It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
avatar
Bookwyrm627: It is true that some skills can only be taken at character creation. I don't think it is listed in the game or manual anywhere, not explicitly anyway.
avatar
ZFR: Found this:
[url=https://ageofwonders.fandom.com/wiki/Category:Create-Only_Hero_Abilities]https://ageofwonders.fandom.com/wiki/Category:Create-Only_Hero_Abilities[/url]

It's so difficult to google for AoW info because Google seems to assume that if you're looking for Age of Wonders information you must mean Age of Wonders 3.
That list feels incomplete, and somewhat incorrect. For example, I'm sure you can't buy Death Immunity at leader creation, and I know you can't buy regeneration (Edit: Wait, maybe it was Healing you can't buy? On reflection, I think regeneration is available, since it is the healing counter point to Life Stealing). Or perhaps you can't buy them for elves or dark elves, since those are the two primary races that I customized.

Some abilities are restricted to certain races, like only lizardmen heroes have swimming on their ability list. Holy Champion can only be selected by Good aligned heroes, while Unholy Champion can only be chosen by Evil aligned heroes (and the relevant spells can only be cast on appropriately aligned heroes).

The number of exceptions and particulars might be part of why such a list isn't easily found.
Post edited October 21, 2019 by Bookwyrm627
avatar
Bookwyrm627: and I know you can't buy regeneration
I was basing this off what one Bookwyrm has written in another thread:

Other contenders for starting abilities: Regeneration (healing ability), Life Stealing (light healing, helps off-set attrition in a large battle), and Dominate (adds to your army, but you'll need to deal with morale and unit maintenance).
Also checked in game. You can get Regeneration.
avatar
Bookwyrm627: and I know you can't buy regeneration
avatar
ZFR: I was basing this off what one Bookwyrm has written in another thread:
Eh, I'm sure that other Bookwyrm is an idiot. You should listen to me instead of him.
Halflings do get a raw deal. Their main advantages are cheap units, hurl stones, and the only race with tier 1 cavalry (unless you count Azrac elephants). They definitely favor an early rush strategy.
Here is a screenshot of the abilities available to heroes. Those only available at leader creation are in italics.

https://i.imgur.com/MWkx5yz.png

Here's a screenshot of the base stats of the heroes by race.

https://i.imgur.com/LZykAiK.png
avatar
southern: Here is a screenshot of the abilities available to heroes. Those only available at leader creation are in italics.

https://i.imgur.com/MWkx5yz.png

Here's a screenshot of the base stats of the heroes by race.

https://i.imgur.com/LZykAiK.png
Thank you.
avatar
southern: Here is a screenshot of the abilities available to heroes. Those only available at leader creation are in italics.

https://i.imgur.com/MWkx5yz.png

Here's a screenshot of the base stats of the heroes by race.

https://i.imgur.com/LZykAiK.png
avatar
ZFR: Thank you.
You've probably already noticed that the hero stats screenshot doesn't include hero abilities. Humans and Orcs probably have nothing more to show, while Undead come with a pile of resistances.

[And this sounds like I'm saying Southern doesn't do good work (or enough work). I don't mean that; he does do good work.]
Post edited October 22, 2019 by Bookwyrm627
So the only way to increase the channeling points I can use per turn (10) is to take a skill level in spell casting?

Most level 2+ battle spells require more than 10 points and can't be cast at all. And I'm spending my skill points on defense when leveling up. Should I just use level 1 spells till I get higher?
avatar
ZFR: So the only way to increase the channeling points I can use per turn (10) is to take a skill level in spell casting?
Yep. Spell Casting takes 20 points though, so that's two levels per Spell Casting.

avatar
ZFR: Most level 2+ battle spells require more than 10 points and can't be cast at all. And I'm spending my skill points on defense when leveling up. Should I just use level 1 spells till I get higher?
Pretty much. Or even better, mostly don't bother with combat spells. Use your mana income on buff maintenance and kill enemies with your weapon. Remedy and Healing Water are two good spells for mid combat, to pull your hero's hp out of dangerously low levels. Once I've got my buff spells more or less in place, I like to spend down my casting skill and effectively "charge" a healing spell for when I need it. Any spell you're "casting" overland will wait for you to actually click to cast it, so you can ready a spell one turn and then have it available later while your casting skill recharges between turns.

For example, if there isn't anything else I need to cast, I'll start a Healing Water spell, let it finish getting ready on my next turn, and then just hold it. It will still be ready three turns later, so I can cast it when I need it and then I'll still have a full complement of casting skill for that turn.
avatar
Bookwyrm627: Pretty much. Or even better, mostly don't bother with combat spells. Use your mana income on buff maintenance and kill enemies with your weapon. Remedy and Healing Water are two good spells for mid combat,
Ah, I have no water sphere. Took 2 air spheres because I liked all those offensive spells + 1 Life :(

So buff spells like bless and enchant weapon have no expiration date, but require mana each turn, right?

Speaking of... how are attacks actually calculated? Enchant weapon give +1 Attack, but what's that worth? Some attacks do no damage at all, so it doesn't seem to be a HoMM type calculation.

Also it would be real helpful if there was a way to see how much damage actually each spell does. Like is it worth more casting 1 chain lightnings or 2 vaporizes in a battle...
Also, how is a town's income determined. I know a mill gives you 12gp and a mine gives you 10, but for towns it seems random. Is it just predetermined for each town?

