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Arch Druids lead from natural sanctuaries in remote locales. Their cities are natural self-sufficient places founded on the bedrock of natural balance. Their lands burst with life, sweet springs overflow bringing lush wilderness to arid wastelands. Their domains are well guarded by hunters, shamans, and wild beasts. Even the trees appear to bend to the Arch Druid's will. The Arch Druid Lords I encountered ruled with unquestioned power that at times seemed cruel, but upon reflection is justified by their need for constant balance. To master the forces of nature, they do not blindly protect life, for death is the natural consequence of life.
Archdruid Icon
--Gifted Lords of the Third Age, by Ralinstone Pedant, Chronicler.

Class Buildings[]

The class buildings of the Arch Druid are, in order:


  • 50 Gold, 100 Mana
  • +100 Population

  • 50 Gold, 100 Mana
  • +100 Mana Capacity and +20 Mana

Class Units[]

Arch Druids use a combination of summoned and befriended creatures as well as some units produced from cities. The summon spells have a chance to summon one of a number of creatures which are listed below.

Being the only produced units, the Hunter and Shaman only require the Arch Druid's Dolmen city upgrade. The order in which the spells and upgrades must be researched is the order how they are listed.

'The Hunter led us through the underbrush without making a sound. At times he would disappear, only to reappear with some woodland creature on his shoulder. He would squeak, squawk, or growl, and the creature would dart away, directing us along the shortest route through the forest to every significant landmark I wanted to see. Handy with his bow, he could hit a target even on a rocking river vessel. I can think of no one more capable of leading me when I want to cross through wild lands.'

--Mapping Plumwood Forest, by Salfi Anuxi, Cartographer
Hunter
  

Unit: HunterRecruitOrigin: Arch Druid Requires: Arch Druid's Dolmen
Tier I: 35 Hit Points 32 Swimming 9 Defense 9 Resistance Cost: 75 Gold 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:
  • Trooper +1 Physical Damage Ranged +2 Hit Points
  • Veteran +1 Physical Damage Ranged +1 Physical Damage Melee +2 Hit Points +1 Defense
  • Expert +1 Physical Damage Ranged +2 Hit Points +1 Resistance
  • Elite +1 Physical Damage Ranged +4 Hit Points +1 Defense, Martial Arts Martial Arts
Unique Racial Effects:

Note that Summoned Units will lose the Dedicated to Evil Dedicated to Evil or Dedicated to Good Dedicated to Good trait if they have it, and they will gain the Cast Spell Summoned trait.


'The Arch-Druid stood at the center of a gathering of hunters. After holding aloft an acorn, he put it to his ear and spoke 'All worthy men, but the plant chooses a shaman.' He nodded to my sister Siska and announced, 'You are chosen. Hold out your bow.' She held out her bow and the Arch-Druid handed her the acorn. 'Speak to the wood in it. Make it your staff.' She concentrated. The bow straightened into a staff. No longer a hunter, she was a shaman, speaking for both plant and animal life.'

--Shaman Communion, by Challa Blurbell, Ranger
Shaman
  

Unit: Shaman RecruitOrigin: Arch Druid Requires: Arch Druid's Dolmen
Tier III: 60 Hit Points 32 Swimming 11 Defense 12 Resistance Cost: 130 Gold 30 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:
  • Trooper +1 Blight Damage Ranged +6 Hit Points
  • Veteran +1 Physical Damage Melee +6 Hit Points +1 Defense, Cure Disease Cure Disease
  • Expert +1 Blight Damage Ranged +6 Hit Points +1 Resistance
  • Elite +1 Physical Damage Melee +12 Hit Points +1 Defense, Healing Healing
Unique Racial Effects:

Note that Summoned Units will lose the Dedicated to Evil Dedicated to Evil or Dedicated to Good Dedicated to Good trait if they have it, and they will gain the Cast Spell Summoned trait.


