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Dreadnoughts work in a world of pulleys, boilers, engines and gears. They are inventors and engineers. The Commonwealth esteems their machines because they can automate everyday chores. Their tanks and battleships allow the common man to safely slay monstrous creatures. However, the power of steam doesn't come without its price, so Dreadnought lords have pioneered new ways of stripping resources from the earth. I once heard one proclaim that when they ran out of fertile lands, they'd invent an alternative fuel. From what I've observed, he is probably right.
Dreadnought Icon
--Gifted Lords of the Third Age, by Ralinstone Pedant, Chronicler

Class Buildings[]

The class buildings of the Dreadnought are, in order:




Class Units[]

The Dreadnought's class units are primarily produced in cities with the exception of the summonable Spy Drone. Each of the Dreadnought's city upgrades is required for some unit, although they are not necessarily ordered in the same way the unit tech tree is. For the required research order see Empire Upgrades list below. Note that the Ironclad does not require any class buildings(only the Harbor), and isn't required to be researched to access other class units, nor requires any class units to already be researched.

'It looked like a mechanical fish swimming in the sky. It looked flimsy, and our archers could have easily dispatched it, but we ignored them--for what could they do compared to Emperor Leonus's war machines and mounted cavalry? This proved a serious tactical error, for each of these drones that enabled the Emperor to see our movements, also was equipped with a powerful explosive. He drove them into our city gates. The force of the explosion tore through my best defenders. That is how we lost the City of Evermont.'

--Tactical Failures of the Elven Court, by Commandant Wincer Ludstar
Spy Drone
  

Unit: Spy Drone RecruitOrigin: Dreadnought
Tier I: 25 Hit Points 28 Floating 8 Defense 8 Resistance Cost: 40 Gold Upkeep: 4 Gold/Turn
Can be summoned with Summon Spy Drone Summon Spy Drone(30 Casting Points 9 Mana/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 Melee +2 Hit Points
  • Veteran +1 Physical Damage Melee +2 Hit Points +1 Defense
  • Expert +1 Physical Damage Melee +2 Hit Points +1 Resistance
  • Elite +1 Physical Damage Melee +4 Hit Points +1 Defense, True Sight True Sight

'This man was nothing like Leonus. He was an Engineer, and though very gifted with machines, completely oblivious to personal hygiene and incapable of normal conversation. He droned on about pulley ratios and how to improve siege engines. Naturally, I thought the man mad, but when we reached the battlefield, he fixed a damaged landship that kept us both alive. With just a few well-placed taps of his wrench, he located a weak point in the city's wall and broke a hole so the troops could advance unobstructed. I see now why our leader favors Engineers.'

--Triumph of an Emperor, Hannah Azenat, Biographer
Engineer
  

Unit: Engineer RecruitOrigin: Dreadnought Requires: Dreadnought's Foundry
Tier I: 32 Hit Points 28 Movement 10 Defense 8 Resistance Cost: 70 Gold 10 Mana 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:
Unique Racial Effects:

'The Musketeer leered at the horde before lifting the long iron tube to his shoulder. He loosed a blast into the enemy berserkers. Ducking behind the cover of a tree, he prepared a second shot. With each shot, he downed another man with such range and accuracy that by the time we engaged the enemy, most were wounded. We kept them away from him, which wasn't to difficult, because Musketeers can run quite fast. Within a few moments, we were the last ones standing on the battlefield. Now for every battle I hope we have musketeers in my company.'

--Proof of Insurance, Warden Raworty
Musketeer
  

Unit: Musketeer RecruitOrigin: Dreadnought Requires: Dreadnought's Foundry
Tier II: 45 Hit Points 28 Movement 11 Defense 9 Resistance Cost: 80 Gold 20 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.
Experience Ranks:
  • Trooper +1 Physical Damage Ranged +4 Hit Points
  • Veteran +1 Physical Damage Ranged +4 Hit Points +1 Defense
  • Expert +1 Physical Damage Ranged +4 Hit Points +1 Resistance
  • Elite +1 Physical Damage Ranged +8 Hit Points +1 Defense, Armor Piercing Armor Piercing
Unique Racial Effects:

'I climbed into the hatch and sealed the overhead latch. Locking my body into the harness, I activated the compact boilers and tapped the fuel gauge. The mana-cells glowed with energy. Fresh and ready for battle, I released the first steam valve and locked in the marionette-like motion activators. Every movement of my body caused the Golem to react in like manner. I stomped across the battlefield, and struck a rock giant in the chest. It grabbed me. I half expected the whole contraption to explode, but the Golem stood solid. I pushed back, grappling hand to hand with the creature! Imagine! Me! A simple engineer locked in combat with a legend!'

