Age Of Wonders 3 Wiki
Register
Advertisement
Age Of Wonders 3 Wiki
Warlords see safety in war. One warlord told me that a nation at peace was a nation breeding cowards to be enslaved. Warlords rule by the Law of the Sword, establishing leadership based upon annual bloody tournaments of battle. Many warlords are clever tacticians, while others are legendary warriors unto themselves. Though they tend to trust the power of their well-trained arms over supernatural powers, Warlords will sacrifice everything to protect their homelands. They train in strong armor, with an assortment of weapons, and view scars as badges of honor.
Warlord Icon
--Gifted Lords of the Third Age, by Ralinstone Pedant, Chronicler

Class Buildings[]

The class buildings of the Warlord are, in order:




Class Units[]

All of the Warlord's unique units must be produced at cities with the correct class building. The following is the order in which the empire upgrades must be researched as well as the necessary buildings.

"Once there was a fool who fell in love with a Scout. All day he stared at her running. He loved her with his entire heart. She was fast, and loved running more than she loved the fool. So even faster she left him, leaving behind nothing but air."

--'The Scout and the Fool' by Theodin the Bard
Scout
  

Unit: Scout RecruitOrigin: Warlord
Tier I: 35 Hit Points 32 Movement 7 Defense 7 Resistance Cost: 30 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:

'My brother, Rogan, was just a scrawny farm boy when he was pressed into service by a Warlord. He trained Rogan to be a Berserker. Before long, Rogan could chop down enemies with his two-handed axe, charge fearlessly into any conflict and overwhelm enemy combatants. He never again wore a shirt. His torso was covered with scars, mostly from arrows he failed to dodge. He fought with pure rage. Unfortunately, he never did learn to control his temper, and sadly, he didn't live long.'

--Fuss about Family, by Leanne Finn, Keeper
Berserker
  

Unit: Berserker RecruitOrigin: Warlord Requires: Warlord's Command
Tier II: 57 Hit Points 32 Movement 11 Defense 9 Resistance Cost: 65 Gold 10 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:
Unique Racial Effects:

'Nippling County's swamp was filled with undisirables. Every winter when food got scarce, the swamp's denizens would leave the swamp to snack on the villagers. The people complained to their Warlord who decided, rather than ignore his people, he'd train them to fight back. He trained the whole village of Nippling to be Monster Hunters. The next winter when the hungry creatures shambled from the bogs, the villagers used their newly acquired skills in slaying monsters with their crossbows and great swords. Within a decade, the citizens cleared the swamps of all predators larger than a tadpole.'

--Catch Them All, by Ashley Katsun, Shepherd Scholar
Monster Hunter
  

Unit: Monster Hunter RecruitOrigin: Warlord Requires: Warlord's Command
Tier II: 50 Hit Points 32 Swimming 12 Defense 10 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: Unique Racial Effects:

'Our last master forced us to learn to fight with a bow, hiding behind the city walls, waiting for a swordsman to skewer us. I was good enough with my bow to join a company of archers, but my heart has always been on my father's ranch and I didn't look forward to being skewered. Unfortunately, ranching isn't so profitable. When Romoro the Warlord inherited our city, I was able to train as a mounted archer. We now ride around the battlefield with the speed of cavalry, launching volley's while moving out of range of pikes and swords.'

--Plight of the Common, by Orson Macdonner, Rancher
Mounted Archer
  

Unit: Mounted Archer RecruitOrigin: Warlord Requires: Warlord's Command
Tier II: 50 Hit Points 36 Movement 10 Defense 9 Resistance Cost: 100 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:
Unique Racial Effects:

'I gathered the most vigorous orcs of my forces and informed them they would be wearing armor, hefting a shield and wielding a pike. All three of these bits of news they scoffed at. After decapitating their chieftain they agreed to fight according to my way, with soldiers gathered as a wedge, shields tight together like a wall, crawling across the battlefield with pikes extended. I will admit only a skilled Warlord can create the discipline required to create a phalanx from his troops, but once mastered, the troops that engage in the technique will live a lot longer.'

