Age of Wonders

Age of Wonders

Many newbie questions
What would you say are the most important skills for heroes?

Does the hero gain every level skill points - because mine has level 3 and did not gain any - is this a bug?

Can I take over also units of the dwarfes, lizards and elves or others?

Should I use the same spheres or as many different ones as possible?
Senast ändrad av steelwarrior77; 28 feb, 2014 @ 5:16
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Thanks - but wpuld be cool to have short answers too ;-)
Jerry 9 mar, 2014 @ 3:57 
Most important skills: First strike --> Fire/Frozen/Lightning/Poison Strike --> Life Stealing. Then get Attack & Defense up to the max. After that, hitpoints.

Never heard of heroes not getting skillpoints.

You can take over any city, but there's moralepenalties and those depend on presets and what you've done for the race.

Depends on what you want to do. Versatility or magic superiority.


If you're playing campaign (where you got a leader which is broken), go for one type of sphere and Spell Casting so you can eventually cast the highest level spells.
Thing is though that you don't really need spellcasting to win....Attack and Defense reigns supreme in this game due to unlimited retaliations which Age of Wonders 2 fixed.
Thanks for the hints man ;-)
Brieg Skåld 31 okt, 2022 @ 12:10 
Extra strike + Death Strike + Lifestealing is probably one of the deadliest combo. Add Leadership + Charge and you have free +4 ATK (out of 10) on the first (double) attack, knowing that a cursed ennemy gets twice the damage from all death attacks.

Given you have 5 ATK / 5 DMG, you'll have 9 ATK (5+4) on the first double strikes and could deal instant 15 hits (5+10), which means you could one-shot most of the basic units of the game and most of the others that aren't champions, undeads, dragons, etc...
Halfboomer 4 nov, 2022 @ 21:06 
Ursprungligen skrivet av SLENÐR SKÅLD:
Extra strike + Death Strike + Lifestealing is probably one of the deadliest combo. Add Leadership + Charge and you have free +4 ATK (out of 10) on the first (double) attack, knowing that a cursed ennemy gets twice the damage from all death attacks.

Given you have 5 ATK / 5 DMG, you'll have 9 ATK (5+4) on the first double strikes and could deal instant 15 hits (5+10), which means you could one-shot most of the basic units of the game and most of the others that aren't champions, undeads, dragons, etc...

Life Stealing + Regeneration + Dominate + Bards Skills is probably the most broken build I came up with. Its a bit of a grind at first because you have to sink all of your initial skill points into the first 3 perks and thus your start stats will be garbage, but once your leader has 10 DEF and high HP you can just farm heroes and tier 3 - 4 units from virtually any faction.
Cosmis 10 nov, 2022 @ 22:24 
I love how we're replying in 2022 to this lol
Codyksp 13 nov, 2022 @ 8:12 
Ursprungligen skrivet av SLENÐR SKÅLD:
Extra strike + Death Strike + Lifestealing is probably one of the deadliest combo. Add Leadership + Charge and you have free +4 ATK (out of 10) on the first (double) attack, knowing that a cursed ennemy gets twice the damage from all death attacks.

Given you have 5 ATK / 5 DMG, you'll have 9 ATK (5+4) on the first double strikes and could deal instant 15 hits (5+10), which means you could one-shot most of the basic units of the game and most of the others that aren't champions, undeads, dragons, etc...

Cursed does not give double damage from Death, it gives -2 DEF, -2 RES and blocks HP regeneration to the unit affected. Leadership gives +1 ATK and Charge gives +2 DMG on your first strike.

Someone with 5 ATK 5 DMG would have 6 ATK and could do a total of 7/5/5 DMG with Extra Strike. If Cursed is applied on the first hit it would effectively be +2 ATK on the second and third hit, but ATK vs DEF is capped at 90% hit chance.

The best combination is First Strike + Lightning Strike, any unit who tries to attack you will very likely be stunned (Lightning damage has a 6 ATK chance to stun, weighted against RES). Life Stealing does not work when defending, neither does Extra Strike. Dominate is a bit of meme build but can work, higher ATK increases the chance to Dominate a unit up to a cap.

First Strike, Lightning Strike, Extra Strike, Regeneration, Parry, Charge, Life Stealing are the abilities you want for a melee leader. Round Attack and Wall Climbing can also be useful. Start with high ATK, then add DEF and HP and use Enchant Weapon, Stone Skin, Liquid Form and Bless or Dark Gift. If you pick up all of the protections + Liquid Form then only Magic damage can hurt you badly, but there is a shield in the game that gives you Magic Protection as well.

