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Your Leader is not alone in the quest to expand your empire, as you will also be approached every now and then by other people of skill and power. These will be your heroes.

Heroes function much like Leaders and can become similarly powerful. Unlike leaders they cannot retreat to the void to escape death, they must be present at a battle to cast spells, and they can only cast combat spells. Each player can cast only one spell per combat round no matter how many heroes they have.

Heroes level up and use equipment as your leader does. Instead of using empire research to access their class abilities and to increase their casting points, heroes have these as options on their list of per-level upgrades (experience requirements for each level). This limits their raw power since spending leveling points on casting takes the place of direct upgrades. However, since higher tiers of spells and casting points are added to their upgrades list every odd level, heroes can unlock advanced combat spells (through experience) much earlier than leaders typically will (through research).

For lists of abilities and when they are available, see each classes page. Some of the abilities that heroes can have affect all units in the army when they are leading the army. If the hero is leading the army, they will occupy the first position in the list of units in the army. In the case of multiple heroes, the one with the most leadership abilities is assigned as the army leader.

When heroes are killed in combat, they drop any equipment they have onto the ground. The Resurrect Hero spell can bring a hero back to life.

Upgrades[]

Every Hero has 50 Hit Points, 36 Movement, 9 Defense, 9 Resistance, Melee Strike Melee Strike (12 Physical Damage ), Hero Hero, Cavalry, Walking Walking, Mounted Mounted, Charge Charge, Cast Spell Cast Spell and Fast Healing Fast Healing by default.

Heroes also get the abilities and stat modifiers of their Race and Class (ex: Warlords get +2 Defense from Armored Armored and +2 Physical Damage Melee Damage).

Note your leader has Leader Leader instead of Hero which also grants him Mind Control Immunity Mind Control Immunity.

Any racial governance or empire upgrades that apply to listed above abilities also apply to heroes and leaders. So human champion RG3 gives +2 physical melee damage to human heroes and leaders and dwarven deity RG5 gives Meteoric Armor to dwarven warlord and dreadnought heroes and leaders. Also, it means that warlord's Thoroughbred Mounts give +15 HP to leader and every hero.

Each hero has no, one or (usually) two free predetermined spells he starts with. In addition, each hero always starts with one free spell chosen randomly. In any case, spells are chosen from 4 spells available at first hero level from its class (usually that spells have tier I or II for leaders).

The following are upgrades available to heroes and leaders at every level. Each time one is chosen the cost of the next level of that upgrade increases by 1 (cost of Resistance Resistance increases by 2).

  • +5 Hit Points Health Upgrade: 1 point
  • +1 Defense Defense: 1 point
  • +1 Resistance Resistance: 2 points
  • +1 Melee Strength: 1 point
  • +1 Ranged Strength: 1 point
    • Only affects a single channel

Leadership Abilities[]

The following is a list of all the possible abilities that a Hero can have that affect the hero's entire army. Complete upgrade lists for heroes are on the class pages. These abilities only function when the hero is leading the army.


Hero Starting Traits[]

Each non-leader hero usually starts with two class spells, a unique trait or item, besides the class dependent ranged weapon. The following is a list of all known traits and items. If a hero starts with an item, that item can be given to other heroes or leaders and need not be kept on the hero who brought it. Work in Progress.

DraconianIcon Draconian[]

DwarfIcon Dwarf[]

Frostling Frostling[]

GoblinIcon Goblin[]

RaceHalflingsIconLarge Halfling[]

HighElfIcon High Elf[]

HumanIcon Human[]

OrcIcon Orc[]

Tigran Tigran[]

  • Amar the Preserver, Arch Druid - Awaken Spirit Awaken Spirit, Root spears, Revive instinct.
  • Arias the Alert, Sorcerer - Total Awareness Total Awareness, Magic fist, Star blades.
  • Barshar the Sultan, Rogue - Coup de Grace Coup de Grace, Quick dash, Rain of poisoned blades.
  • Carcal the Fiery, Dreadnought - Fire Spit Fire Spit, Flash bang, Repair fortification.
  • Chakraz the Radiant, Theocrat - Spiritual Freedom Meditate, High Morale(Ability) High Morale, Slayers doubt, Holy smite.
  • Jafsar the Unholy, Necromancer - Devout Slayer Devout Slayer, Desecration Desecration, Death Ray Death Ray
  • Jusrah the Mystic, Necromancer - Break Control Break Control, Death ray, Corpus Furia.
  • Karzen the Beast, Warlord - Overwhelm Overwhelm, Lion's Courage Lion's Courage, Shout of Intimidation Shout of Intimidation
  • Nyla the Fierce, Warlord - Last stand, Shout of intimidation, Dire Panther mount item
  • Saba the Natural, Arch Druid - Demolisher Demolisher, Root spears, Revive instinct.
  • Sheila the Spoiled, Sorcerer - Magic fist, Star blades, Gold Wyvern mount item
  • Shira the Bard, Rogue - Minor Bard Skills Minor Bard Skills, Blind, Rain of poisoned blades.
  • Tiria the Cheerful, Dreadnought - High Morale(Ability) High Morale, Overload, Flash bang.
  • Zari the Vigilant, Theocrat - Guard Vigilant, Slayers doubt, Holy smite.
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