Replaced Wood and Dark Elves during "The Mending" (YC150) Most killed in the Heartwood massacre (YC173). Added to AoWIII in the Eternal Lords expansion Refused to join the Commonwealth later retreated to "the north" (YC66). Most "mended" into High Elves (YC150), although many had already left for the Shadow Realm under Meandor (QJR390) a (relatively) small group believed to be in hiding somewhere in the Blessed Continent under the rule of Hester (last seen in YC1) (Present in AoWIII as the, now-undead, Archon Revenants)Įmpire destroyed by Humanity Became Nomad race in Shadow Magic. These races make up a key part of the game's history and universe if future races are added, there is a strong likelihood that they will be be drawn in part (if not in full) from this pool of pre-existing options.Īll AoW races and their fates ArchonsĬalled "High Men" in AOWI Left for the Shadow Realm (QJR384). The value of Ghoul units is divided by a factor to represent their relative weakness (so you get more Ghoul units than normal units at equivalent Starting unit strength): 1.3 for Weak and Normal Starting unit, and 1.1 for Strong and Battle Starting unit.18 races exist in AoW's lore: the 9 in Age of Wonders 3 (6 in the base game, 1 from the Golden Realms expansion, and 2 more in the Eternal Lords expansion), and another 9 that only exist in previous instalments of the series. (+] value of the unit]*2)*0.9 (so you can get slightly more units costing only than what the value of 160 for Weak starting unit would let you expect for instance) *: the value is calculated through this formula: Maximum number of units (+ 1 racial Cavalry) The AI players receive additional starting units at higher difficulties (Lord and higher). In any case, each player will receive his racial Cavalry unit. "Starting units" defines the strength of the units each player will start with on turn 1. Whenever a new a game is started, many settings can be tweaked to adjust the game to your preferences.
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