--Golem Activation Test Report #1830, Abinadi Wishman, Test Engineer
Golem
  

Unit: Golem RecruitOrigin: Dreadnought Requires: Dreadnought's Foundry
Tier II: 60 Hit Points 28 Movement 14 Defense 9 Resistance Cost: 80 Gold 20 Mana Upkeep: 8 Gold/Turn
This unit cannot be built in Halfling cities. Instead they produce the Party Robot Prototype
Abilities:
  • The most in-elegant way to force a line break.
  • The most in-elegant way to force a line break.


Experience Ranks:

'They were designed by my Great-Uncle Danforth to serve Nibbles and Dips. I suppose they may also function as terrifying engines of destruction, though why anyone would need something like that I'll never know...'

--Clarissa Forget-Smythe
Golem
  

Unit: Party Robot Prototype RecruitOrigin: Dreadnought Requires: Dreadnought's Foundry
Tier II: 55 Hit Points 28 Movement 13 Defense 9 Resistance Cost: 80 Gold 20 Mana Upkeep: 8 Gold/Turn
This unit can be built in Halfling cities instead of the Golem
Abilities:
  • The most in-elegant way to force a line break.
  • The most in-elegant way to force a line break.
Experience Ranks:

'We kept the Cannons concealed at the highest point of the battlefield. I made sure to move my Ogres and Trolls into a protective ring around them. Nothing can withstand the blast, and they are easy to aim. The orcs manning the cannons had no difficulty blasting enemies from between their guardians. The beauty of a good cannon is in its destructive capacity. In a few volleys, we cleared the battlefield and blasted down the city gates. The High Elf city of Bellowine was mine.'

--Infantry and Artillery, Lady Loki
Cannon
  

Unit: Cannon RecruitOrigin: Dreadnought Requires: Blast Furnace
Tier III: 60 Hit Points 28 Movement 11 Defense 10 Resistance Cost: 130 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.
Experience Ranks:

'Set the town on fire, for just a few easy payments, with the Commonwealth's latest in Flame Throwing technology! Improving this classic invention, what was once a highly volatile weapon is now an elegant vehicle capable of drenching your enemies in flaming hot death, without the hassle of setting other flame throwers ablaze. With a secret fire-proof coating, a few operators can drive a whole fleet of Flame Tanks!'

--Tech-Inventors Catalog, Londo Mouler, Dreadnought Equipment Salesman
Flame Tank
  

Unit: Flame Tank RecruitOrigin: Dreadnought Requires: Blast Furnace
Tier III: 60 Hit Points 28 Movement 12 Defense 10 Resistance Cost: 140 Gold 30 Mana Upkeep: 16 Gold/Turn
This unit can not be build in Frostling cities. Frostlings can build a Frost Tank instead.
Abilities:
  • The most in-elegant way to force a line break.
  • The most in-elegant way to force a line break.
Experience Ranks:

'The Frost Tank is a devilish modification that has been made to the Flame Tank by the secretive Frostlings. The recipe for the freezing mixture is known solely to them and all attempts at replicating it by other have thus far failed. But I, Lord Mayharp III, am on the verge of discovering the formula. Tomorrow I will test the prototype. Even though I am a modest man, it seems fate wants me to become the most famous scholar in the lands!'

--the frozen diary of Lord Mayharp III, last entry
Flame Tank
  

Unit: Frost Tank RecruitOrigin: Dreadnought Requires: Blast Furnace
Tier III: 60 Hit Points 28 Movement 12 Defense 10 Resistance Cost: 150 Gold 30 Mana Upkeep: 16 Gold/Turn
This unit can only be build in Frostling cities. Other races can build a Flame Tank instead.
Abilities:
  • The most in-elegant way to force a line break.
  • The most in-elegant way to force a line break.
Experience Ranks:

'The earth rumbled. My teeth chattered, forced together by the rapid vibrations beneath me. The Juggernaut lumbered forward, crushing everything in its path. The thing was massive--a fortress on crushing grinding wheels that stopped for nothing, not even the walls of a city. The thing was lined with cannons and blasted its way through the enemy lines. The troops that rode atop the massive contraption could strike us with impunity, and in the end we had no choice but to surrender of flee. Who can stand against the Commonwealth now?'