'In the quiet forest walks the Horned God. Like the mighty oak, it will weather an ice storm and despises destructive fire. Lightning crackles at its call. The animals of the forest are its children. Like the one great buck that all hunters envy with its impossibly large antlers, it passes through tangled trees and hunter's nets unobstructed. With its staff it drives out all defilers of the sacred glades as furiously as a mad bull. When it arrives, flee, for your prayers will not impede this strange god.'

--Protecting the Virgin Forest, Cedric Aster, Hunter
Horned God
  

Unit: Horned God RecruitOrigin: Arch Druid
Tier IV: 92 Hit Points 36Movement 16 Defense 13 Resistance Cost: 320 Gold Upkeep: 32 Gold/Turn
Can be summoned with Summon Horned God Summon Horned God(240 Casting Points, 36 Mana/Turn)
Abilities:
  • The most in-elegant way to force a line break.
  • The most in-elegant way to force a line break.
  • The most in-elegant way to force a line break.




Experience Ranks:

'Ancient legends tell of a great battle between a great boar and a mighty hero. The boar was captured, and hurled into the ocean, but it swam away, never to be seen again. The Horned Gods remember this boar, and honour it as an avatar of the spirit of the wild. '

--Protecting the Virgin Forest, Cedric Aster, Hunter
Boar
  

Unit: Erymanthian Boar RecruitOrigin: Arch Druid
Tier I: 44 Hit Points 36 Movement 9 Defense 8 Resistance Cost: 40 Gold Upkeep: 4 Gold/Turn
Can be summoned in combat with Boar Summon Erymanthian Boar
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, Killing Spree Killing Spree
  • 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

'They saw us as easy prey, a halfling and a man with twigs in his hair. The orc horde surrounded us. They demanded our surrender. Then Raidek lifted his staff. Ghostlike figures appeared to defend us, hardly tangible, passing through a solid rock wall. The massive warriors cowered as spirit hosts drove them away. One pleaded to his grandfather, another cowered at the disapproving spirit of his grandmother. Later, I asked Raidek why a druid would summon the ancestral spirits of his attackers. He explained, 'We all carry spirits with us, pieces of ourselves. There's always one pricking the conscience, displeased with the direction of our lives. Like the vengeful spirit of nature, these willingly come when I call.'

--Danger on the Dandelion Plains, by Ham the Wanderer


Ancestral Spirits
  

Unit: Ancestral Spirits RecruitOrigin: Arch Druid
Tier II: 45 Hit Points 32 Floating 9 Defense 9 Resistance Cost: 100 Gold Upkeep: 8 Gold/Turn
Can be summoned with Call Ancestral Spirits Call Ancestral Spirits (20 Casting Points) until the end of combat
Abilities:
  • The most in-elegant way to force a line break.
  • The most in-elegant way to force a line break.



Experience Ranks:

Combat Spells[]