Anyway.... The conclusion of the above is that the vanilla game is very unbalanced and catered to super hero, 1 man army play styles.
Senast ändrad av Codyksp; 13 nov, 2022 @ 8:16
bosgeuz 24 dec, 2022 @ 18:41 
Ursprungligen skrivet av steelwarrior77:
What would you say are the most important skills for heroes?
1. Defense. 2. Attack. 3 Perseverance. 4 Speed.
But will also depend on the enemies, maybe you need archery, than marksmanship IV.
If your hero is from a non aligned race, Bard Skills may be helpful.

For playing custom maps, regeneration will be the most important attribute to start with, so you can train you hero faster.
Wall climbing is also important, otherwise you can't attack walled cities. But is less important than defense.

Leadership, in my opinion, is useless. I prefer to attack with my hero alone, so I can get all the experience points, while other troops can't keep up, especially once speed is upgraded.
Ursprungligen skrivet av steelwarrior77:
Does the hero gain every level skill points - because mine has level 3 and did not gain any - is this a bug?
If you play the campaign, the Hero can only gain 2 levels a map.
Ursprungligen skrivet av steelwarrior77:
Can I take over also units of the dwarfs, lizards and elves or others?
You can produce all units you want to fight for you, but they will desert if the race is hostile to yours. If you want to have the hostile race creatures anyways, you can use charlatans, fauns, or other units that have skills to keep them happy in their party. They also will not desert, if the hostile it is a member of party having a to strong force.
Ursprungligen skrivet av steelwarrior77:
Should I use the same spheres or as many different ones as possible?
You should only have the spheres that are giving you manna.
Vantall 26 dec, 2022 @ 19:26 
I have a lot of play time and some different takes on hero builds and play style.

For my Leaders I go full caster and heros I make either tanks or casters.
For leader, I take wall climbing on first level up and put all other points in to spellcasting.

For leader level ups I focus on spellcasting and bank the skill points between levels. Wall climbing will help you randomly when you come across an undefended or lightly defended fortified city. Another trick is to do manual combat and use your leader to hit (alternately can take darts or archery) to down low level low hp enemies to level up faster. Otherwise I generally keep my leader out of melee and use their spell casting to put enchant weapon, bless and stone skin on high power units and well as offensive magic. Others have said leadership is useless, but its pretty great to give your party +att along with other magic buffs and makes efficient death stacks and saves gold on big armies.

For heros, If they are already casters I follow the leader build. This gets you more mana a turn and more casting and buff power a turn. If they are tanks, I build up att, def dmg and resist. Charge and parry are musts, usually archery and fulls marksman ranks is a must. I do leadership on heros too cause its a good buff. Extra strike is also very good, just generally put points into stat bonuses and skills alternately. Also, search all ruins and monsters dens the gear is great, just scout them first with 1 low lvl unit so you dont get wiped by a strong one.

******GAME CHANGING TIP HERE*****
Free movement spell from the earth sphere of magic. This spell has an unintended, or maybe intended almost cheese strat for the game. You can cast it on boats, thats it. Use shipyards to make dragon boats and you have a poormans airship, with a javelin attack. They only carry 5 units, but along with unit buffing strats mentioned above 2-3 high level enchanted boat stacks with some dispersed local support can control the map easily.
**********


I know others have said to make your leader and heros just total dps tanky killers. And I used to play the game that way. Now I use my leader and most heros more strategically.

Spheres of magic
I generally go life/death and earth, depending on faction sometimes if evil i go 1 or 2 into fire. As stated above I use the enchanted boat strat a lot so you need at least 2 into earth, but 3 give you gold rush which is super powerful as well and I place on a few high income cities. Earth also has lower or raise earth to flatten/raise mountains, I mostly use flatten to clear spaces around choked cities for income or to clear paths for armies to attack. Life and death are both strong, with life being better because of bless and heal, a buff and a heal spell. Also the top summon for each, Gold or Dark dragons, the gold is a little stronger. Both are almost necessary to have 4 in by the endgame as you will need the dragon summons in your army. PS you can buff the dragons as well.
You should be using magic a lot in this game, it is super powerful and you can do things like the boat strat or flatten earth to gain a massive advantage. Also, buffing your starting army helps massively when you are fighting other starting units. Any sphere of magic combo is probably viable with varying amounts of brute force necessary, but whatever you pick try to use as many spells as possible; you can always bring more archers but casting flood or enchanted roads can really change the game. As far as balancing research you usually want to be gaining mana cause casting big spells will chunk it down, but sometimes you have to operate with +0 or a deficit for short times.