--The Fall of Everwind City, Pinchleaf Farseer, Elf Prisoner
Juggernaut
  

Unit: Juggernaut RecruitOrigin: Dreadnought Requires: Industrial Plant
Tier IV: 110 Hit Points 28 Movement 15 Defense 11 Resistance Cost: 320 Gold 80 Mana Upkeep: 32 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:

'The Emperor's warship cut through the rebellious sea-faring like the blade of a plow harrows the rich earth. The armored steel ship deflected every flaming ballista javelin. The ship's cannons punched splintery holes in the pirate ships that were thirstely swallowed by the sea. Men fled in every direction, abandoning their ships whenever the Emperor's vessel focussed its wrath towards them. Soon nothing remained of the rebellion but a fog of smoke, a sea of broken timbers, and a single smoking island of churning steel.'

--The Battle on Brick Sea, by Grig Cantlebottom, Imperial Poet
Ironclad Warship
  

Unit: Ironclad Warship RecruitOrigin: Dreadnought Requires: Harbor
Tier IV: 90 Hit Points 40 Seafaring 15 Defense 12 Resistance Cost: 150 Gold 30 Mana Upkeep: 32 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 +8 Hit Points
  • Veteran +1 Fire Damage Ranged +8 Hit Points +1 Defense
  • Expert +1 Physical Damage Ranged +8 Hit Points +1 Resistance
  • Elite +1 Fire Damage Ranged +16 Hit Points +1 Defense

Combat Spells[]

Name: Flash Bang Class (Tier) Dreadnought (I) Research: 60 Knowledge
Type: Combat Spell Target: Hostile Unit Casting Points Cost: 8 Casting Points
Flash Bang
Launches a mana-infused flash bang that bursts apart into a mixture of light, scraps and flames. Deals 4 Physical Damage and 3 Fire Damage damage to target enemy unit and attempts to blind it for 2 Turn.
Name: Repair Fortification Class (Tier) Dreadnought (I) Research: 60 Knowledge
Type: Combat Spell Target: Wall or Gate Casting Points Cost: 7 Casting Points
Repair Fortification
Utilize the engineering prowess of the empire to repair fortifications with mana. Restores target unoccupied wall or gate to full Hit Points.
Name: Overload Class (Tier) Dreadnought (II) Research: 120 Knowledge
Type: Combat Spell Target: Friendly Machine Casting Points Cost: 8 Casting Points
Overload
Infuses the gears of target Machine Machine unit with mana, causing it to operate faster and with more power. Target Machine deals +10 damage until end of combat, but has a chance to be stunned for 2 Turn after attacking.
  • Strength: 7 Physical Defense (for stun)
Name: Force Field Class (Tier) Dreadnought (II) Research: 140 Knowledge
Type: Combat Spell Target: Friendly Unit Casting Points Cost: 7 Casting Points
Force Field
Deploys a machine that emits a powerful force field, protecting target friendly unit against magical and elemental threats. The unit gets 80% Fire Damage, 80% Frost, and 80% Shock Protection for 5 Turn.
Name: Reassemble Class (Tier) Dreadnought (IV) Research: 450 Knowledge
Type: Combat Spell Target: Destroyed Machine Casting Points Cost: 20 Casting Points
Reassemble
Instantly reassembles target destroyed Machine Machine with 35% of its total Hit Points
Name: Weapon Kit Class (Tier) Dreadnought (III) Research: 180 Knowledge
Type: Combat Spell Target: Friendly Unit Casting Points Cost: 8 Casting Points
Weapon Kit
Target friendly Infantry Infantry or Pikeman Pikeman unit gains the Fire Blunderbuss Fire Blunderbuss, Sabotage Sabotage and Throw Net Throw Net abilities until end of combat.
Name: Summon Siege Engine Class (Tier) Dreadnought (IV) Research: 400 Knowledge
Type: Combat Spell Target: Unoccupied Hex Casting Points Cost: 30 Casting Points
Summon Siege Engine
Summons a random siege engine until end of combat.