--The Economics of Ego, by Lady Loki
Phalanx
  

Unit: Phalanx RecruitOrigin: Warlord Requires: Gladiator Pit
Tier III: 65 Hit Points 32 Movement 12 Defense 11 Resistance Cost: 140 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:
Unique Racial Effects:

'Gerta was the Warlord's favorite concubine, a beastly woman, more ogre than person. Still, he lavished gifts on her, and in return she gave him many babies. I used to be jealous. Until I saw his adolescent children, and realized female seduction would never give the Warlord what he wanted. Gerta's children were huge destructive beings, more intent on walking through a door than in figuring out how to open it. Inhumanly strong, huge and they scarcely noticed when you beat them. His Warbreed were not offspring to be coddled, but born to destroy.'

--The Warlord's Harem, by Scarlet Mallow, Concubine
Warbreed
m

Unit: Warbreed RecruitOrigin: Warlord Requires: Gladiator Pit
Tier III: 80 Hit Points 36 Movement 12 Defense 10 Resistance Cost: 160 Gold 40 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:
Unique Racial Effects:

'They came from the sky. Men riding great flying cats. It sounds absurd when you state it outright. Cats have no business flying. Did I say they were lion sized cats with spiky tails? Who thought a Warlord like Ogg could breed such terrible monsters and control them? But somehow Ogg did it. They flew right over the walls of Lily Town. The men that fought became their food source. I surrendered. I mean...Flying Cats! My grandpa told me about cities full of cat warriors, but I thought it was a bedtime story. Now it seems Ogg has flying cats, so maybe the story of a whole cat warrior city is real too.'

--Conquest Interviews, by R. L. Stinton, Battlefield Auditor
Manticore Rider
  

Unit: Manticore Rider RecruitOrigin: Warlord Requires: Warlord's Command
Tier IV: 85 Hit Points 30 Flying 13 Defense 12 Resistance Cost: 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:
Unique Racial Effects:

Combat Spells[]

Name: Last Stand Class (Tier) Warlord (I) Research: 60 Knowledge
Type: Combat Spell Target: Friendly Unit Casting Points Cost: 7 Casting Points
Last Stand Bestows the unit with +2 Defense, First Strike First Strike and Polearm Polearm abilities until the end of combat. Addionally, affected units will get 2 times the normal bonus to defense and resistance when guarding.
  • The guarding bonus is stackable with Defender Defender (to obtain 3 times the normal bonus)
Name: Lion's Courage Class (Tier) Warlord (I) Research: 80 Knowledge
Type: Combat Spell Target: Friendly Unit Casting Points Cost: 7 Casting Points
Lion's Courage Instills a warrior with unparalleled bravery and an overpowering aura. Bestows target friendly unit with +5 Physical Damage strength, Overwhelm Overwhelm, and Strong Will Strong Will.
  • Will add Physical Damage damage channel if not present.
Name: Shout of Intimidation Class (Tier) Warlord (II) Research: 140 Knowledge
Type: Combat Spell Target: Hostile Unit Casting Points Cost: 10 Casting Points
Shout of Intimidation Attempts to panic target enemy unit. If it fails, the unit is Hindered instead. Cause Fear Panicked units don't obey orders and attempt to flee from enemies or escape the battlefield for 2 Turn. Hindered units suffer -50% Movement for 1 Turn.
  • Strength: 9 Spirit Resistance
Name: Berserk Class (Tier) Warlord (II) Research: 140 Knowledge
Type: Combat Spell Target: Hostile Unit Casting Points Cost: 10 Casting Points
Berserk Attempts to cause the target enemy unit to go Berserk for 2 Turn. If it fails, the unit is Slightly hindered instead. Berserking units don't obey orders. Instead, they attempt to attack the nearest unit with their Melee attack. Slightly hindered units suffer -25% Movement for 1 Turn.
  • Strength: 9 Spirit Resistance
  • Elemental units and units with Mind Control Immunity cannot be targeted.
Name: Phoenix Warrior Class (Tier) Warlord (III) Research: 180 Knowledge
Type: Combat Spell Target: Friendly Unit Casting Points Cost: 10 Casting Points
Phoenix Warrior Bestow Resurgence Resurgence upon target friendly unit. Does not affect Machine Machine or Cast Spell Combat Summon units.
Name: Steadfast Ward Class (Tier) Warlord (IV) Research: 280 Knowledge
Type: Combat Spell Target: Friendly Unit Casting Points Cost: 20 Casting Points
Steadfast Ward Even the gravest of wounds can't stop a warrior from fighting that which they believe in. Target friendly unit gains Steadfast for 2 Turn. Steadfast prevents a unit's health from dropping below 1 Hit Points. Can not be cast more than once on a single unit.
Name: Killing Spree Class (Tier) Warlord (IV) Research: 350 Knowledge
Type: Combat Spell Target: Friendly Unit Casting Points Cost: 10 Casting Points
Killing Spree Once per combat round, the friendly target unit's movement and action points are replenished upon killing an enemy unit.
Name: Bloodbath Class (Tier) Warlord (V) Research: 800 Knowledge
Type: Combat Spell Target: Battlefield Casting Points Cost: 30 Casting Points
Bloodbath Incites troops to take down their enemies in the most brutal ways imaginable, leaving nothing but a red-stained battlefield. Bestows +5 Physical Damage strength on all friendly units.
Name: Relentless Army Class (Tier) Warlord (VII) Research: 1200 Knowledge
Type: Combat Spell Target: Battlefield Casting Points Cost: 20 Casting Points
Relentless Army Exhaustion is meaningless to true veterans of the battlefield, only death can stop them. Bestows all friendly units with Tireless Tireless.

