your heroes also gain the ability Rend Cosmos which brings additional magical creatures to aid in battle.
  • Summon Elemental Beast (I): 40 Casting Points, 60 Knowledge, Upkeep: 10 Mana
    • Summons a random elemental beast.
  • Summon Flying Beast (II): 90 Casting Points, 140 Knowledge, Upkeep: 15 Mana
    • Summons a random flying unit. Requires Summon Elemental Beast
  • Summon Elemental Monster (III): 130 Casting Points, 400 Knowledge, Upkeep: 18 Mana
    • Summons a random monster. Requires Summon Flying Beast.
  • Summon Random Elemental (V): 150 Casting Points, 900 Knowledge, Upkeep: 24 Mana
    • Summons a random elemental. Requires Summon Elemental Monster
  • Summon Random Dragon (VI): 200 Casting Points, 1500 Knowledge, Upkeep: 32 Mana
    • Summons a random Dragon. Requires Summon Random Elemental.

Hero Upgrades

Level 1

Level 5

Level 7

Level 9

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