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Humans are a strange mix of all races. Some desire to invent and build things. Others desire to rule and wield power, while others are content to sit in the shade of the trees and tell stories to children. Some humans are deeply spiritual, while others show a knack for learning powers that were thought forgotten. Their Governments are in a state of constant evolution, while every individual is of their own mind. Every man walks after their own pursuit with brazen disregard for the laws of nature or the order of life.
HumanIcon








--The Tome of Wonders

Summary[]

HumanIcon Human military forces have few special features, but are well-Armored armored, practical and effective in most situations. They have an affinity for the water – human units can fight as effectively in naval engagements as on land, and some human class units are able to swim across water bodies where their counterparts of other races cannot. Their priests are capable healers, and the cultural ambition of many humans to achieve knighthood can allow basic cavalrymen to ultimately reach this pinnacle of martial prowess. Many lighter human class units carry nets, with which they entangle foes to render them vulnerable to allies or to allow an escape. Human cities are often more Production Productive than those of other races, particularly when located in warm environments with lots of fertile farmland or open water for fishing.

Class Synergies[]

With their focus on Cavalry cavalry, humans synergize well with classes that improve their cavalry further, such as Warlord and Dreadnought – particularly the latter, as humans mostly have Armored armored troops and their good Production Production makes human cities good sites for producing machines. Meanwhile, the ability of theocrats to keep their troops alive as they gain Experience Experience makes theocrat a good option for strategies based around evolving Cavalry to Knights. The ability of human assassins to swim across water bodies (while concealed) makes them good candidates as Rogues as well.

Tactics[]

Humans are the most adaptable of the races in Age of Wonders 3, they have the most average of statistics with no real strengths or weaknesses and don't have any elemental resistances or vulnerabilities. On paper human units are not that impressive, but thanks to excellent synergies between governance and classes their troops are more capable than their stats would suggest. Their racial troops are focused on cavalry charges and spirit casting priests with archer and infantry support. Human strong anti-pike options open the way for their racial cavalry units, one of the best in the game.

Human settlements prefer fertile plains; dislike Subterranean environments, and hate blighted or volcanic surroundings. To maintain city happiness you should carefully consider these factors before settling in near these hexes. They also possess a more powerful navy power than the other races, although this is often circumvented by the end-game. They do not posses racial flyers as well as any mobility bonus for non-water terrain types, so some of their classes - particularly Dreadnought, may suffer a problems with fast map cleaning when the majority of map contains swamps, forest or mountains.

Human Inherent Traits[]

Units[]

I married a civic guardsman and to my great dismay,
did lay a stone over his head the very next day.
For though he quickly captured all the heart of this his maid,
the armored one who cut him down had a quicker blade.
So how long must I don Widow's garb for a man who gave away,
his life for a feathered cap, a puffy coat, and just a little pay?

--The Many Lovers of Maid Marrigan, Ballad by Willa Loveday, Bard.

Human Civic Guard
  

Unit: Human Civic GuardRecruitOrigin: Humans
Tier I: 35 Hit Points 28 Movement 9 Defense 8 Resistance Cost: 40 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 Melee +2 Hit Points
  • Veteran +1 Physical Damage Ranged +2 Hit Points +1 Defense
  • Expert +1 Physical Damage Melee +2 Hit Points +1 Resistance
  • Elite +1 Physical Damage Ranged +4 Hit Points +1 Defense, First Strike First Strike

'Humanity is in its golden age, and despite the rumors that the other races are rallying, clearly humanity has the advantage. Even our most basic infantryman are trained to be stronger and fight harder. They come from a healthy stock of hard-working mariners, farmhands, workmen and tradesmen. All our swordsmen are outfitted with fine plate mail, and a long sword that we've personally tested on the strongest dwarven armor. I've seen them rush and overwhelm whole cadres of goblins on the field of battle, rendering them powerless from our fierce offensive. We have no need to fear these High Elves, for we are strong.'

--Strategic Operations, by Lord Jason Stormbreaker
Human Longswordsman
  

Unit: Human LongswordsmanRecruitOrigin: Humans Requires: Barracks
Tier I: 45 Hit Points 28 Movement 11 Defense 8 Resistance Cost: 50 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 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, Guard Breaker Guard Breaker

'At the Battle of Rivermine, the Commonwealth sent a squadron of soldiers from various races on a fleet of ships. A cadre of human archers were the first off the ship. Ready with a volley of arrows, they filled the skies with death. The enemy holding the mine broke formation, running for cover. Those that did not flee, fell, forming a wall of bodies, giving the rest of the troops on the ships time to disembark. The archers' swift and deadly response saved many lives that day.'