Name: Revive Instinct Class (Tier) Arch Druid (I) Research: 60 Knowledge
Type: Combat Spell Target: Battlefield Casting Points Cost: 15 Casting Points
Revive Instinct
All enemy mounts become feral for 3 Turn.
Name: Root Spears Class (Tier) Arch Druid (I) Research: 60 Knowledge
Type: Combat Spell Target: Hostile Unit Casting Points Cost: 10 Casting Points
Root Spears
Roots as sharp as spears burst from the ground below. Deals 18 Physical Damage damage and attempts to removes all Movement from the enemy unit.
  • Strength: 12 Physical Defense
Name: Rust Strike Class (Tier) Arch Druid (II) Research: 120 Knowledge
Type: Combat Spell Target: Hostile Unit Casting Points Cost: 10 Casting Points
Rust Strike
Causes enemy Armored Armored unit to suffer -2 Defense and deals 20 Physical Damage damage to target unit if it is a Machine Machine and attempts to deteriorate it until the end of combat.
  • Strength: 20 Physical Defense
Name: Savage Rage Class (Tier) Arch Druid (II) Research: 130 Knowledge
Type: Combat Spell Target: Friendly Unit Casting Points Cost: 7 Casting Points
Savage Rage
Awakens a creature's primal instincts, unleashing its ferocious powers. Target friendly Monster Monster or Animal Animal gains Charge Charge, First Strike First Strike, Armor Piercing Armor Piercing, Overwhelm Overwhelm, Wall Crushing Wall Crushing, and +5 Physical Damage strength until end of combat.
  • Will add Physical Damage damage channel if not present
Name: Hornet Swarm Class (Tier) Arch Druid (III) Research: 240 Knowledge
Type: Combat Spell Target: Hostile Unit Casting Points Cost: 25 Casting Points
Hornet Swarm
Unleashes a swarm of hornets on enemy troops. Deals 20 Blight Damage damage to target enemy unit. The effect hits a maximum of 4 units which are within 3 hexes of the previous target. Machine Machine and Undead Undead units are unaffected.
Name: Twisting Roots Class (Tier) Arch Druid (III) Research: 220 Knowledge
Type: Combat Spell Target: Battlefield Casting Points Cost: 20 Casting Points
Twisting Roots
Forces the roots that run deep down in the earth to surface, impeding all units moving by land. All Walking Walking units on the battlefield have their Movement radii halved.
Name: Revitalize Class (Tier) Arch Druid (IV) Research: 400 Knowledge
Type: Combat Spell Target: Friendly Unit Casting Points Cost: 12 Casting Points
Revitalize
Channels the invigorating properties of nature to revitalize target friendly unit. The unit's abilities are taken off cooldown and 50% of its Movement is restored.

Cannot be cast on Elemental, Incorporeal, Dragon, Machine and Undead units.

Name: Vengeful Vines Class (Tier) Arch Druid (IV) Research: 400 Knowledge
Type: Combat Spell Target: Battlefield Casting Points Cost: 20 Casting Points
Vengeful Vines
The destructive powers of nature are called forth to break down the structures of civilization. Deals 17 Physical Damage damage to all walls at the start of each combat round. Decreases the city Population by 5%.
  • City Happiness Penalty: -100 Happiness for 10 Turn
  • Race Happiness Penalty: -20 Happiness for 20 Turn
Name: Call Ancestral Spirits Class (Tier) Arch Druid (III) Research: 220 Knowledge
Type: Combat Spell Target: Unoccupied Hex Casting Points Cost: 20 Casting Points
Call Ancestral Spirits
Summons the Ancestral Spirits of nature to assist in the fight until the end of combat.
  • The creature gets Cast Spell Summoned after it's being created
Name: Call Beast Horde Class (Tier) Arch Druid (VI) Research: 1400 Knowledge
Type: Combat Spell Target: Battlefield Casting Points Cost: 50 Casting Points
Call Beast Horde
Summons 2 or 3 random wild beasts at the start of every combat round to assist the caster in the fight for 7 Turn. Possible summons:
  • The creature gets Cast Spell Summoned after it's being created

Strategic Spells[]

Name: One with the Elements Class (Tier) Arch Druid (I) Research: 80 Knowledge
Disjunction Cost: 60 Mana Upkeep: 10 Mana/Turn Casting Points Cost: 50 Casting Points
Type: Global Enchantment Subtype: Unit Buff
One with the Elements
By calling upon the wonders of the wild, the caster strengthens their empire's connection with nature. All the caster's units have increased (50%) terrain/climate Happiness bonuses, and lessened (50%) terrain/climate Happiness penalties.
Name: Summon Wild Animal Class (Tier) Arch Druid (I) Research: 60 Knowledge
Type: Summoning Spell Upkeep: 9 Mana/Turn Casting Points Cost: 40 Casting Points
Summon Wild Animal Summons a random Tier I animal.
  • The creature gets Cast Spell Summoned after it's being created

Possible Summons:

* Tiger only appears if Eternal Lords Expansion is present


Name: Fertile Domain Class (Tier) Arch Druid (II) Research: 120 Knowledge
Disjunction Cost: 50 Mana Upkeep: 20 Mana/Turn Casting Points Cost: 40 Casting Points
Type: City Enchantment Target: City owned by the caster
Fertile Domain
The sleeping land is awakened, causing nature's bounties to flourish. Boosts the Population growth by +200 Population.

