General information | Classes AoW III Guide
Last update: 11 May 2016
Leaders and faction leaders, apart from the race, to which they belong, also belong to a class. It influences, mainly, the availability of research paths, that improve on the overall condition of the Empire and unlock spells that you can cast. These skills are class-exclusive, each of the classes has a different set. Additionally, depending on the class that you choose, you can access special units - again, they depend on the class. Therefore, the class-selection has an immense effect on the game - different spells, upgrades for the Empire, different units and also different skills available for the leaders. There are 6 separate classes in the game:
Arch Druid - his domain are the forces of nature.
Dreadnought - Provides better war machines.
Rogue - skillful assassins.
Sorcerer - powerful warlocks.
Theocrat - specialize in defensive magic and blessings.
Warlord - the class for the players who favor constant war.
Research
As the faction leader, you can conduct research, which provides you with bonuses, while expanding your Empire, and also allow you to discover many spells. The available research branches, of course, depend on your class and specialty (more about that in the chapter entitled Specialties). The research directions are randomly selected from the pool of the available ones, although the most powerful ones become available only after you have discovered the most basic ones (the research branches are divided into tiers, which reflects their complexity - the higher the tier the more research points you need to spend and the more turns you will have to wait). Remember that you can research into new areas only when your leader is alive - in the case in which he is defeated in battle , the research will be halted until he respawns in the Throne City. The number of turns necessary for the research into an upgrade depends on the income in your Empire (research points): the number that you need is divided by the number of points that you receive per turn. The result shows how much time it is going to take to research into the specific item. The progress in research is saved. This means that, if you need to change the direction of research, out of a sudden, after you return to the previous research, it will start at the point at which it was stopped.
What can you research into:
- Empire Upgrades - skills, that affect your Empire passively, e.g. Basic Seafaring, which allows the units, which do not have this skill, to cross water fields.
- Global Spells - spells that can be cast in the strategic map. They can e.g. modify the area or dissipate the negative effects active in the allied cities. Remember that, apart from the cost of casting a spell, you also need some mana, each turn.
- Combat Spells - spells that you can use in battle, on the battle map. Some of them affect the entire map, whereas the other ones are buffs for the allied units, and still the other ones deal damage to enemy units.
Units
Each class can research, apart from spells and upgrades, special units. They are unique for each class, and they are of the same race as the city in which they were manufactured. The differences between them are minor (e.g. lower number of HP in the Goblin Hunter than in the case of the Human Hunter). Also, they receive race skills. You can manufacture units thanks to special buildings, which can be erected in the city - the name is different for each race but, the results are the same. You can own only one such type of building. Therefore, it is impossible to recruit, during the same scenario, units that belong to class different than the class of the leader.