As far as using units from different races, yes and its probably a good idea to keep a few high level cities for each strong race if you can on the map. The issue is that depending on your faction and the actions taken on the map different races will have different level of friendliness to you. If your respective alignments are too far apart, the units will desert or the hostile cities may rebel and potentially cause problems for your empire. The T3 units are where units start to shine and each race has some good units there, some definitely better than others. Dwarves, highmen, elves, orcs, undead and darkelves have some of the better T3 T4 units and if you can have multiple capable cities you should make diverse armies. Further, people like to make godly heros and leaders in this game and you can and its fun but on hard, you need to have strong armies. All the races have access to the units, but the player and to a lesser extant the AI can buff units to make them better than average and thats your edge. The AI can gold cheat, you have to use gold rush spell and watch your gold. To make the most efficient armies, make strong units and buff them (as said above, use your magic).
Senast ändrad av Vantall; 26 dec, 2022 @ 19:32
GreyHuntr 28 dec, 2022 @ 20:08 
That dragon ship tactic is banned in many multiplayer matches for that reason.
Senast ändrad av GreyHuntr; 28 dec, 2022 @ 20:08
dtt.scanner 29 dec, 2022 @ 9:22 
Pretty much what KTeal said, but there is room in the campaign for your leader to be both melee and magic, so I focus on strong melee defense first. By the end of the campaign, your leader can (and should) be 10/10/8 with 5-6 damage (with items and buffs) as well as level 4 spellcaster. Level 5 spellcaster is great in terms of starting mana pool, but there are usually enough nodes on the map to make up for it if you don't have it.

Spheres of magic is a personal preference. Life/Death depends on your career path. Water/Fire I tend to favor water. Air/Earth is the hard choice for me. Air gives amazing speed and flying, but Earth is my go-to because of Free Movement, Stoneskin, and Gold production. If you put free movement on a Dragon Ship, you basically have a very fast Ballista that can move on both land and sea, but costs a good bit of mana for upkeep. I wouldn't have more than two of them. I usually go 3/2/2 on magic spheres (Earth), but if you want the level 4 spells (you don't really need them to win) then go 4/2/1 or 4/3 on your favorites. Splitting your spheres gives you more chance of finding useful nodes for your mana pool.

If on water, always make a transport ship to accompany your dragon ships. You can win every sea battle by interposing your transport between your dragon ship and the opposing ship (as long as it is only one attacker). The AI opponent will always move to get a clear shot on your dragon ship (and can't fire if it moves), which gives you a free shot and then move your transport to block it again. You can take out galleys with a dragon ship this way, without taking a hit.

For the leader, I would take the freezing attack, and always start with buffs to attack, defense, or save up for an extra level of magic. On level-up, take wall climbing, round attack, parry, and more attack/defense. When you get to 8/8 attack/defense, I would go for a 3rd level of magic (max until you max out attack/defense and have a spell resistance at least 8 with buffs). You want to spend 2 level-ups on extra HP, and 2 level-ups on movement. Extra attack and first strike when you feel like fitting it in. The more HP you have, the more effective your healing (water) spells will be, since it is a full heal. Other utility skills like Vision and underground movement are useful when you feel you can fit them in. Since your flyers often have Vision, they are the best ones to use for scouting and uncovering the map, rather than using your hero.

Once you get to 10/10/8 with 4-5 damage and the ability to heal yourself, with freezing attack and round attack, you can take out 2 stacks by yourself (possibly even 3 if you are lucky).

You can get things like first strike from weapons, so even though it is good (especially if you freeze them before they can strike), I would look for it on an item before taking it as a skill. For instance, if you have decent items and spells like stoneskin, you can reach 10/10 attack/defense with your character attributes at 8/6. Anything that you can do with a spell makes it lower priority on level-up than taking attack/defense and you want at least 1 ranking in a ranged weapon so that you don't get jacked up by dragons.

Start with a new hero-companion for each scenario, instead of bringing one over, and use items and spells to buff the newbie up and he will level quickly into a one-man wrecking crew.

In the early campaign, you are much more dependent on your support minions than in the later game. Use 3-8 Ballista to protect your cities, and dismiss the other defenders when you have the ballista in place and the cities fortified. Don't convert cities, just use ballista + friendly minions to suppress them. 3-4 ballista can suppress a 4 tile city, and will not mutiny since they are neutral units regardless of the city alignment. If you upgrade and fortify cities without migrating them, then they will eventually become neutral as a race.
Senast ändrad av dtt.scanner; 29 dec, 2022 @ 10:41
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