Name: Insect Plague Class (Tier) Arch Druid (II) Research: 140 Knowledge
Disjunction Cost: 50 Mana Upkeep: 15 Mana/Turn Casting Points Cost: 60 Casting Points
Type: City Enchantment Target: Hostile City
Insect Plague
A swarm of all-devouring insects forces the local population indoors. Target enemy city suffers -65% Production.

Name: Summon Eldritch Animal Class (Tier) Arch Druid (II) Research: 120 Knowledge
Type: Summoning Spell Upkeep: 12 Mana/Turn Casting Points Cost: 70 Casting Points
Summon Eldritch Animal Summons a random Tier II Eldritch animal.

Possible Summons:


* Only appears if Golden Realms Expansion is present
** Only appears if Eternal Lords Expansion is present


Name: Sunburst Class (Tier) Arch Druid (III) Research: 220 Knowledge
Type: Strategic Spell Target: Hostile Army Casting Points Cost: 80 Casting Points
Sunburst
Pray to the Sun, mother of all nature, to pierce the enemy with burning rays from the skies above. Deal 15 Fire Damage damage to target enemy army.

If cast on an enemy city, then the following occur:

  • Reduces target city Population by 1500
  • City Happiness Penalty: -100 Happiness for 10 Turn
  • Race Happiness Penalty: -50 Happiness

Name: Summon Gargantuan Animal Class (Tier) Arch Druid (IV) Research: 750 Knowledge
Type: Summoning Spell Upkeep: 28 Mana/Turn Casting Points Cost: 160 Casting Points
Summon Gargantuan Animal Summons a random Tier III/IV Gargantuan animal.

Possible Summons:


Name: Poison Domain Class (Tier) Arch Druid (IV) Research: 400 Knowledge
Disjunction Cost: 110 Mana Upkeep: 30 Mana/Turn Casting Points Cost: 100 Casting Points
Type: City Enchantment Target: City owned by the caster
Poison Domain
Venomous poison spreads through the domain of target city owned by the caster. All enemy units are Poisoned Poisoned and receive 8 Blight Damage damage every turn while they are within the enchanted city's domain.

Name: Wild Growth Class (Tier) Arch Druid (IV) Research: 350 Knowledge
Type: Strategic Spell Target: Strategic Map Casting Points Cost: 60 Casting Points
Wild Growth
Infuses the earth with nature's nourishing energy, spawning entire forests from the purified soil. Target hexes are instantly converted into dense vegetation.

Name: Nature's Eyes Class (Tier) Arch Druid (V) Research: 700 Knowledge
Disjunction Cost: 100 Mana Upkeep: 40 Mana/Turn Casting Points Cost: 80 Casting Points
Type: Global Enchantment Subtype: Exploration
Nature's Eyes
The lands of the caster's empire gain self-awareness, and are able to sense those invisible to the naked eye. Reveals all invisible and concealed units within the empire's domain.

Name: Thorn Hedge Walls Class (Tier) Arch Druid (V) Research: 700 Knowledge
Disjunction Cost: 120 Mana Upkeep: 15 Mana/Turn Casting Points Cost: 120 Casting Points
Type: City Enchantment Target: Friendly City
Thorn Hedge Walls
Infuses the perimeter around target city owned by the caster with nature's protection. spawning a wall of giant spear-like thorns to keep enemies at bay. Enemy units moving through it in tactical combat suffer 8 Physical Damage damage and have a chance to become Entangled Entangled.
  • Strength: 7 Physical Defense

Name: Summon Horned God Class (Tier) Arch Druid (VI) Research: 1600 Knowledge
Type: Summoning Spell Upkeep: 36 Mana/Turn Casting Points Cost: 240 Casting Points
Summon Horned God Summons a Horned God.