Strategic Spells[]

Name: Authority of the Sword Class (Tier) Warlord (I) Research: 60 Knowledge
Disjunction Cost: 40 Mana Upkeep: 10 Mana/Turn Casting Points Cost: 40 Casting Points
Type: City Enchantment Target: Friendly City
Authority of the Sword Forces neighbouring lands to submit to the Empire's rule through demonstration of military power. Target friendly city gains a +1 Domain Radius
Name: Raise Militia Class (Tier) Warlord (I) Research: 60 Knowledge
Type: Summoning Spell Upkeep: Unit Upkeep Casting Points Cost: 30 Casting Points
Raise Militia Calls the Empire's citizens to battle. Instantly deploys an irregular unit at target owned City at the cost of -100 Population.
Name: Death March Class (Tier) Warlord (II) Research: 140 Knowledge
Type: Strategic Spell Target: Friendly Army Casting Points Cost: 20 Casting Points
Death March All units in target friendly army gain additional Movement equal to their maximum Movement until end of turn. All affected units lose 50% of their current Hit Points. The Movement capabilities of the units in combat are not affected. Does not affect machine or undead units.
Name: Dread Siege Class (Tier) Warlord (II) Research: 120 Knowledge
Disjunction Cost: 75 Mana Upkeep: 30 Mana/Turn Casting Points Cost: 60 Casting Points
Type: City Enchantment Target: Hostile City
Dread Siege
The lands around target city tremble, foreshadowing a dread siege by the armies of the Warlord. Units that belong to the enchanted city's Empire suffer -500 Happiness within that city's domain.
Name: Inspire Loyalty Class (Tier) Warlord (III) Research: 220 Knowledge
Disjunction Cost: 110 Mana Upkeep: 20 Mana/Turn Casting Points Cost: 100 Casting Points
Type: Global Enchantment Subtype: Resource Management/Hero Ability
Inspire Loyalty
The caster and their Empire's heroes gain Inspire Loyalty Inspire Loyalty. All units in the army of a hero that has inspire loyalty gain Volunteer Volunteer.
Name: The Draft Class (Tier) Warlord (IV) Research: 400 Knowledge
Disjunction Cost: 130 Mana Upkeep: 30 Mana/Turn Casting Points Cost: 120 Casting Points
Type: Global Enchantment Subtype: Stat Modifier
The Draft The caster's units gain +200 Happiness and cannot desert.
Name: Conqueror's Feast Class (Tier) Warlord (V) Research: 800 Knowledge
Disjunction Cost: 140 Mana Upkeep: 40 Mana/Turn Casting Points Cost: 120 Casting Points
Type: Global Enchantment Subtype: Stat Modifier
Conqueror's Feast
The Enemy in Domain and Enemy at the Gates morale penalties are twice as effective against the caster's enemies. In addition, the caster's units require -25% Gold upkeep cost outside of the caster's domain.
Name: Hero Slaying Class (Tier) Warlord (V) Research: 400 Knowledge
Disjunction Cost: 110 Mana Upkeep: 30 Mana/Turn Casting Points Cost: 100 Casting Points
Type: Global Enchantment Subtype: Unit Buff
Hero Slaying
Instills the Empire's forces with a burning desire to fight those regarded as the greatest warriors alive. The caster's unit gain Hero Slayer Hero Slayer.
Name: Global Assault Class (Tier) Warlord (VII) Research: 2500 Knowledge
Disjunction Cost: 500 Mana Upkeep: 80 Mana/Turn Casting Points Cost: 600 Casting Points
Type: Global Enchantment Subtype: Stat Modifier
Global Assault A full-on military assault is launched. The caster's units gain Charge Charge and First Strike First Strike, and are promoted to Elite. Units produced in the caster's cities are instantly promoted to Elite as well.
  • Units with Evolve Evolve promoted this way still have to fight one battle to evolve.

