Age of Wonders III

Age of Wonders III

Chivalrous Intentions
That Human  [developer] 6 May, 2020 @ 6:14am
Racial City Units Info
Note: This list does not cover Mystical City Upgrades. I might make that list on a later date.

Draconians:
While a human would be no match against a draconian one-on-one, their armies usually lack the necessary numbers and resources to match more technologically advanced races. Instead, they rely on clever use of the elements and mobility.
No Buildings:
Whelp: A blight-oriented Hatchling that can turn into any of the green-skinned Draconians available in the city. Is slightly resistant to fire, much like some of it's later forms.
Barracks:
Warrior: Light infrantry that can cause bleeding. A more defensive alternative to the Crusher.
Shooting Grounds:
Huaracan: An archer-class unit armed with a sling and a shield. Can cripple enemies with his shots and melee strikes.
Rider's Hall:
Lizardry: Versatile cavalry that moves quickly through forests. The predatory raptors prevents enemies from falling back without taking casualties.
Shrine:
Coldspawn: A frost-oriented Hatchling that can turn into any blue-skinned Draconian otherwise requiring a Mystical City Upgrade. Cannot shoot in melee range!
Temple:
Sage: Support unit focused on breaking spells and removing ailments. His multi-elemental attack useful in numerous situations. Can daze on gold rank.
Grand Palace:
Lancer: Flying light pikeman that charges ahead into the enemy with devastating results. Frail but deals considerable damage. Sprint on gold rank.
Strider: Powerful cavalry unit. Effective against machines and keeping enemies engaged. Can crush walls and inflict fear on rank.
Harbor:
Sea Drake: Large warship with a flamethrower. Can immolate enemies but is itself weak to fire.

Dwarves:
Nobody loves the forge quite like the dwarves, and armor is their specialty. They focus on heavy footsoldiers, cavalry rarely coming to mind. They are unique in that they can produce armies solely out of the production building line if they so wish, at the expense of versatility.
Barracks:
Axewielder: Two-handed infantry with a heavy shield on his back, preventing flanking and backstabbing.
Arena:
Rager: Dual-wielding unarmored dwarf that breaks guard. Can evolve into a set of different T2 infantry units.
Shooting Grounds:
Sparrowhawk: Archer resistant to ranged attacks.
Warhall:
Housecarl: Heavy infantry with defensive strike effective against other armored units. Gains Defender on gold rank.
Master's Guild:
Mastersmith: Two-handed heavy infantry. Effective against machines and immobilized enemies. Can maintain machines and gain meteoric armor on rank. Resistant to ranged attacks.
Grand Palace:
Steelguard: Heavy pikeman with shield. Very strong against physical attacks and ranged but slightly weaker than other dwarves versus the elements.
Patriarch: Heavy infantry with all the inherent strengths of dwarven infantry. Can inflict crippling wounds and gain strong will on rank.
Harbor:
Claw Rig: Large warship that fires cannonballs and grapeshot.

Frostlings:
While their reliance on frost damage plays well into debuffing, something they take great pleasure in inflicting on their foes, it isn't useful in all situations. Because of this, some of their new units have decided to use more conventional weapons.
Shooting Grounds:
Bowyer: Archer with pure physical attack and razor projectiles.
War Hall:
Atgeir: Light pikeman that can pierce armor and climb walls.
Mounted Raider: Shielded light cavalry that overwhelms. Gains First Strike on gold rank.
Huskarl: Infantry with defensive strike with pure physical attack with otherwise most of the raider's strengths. Gains Guard Breaker on gold rank.
Grand Palace:
Rime Knight: Shielded cavalry with strong attack. Can inflict chilling and is immune to mind control. Furthers it's debuff and damage capabilities on rank.
Harbor:
Reaver: Large warship that can fire a powerful harpoon on the move, causing bleeding and have frost damage on all attacks.

Goblins:
Physically weak, goblins excel instead in numbers and underhanded methods, typically diseases. What separates the lowly goblins from their superiors is their disregard for their own safety.
No Buildings:
Spearling: Very cheap infantry that slowly becomes a pikeman through ranks.
Slinger: Very cheap archer.
Arena:
Headsman: Two-handed infantry effective versus incapacitated enemies.
Warhall:
Skewer: Pikeman that can pierce armor.
Poxmaster: Irregular bowman that can debuff enemies and is effective in both melee and ranged combat.
Laboratory:
Bomber: Goblin that causes a powerful explosion on death. Will run up to enemies with torches and set them on fire in order annoy them until they get hit back, resulting in shared death.
Grand Palace:
Ravager: Life-stealing Flying cavalry that can drop nets and devour the dead and undead. Effective scout and can wingbeat on rank.
Temple:
Witch Doctor: Caster with spirit damage effective at countering undead and summons. Can control undead on gold rank.
Harbor:
Stingboat: Small ship that shoots mosquito darts. Stinks terribly. Gains sabotage on gold rank.

