

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. With the big bonuses that Emperor-level computer opponents get, the Incite Revolt spell isn’t enough to actually make any city revolt.In the previous Age of Wonders games, your specializations were what defined your character. Incite Revolt is a very disappointing spell when playing against the computer. Poison Mastery is a great spell that you get early on! I built a bunch of Knights until I ran out of gold and had to stop building them. I acquired some human cities from one of my computer opponents that were able to build Human Knights in a single turn. Shadow Stalkers, now, those are pretty good Tier III units. Other than having Seduce, as Tier III units the Succubi suck if you aren’t lucky enough to have a Forbidden Sanctum granting them resurgence. Theocrat units are immune, and all three of my computer opponents were Theocrats. The elementals that guard the seals are immune. It seems like all of the best units are immune. But Seduce turned out to be less useful than I hoped. Wow, Succubi with resurgence! These were pretty good units thanks to resurgence, which means they could lead suicide charges.

I got real excited when I acquired a city with a Forbidden Sanctum. I built like three Assassins and called it quits, the Tier 1 infantry seemed almost as effective for half the price. These souped-up Nightwatch were even more powerful than the Greatswords. Then when I had the good fortune to acquire a Halfling city with a Crystal Tree and a Dungeon, I built a lot of Nightwatch. I built a lot of Orc Greatswords because they are a real bargain at 50gp each, you can easily build one per turn. I didn’t build any Scoundrels or Bards at all.
