Mini Guide to the game from the mid-late stage. The build, if you can call it that, is adaptive with options.
Age of Wonders 4 Guide
The description will contain abbreviations:
- M/Z - magic spells, can be used directly in battle.
- M/C - magic spells, spells cast on the global map, giving a permanent bonus to your army. Maintained constantly for mana and money.
- M/T - small transformation of the race, spells cast on the global map, giving a permanent bonus to your race; no need to spend mana on support.
The choice of race skins is up to you!
Также рекомендуем сайт наших партнёров — ТОП лучших игр.
physical feature
Choose one of the following bonuses.
Are the first two universal? with the possibility of replacing fighters with ranks / grades / shooting ranges higher
- Strength - +10% damage (Universal build), damage increase
- Hardness - +2 physical / armor (Universal build), to increase protection
Next - two narrowly focused options, the whole build will go from this:
- Nightmare Riders + Intimidate Aura : For more advanced players.
- Unicorn Riders + jump ; not a very attractive option, but there is a useful mini-teleport for getting closer to the enemy.
Mental Feature
- Guile : +25% Flank Damage!
- Initiative : Allows you to move forward during your turn
- Suppression Tactics : Grants +20% Crit ChanceStrike when an ally with the same effect is nearby. That is, you will have to break in with the first detachment without advantages, but already with the second attack so as to be next to the ally and activate the bonus.
culture
- Darkness : Get strong effects that are difficult to implement. +20% damage against weakened enemies (magic - a deadly curse); when you hit a weakened target, you gain regeneration. The starting bonus is the ability to take a knight's lance. One of two cultures where kyo can be obtained.
- Barbarian : In a word, they won't stop you. The power of barbarian culture is in the Ritual of Zeal. If you perform the ritual in a city or outpost, restore 50% of life and 100% of movement points, remove the effect of fatigue from the march. The first attack in the battle deals an additional 8 points of poison damage, but only 1 time.
- Feudal : the ability of a single system (feudal ruler). This culture is designed to fight in the ranks, so we choose the features of the race based on it. Lord Feudal has another nice feature; depending on the choice, it can boost the economy or, being a warlord, once a day after the battle, restores 25% of the turn and 5 health of its warriors. A trifle, but nice.
- Artisan : pure protection and survivability. The ability to become stronger when taking damage.
Social features
The most important thing is rune kuZnets, giving a 30% discount on the content of magic spells and learning speed. The reason is a large amount of mana. In my battles, the cost of the M/C spell reached 1000+/- mana per turn. The more wars you have, the higher the costs! As soon as the mana runs out, all bonuses will be disabled. Yes, and the mana itself is needed in other places!
The second feature is chosen to your liking.
As an option - prolific masses to get a discount on the upkeep of the troops. Or - Mana-dependent (opens in the pantheon), giving lifesteal after casting any spell in battle.
Main idea of the build
Further, the entire build will be based on shock cavalry. However, before getting the horses, you can play from any attack aircraft (warriors with a fist icon).
Key Books
- Book of the Beast, Volume 1, Hero's Pack Leader Ability +10% Critical Chance for Beasts and Riders. Animal Proximity spell, minor folk transformation +10% damage and +10% crit chance for beasts and riders. Call of the Wild, you can stack buffs up to 5 times for +10% damage and +1 defense. Nice bonus debuff of the enemy.
- Book of the Horde. You are only interested in a small transformation of the people (+20% damage). Taking this book, we follow the path of the glass cannon, counting on one strong blow.
- You can take the Book of Enchantment, the Cleaving Blades spell to break through well-protected enemies; Enchanted Shield will help with resistance, but W??vye tools - with construction.
- Book of Loyalty Bundle 1: Ardent Legion and 2: Inspirational Psalm give the same % damage but buff in combat. When you fight 3 by 3 armies, the troops are stretched across the battlefield, and therefore it is difficult to implement.
- Book of Masters, volume 2 levels. A definite choice for the buff Masterwork Weapon — +30% to crit chance (but I doubt the description is correct; most likely gives about +15-20%).
- The Lighthouse Book, Volume 2. The spell "Blessed are the Meek" makes all our warriors Loyal (-10% army upkeep). Taking the hero's ability "Hero of the Faithful", we get +20 to morale at the beginning of the battle and after the first kill - about 50-60% to the probability of critical damage, taking into account Master weapons.
- Book of Rampage Volume 2. There is a wonderful Demon Skald with very strong buffs, however it will slow down a mobile army. The Feasting Heart and Bloodfury Blades complement each other well. Blades grant +2 physical damage and +5 morale for killing an enemy. Additionally increase damage by 10% per kill.
- Book Harbinger of Doom, Volume 2. M/C "Cruel Weapon" gives +30% damage, but with the condition that the morale of the enemy must be low or worse. The volume also contains everything you need to reduce combat bugs. M/W/T "Joy Stealers" lowers the enemy's morale by 3 points for each missed hit. Combat spell?"Invoke Despair" for each application removes 15 units of morale in a small radius. "Prelude of Doom" is a spell for the global map. There is the hero's ability "Cruel Weapon".
- The key book to build is The Book of Conquest, Volume 3 . Here are our brave guys who kill everything in their path - the Tyrant Knight, a shock cavalry that cannot be counterattacked. Owns the Onslaught giver bonus - 20% damage per cell passed (maximum - 60%). They take away 10 units of morale if at least 2 cells have passed to the enemy. We are also interested in M/C "Aura of intimidation". At the end of our turn, the enemy suffers a morale penalty if they are near warriors. The hero can take the skill of the same name if we are going to wedge into the enemy formation.
- Book of Wild Power, Volume 3. Here the hero's ability "Beast Tamer" is of interest, which makes warriors immune to mind control.
- Book of Destruction Volume 3 When killed, the enemy explodes, dealing 20 fire damage around them, but only to their own. I take this book only if I am sure that the enemy did not go into mind control! Although in the later stages, few people survive the first blow of the cavalry. In the same volume, there is a useful unit "Born for War". You can adapt the whole build for it, so as not to focus too much on the cavalryfrom the very beginning of the game.
- On the fourth dash of books, two volumes are of interest. The first one is the Book of Demon Gates with Ascend into Demon for fire magic immunity and the Rampage effect, which helps to stack the damage buff faster. It is important to understand that the Rampage effect stacks with the same buffs as the Call of the Wild spell.
- And the alternative is the Book of Ascension, which grants "Angelic Transformation" and immunity to control.