We've worked hard to fix the predictable nature of randomly generated maps from the previous games in the series, so that each map feels new and interesting.Good flow and balance e.g. Support for many, varied map types, suach as land locked maps, Island Maps, Underground Maps, etc.The RMG gives you the experience of truly exploring and conquering varied uncharted worlds both in single and multiplayer games.In addition to hand crafted story campaigns and standalone scenarios, Age of Wonders III offers a Random Map Generator (RMG) The Archdruid Class can be mixed with any of the six races and can be further augmented using specializations leading to additional magical skills.Bestows Floating and Strong Will on all the caster's units. The Wild Hunt - The caster's forces have become one with the wild, gaining an unswayable will and the ability to move at extreme speeds over any type of terrain.The effect jumps a maximum of 4 times to other enemy units 3 or less hexes away. Hornet Swarm - Deal 25 damage to target enemy unit.All Walking units on the battlefield have their movement radius halved. Twisting Roots- Forces the roots that run deep down in the earth to the surface, impeding all units moving by land.
Like the one great buck that all hunters envy with its impossibly large antlers, it passes through tangled trees and hunter's nets unobstructed.
The animals of the forest are its children. Like the mighty oak, it will weather an ice storm, but despises destructive fire. The Horned God - In the quiet forest walks the Horned God.These include giant spiders, serpents and birds.
Gargantuan Animals - The Arch druids can summon giant wild beasts to join their armies.Ancestral Spirit – Arch druids can call these spirits of their forefathers as reinforcements during battle.To master the forces of nature, they do not blindly protect life, for death is the natural consequence of life." -"Gifted Lords of the Third Age" by Ralinstone Pedant, ChroniclerĮxamples of Archdruid Class Units include: The Arch Druid Lords I encountered ruled with unquestioned power that at times seemed cruel, but upon reflection is justified by their need for constant balance. Even the trees appear to bend to the Arch Druid’s will. Their domains are well guarded by hunters, shamans, and wild beasts. Their lands burst with life, sweet springs overflow bringing lush wilderness to arid wastelands. Their cities are natural, self-sufficient places founded on the bedrock of natural balance. "Arch Druids lead from natural sanctuaries in remote locales. Today we reveal details of the Arch Druid Class. Leader characters range from Elven Princesses, to Machiavellian Rogues and ruthless Warlords. RPG style skills are extrapolated to affect a whole empire. The leader persona of the players, consisting of a main class, race, and specializations, forms the heart of their realm. It makes the gameplay on both the strategic and battle maps more immersive than ever, while retaining the gameplay and feel of the previous games.Īge of Wonders III introduces RPG-style, class-based character building to the strategy genre. The new engine truly reflects the choices players have made by affecting how their realm and units are represented. We want players to be able to choose between lots of different play styles, without being restricted by fantasy clichés, like All Goblins Are Evil. For example: as a Goblin Theocrat you can build your own holy empire, recruit little goblin crusaders or cute winged goblin angels equipped with flaming weapons, and wage war on your heathen enemies. In Age of Wonders III, we extrapolate RPG style classes to be the leaders of fantasy empires. The world-changing conflict plays out on sweeping landscapes, loaded with mythical locations waiting to be uncovered, conquered and exploited. By introducing unique RPG-inspired classes and specializations, players are able to craft empires of their own design, developing unique strategies and play styles.