They love to create things and find great satisfaction in creating vast structures adorned with the treasures discovered deep within the earth. Their minds are slow to the ways of diplomacy, preferring to strike their enemies with the force of their blows over spending inordinate amounts of energy in lengthy, sleep-inducing talk. "Dwarves are hardy mountain kin which live in the earth or rugged places of the land. Draconians thrive best in hot, dry environments, including barren volcanic and subterranean regions. Having initially been created by magic to serve as an army, draconians heal injuries rapidly and can quickly recover after a battle, and draconian cities generate more magical energy than those of other races. While draconians eschew artificial armor, their ability to bombard enemy fortifications and formations with area-of-effect fireballs makes them effective at taking enemy cities, particularly when combined with flying units later in a game. Even spellcasting class units often have the ability to project fire in addition to their regular abilities. Like their dragon ancestors, draconians have a strong affinity to Fire – many of their units have high resistance or even immunity to fire, all of their inherent ranged units have fire-based attacks, and their priests have the ability to add significant additional fire damage to the attacks of other draconians. The dragons unleashed the powers in their eggs, vowing that once they achieved supremacy they would reform themselves into ancient dragonkind again." They sacrificed their remaining young for the power to keep the humans at bay. The Dragons turned to Wizards of Evermore, using powerful magic to create a new breed of followers. With no regard to the intelligent creatures that dragons might become in time, the humans devastated the dragon kin. Among the Humans, dragons were more valuable dead than alive, hunted for glory, sport, money, and to mix in their foul-smelling potions. "When the Human race rose to power, the race of dragons, especially the young dragons, suffered a terrible price. Mountains, Dirt Cavern Walls, Rock Cavern Walls These preferences affect both the happiness of a city that encompasses hexes with the corresponding terrain and/or climate as well as the Morale of units on those hexes. On the other hand, the Human cities will still receive the +10 bonus with no research bonus.Įach race has their own preferred Terrain type(s) and climate(s). Almost all of them are income bonuses, with the exception being the Halflings' happiness bonus.Īs an example, a Human leader with 3 High Elf and 2 Human cities will receive no production bonuses for the High Elf cities but will receive the +3 bonus for each of them. These bonuses only apply to a city of that particular race, and is not dependent upon the leader's race. In addition to bonuses to units, some races get bonuses to their cities. *Only applies if there are a respective or damage channels present. Mountaineering, Cave Crawling, Night Vision, 20% Protectionįast Embark, Arctic Walking, 60% Protection, 40% WeaknessĬave Crawling, Wetland Walking, Night Vision, Wetland Foraging, 40% ProtectionĪthletics, Predator, Barrens Running, Night Vision, 40% Protection, 20% Weakness So to determine the final stats of a base class unit, just add the following abilities to units of the corresponding race.įast Healing, 20% Protection, 20% Weakness These bonuses are already included in the racial units, but they are not included for class units. For other bonuses for cities and terrain see each of the race pages. Below is a table with all of the bonuses that apply only to units. Note: Most links go to the same page for now Racial Bonuses Įach race gets different bonuses that apply to their units. Below are links to the main pages for each race. This also carries over to the class specific units which leads to very different styles among different race and class combinations. Racial differences in the game are represented by various effects with elemental resistances and base statistic differences being the most common. Besides the races that you can choose to lead from the beginning of each game there are other minor races who live in dwellings instead of cities, they are different from your own troops and do not have any leader class specific units but make up for that by being more powerful and flexible than normal rank and file troops. There are many races of creatures in Age of Wonders 3, from the stalwart dwarves to the careful goblins to the industrious humans.
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