All units in Age of Wonders III gain experience through participation in combat, as well as through some other means. The way experience affects units is different based upon what type of unit it is. Heroes and Leaders gain levels which grant them skill points which can be used to buy upgrades that increase the stats and add more abilities to their arsenal. Some of these abilities can even affect all units in an army that the hero is leading.
Normal units gain experience as they participate in battle but do not like a hero or leader, they instead gain rankings which gives them increased statistics or in some regards new abilities or traits. Units gain in experience from attacking a unit, killing a unit, engaging in combat, casting a spell or using an ability. They are limited to gaining only one rank per battle, but they can continue to gain experience until they reach the threshold for the next rank. Reaching elite rank causes some units to evolve into stronger units.
Attacks that can trigger 3 timesEdit
Note that attacking inanimate objects (e.g. city gates) DOES NOT award XP.
Most Other AbilitiesEdit
Each use of an ability awards 2x Tier of the unit using the ability. This includes all single shot ranged attacks, but not area of effect attacks. Note that some abilities do not award such as War Cry, and most movement abilities like Sprint or Shadow Step.
Example: Consider the crusader/titan case above where the Titan kills the crusader on the second retaliation. The awarded is 3*2 + 4 = 10 for the Crusader (before it dies) and 3*2 + 4 + 5*2 = 20 for the Titan.
Area of EffectEdit
Area of Effect attacks behave similarly to attacks that can trigger 3 times. The user receives equal to its tier for every unit hit with the attack. Killing a unit replaces the expected tier with 5x the tier of the dying unit.
Example: Suppose a Blight Elemental (tier III) is using Weakening Breath on 5 units (that can be affected) and kills one T3 and one T1 among these 5 units. It would have received 5*3 = 15 if none of them die. As two were killed, it receives instead 3*(5-2) + 5*1 + 5*3 = 29 .
Heroes and Leaders behave like T3 units with respect to all that they gain. Heroes behave like T5 and Leaders like T6 for the experience they award when they die, granting 25 and 30 respectively for the unit that lands a killing blow on them. 5 is added to this killing blow for every 5 levels the killed hero or leader had. Heroes and Leaders also passively gain 1 to 4 per strategic map turn: 1 by default, plus 1 for each 3000 the player has researched.
Spell Killing BlowEdit
Example: Suppose that we have the same case as in the Being Attacked example, but the Titan has Static Shield. The Crusader has no new abilities. Both units receive the same , but the total value is 3*2 + 3*4 + 2*4 = 26 . Each static shield check after the Crusader attacks awards both units +4 (since the Titan is a T4 unit).
Units gain experience as they participate in battle but, unlike Heroes or Leaders, they gain medals and not levels. Medals give them improved statistics and sometimes new abilities. Units gain in experience from attacking a unit, killing a unit, engaging in combat, casting a spell or using an ability much like heroes or leaders. Units are limited to gaining only one rank per battle, but they can continue to gain experience until they reach the threshold for the next rank (beyond that point experience is not gained until the next battle). Reaching elite rank causes some units to evolve into stronger units. The amount of experience required to gain a new ranking is dependent on the tier of unit as shown by this table:
After getting Elite, units can keep getting Experience. For every time they gain a multiple of the Experience necessary to become Elite, they gain a Champion rank. Every Champion rank raises Health by 10.
Heroes and LeadersEdit
"Experience counter" and limit of experience gains per strategic turnEdit
- The unit uses a touch ability (gives to the unit itself)
- The unit is damaged by another unit (gives to the unit that damaged it)
- The unit hits another unit with a melee attack (gives to the unit that it struck)
In the case of #2, if the damaging ability is not an ability that triggers multiple (3) times per round, then the counter goes down by 2 (because twice the amount of is being given out). Once the counter is at zero, then the unit will stop giving out for those things, though it will still give to the unit that kills it.
The counter resets each turn on the strategic map, so if you do multiple combats in the same strategic turn, the counter will be kept from one combat to the next.
The counter’s starting value depends on the tier of the unit:
- Tier 1: 10
- Tier 2: 12
- Tier 3: 16
- Tier 4: 20
- Heroes and leader: 9
(for modders, it is defined in Title.RPK in the tier resources, except for heroes and leaders)
Notes on maximization Edit
Caution! Use the following advice at your own risk, and only if your enjoy min-maxing. Have fun!
Managing the counter of your own units Edit
- the counter is to limit the amount of farming by restricting the each unit can give, and it does not prevent the unit from gaining from other units even after its own counter reaches 0. For example, after my hero stops giving to enemy through taking damage from previous battles this turn, he can still gain by attacking newly encountered enemys whose counter is still fresh.
- It is very easy for a high level hero to exhaust its own counter, so use self-cast ability early on would award the hero , but not after the hero's own counter become depleted. In short, use self buffs such as Iron-Heart as early as you can, and use healing ability as soon as you take damage will help your hero level up faster.
Managing the counter of enemy units Edit
- When facing enemy unit that is equal or lower tier than your own, it's better to let your high tier units to attack until the enemy unit's counter is empty while:
- When facing enemy unit that is higher tier than your own, you can theocratically get the max by taking melee attack from them while:
- not retaliating with your own melee attack (often difficult or near impossible)
- not dying from the attack (very difficult)
- After the enemy counter is empty, give the killing blow to which ever unit you choose.