Like the game so far. But it's not really a 4X as I was led to believe. More like an enhanced version of Warlords.
avatar
ZFR: Ah, I have no water sphere. Took 2 air spheres because I liked all those offensive spells + 1 Life :(
Life has Remedy at T1, which is good for some healing and for poison removal. Not quite as effective as Healing Water in restoring HP, but close.

avatar
ZFR: So buff spells like bless and enchant weapon have no expiration date, but require mana each turn, right?
Correct.

Also, be aware that if a hero dies, you still need to manually cancel any enchantments on them, or you'll keep paying upkeep. Spells are automatically cancelled when a non-hero unit dies.

avatar
ZFR: Speaking of... how are attacks actually calculated? Enchant weapon give +1 Attack, but what's that worth? Some attacks do no damage at all, so it doesn't seem to be a HoMM type calculation.
-Attack and Defense affect your To Hit roll, which is what is being shown each time you see a unit swing. Attack ranges from 1-10 usually. Base To Hit is 50%, assuming the attacker's Attack and defenders Defense are equal. For each point of difference, the To Hit chance changes by 10 percentage points (so 60% chance to hit for 6 att vs 5 def). To Hit is capped at 90% and 10%. When a hit is scored, a random number between 1 and attacker's Damage is rolled, and that is the damage assigned to the defender. Higher Damage values give you the chance to deal more damage per hit, but they don't guarantee it.

-Usually Attack and Defense are capped at 10. However, some spells/effects can silently yield a higher effective Attack value than 10, like Holy/Unholy Champion.

-For every 5 points of attack the attacker has over the defender's defense, the minimum damage is +1. So 10 attack versus 4 defense will deal a minimum of 2 damage on hit. Southern is more familiar with the specifics of this point than I am; I might have a value or two wrong. [Edit: Note that maximum damage remains the same; this increased minimum won't go over the unit's maximum. A unit with 20 attack and 3 damage hitting a unit with 1 defense will always deal 3 damage.]

-If the attacker "rolls" a 10 on their 1-10 To Hit roll, then they automatically do max damage. So a unit with 2 attack will always score max damage if they manage to hit a unit with 10 defense.

-There are some attack effects that target resistance instead of defense. There are also some effects that have to beat the defender's defense and THEN beat the defender's resistance in order to take effect. I don't remember specific examples of either of these off hand. Status effects, like poison or entangle, generally use Resistance to ignore the debuff.

avatar
ZFR: Also it would be real helpful if there was a way to see how much damage actually each spell does. Like is it worth more casting 1 chain lightnings or 2 vaporizes in a battle...
When you select the spell in combat, check the info window on the right. It should indicate the spell's attack value and damage value.

If I were to use one of them, I'd use Chain Lightning for multi-targeting or possibly stunning, while Vaporize would get used on single targets.

avatar
ZFR: Also, how is a town's income determined. I know a mill gives you 12gp and a mine gives you 10, but for towns it seems random. Is it just predetermined for each town?

Like the game so far. But it's not really a 4X as I was led to believe. More like an enhanced version of Warlords.
Towns have a base income, around 6 gold for a 1-hex town I believe. I'm not sure what the base gold is for larger towns. Each farm around a town is worth +2 gold. Merchandise, which towns default to building when they aren't building anything else, gives a percentage bonus to the town's income (10%? It says how much when you view it on the production screen). [Edit: A 4 hex town building merchandise with full farms will generate about 50 gold per turn.]

A town can have a farm in each hex that touches a hex containing the town. So a 1-hex town can have up to six farms, for a total of +12 gold per turn. Larger towns can have move farms since they touch more hexes. That said, not every hex can support a farm; forest hexes can't have farms, for example. Generally the hex needs to have clear terrain and it can't be wasteland (unless the town is Undead). Some races might not be able to farm certain terrain types (ex. Frostlings can't farm desert hexes), but I might be mixing that up with Shadow Magic.

Be aware that Mills [Edit: Wind mills! Water mills have a set value, similar to mines.] actually produce their gold through farming! If a Dread Reaper (undead T4 with Path of Decay) walks across a mill, the land will turn to wasteland and the mill won't be able to farm so it can't produce gold.

If an enemy unit spends a turn on a farm, then the farm is removed. Farms will automatically grow back after a turn or two, though I think only one farm per city/site can grow back on a given turn. If your forces are strong enough to surround an enemy city without dying but you can't get past the wall (or don't want to capture the city yet), then you can lower the city's gold income by standing on its farms. If you then leave, the farms will grow back over following turns. Units won't destroy farms of neutral cities [Edit: independent cities. The race's alignment doesn't matter].
Post edited October 23, 2019 by Bookwyrm627
Thanks for the info!
settlement income is as follows:

5/10/15/20 basic income for hamlet/village/town/city size
12/16/18/20 farming income (less if farms are destroyed or blocked by mountains or other other terrain)
Furthermore, Produce Merchandise, which occurs when a town is idle, is equal to 25% of the previous values added together.

So the income is 5-17, 10-26, 15-33, 20-40 without produce merchandise, or
6-21, 13-33, 19-41, 25-50 with it
Post edited October 23, 2019 by southern
Some edits to my previous post:

[Edit: Note that maximum damage remains the same; this increased minimum won't go over the unit's maximum. A unit with 20 attack and 3 damage hitting a unit with 1 defense will always deal 3 damage.]

[Edit: A 4 hex town building merchandise with full farms will generate about 50 gold per turn.]

[Edit: Wind mills! Water mills have a set value, similar to mines.]

[Edit: independent cities. The race's alignment doesn't matter]