Name: The Wild Hunt Class (Tier) Arch Druid (VII) Research: 2000 Knowledge
Disjunction Cost: 500 Mana Upkeep: 64 Mana/Turn Casting Points Cost: 600 Casting Points
Type: Global Enchantment Subtype: Class Ultimate/Unit Buff
The Wild Hunt
The caster's forces have become one with the wild, gaining an unswayable will and the ability to move at extreme speeds over any type of terrain. Bestows Floating Floating and Strong Will Strong Will on all the caster's units, except for Sea Creature Sea Creature and Machine Machine units.
  • WARNING: Units that cannot swim will drown if they lose their ability to float or fly while over water hexes. This includes units that are produced at cities on the coast the turn the spell was disjucted.

Empire Upgrades[]

Name: Wildlife Refuge Class (Tier) Arch Druid (I) Research: 80 Knowledge
Type: Empire Upgrade Subtype: Resource Management
Wildlife Refuge
Cast Spell Summoned units require 25% less Mana upkeep, and Animal Animal and Monster Monster units require 25% less Gold upkeep.

Name: Produce Hunter Class (Tier) Arch Druid (I) Research: 60 Knowledge
Type: Empire Upgrade Subtype: Unit Production
Produce Hunter
Enables production of the Hunter in cities with an Arch Druid's Dolmen.

Name: Hunter's Finesse Class (Tier) Arch Druid (II) Research: 120 Knowledge
Type: Empire Upgrade Subtype: Unit Buff
Hunter's Finesse
Archer Archers are trained to aim for a living creature's vital organs. They receive Bleeding Razor Projectiles.

Name: Animistic Knowledge Class (Tier) Arch Druid (IV) Research: 350 Knowledge
Type: Empire Upgrade Subtype: Resource Management
Animistic Knowledge
Develop the ability to communicate with the unseen spirits inhabiting the wonders of this world. Treasure sites within the empire's domain generate an additional 3 Knowledge.

Name: Beast Mastery Class (Tier) Arch Druid (III) Research: 180 Knowledge
Type: Empire Upgrade Subtype: Unit Buff
Beast Mastery
The caster forms an unbreakable bond with the creatures of the wild. All the caster's Animal Animal and Monster Monster units receive Mind Control Immunity Mind Control Immunity and +2 Resistance.

Name: Favored Enemy Class (Tier) Arch Druid(IV) Research: 350 Knowledge
Type: Empire Upgrade Subtype: Unit Buff
Favored Enemy Dragon
Ranged troops specialize in hunting Giants, Dragons, and Monsters. Archer Archer and Support Support units receive Giant Slayer Giant Slayer, Dragon Slayer Dragon Slayer, and Monster Slayer Monster Slayer.

Name: Long Strider Class (Tier) Arch Druid (IV) Research: 400 Knowledge
Type: Empire Upgrade Subtype: Unit Buff
Long Strider
Endurance training increases the movement speed and stamina of ranged units. Archer Archer and Support Support units receive +8 Movement.

Name: Produce Shaman Class (Tier) Arch Druid (IV) Research: 350 Knowledge
Type: Empire Upgrade Subtype: Unit Production
Produce Shaman
Enables production of the Shaman in cities with an Arch Druid's Dolmen.

Name: Druidry Class (Tier) Arch Druid (I-VII) Research: 60-900 Knowledge
Type: Empire Upgrade Subtype: Resource Management/Stat Modifier
Druidry 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

Hero Bonuses[]

Hero Upgrades[]

