Dreadnought | Classes AoW III Guide
Last update: 11 May 2016
This class specializes in lethal war machines. They make it considerably easier to fight all sorts of battles and sieges. There is a, relatively, small number of spells available here - the strength of this class lies in the siege units.
Heroes and leaders receive the following bonuses:
+1 defense point
- An attribute: Armored
Units
Name | Recruitment cost (gold) | Health points | Movement points | Defense | Resistance to magic |
Engineer | 70 (+10 mana) | 27-37 | 28 | 9-10 | 8-9 |
Musketeer | 80 (+20 mana) | 43-53 | 28 | 11-12 | 8-10 |
Flame Tank | 140 (+30 mana) | 60 | 28 | 12 | 10 |
Golem | 160 (+40 mana) | 76 | 28 | 12 | 10 |
Cannon | 150 (+30 mana) | 60 | 28 | 11 | 10 |
Ironclad Warship | 150 (+30 mana) | 90 | 48 | 15 | 12 |
Juggernaut | 320 (+80 mana) | 110 | 28 | 15 | 11 |
The engineer unit can reload another machine, which eliminates cooldown, and the necessity to wait until the machine is ready to fire again. The upside of the musketeers is the excellent attack (Fire Musket), which can sometimes wipe the enemy away in one shot, if fired at sufficiently close distance. Flame Tank is excellent against enemy units- it deals as much as 25 damage (Fire) to all the units that stay sufficiently close to the attacked unit. The cannon, on the other hand, is excellent for destroying enemy machines and attacking walls. Golem is and unit that works perfectly at close quarters and has increased defense against ranged attacks (+4 Defense). A real jewel is the Juggernaut - absolutely perfect a unit. its attack (Fire Mortar) deals as much as 40 damage (20 physical, 20 Fire) and can damage units within the radius of 1 hex of the attacked unit. Additionally, if surrounded, it can Fire Broadside, once per battle, which literally obliterates all of the units around (30 physical damage). The marine counterpart of the Juggernaut is Ironclad Warship. It is worth mentioning that all of machines lack the ability to regenerate and, regardless of the race, they have relatively few movement points.
Empire Upgrades
Name | Tier | Cost (research points) | Effect |
Steam Powered | 1 | 70 | Great Farms and Gold Mines, located within the player's Domain, generate additional income (+5 gold per turn). |
Produce Engineer | 1 | 60 | Allows you to manufacture Engineer in the cities with the Dreadnought's Foundry upgrade. |
Solid Engineering | 2 | 100 | The Armored and Machine units receive an additional defense point. |
Produce Musketeer | 2 | 100 | Allows you to manufacture Musketeer in the cities with the Dreadnought's Foundry upgrade. |
Great Blacksmith | 2 | 100 | Manufacture of the units with the Armored attribute is cheaper by 10% gold. |
Produce Flame tank | 3 | 160 | Allows you to manufacture Flame Tank in the cities with the Dreadnought's Foundry upgrade. |
Structural Insight | 3 | 150 | Irregular units receive the Sabotage skill. |
Produce Ironclad Warship | 3 | 260 | Allows you to manufacture Ironclad Warship in the cities with a harbor. Additionally, if you have researched into Shipbuilding, the units boarded onto boats will, from now on, move on the Ironclad Warships, instead of the weaker frigates. |
Modern Warfare Training | 4 | 150 | Machine and Archer units, manufactured in cities, receive an additional rank. |
Produce Cannon | 4 | 260 | Allows you to manufacture Cannon in the cities with the Dreadnought's Foundry upgrade. |
Side Arms | 4 | 220 | Cavalry units can also attack at a distance, thanks to the Fire Pistol skill. |
Produce Golem | 5 | 440 | Allows you to manufacture Golem in the cities with the Dreadnought's Foundry upgrade. |
Mana Fuel Factory | 5 | 400 | Machines cost 10% gold less to manufacture. |
Produce Juggernaut | 6 | 600 | Allows you to manufacture Juggernaut in the cities with the Dreadnought's Foundry. |
Additionally, Invention I-VII, increases the amount of main leader's Casting Points. The cost is 60/100/160/260/400/600/900 research points.
Global Spells
Name | Tier | Cost (research points) | Effect |
Mana Fuel Cells | 1 | 60 | The selected allied city receives a bonus for the additional characters, of 20 production points. |
Summon Spy Drone | 1 | 60 | Allows you to summon Spy Drone. |
Supress Nature | 3 | 160 | Units and cities do not receive penalty to contentment, if on disfavored terrain. |
Dragon Oil | 4 | 280 | Surrounds the selected allied city with a ring of fire. The units that move across this ring, in battle, receive 8 damage (Fire). Additionally, they can catch on fire (3 damage per turn, -2 strength, defense and resistance to magic, for the duration of 2 turns). |
Forge Blast | 5 | 420 | Destroys one, random, upgrade in the enemy city and deals 20 damage to each unit in the central hex of the city. |
Spelljammer | 5 | 400 | Erects a structure that disables spellcasting in everyone, apart from the player, within the radius of 3 hexes. The cost of the structure is 30 mana and gold, and it takes 2 turns to be completed. It is best to erect it around your cities. |
The Great Mobilization | 7 | 950 | Machine units receive a bonus of additional 8 movement points and 2 to attack, defense and resistance to magical attacks. |
Combat spells
Name | Tier | Cost (research points) | Effect |
Flash Bang | 1 | 60 | Deals 4 physical damage and 3 Fire damage, while attempting to blind the enemy unit. In case of a failure, the range of the attack is limited to 1 hex, for the duration of 2 rounds. |
Repair Fortification | 1 | 60 | Regenerates the wall's or the gate's HP to its maximum value. |
Overload | 2 | 90 | The selected allied machine deals more damage (+10) until the end of the battle, however there is a risk that it will be stunned for 2 turns (impossibility to move). |
Force Field | 2 | 100 | The selected allied unit receives increased frost Fire and Shock damage (by 60%) for 3 turns. |
Reassemble | 3 | 140 | Repairs the destroyed allied machine and restores 33% of its HP total. |
Weapon Kit | 3 | 140 | The allied Infantry or Pikemen units receive, until the end of the battle, Fire Blunderbuss, Sabotage and Throw Net. |
Summon Siege Engine | 4 | 220 | Summons a random machine to the battlefield, until the end of the battle. |
Choking Fumes | 5 | 400 | All of the units in the battlefield suffer -6 movement points and -2 defense, melee attack and resistance to magic. This does not concern Dragon, Machine, Undead and Incorporeal units. |
Dampening Field | 6 | 600 | Doubles the amount of mana and Casting points, of all the players, apart from the player, necessary to cast the spell. |
Destabilized Mana Core | 7 | 800 | The explosion that occurs within 2 turns and deals 6 fire damage to all the units in the battlefield. For obvious reasons, it is best to use this spell against the enemy with a large advantage in numbers, in a situation when you can allow yourself to lose your army. |