Empire Upgrades[]

Name: Training Regimen Class (Tier) Warlord (I) Research: 80 Knowledge
Type: Empire Upgrade Subtype: Resource Management
Training Regimen
The Gold and Mana production costs of Archer Archer, Cavalry Cavalry, Infantry Infantry, Irregular Irregular, and Pikeman Pikeman units is reduced by 20%. 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+0,2+0,05 = 0,35 = 35% instead of 1-(0,9*0,8*0,95) = 0,316 = 31,6%.
Name: War Effort Class (Tier) Warlord (II) Research: 210 Knowledge
Type: Empire Upgrade Subtype: Resource Management
War Effort
The Empire's citizens support the war and work harder to ensure its victory. The Empire's cities generate an additional +10 Gold
Name: Garrison's Honor Class (Tier) Warlord (III) Research: 270 Knowledge
Type: Empire Upgrade Subtype: Unit Buff
Garrison's Honor
Units that are Garrisoned in cities with a wall gain a +2 Defense bonus. Units that are Garrisoned in cities without a wall gain a +3 Physical Damage strength bonus.
Name: Warrior Culture Class (Tier) Warlord (III) Research: 200 Knowledge
Type: Empire Upgrade Subtype: Resource Management
Warrior Culture
The Empire suffers no happiness penalties from the Enemy in Domain and Enemy at the Gates events. City migration time is also cut by 50% (rounded up).
Name: Conqueror Class (Tier) Warlord (IV) Research: 350 Knowledge
Type: Empire Upgrade Subtype: Unit Buff
Conqueror
Units gain an additional +50% Experience Experience for killing enemy units.
Name: Martial Arts Training Class (Tier) Warlord (V) Research: 800 Knowledge
Type: Empire Upgrade Subtype: Unit Buff
Martial Arts Training
Archer Archer, Cavalry Cavalry, Infantry Infantry, and Pikeman Pikeman units gain the Martial Arts Martial Arts ability.
Name: Thoroughbred Mounts Class (Tier) Warlord (V) Research: 700 Knowledge
Type: Empire Upgrade Subtype: Unit Buff
Thoroughbred Mounts
Mounted Mounted troops are provided with the best mounts in the Empire. Mounted Mounted units receive +15 Hit Points
Name: Warfare Class (Tier) Warlord (I-VII) Research: 60-900 Knowledge
Type: Empire Upgrade Subtype: Resource Management/Stat Modifier
Warfare 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 Berserker Class (Tier) Warlord (I) Research: 60 Knowledge
Type: Empire Upgrade Subtype: Unit Production
Produce Berserker
Enables the production of the Berserker in cities with a Warlord's Command.
Name: Produce Monster Hunter Class (Tier) Warlord (II) Research: 120 Knowledge
Type: Empire Upgrade Subtype: Unit Production
Produce Monster Hunter
Enables the production of the Monster Hunter in cities with a Warlord's Command.
Name: Produce Mounted Archer Class (Tier) Warlord (III) Research: 200 Knowledge
Type: Empire Upgrade Subtype: Unit Production
Produce Mounted Archer
Enables the production of the Mounted Archer in cities with a Warlord's Command.
Name: Produce Phalanx Class (Tier) Warlord (IV) Research: 400 Knowledge
Type: Empire Upgrade Subtype: Unit Production
Produce Phalanx
Enables the production of the Phalanx in cities with a Gladiator Pit.
Name: Produce Warbreed Class (Tier) Warlord (V) Research: 800 Knowledge
Type: Empire Upgrade Subtype: Unit Production
Produce Warbreed
Enables the production of the Warbreed in cities with a Gladiator Pit.
Name: Produce Manticore Rider Class (Tier) Warlord (VI) Research: 1200 Knowledge
Type: Empire Upgrade Subtype: Unit Production
Produce Manticore Rider
Enables the production of the Manticore Rider in cities with a Great Beast Lair.

