While not the most powerful combat or scout summon in the Adept spheres, its versatility and low cost makes it very useful to classes that lack inherent summoning. And at 70 mana they are quite affordable compared to most Tier II summons, making them easy to produce in sizeable quantities. And with 36 movement it can scout effectively as well as keep up with even the fastest army. It has average defenses and a weakness to Frost, but is highly resistant to Blight and Fire, the two most common elements.
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It deals 13 damage per hit, a large chunk of which is fire damage, and has Overwhelm, making it a very capable combat unit against a wide variety of early game enemies. Of the four summons available in the Adept schools, the Hellhound is the most generally useful. Summon Hellhound Tier III Strategic Spell (Summon), 180 Research, 70 Mana + 9 per turn Instead, consider starting as a race that enjoys Tropical or Volcanic climates (Draconians, Tigrans, Humans, Halflings, and Orcs), as they tend to start in these regions in random maps, ensuring you can get value out of your spell while not hamstringing yourself in the process. No more angry elven guards in an otherwise happy elven city!), you run the risk of running out of mana or having the spell disjuncted, leaving you with a very unhappy city. While this spell can be used with races that normally hate these climates (And since the 1.5 update, now boosts the morale of your garrisoned units, too. While this makes it much more generally useful in a vacuum, it does cost +10 mana both to cast and per turn for that benefit, making it a far more expensive investment overall. Machines, Undead, and Magical creatures are unaffected.Ĭompared to its Frosty equivalent, Domain of the Sun provides morale bonuses for two types of terrain rather than just one.
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Target Friendly City and Units within that City's Domain, now like Tropical and Volcanic terrain.
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It's best used when it will have an immediate impact cast it on a strong unit just before hitting it with a lot of small damage from multiple sources, a powerful debuff (the lower resistance means things like Charm or Stun are more likely to work), or obviously anything that deals a lot of fire damage.ĭomain of the Sun Tier III Strategic Spell (City Enchantment), 180 Research, 70 Mana + 30 per turn
#Remove flying units age of wonders iii skin
That being said, Skin of Oil still has the issue of being a spell with no direct impact the time you spend casting this could easily be spent on another Fireball instead, and if you don't capitalize on its effects it can easily be dispelled or ignored entirely. Combined with its very low mana cost, the end result is a surprisingly useful spell in a large number of situations. 2 to all stats is quite annoying even to high-tier units, and 60% fire weakness synergies very well with units who deal fire damage. Skin of Oil has come a long way from its original incarnation. Target Enemy suffers -2 Physical Strength, Defense, and Resistance, as well as -60% Fire Weakness Skin of Oil Tier II Tactical Spell (Unit Enchantment), 100 Research, 7 Mana If you feel I've missed out an important detail, want to add your own experience or advice, or simply want to give your thoughts on the guide, please leave a comment below. That being said, my recommendations for each element are merely my opinion almost every combination can be quite playable and have their own advantages. This guide is meant to go into greater detail for each spell, compare how they match up to one another, and to see what kind of role I feel each best serves. Furthermore, while the Tome of Wonders is an incredible resource, a lot of its text is misleading or not fully explanatory of what each spell is capable of. While specializations have lost a bit of their clout from this, they still fill an important role of customization and can greatly augment how you play the game. Age of Wonders III differs from its earlier iterations in that it has a much greater emphasis on your leader's Class rather than his specialization. They were the source of most of your abilities and magic, and let you tailor your leader into whatever role you saw fit.
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In the previous Age of Wonders games, your specializations were what defined your character.