--Battles of the Commonwealth, by Katya Mondragon, Historian
Human Archer
  

Unit: Human ArcherRecruitOrigin: Humans Requires: Barracks
Tier I: 35 Hit Points 28 Movement 9 Defense 8 Resistance Cost: 70 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 +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, Blessed Blessed Arrows

'My first impression of the Halberdier was at the city gates. Their long, dangerous halbards looked more decorative than deadly. I wondered then how a man holding such a long unwieldy spear could do much damage in battle. Then came the horde. We were besieged for three days, and for every shrieking enemy that breached the wall, they were ready, able to reach and pierce their foes before any of the other men on the defensive line. Their armor is not as strong as the full-plated infantry, but when you hit the enemy first, their plate cuirass offers sufficient protection.'

--The Long Night in Trontgate, by Elderan Domitan
Human Halberdier
  

Unit: Human HalberdierRecruitOrigin: Humans Requires: War Hall
Tier I: 45 Hit Points 28 Movement 10 Defense 8 Resistance Cost: 50 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 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, Armor Piercing Armor Piercing

'I knew my brother would die with that hooked blade planted in his chest. Orcs poured from the supply weagons in ambush. I knew I would die next. Then a man in robes, entirely unfit for battle, appeared beside my brother's body. The priest snatched out the blade and quenched the wound with a prayer to the Allfather. I gasped as my brother rose to his feet, a fresh scar covering the place that was a torrent of blood just a moment before. The priest lifted the sword above his head and said we were chosen by a greater power, and that, if we did not doubt, we'd vanquish this evil. He cast down the orc blade, It broke at the hilt. Before I could cower, I was rushing the enemy with such ferocity that they faltered before we destroyed them.'

-- Allfather Book of Miracles, Testimony of convert Jenn Plowright.
Human Priest
  

Unit: Human PriestRecruitOrigin: Humans Requires: Temple
Tier II: 36 Hit Points 28 Movement 9 Defense 11 Resistance Cost: 70 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:

'The human Cavalry arrived in time to rout the orc marauders. The nimble riders on their speedy steeds made quick work of the enemy, cutting them down before they could raise their weapons. Afterwards, I watched these expert horsemen take care for their animals. They spent their days attending their every need, and they were fine animals in battle. With the countryside once again at peace, I convinced some of the horsemen to retire some of their most reliable horseflesh to me. Thats how I started breeding quality warhorses. I like to think that those original horses still protect our peacefull vale.'

--Stallions of the Wind River Ranch by Auster Bronx, Horse breeder.
Human Cavalry
  

Unit: Human CavalryRecruitOrigin: Humans Requires: War Hall
Tier II: 55 Hit Points 36 Movement 12 Defense 9 Resistance Cost: 90 Gold 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:

'He shouted: 'I am a Knight. Sworn to protect this land. Yield!' The marauders had no chance to retort. His horse raced eagerly, crashing into the mob. The poor fool impaled on the point of his lance made no sound before dying. The marauders tried to strike him, but his steel armor deflected every blow. With sword drawn, the knight chopped down any who did not surrender. He refused my offer to pay him for putting his life in danger for our village. He said 'My duty is to die in battle for this Land. Your duty, my lady, is to live and suffer for this Land.' Long after his name faded from my memory, I have wondered what gravestone belongs to him. That's why I bring flowers for them all.'

--Rise of the Common Man, by Goody Curtez, Scrivener.
Human Knight
  

Unit: Human KnightRecruitOrigin: Humans Requires: Hall of Chivalry
Tier III: 70 Hit Points 36 Movement 13 Defense 11 Resistance Cost: 160 Gold 10 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:

Racial Governance[]

Racial Governance is part of the Eternal Lords expansion.
Note that only HumanIcon Human units are affected

Racial Governance Military Economic
Patron Human Civic Guard gets Throw Net Throw Net Settlers are 25% cheaper to produce in Human cities
Protector Human Cavalry gains Quick Learner Quick Learner Harbors generate +100 Population and +15 GoldHarbors generate +100 Dead Population and +15 Gold
Champion HumanIcon Human Cavalry Cavalry type units get +2 Physical Damage Physical melee damage Builders require 60% less gold to build Watchtowers, Roads and Fortresses
Prophet City Upgrades that provide a Trooper Medal to specific
specific:
This includes upgrade like Shooting Grounds or Masters Guild, but NOT Hall of Chivalry.
produced units provide 2 Veteran ranks instead.
Builders Hall, Siege Workshop and Masters Guild all provide +15 Production
Deity HumanIcon Humans gain +1 Resistance Resistance, +1 Defense Defense and +1 Physical Damage Physical melee and ranged damage. Produce Merchandise increases city income by 100% instead of 50%.

Gallery[]

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