Halflings:
Halflings are not the greatest fighters but they will improvise with sometimes surprisingly good results. Not the strongest in close quarters, but their ranged skill is not to be underestimed.
Barracks:
Crossbow Militia: Archer with a heavy crossbow. Pierces armor on gold rank.
Arena:
Shieldbearer: Shielded light infantry with defender. Good at holding position.
Shooting Range:
Bowman: Archer. Quickshot on gold rank.
Warhall:
Kern: Irregular being both a ranged unit and a pikeman though lacking Pike Square. Gains higher mobility on rank.
Guard House:
'Ardy Fellow: Pikeman that heals faster. Can cripple and taunt on rank.
Rider's Hall:
Horseboy: Fast cavalry effective against goblins and other halflings.
Grand Palace:
Fireworks Cart: Artillery that shoots three fireworks at target enemy from long range. Powerful but very weak to fire. Improves army morale on gold rank.
Harbor:
Coaster: Small warship that can shoot fireworks. Can repair itself and other ships on gold rank.

High Elves:
Having lived for centuries, elves have become quite versatile in their tactics. While famously the greatest of archers, their other forces are nothing to scoff at either, though they lack much in terms of troop variety for most of the midgame.
Barracks:
Hearthguard: Shielded pikeman.
Arena:
Vanguard: Two-handed infantry with first strike.
Warhall:
Scout Rider: Light cavalry good at reconassaince.
Grand Palace:
Noble Archer: Heavy archer. Can cripple enemies and gain Total Awareness on rank.
Noble Guard: Heavy shielded pikeman with defender. Gains improved morale and Total Awareness on rank.
Harbor:
Stormbreaker: Large warship strong against shock. Can fires ballista shots instead of a cannon but has an additional ballista turret that can fire on the move.

Humans:
A very class-based society, the elite prefer to fight from horseback while the common folk fight on foot. While versatile, cavalry truly is the strength of human armies and dominate their high tier troops.
Barracks:
Pikeman: Cheap pikeman unit with lowered upkeep.
Rider's Hall:
Lancer: Cavalry with devastating charge. Can evolve into Knight, Zephyr Knight or Gendarme.
Hall of Chivalry:
Foot Knight: Two-handed infantry with a poleaxe, making it effective against pikes and shields as well as cavalry and flyers.
Grand Palace:
Palace Guard: Pikeman with defender and overwhelm.
Marksman: Archer that gains blessed arrows on bronze rank.
Gendarme: Heavy cavalry that crushes enemies with first strike, overwhelm and devastating charge. Gains polearm and armor piercing. Powerful in field battles, weak in sieges.
Harbor:
Caravel: Ship with front cannon and fire broadsides with falconets.

Orcs:
Brawn and close quarters violence is such an important thing to orcs that it unfortunatly makes weapons such as bows quite uninteresting if not outright disgusting to them. Because of this, they excel in close quarters, but have little in terms of ranged attacks.
No Buildings:
Drudge: Weak, cheap infantry that can tunnel underground. Can cut down trees on rank.
Arena:
Rusher: Uncontrollable infantry that rushes into enemies and break their guard, something it lacks by itself. Will be confused when attacking in sieges unless the gates or walls are breached.
Rider's Hall:
Heavy Cavalry: Armored cavalry. Slow for a horseman, but very tough.
Grand Palace:
Siege Trooper: Heavy tireless pikeman that can climb walls.
Bulwark: Heavy infantry that is nearly impervious to physical ranged attacks with defensive strike.
Harbor:
Hullpiercer: Large Warship with a very powerful ram as it's only weapon.

Tigrans:
With armies built around frightening speed and clever tactics, Tigrans are the kings of skirmishes. They strike hard and fast, but require good maneuvering.
Arena:
Epsilon Warrior: Infantry with defensive strike resistant to ranged attacks.
Warhall:
Javelineer: Irregular that throws javelins and can sprint. Can Throw Sun Spear on gold rank.
Rider's Hall:
Mahout: Elephant rider with wall crusher, devastating charge and guard breaker. Gains killing momentum on gold rank.
Grand Palace:
Overseer: Melee support unit that can cast Lion's Courage and improves morale of nearby allies. Can absorb pain on gold rank.
Harbor:
Zebec: Large warship that can fire a sun disc and throw sun spears.
Last edited by That Human; 3 Sep, 2020 @ 8:43am
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Showing 1-2 of 2 comments
King of Quiek 28 May, 2020 @ 11:25am 
Many thanks for making the list, it's appreciated.
Last edited by King of Quiek; 28 May, 2020 @ 11:25am
ReverseRaven 7 Jun, 2020 @ 2:59am 
Indeed. Many thanks for this. Really helps me decide when I'm thinking what to play as.
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