Specializations | Classes AoW III Guide
Last update: 11 May 2016
While creating the leader, apart from the class, you can also determine his specialty. IT affects the available areas of research - both upgrades for the Empire as well as various spells. To some specialties, there are two levels - Adept and Master. The latter allows you to discover more potent skills but, the selection is only available after the Adept. For the main leader, you can choose up to 3 specialties which, in combination with the selected class, gives the full picture of the available upgrades and spells.
Below, you can find a list of the available specialties and the research areas that they enable:
Adept of Fire
Name | Type | Tier | Research cost | Effect |
Fire Node Mana Bonus | Empire Upgrades | 1 | - | The structures of Mana Nodes (i.e. Fire Nodes) generate additional 5 mana points. |
Domain of the Sun | Global Spells | 3 | 150 | From now on, the selected city favors the Tropical and Volcanic terrains. |
Summon Hell Hound | Global Spells | 3 | 160 | Allows you to summon Hell Hound. |
Fire Ball | Combat Spells | 1 | 80 | The fireball deals 10 physical damage and 12 Fire damage. |
Skin of Oil | Combat Spells | 2 | 100 | The selected enemy unit loses 1 point of strength, defense and resistance to magical attacks. Apart from that, it suffers 40% Fire Weakness. |
Master of Fire
Name | Type | Tier | Research cost | Effect |
Tropical Empire | Global Spells | 4 | 240 | Terrains of the Tropical type expand gradually from the Empire grounds. |
Summon Fire Elemental | Global Spells | 6 | 600 | Allows you to summon Fire Elemental. |
Fire Halo | Combat Spells | 4 | 220 | The selected unit receives total protection from fire (100% Fire Protection) and increased damage (+1, Fire). |
Hellfire | Combat Spells | 7 | 900 | All of the walls in the battlefield receive 30 damage, and units - 50 (Fire). |
Adept of Water
Name | Type | Tier | Research cost | Effect |
Water Node Mana Bonus | Empire Upgrades | 1 | - | The Mana Nodes structures (i.e. Water Nodes) generate additional 5 mana points. |
Freeze Water | Global Spells | 3 | 160 | Freezes the water hex for 3 turns. Units can move freely over that hex, without the losing a turn for boarding a ship. |
Summon Baby Kraken | Global Spells | 3 | 160 | Allows you to summon Baby Kraken. |
Rot | Combat Spells | 2 | 120 | Deals 10 damage to the selected Machine unit. This effect hops between machines, up to 3 times, if they are deployed within the distance of 3 hexes of each other. |
Vangeful Frost | Combat Spells | 1 | 70 | Deals 15 damage (Frost) to the selected unit. |
Master of Water
Name | Type | Tier | Research cost | Effect |
Drench the Land | Global Spells | 4 | 240 | The selected hexes are immediately turned into Wetlands. |
Summon Frost Elemental | Global Spells | 6 | 600 | Allows you to summon Frost Elemental. |
Healing Showers | Combat Spells | 4 | 250 | Restores 20 HP to all the units, within the radius of 2 hexes, of the selected one. Also, eliminates all of the Fire effects (e.g. catching fire). |
Great Hail | Combat Spells | 5 | 500 | Deals 20 physical damage and 5 (Frost) to the units within the radius of 2 hexes of the selected area. |
Adept of Earth
Name | Type | Tier | Research cost | Effect |
Earth Node Mana Bonus | Empire Upgrades | 1 | - | The Mana Nodes structures (i.e. Earth Nodes) generate additional 5 mana points. |
Domain of Earth | Global Spells | 3 | 150 | The selected allied city favors Subterranean terrains. |
Stoning | Combat Spells | 1 | 80 | Deals 24 damage to the selected enemy unit. |
Stone Skin | Combat Spells | 2 | 80 | The selected unit receives additional 3 defense points. |
Regenerate Walls | Combat Spells | 3 | 180 | At the beginning of each turn, walls regenerate 20 HP. |
Master of Earth
Name | Type | Tier | Research cost | Effect |
City Quake | Global Spells | 5 | 220 | Destroys one random upgrade of the enemy city and kills 20% of its population. |
Summon Earth Elemental | Global Spells | 6 | 600 | Allows you to summon Earth Elemental. |
Slow | Combat Spells | 4 | 240 | The selected enemy unit has a half of its movement points, until the end of the battle. |
Earthquake | Combat Spells | 7 | 900 | The walls in the battlefield receive 60 damage, and the units - 40. Ineffective against Flying and Floating units. |
Adept of Air
Name | Type | Tier | Research cost | Effect |
Air Node Mana Bonus | Empire Upgrades | 1 | - | The Mana Nodes structures (i.e. Air Nodes) generate additional 5 mana points. |
Domain of Winter | Global Spells | 3 | 140 | The selected allied city favors the Arctic type of terrain. |
Summon Zephyr Bird | Global Spells | 3 | 150 | Allows you to summon Zephyr Bird. |
Suffocate | Combat Spells | 1 | 80 | Deals 15 damage to the selected unit (impossible to cast on Undead, Machine and Incorporeal). |
Seeker Enchantment | Combat Spells | 2 | 120 | The selected units that attack at a distance, do not receive penalties to the damage that they deal, while shooting over obstacles. |
Master of Air
Name | Type | Tier | Research cost | Effect |