Possible Summons:

  • The unit gets Cast Spell Summoned after it's being created
Name: Choking Fumes Class(Tier) Dreadnought (V) Research: 700Knowledge
Type: Combat Spell Target: Battlefield Casting Points Cost: 15 Casting Points
Choking Fumes
Spreads mana-infused fumes across the battlefield, causing all units on the battlefield to suffocate. All units receive the Suffocate Choking penalty. Causes happiness penalties when cast in a city battle for a non-undead city.
Name: Dampening Field Class (Tier) Dreadnought (V) Research: 700 Knowledge
Type: Combat Spell Target: Battlefield Casting Points Cost: 15 Casting Points
Dampening Field
Generates a mana negating field that doubles the Mana and Casting Points cost of spells from everyone but its caster.
Name: Destabilized Mana Core Class (Tier) Dreadnought (VII) Research: 2000 Knowledge
Type: Combat Spell Target: Battlefield Casting Points Cost: 50 Casting Points
Destabilized Mana Core
Summons a destabilized mana core above the battlefield. The mana core will detonate within 2 Turn dealing 60 Fire Damage damage to all units on the battlefield. All obstacles on the battlefield take 90 Fire Damage damage upon detonation. The detonation also cancels any magical effects that units on the battlefield have (after inflicting damage) and removes all active battlefield enchantments. Causes happiness penalties and population reduction when cast during a city battle. Happiness penalties only apply when the city is living.
  • Population Change: -15% Population (or Dead Population)
  • City Happiness Penalty: -300 Happiness for 10 Turn
  • City Race Happiness Penalty: -50 Happiness permanently
  • Population and Happiness penalties are not applied if this spell is disjuncted before detonation. If the battle ends prior to detonation but this spell was not disjuncted, the penalties still apply.

Strategic Spells[]

Name: Summon Spy Drone Class (Tier) Dreadnought (I) Research: 80 Knowledge
Type: Summoning Spell Upkeep: 9 Mana/Turn Casting Points Cost: 30 Casting Points
Summon Spy Drone Summons a Spy Drone.
  • The creature gets Cast Spell Summoned after it's being created
Name: Mana Fuel Cells Class (Tier) Dreadnought (I) Research: 60 Knowledge
Disjunction Cost: 40 Mana Upkeep: 20 Mana/Turn Casting Points Cost: 20 Casting Points
Type: City Enchantment Target: Friendly City
Mana Fuel Cells
Develop the technology to store mana as an energy source that can be used to speed up production. Target friendly city gains a 20 Production bonus.
Name: Suppress Nature Class (Tier) Dreadnought (III) Research: 220Knowledge
Disjunction Cost: 120 Mana Upkeep: 40 Mana/Turn Casting Points Cost: 100 Casting Points
Type: Global Enchantment Subtype: Unit Buff/Resource Management
Suppress Nature
Units and cities do not suffer from terrain morale penalties.
Name: Dragon Oil Class (Tier) Dreadnought (IV) Research: 400Knowledge
Disjunction Cost: 120 Mana Upkeep: 15 Mana/Turn Casting Points Cost: 120Casting Points
Type: City Enchantment Target: Friendly City
Dragon Oil
Surrounds the perimeter of target friendly city with fire. Enemy units moving through it in tactical combat suffer 8 Fire Damage damage and have a 6 Fire Resistance chance to be Immolated Immolated for 2 Turn.
Name: Forge Blast Class (Tier) Dreadnought (V) Research: 750 Knowledge
Type: Strategic Spell Target: Hostile City Casting Points Cost: 100 Casting Points
Forge Blast
Destroys 1 random city upgrade of target enemy city, deals 20 Physical Damage damage to any enemy units standing on the central hex of the city, and kills 500 Population (or Dead Population) in the city. Causes a happiness penalty when cast on non-undead cities.
  • City Happiness Penalty: -100 Happiness for 10 Turn
  • City Race Happiness Penalty: -50 Happiness
Name: Spelljammer Class (Tier) Dreadnought (V) Research: 700 Knowledge
Type: Strategic Spell Target: Unoccupied non-Dense Vegetation Hex Casting Points Cost: 0 Casting Points
Spelljammer
Constructs a Spelljammer on target location within 8 hexes outside the domain of your cities and fortresses. Prevents the casting of spells from all players but the owner in a 3 hex radius.
  • Costs 30 Mana, 30 Gold. Takes 2 Turn.
Name: The Great Mobilization Class (Tier) Dreadnought (VII) Research: 2500 Knowledge
Disjunction Cost: 500 Mana Upkeep: 80 Mana/Turn Casting Points Cost: 600 Casting Points
Type: Global Enchantment Subtype: Class Ultimate/Unit Buff
The Great Mobilization
The caster's Machine Machine units gain +8 Movement, +2 Physical Damage damage, +2 Defense, and +2 Resistance. Musketeers and Engineers also receive +8 Movement.

