Arch Druid | Classes AoW III Guide
Last update: 11 May 2016
Druids live in harmony with nature. Their units allow for good protection of their own territories, research areas mainly revolve around receiving of bonuses and buffing own units. They can also summon the more and more powerful beasts - they are the masters of nature, after all, and it is nature that often offers help to them.
The leaders receive the following bonuses:
+ 5 HP
+ 1 Resistance
- increased Vision range
Units
Name | Recruitment cost (gold) | Health points | Movement points | Defense | Resistance to magic |
Hunter | 75 | 30-40 | 32 | 9-10 | 8-10 |
Shaman | 130 (+ 30 mana) | 55-65 | 32 | 11-12 | 11-13 |
The main property of Hunters is their ability to cross various types of terrain, while sustaining a lower cost in movement points (the Forestry, Mountaineering, Wetland Walking, Arctic Walking and Swimming skills. Also, they can hide in forest (Forest Concealment). To a large extent, this is it, when it comes to their skills - they are regular archers, after all.
What is noteworthy is their ability to win enemy animals over to their side (Befriend Animal). Shamans also have the ability to cross all types of terrain without penalties (Free Movement). Additionally, they can hide in, as many as, 3 types of terrain- Forest, Mountain and Wetland. They can also attempt controlling enemy animals and try to immobilize the enemies (Entangling Touch).
Empire Upgrades
Name | Tier | Cost (research points) | Effect |
Produce Hunter | 1 | 60 | Allows you to manufacture Hunter in the cities with the Arch Druid's Dolmen upgrade. |
Wildlife Refuge | 1 | 80 | The summoned creatures have lower mana cost (--25%), and the units of both Animal and Monster types, lower gold cost (also - 25%). |
Hunter's Finesse | 2 | 100 | The Archer type of units receive Inflict Bleeding Wounds, which allows them to inflict bleeding wounds (additional damage). |
Animistic Knowledge | 3 | 160 | Treasure sites within the Domain generate additional income - +5 research points per turn. |
Beast Mastery | 3 | 140 | All of the leader's units (Animal and Monster type) receive Mind Control Immunity and increased resistance to magical attacks (+2 Resistance). |
Produce Shaman | 3 | 140 | Allows you to manufacture Shaman in the cities with the Arch Druid's Dolmen upgrade. |
Long Strider | 4 | 280 | The units of the Archer and Support types receive additional 8 movement points. |
Favored Enemy Dragon | 5 | 300 | Ranged units (Archer and Support) receive a skill that enables them to deal additional damage (+3) to Dragon type of units. It is only possible to choose one Favored Enemy research (...)! |
Favored Enemy Giant | 5 | 300 | Ranged units (Archer and Support) receive the skill that allows them to deal additional damage (+3) to Giant type of units. It is It is only possible to choose one Favored Enemy research (...)! |
Favored Enemy Monster | 5 | 300 | Ranged units (Archer and Support) receive the skill that allows them to deal additional damage (+3) to Monster type of units. It is It is only possible to choose one Favored Enemy research (...)! |
Additionally, Druidry I-VII, increases the number of the leader's Casting Points. The cost is 60/100/160/260/400/600/900 research points.
Global Spells
Name | Tier | Cost (research points) | Effect |
One with the Elements | 1 | 80 | All of the units receive an additional bonus (+50%) on the favored type of terrain, and also lower penalties (-50%) if they are on a disfavored terrain (the bonus concerns contentment). |
Summon Wild Animal | 1 | 60 | Allots a random Animal unit. |
Fertile Domain | 2 | 100 | Increases the growth of population, of the selected city, by 200. |
Summon Eldritch Animal | 2 | 100 | Summons a random Animal unit, which is better than the Summon Wild Animal spell would allow. |
Insect Plague | 2 | 120 | The selected city suffers a penalty (-25% production points). |
Sunburst | 3 | 160 | Deals 15 Fire damage to the selected enemy army . |
Poison Domain | 4 | 280 | The enemy units, in the domain of the city, on which a spell was casted, suffer damage of 8 (Poison) in each turn. Additionally, they lose 2 defense and resistance to magic points. |
Summon Gargantuan Animal | 4 | 220 | Summons an Animal unit, even more powerful than the previous spells would have allowed. |
Wild Growth | 4 | 260 | Changes the terrain (hex) type to Dense vegetation. |
Thorn Hedge Walls | 5 | 500 | The enemy units that move, during the battle, in a given city, suffer 8 damage if they cross the boundary around the city. Additionally, they can be entangled (they will be incapable of performing any action for the duration of 2 turns). |
Nature's Eyes | 5 | 500 | Shows all of the hidden and invisible units, whenever they enter the player's dominion. |
Summon Horned God | 6 | 600 | Summons the Horned God - a giant of very high statistics and excellent attack. |
The Wild Hunt | 7 | 990 | The leader's units receive Floating and Strong Will. The former allows them to travel over each type of terrain (except for Cavern Walls) at the cost of 4 movement points. Strong Will make units invulnerable to mind control and they receive absolute resistance to Spirit attacks. |
Combat spells
Name | Tier | Cost (research points) | Effect |
Revive Instinct | 1 | 60 | All of the enemy units that have the Mount skill, lose 12 movement points for 2 turns. |
Root Spears | 1 | 60 | Deals 20 physical damage and attempts to entangle the enemy unit (it then loses 50% of movement points in the following turn). |
Rust Strike | 2 | 100 | An enemy unit with the Armored attribute, loses 2 defense points or deals 20 physical damage to Machine units and attempts to weaken it (in the case of success, the unit loses 4 attack and defense points). |
Savage Rage | 2 | 90 | The selected Monster or Animal unit gains the Charge, First Strike, Armor Piercing, Overwhelm, Wall Crushing abilities and 3 points do physical attack until the end of the battle. |
Hornet Swarm | 3 | 180 | The hornet swarm deals 20 damage (Poison) to the selected unit. Additionally, you can skip, as many, as 4 times, in one go, onto the units within 3 hexes (one spell can, therefore, deal damage to 5 units, if they are close to each other). This does not work against Machine and Undead units. |
Twisting Roots | 3 | 160 | The reach of the enemy units that move on foot (Walking) is decreased by a half. |
Revitalize | 4 | 270 | The selected allied unit loses Cooldown necessary to reuse a skill, and regenerates + 50% movement points. |
Vengeful Vines | 4 | 280 | Deals 20 damage to walls, at the beginning of each turn, in battle. |
Call Ancestral Spirits | 5 | 500 | Summons the Ancestral Spirits until the end of the battle. |
Call Beast Horde | 6 | 700 | At the beginning of each round, summons a random Beast, to reinforce the leader in battle. |