Arctic Empire | Global Spells | 4 | 220 | Terrains of the Arctic type gradually spread from the Empire terrains |
Summon Air Elemental | Global Spells | 6 | 600 | Allows you to summon Air Elemental. |
Haste | Combat Spells | 4 | 240 | The selected unit has, until the end of the battle a doubled number of movement points. |
Wind Ward | Combat Spells | 5 | 400 | All of the ranged attacks are less effective (-8 to damage). |
Creation Adept
Name | Type | Tier | Research cost | Effect |
Creation Node Mana Bonus | Empire Upgrades | 1 | - | The Mana Nodes structures (i.e. Creation Nodes) generate additional 5 mana points. |
Cleanse the Land | Global Spells | 3 | 150 | The selected terrains are turned into Temperate. |
Domain of Life | Global Spells | 3 | 150 | The selected allied city favors the Temperate type of terrain. |
Bless | Combat Spells | 1 | 60 | The selected unit receives a boost to Defense and Resistance (both +2) until the end of the battle. |
Holy Cure | Combat Spells | 2 | 100 | Restores 25 HP to the selected unit. The Undead and Machine cannot be healed. |
Creation Master
Name | Type | Tier | Research cost | Effect |
Temperate Empire | Global Spells | 4 | 240 | Terrains of the Temperate type spread, gradually, from the Empire domain. |
Codemn Killing | Combat Spells | 4 | 240 | The killer of the Devout unit, loses 3 Defense and Resistance points , until the end of the battle. |
Bane of the Unnatural | Combat Spells | 5 | 400 | Units deal more damage (+5, Spirit), when they attack Undead, Summoned or Magical Origin units. |
Resurrect | Combat Spells | 6 | 600 | Resurrects the selected allied unit with a half of its HP. Does not work on Machine and Undead units. |
Destruction Adept
Name | Type | Tier | Research cost | Effect |
Destruction Node Mana Bonus | Empire Upgrades | 1 | - | The Mana Nodes structures (i.e. Destruction Nodes) generate additional 5 mana points. |
Hasty Plunder | Empire Upgrades | 1 | 80 | Allows you to plunder the city immediately after you capture it. |
Scorched Earth | Global Spells | 2 | 140 | The selected allied city is razed to the ground immediately, after you lose it. |
Domain of Corruption | Global Spells | 3 | 150 | The selected city favors the Blighted terrains. |
Killer Instinct | Combat Spells | 2 | 100 | The selected unit deals additional damage to all races. |
Destruction Master
Name | Type | Tier | Research cost | Effect |
Storm Magic | Empire Upgrades | 5 | 450 | Damage-dealing spells are now stronger by 20%. |
Blight Empire | Global Spells | 4 | 240 | The Blight type terrains spread gradually from the Empire dominion. |
Wreck | Combat Spells | 4 | 240 | The selected enemy unit, of the Boat, Machine or Undead type suffers 40% Physical Weakness. |
Disintegrate | Combat Spells | 6 | 600 | Attempts to deal, to the enemy unit, 50 damage -if failed, the selected unit suffers a half of that damage. |
Expander
Name | Type | Tier | Research cost | Effect |
Fertility Rites | Empire Upgrade | 1 | 90 | The population of the Empire grows 15% faster. |
Rugged Pioneers | Empire Upgrades | 2 | 100 | Settler and Builder units receive additional 8 movement points and the Mountaineering skill. |
Expansionism | Empire Upgrades | 3 | 160 | Outposts receive additional 20 production points and double population growth. |
Swift Migration | Empire Upgrades | 4 | 260 | The Migrate option is immediately available. |
Explorer
Name | Type | Tier | Research cost | Effect |
Scout Training | Empire Upgrades | 1 | 60 | All of the Irregular units receive a boost to range of vision (+1). |
Off the Beaten Path | Empire Upgrades | 2 | 100 | The Irregular units receive a skill that limits the amount of movement points necessary to move over various types of terrain (Mountaineering, Forestry and Wetlands Walking). |
Trail Running | Empire Upgrades | 3 | 160 | The Irregular units receive additional 12 movement points. |
Explorer
Name | Type | Tier | Research cost | Effect |
Basic Seafaring | Empire Upgrade | 1 | 60 | Allows the units to move over water fields. Also, allows you to manufacture Frigate Warship in the cities with a port. |
Disjunction | Empire Upgrade | 2 | 90 | Dispels all of the spells used globally. |
Advanced Seafaring | Empire Upgrade | 3 | 140 | The units that move over water receive increased range of vision. Also, it allows you to manufacture Galleon Warship in the cities with a port. |
Advanced Logistics | Empire Upgrade | 4 | 420 | Decreases the cost of moving over roads, up to 2 movement points. The Flying units, also receive additional 3 movement points. |
Terraformer | Global Spells | 2 | 90 | Allows you to turn the selected terrain into Wetlands, Fertile Plains, Dense Vegetation or Barrens. |
Resurrect Hero | Global Spells | 4 | 220 | Resurrects the recently killed leader in the selected location. |
Dispel | Combat Spells | 1 | 60 | Dispels all of the negative magical effects from the selected unit. |
Banish | Combat Spells | 4 | 240 | Attempts to send away the enemy Summoned or Magical Origin. In the case of a failure, the unit disappears, otherwise it suffers 25 damage. |