Empire Upgrades[]

Name: Steam Powered Class (Tier) Dreadnought (I) Research: 70 Knowledge
Type: Empire Upgrade Subtype: Resource Management
Steam Powered
Automates the mining in Gold Mines and the production of dough in Great Farms. Gold Mines and Great Farm structures generate an additional +5 Gold.
Name: Great Blacksmith Class (Tier) Dreadnought (II) Research: 120 Knowledge
Type: Empire Upgrade Subtype: Resource Management
Great Blacksmith
The production of metal is streamlined. Armored Armored units cost -10% Gold to produce. This sums up with other Production cost reducing factors like Goblin's inherent -10% or Shadowborn Adept's File:Karissa's Rally.png Karissa's Rally -5% instead of a multiplication of these factors. In this case, the total factor would be 0,1+0,1+0,05 = 0,25 = 25% instead of 1-(0,9*0,9*0,95) = 0,231 = 23,1%.
Name: Solid Engineering Class (Tier) Dreadnought (II) Research: 120Knowledge
Type: Empire Upgrade Subtype: Unit Buff
Solid Engineering
Refines the engineering process in factories to make armor and machines tougher. Armored Armored and Machine Machine units receive +1 Defense.
Name: Modern Warfare Training Class (Tier) Dreadnought (III) Research: 200 Knowledge
Type: Empire Upgrade Subtype: Unit Buff
Modern Warfare Training
Machine Machine and Archer Archer units trained in the empire's cities gain an additional Trooper Rank.
Name: Structural Insight Class (Tier) Dreadnought (III) Research: 200 Knowledge
Type: Empire Upgrade Subtype: Unit Buff
Structural Insight
Irregular units receive technical training that schools them in sabotaging enemy machinery and structures. Irregular Irregular units receive the Sabotage Sabotage ability.
Name: Side Arms Class (Tier) Dreadnought (IV) Research: 350 Knowledge
Type: Empire Upgrade Subtype: Unit Buff
Side Arms
Pistols are added to the loadout of cavalry units. Cavalry Cavalry units gain the Fire Pistol Fire Pistol ability.
Name: Mana Fuel Factory Class (Tier) Dreadnought (V) Research: 700 Knowledge
Type: Empire Upgrade Subtype: Resource Management
Mana Fuel Factory
Constructs factories that run entirely on Mana Fuel Cells. Machine Machine units cost 10% less Gold to produce.
Name: Produce Ironclad Warship Class (Tier) Dreadnought (V) Research: 750Knowledge
Type: Empire Upgrade Subtype: Unit Production
Produce Ironclad Warship
Name: Invention Class (Tier) Dreadnought (I-VII) Research: 60-900 Knowledge
Type: Empire Upgrade Subtype: Resource Management/Stat Modifier
Invention I
Increases Spell Casting points Casting Points by +10 Casting Points and increases Mana Capacity Mana Capacity by +100 Mana Capacity at each tier.
  • I: 60 Knowledge, II: 100 Knowledge, III: 160 Knowledge, IV: 260 Knowledge, V: 400 Knowledge, VI: 600 Knowledge, VII: 900 Knowledge
Name: Produce Engineer Class (Tier) Dreadnought (I) Research: 60 Knowledge
Type: Empire Upgrade Subtype: Unit Production
Produce Engineer
Enables the production of the Engineer in cities with a Dreadnought's Foundry.
Name: Produce Musketeer Class (Tier) Dreadnought (II) Research: 140 Knowledge
Type: Empire Upgrade Subtype: Unit Production
Produce Musketeer
Enables the production of the Musketeer in cities with a Dreadnought's Foundry.
Name: Produce Golem Class (Tier) Dreadnought (III) Research: 240 Knowledge
Type: Empire Upgrade Subtype: Unit Production
Produce Golem
Enables the production of the Golem in cities with a Dreadnought's Foundry.
Name: Produce Cannon Class (Tier) Dreadnought (IV) Research: 400 Knowledge
Type: Empire Upgrade Subtype: Unit Production
Produce Cannon
Enables the production of the Cannon in cities with a Blast Furnace.
Name: Produce Flame Tank Class (Tier) Dreadnought (V) Research: 750 Knowledge
Type: Empire Upgrade Subtype: Unit Production
Produce Flame Tank
Enables the production of the Flame Tank in cities with a Blast Furnace.
Name: Produce Juggernaut Class (Tier) Dreadnought (VI) Research: 1500 Knowledge
Type: Empire Upgrade Subtype: Unit Production
Produce Juggernaut
Enables the production of the Juggernaut in cities with an Industrial Plant.

