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Age of Wonders III Game Guide & Walkthrough by gamepressure.com

Age of Wonders III Game Guide & Walkthrough

Table of Contents

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.

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