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

Level Skill Ability Type Cost Effect
1 Blight Protection Natural Immunity Leadership 4 Party gains Blight Protection 40%Blight Damage Protection
1 Spirit Protection Spirit of the Land Leadership 4 Party gains Spirit Protection 40%Spirit Damage Protection
1 Cure Disease Cure Disease Active 2 Hero gains Cure Disease Cure Disease
1 Druidry I Druidry(I) Passive 5 Hero gains +10 Casting Points Casting Points
1 Free Movement Free Movement Passive 2 Hero gains Free Movement Free Movement
1 Resistance Upgrade Nature's Resistance Leadership 3 Party gains +1 Resistance
1 Revive Instinct Revive Instinct Spell 5 Hero can cast the Revive Instinct Revive Instinct Spell
1 Root Spears Root Spears Spell 5 Hero can cast the Root Spears Root Spears Spell
1 Rust Strike Rust Strike Spell 5 Hero can cast the Rust Strike Rust Strike Spell
1 Savage Rage Savage Rage Spell 5 Hero can cast Savage Rage Savage Rage Spell
1 Shock Protection 20%Shock Protection Passive 1 Hero gain Shock Protection 20%Shock Protection
1 Frost Protection Warm at Night Leadership 4 Party Gains Frost Protection 40%Frost Protection
3 Blight Protection 20%Blight Damage Protection Passive 1 Hero gains Blight Protection 20%Blight Damage Protection
3 Awaken Spirit Awaken Spirit Active 2 Hero gains Awaken Spirit Awaken Spirit
3 Night Vision Night Vision Passive 1 Hero gains Night Vision Night Vision
3 Druidry II Druidry(II) Passive 5 Hero gains +10 Casting Points Casting Points
3 Nourishing Meal Nourishing Meal Active 4 Hero gains Nourishing Meal Nourishing Meal
3 Befriend Animal Befriend Animal Active 3 Hero gains Befriend Animal Befriend Animal
3 Bleeding Inflict Bleeding Wounds Passive 3 Hero gains Bleeding Inflict Bleeding Wounds
3 Fast Healing Natural Healer Leadership 4 Party gains Fast Healing Fast Healing
5 True Sight True Sight Passive 3 Hero gains True Sight True Sight
5 Vision Range Upgrade Vision Range Upgrade Passive 1 Hero gains Vision Range Upgrade Vision Range Upgrade
5 Call Ancestral Spirits Call Ancestral Spirits Spell 5 Hero can cast Call Ancestral Spirits Call Ancestral Spirits Spell
5 Druidry III Druidry(III) Passive 7 Hero gains +10 Casting Points Casting Points
5 Hornet Swarm Hornet Swarm Spell 5 Hero can cast Hornet Swarm Hornet Swarm Spell
5 Spirit Protection 20%Spirit Damage Protection Passive 1 Hero gains Spirit Protection 20%Spirit Damage Protection
5 Swimming Swimming Passive 3 Hero gains Swimming Swimming
5 Twisting Roots Twisting Roots Spell 5 Hero can cast Twisting Roots Twisting Roots Spell
7 Druidry IV Druidry(IV) Passive 7 Hero gains +10 Casting Points Casting Points
7 Entangling Touch Entangling Touch Active 3 Hero gains Entangling Touch Entangling Touch
7 Revitalize Revitalize Spell 5 Hero can cast Revitalize Revitalize Spell
7 Undead Slayer Undead Slayer Passive 2 Hero gains Undead Slayer Undead Slayer
7 Vengeful Vines Vengeful Vines Spell 5 Hero can cast Vengeful Vines Vengeful Vines Spell
9 Druidry V Druidry(V) Passive 7 Hero gains +10 Casting Points Casting Points
9 Volunteer Sustainable Warfare Leadership 8 Party gains Volunteer Volunteer
9 Healing Healing Active 4 Hero gains Healing Healing
11 Call Beast Horde Call Beast Horde Spell 5 Hero can cast Call Beast Horde Call Beast Horde Spell
11 Call Lightning Call Lightning Active 7 Hero gains Call Lightning Call Lightning
11 Druidry VI Druidry(VI) Passive 9 Hero gains +10 Casting Points Casting Points
11 Forest Concealment One with the Trees Leadership 6 Party gains Forest Concealment Forest Concealment
11 Regrowth Regrowth Passive 10 Hero gains Regrowth Regrowth
13 Druidry VII Druidry(VII) Passive 9 Hero gains +10 Casting Points Casting Points

Gallery[]

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