Hero Bonuses[]

Hero Upgrades[]

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

Level Skill Ability Type Cost Effect
1 Blight Protection 20%Blight Damage Protection Passive 1 Hero gains Blight Protection 20%Blight Damage Protection
1 Armor Piercing Armor Piercing Passive 2 Hero gains Armor Piercing Armor Piercing
1 Break Control Break Control Active 2 Hero gains Break Control Break Control
1 Berserk Berserk Spell 5 Hero can cast Berserk Berserk spell.
1 High Morale(Ability) Blood Honor Leadership 2 Party gains High Morale(Ability) Warrior's Honor
1 Defense Command Defense Command Leadership 4 Party gains +1 Defense
1 Field Medic Field Medic Leadership 5 Party gains Fast Healing Fast Healing
1 Last Stand Last Stand Spell 5 Hero can cast Last Stand Last Stand
1 Lion's Courage Lion's Courage Spell 5 Hero can cast Lion's Courage Lion's Courage spell
1 Overwhelm Overwhelm Passive 2 Hero gains Overwhelm Overwhelm
1 Wall Climbing Wall Climbing Passive 2 Hero gains Wall Climbing Wall Climbing
1 Shout of Intimidation Shout of Intimidation Spell 5 Hero can cast Shout of Intimidation Shout of Intimidation spell
1 Warfare I Warfare(I) Passive 5 Hero gains +10 Casting Points Casting Points
3 Fire Protection 20%Fire Damage Protection Passive 1 Hero gains Fire Protection 20%Fire Damage Protection
3 Monster Slayer Monster Slayer Passive 2 Hero gains Monster Slayer Monster Slayer
3 Giant Slayer Giant Slayer Passive 2 Hero gains Giant Slayer Giant Slayer
3 Martial Arts Martial Arts Passive 2 Hero gains Martial Arts Martial Arts
3 Melee Command Melee Command Leadership 4 Party gains +1 Physical Damage melee strength
3 Shoot Bow Ranged Command Leadership 4 Party gains +1 ranged strength
3 War Cry War Cry Active 2 Hero gains War Cry War Cry
3 Warfare II Warfare(II) Passive 5 Hero gains +10 Casting Points Casting Points
5 Frost Protection 20%Frost Protection Passive 1 Hero gains Frost Protection 20%Frost Protection
5 First Strike First Strike Passive 3 Hero gains First Strike First Strike
5 Charge Charge Command Leadership 5 Party gains Charge Charge
5 Dragon Slayer Dragon Slayer Passive 2 Hero gains Dragon Slayer Dragon Slayer
5 Shock Protection 20%Shock Protection Passive 1 Hero gains Shock Protection 20%Shock Protection
5 Phoenix Warrior Phoenix Warrior Spell 5 Hero can cast Phoenix Warrior Phoenix Warrior spell
5 Warfare III Warfare(III) Passive 7 Hero gains +10 Casting Points Casting Points
7 Strong Will Blood Brothers Leadership 10 Party gains Strong Will Strong Will
7 Bleeding Inflict Bleeding Wounds Passive 3 Hero gains Bleeding Inflict Bleeding Wounds
7 Fleet Command Fleet Command Leadership 3 Party gains Mariner Mariner
7 Killing Spree Killing Spree Spell 5 Hero can cast Killing Spree Killing Spree spell
7 Steadfast Ward Steadfast Ward Spell 5 Hero can cast Steadfast Ward Steadfast Ward spell
7 Warfare IV Warfare(IV) Passive 7 Hero gains +10 Casting Points Casting Points
9 Bloodbath Bloodbath Spell 5 Hero can cast Bloodbath Bloodbath spell
9 Tireless Tireless Passive 6 Hero gains Tireless Tireless
9 Warfare V Warfare(V) Passive 7 Hero gains +10 Casting Points Casting Points
11 Relentless Army Relentless Army Spell 5 Hero can cast Relentless Army Relentless Army spell
11 Physical Protection Toughness Leadership 6 Party gains Physical Protection 20%Physical Damage Protection protection
11 Warfare VI Warfare(VI) Passive 9 Hero gains +10 Casting Points Casting Points
13 Warfare VII Warfare(VII) Passive 9 Hero gains +10 Casting Points Casting Points
Advertisement