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Water gives the ability to accelerate rotting processes in machines, freeze both enemies and rivers, and summon Frost elementals and young Krakens alike.

Adept[]

Water

Your movements are as fluid as the magics you control, as a water magic user you can freeze your foes before they even reach you and bodies of water that bar your way soon meets the same fate.

Name: Water Node Mana Bonus Spec. (Tier) Water Adept (I) Research: -- Knowledge
Type: Empire Upgrade Subtype: Resource Management
Water
Water Nodes provide +5 Mana Income.
  • This Empire Upgrade always starts out researched.
Name: Vengeful Frost Spec. (Tier) Water Adept (I) Research: 70 Knowledge
Type: Combat Spell Target: Hostile Unit Casting Points Cost: 7 Casting Points
Vengeful Frost
Does 15 Frost damage to target unit.
Name: Rot Spec. (Tier) Water Adept (II) Research: 120 Knowledge
Type: Combat Spell Target: Hostile Unit Casting Points Cost: 20 Casting Points
Rot
Deals 20 Physical Damage damage to target Machine Machine or Undead Undead unit and weakens it for 5 Turn.
  • The effect jumps to a maximum of 3 other enemy Machine Machine or Undead Undead units 3 or less hexes away from the previous target.
Name: Freeze Water Spec. (Tier) Water Adept (III) Research: 220 Knowledge
Type: Strategic Spell Target: Water Area Casting Points Cost: 40 Casting Points
Freeze Water
All Water hexes in the target area freeze solid for 3 Turn, enabling units to walk over them. The climate on the specific hexes stays "Water", the Terrain is "Frozen".
Name: Summon Baby Kraken Spec. (Tier) Water Adept (III) Research: 180 Knowledge
Type: Summoning Spell Upkeep: 9 Mana/Turn Casting Points Cost: 70 Casting Points
Summon Baby Kraken
Summons a Baby Kraken to target water hex.
  • The creature gets Cast Spell Summoned after it's being created

Master[]

WaterGreater

Your skin is slick but your poise elegant and ready, your grasp is almost burning with cold as is your gaze. Your weather magic is both devastating and awe inspiring as you whip the horizon to your own ends.

Name: Water Affinity Spec. (Tier) Master of Water (I) Research: -- Knowledge
Type: Empire Upgrade Subtype: Resource Management
Water
Water Nodes provide +5 Knowledge Income. Fire Nodes provide -5 Mana Income.
  • This Empire Upgrade always starts out researched.
Name: Transform Mana Node Spec. (Tier) Air, Creation, Destruction, Earth, Fire and Water master (I) Research: -- Knowledge
Disjunction Cost: Not possible Upkeep: -- Mana Casting Points Cost: 60 Casting Points
Type: Strategic Spell Target: Mana Node
Mananode
Transforms a mana node to the type of your master specialization.

Does not work on mana nodes that already belong to a specific sphere.

  • This spell always starts out researched.
Name: Drench the Land Spec. (Tier) Water Master (IV) Research: 350 Knowledge
Type: Strategic Spell Target: Area Casting Points Cost: 60 Casting Points
Drench the Land
Target hexes become Wetlands immediately. Also Volcanic hexes are converted to Temperate.
Name: Healing Showers Spec. (Tier) Water Master (IV) Research: 400 Knowledge
Type: Combat Spell Target: Any hex Casting Points Cost: 15 Casting Points
Healing Showers
Restores 20 Hit Points to all friendly units in a 2 hex radius around target hex. Dispels all Fire Damage debuffs on those units.
Name: Great Hail Spec. (Tier) Water Master (V) Research: 750 Knowledge
Type: Combat Spell Target: Any Hex Casting Points Cost: 20 Casting Points
Great Hail
Hailstones fall from the sky causing heavy damage at target location. Deals 20 Physical Damage and 5 Frost damage to all units in a 2 hex radius around target location.
Name: Summon Frost Elemental Spec. (Tier) Water Master (V) Research: 700 Knowledge
Type: Summoning Spell Upkeep: 18 Mana/Turn Casting Points Cost: 150 Casting Points
Summon Frost Elemental
Summons Frost Elemental to target location.
  • The creature gets Cast Spell Summoned after it's being created
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