Sorcerer | Classes AoW III Guide
Last update: 11 May 2016
The sorcerer does not have powerful units up his sleeve, which he could manufacture, or any meaningful upgrades that improve the condition of the Empire. His strength lies in powerful global and combat spells, and also in the units that can be summoned to the battlefield, with spells.
Leaders receive the following bonuses:
+1 Resistance point
- Skill: Channeler
Units
Name | Recruitment cost (gold) | Health points | Movement points | Defense | Resistance to magic |
Apprentice | 90 (+25 mana) | 35-45 | 28 | 9-10 | 10-12 |
There is only one unit available for recruitment. It's attack is weak, but its strength lies in skills. It can steal a spell of an enemy unit and use it (Steal Enchantment), heal magical beings (Mend Magical Being), and also dispel the magical effects from the selected unit (Dispel Magic).
Empire Upgrades
Name | Tier | Cost (research points) | Effect |
Arcane Study | 1 | 80 | The buildings available in the cities (Alchemic Laboratories and Observatories), generate additional income of 5 research points. |
Channeler | 1 | 80 | The leader receives 5 additional Casting points. |
Produce Apprentice | 1 | 60 | Allows you to manufacture Apprentice in the cities with the Sorcerer's Conflux upgrade. |
School of Teleportation | 2 | 100 | Support units receive the Projectile Resistance and Phase skills. |
Magical Structures | 3 | 180 | Treasure Sites and Mana Nodes, located in the player's w Domain generate 5 additional mana points. |
School of Enchantment | 5 | 450 | Support units receive the Stun skill- their attacks can stun the enemy unit for the duration of one turn. It will, then, be unable to perform any action. |
Additional Sorcery I-VII, increase the amount 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 |
Glyphs of Warding | 1 | 80 | When the Domain of the selected allied city is affected by this spell, the enemy units, in the domain of the city, receive 10 damage (Shock) in each turn that they are staying within the city's reach. |
Summon Wisp | 1 | 60 | Allows summoning Wisp. |
Invoke Extraordinary Mount | 2 | 90 | Summons an egg, from which a mount hatches (it can b placed in the leader's inventory). |
Summon Phantasm Warrior | 2 | 120 | Allows summoning of the Phantasm Warrior. |
Dread Omen | 2 | 100 | The selected enemy city receives penalty to population (-100). Additionally, the enemy units that are staying within the Domain of the selected city, receive penalty to contentment (-500). |
Summon Fantastic Creature | 3 | 160 | Summons a random unit (Creature). |
Dome of Protection | 3 | 160 | The selected allied city becomes resistant to all spells. |
Lighting Storm | 3 | 180 | Deals 5 physical damage and 10 (Shock) to the selected enemy army. |
Enchanted Walls | 4 | 280 | Encloses an allied city with a force field. The units that cross the field, outside of battle, receive damage (Shock) and may be stunned. |
Summon Node Serpent | 4 | 220 | Allows summoning of the Node Serpent. |
Summoner's Aura | 4 | 270 | The summoned units and beings of Magical Origin receive +2 Defense, +4 Resistance and the Regeneration attribute, thanks to which their Health points at the beginning of each turn. |
Spell of Return | 5 | 500 | Teleports the selected army to the player's Throne City. |
Summon Eldritch Horror | 6 | 700 | Allows summoning the Eldritch Horror. |
Age of Magic | 7 | 1000 | The main leader receives 50 additional Casting points. |
Combat Spells
Name | Tier | Cost (research points) | Effect |
Magic Fist | 1 | 70 | A spell that inflicts 21 damage (physical) to the selected enemy unit. |
Star Blades | 1 | 60 | The selected allied unit receives the Inflict Shocking attribute and +1 to attack of this type (Shock) until the end of the battle. Its attacks can shock the enemy unit, which results in losing of 8 movement points for the duration of 2 turns, by that unit. |
Sphere of Protection | 2 | 100 | Boosts resistance to physical attacks (+80% Physical Protection) for the duration of 2 turns. |
Harmonizing Energy | 2 | 100 | Restores 30 HP to the selected allied unit. very useful in slightly dire straits. |
Arcane Binding | 3 | 150 | Allows you to attempt seizing control over a magical enemy unit (Magical Origin), or over one that has been earlier summoned into the battle. (Summoned). In the case of failure, the unit loses 50% of its movement points (for the duration of one turn). |
Chain Lighting | 3 | 160 | A spell that deals 18 damage (Shock) to the selected unit. It can hop onto the other units for 4 times if they are deployed within the appropriate distance (3 hexes). Ideal to be cast at the beginning of the battle, when the enemy units are, usually, close to each other. |
Cosmic Spray | 4 | 240 | The selected enemy unit, and the other ones, within the distance of up to one field, receive damage of each type (up to 24). |
Static Sphere | 4 | 260 | The allied unit receives a shield, thanks to which each attack against that unit is reflected back to the enemy, for 5 damage (Shock). |
Mass Stasis | 5 | 440 | Attempts to immobilize all of the enemy units in the battlefield. In the case of failure, they lose 25% of their movement points, per turn. |
Double Gravity | 5 | 400 | Deprives all of the Flying units of their ability to fly, which makes them unable to fly over walls. . |
Static Electricity | 6 | 700 | All of the units in the leader's army receive Static Shield, and all of the units in the enemy's army suffer a 20% Shock Weakness. |
Chaos Rift | 7 | 900 | Each round, during the battle, an unit is summoned into the battlefield, which then sides with the summoner. Additionally, 20 damage is dealt (Shock) to 2-3 random enemy units (also each round). |