Hero Bonuses[]

Hero Upgrades[]

Note: Some upgrades cannot be accessed for a Leader, i.e. Invention and Spells.

Level Skill Ability Type Cost Effect
1 Cure Disease Cure Disease Active 2 Hero gains Cure Disease Cure Disease
1 Flash Bang Flash Bang Spell 5 Hero can cast the Flash Bang Flash Bang Spell
1 Force Field Force Field Spell 5 Hero can cast the Force Field Force Field spell
1 High Morale(Ability) Imperial Authority Leadership 4 Party gains High Morale(Ability) High Morale
1 Invention I Invention(I) Passive 5 Hero gains +10 Casting Points Casting Points
1 Shock Protection Lightning Rod Banner Leadership 4 Party gains Shock Protection 40%Shock Protection
1 Overload Overload Spell 5 Hero can cast the Overload Overload spell
1 Repair Fortification Repair Fortification Spell 5 Hero can cast the Repair Fortification Repair Fortification spell
1 Repair Machine Emergency Repair Active 2 Hero gains Repair Machine Emergency Repair
1 Tunneling Tunneling Passive 2 Hero gains Tunneling Tunneling
1 Vision Range Upgrade Vision Range Upgrade Passive 1 Hero gains Vision Range Upgrade Vision Range Upgrade
3 Fire Protection Forge Aprons Leadership 4 Party gains Fire Protection 40%Fire Damage Protection
3 Immolated Inflict Immolation Passive 4 Hero gains Immolated Inflict Immolation
3 Invention II Invention(II) Passive 5 Hero gains +10 Casting Points Casting Points
3 Rapid Reload Rapid Reload Active 3 Hero gains Rapid Reload Rapid Reload
3 True Sight True Sight Passive 3 Hero gains True Sight True Sight
3 Wizard Hunters Wizard Hunters Leadership 4 Party gains +1 Resistance and Summon Slayer Summon Slayer
3 Guardian Flame Guardian Flame Active 5 Hero gains Guardian Flame Guardian Flame
5 Invention III Invention(III) Passive 7 Hero gains +10 Casting Points Casting Points
5 Pest Control Squad Pest Control Squad Leadership 5 Party gains Fey Slayer Fey Slayer, Monster Slayer Monster Slayer and Animal Slayer Animal Slayer
5 Sabotage Sabotage Active 2 Hero gains Sabotage Sabotage
5 Throw Net Throw Net Active 3 Hero gains Throw Net Throw Net
5 Wall Climbing Wall Climbing Passive 2 Hero gains Wall Climbing Wall Climbing
5 Weapon Kit Weapon Kit Spell 5 Hero can cast the Weapon Kit Weapon Kit spell
7 Reassemble Reassemble Spell 5 Hero can cast the Reassemble Reassemble spell
7 Fire Bomb Fire Bomb Active 5 Hero gains Fire Bomb Fire Bomb
7 Invention IV Invention(IV) Passive 7 Hero gains +10 Casting Points Casting Points
7 Physical Protection 20%Physical Damage Protection Passive 3 Hero gains Physical Protection 20%Physical Damage Protection
7 Summon Siege Engine Summon Siege Engine Spell 5 Hero can cast the Summon Siege Engine Summon Siege Engine spell
9 Choking Fumes Choking Fumes Spell 5 Hero can cast the Choking Fumes Choking Fumes spell
9 Invention V Invention(V) Passive 7 Hero gains +10 Casting Points Casting Points
9 Tree Crusher Tree Crusher Passive 10 Hero gains Tree Crusher Tree Crusher
11 Explosive Death Bomb Squad Leadership 5 Party gains Explosive Death Explosive Death
11 Dampening Field Dampening Field Spell 5 Hero can cast the Dampening Field Dampening Field spell
11 Invention VI Invention(VI) Passive 9 Hero gains +10 Casting Points Casting Points
13 Destabilized Mana Core Destabilized Mana Core Spell 5 Hero can cast the Destabilized Mana Core Destabilized Mana Core spell
13 Invention VII Invention(VII) Passive 9 Hero gains +10 Casting Points Casting Points
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