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* PolarPenguins: The ever-dreadful Dire Penguins began in the series as a recruitable creature for the Frostlings. They are capable of swimming, can [[LifeDrain steal life from enemies]], and are resistant to the cold and prefers the arctic.
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[[folder:Lizard Men/Lizardfolk]]
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* FierySalamander: One of their high tier units, in great contrast to the aquatic theme of the race.
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* FierySalamander: One of their high tier units, in great contrast to the aquatic theme Salamanders are an offshoot of the race.lizardmen, being more associated with fire than water. [[AllOfTheOtherReindeer They are shunned by the lizardfolks]], because of it.
* MakingASplash: The Lizardmen are associated with the waters, due to living in [[BubblegloopSwamp swamps]] and their ability to swim. Which makes it ironic that they were destroyed by Nimue, the wizard of the water sphere.
* SturdyAndSteadyTurtles: The Lizardmen employ war turtles as their siege engines. While they are slow, like other siege units, their ability to swim gives them an edge in moving through the sea.
* SuperSwimmingSkills: Many of their units are expert swimmers, allowing them to move through rivers and seas while most races require [[DefenselessTransports defenseless and vulnerable transport ships]] to move through water.
* SuperSwimmingSkills: Many of their units are expert swimmers, allowing them to move through rivers and seas while most races require [[DefenselessTransports defenseless and vulnerable transport ships]] to move through water.
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* LizardFolk: They replace the Lizard Men of the original game as the primary faction of humanoid reptiles.
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* LizardFolk: They replace the Lizard Men Lizardmen of the original game as the primary faction of humanoid reptiles.
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The many races of Athla in the ''Age of Wonders'' series. In ''Age of Wonders 3'', classes are introduced to allow diverse cultures and playstyle for the races, granting them additional synergies to their natural abilities or compensation for their weaknesses.
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The many races of Athla in the ''Age of Wonders'' series. In ''Age of Wonders 3'', classes are introduced to allow diverse cultures and playstyle for the races, granting them additional synergies to their natural abilities or compensation for their weaknesses.
weaknesses. In ''Age of Wonders 4'', race is reworked as they are all customizable and their appearance are purely cosmetic. For more information on races in ''Age of Wonders 4'', go to [[Characters/AgeOfWonders4 this page]].
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* ConMan: Charlatans are masters of deception who claim to be "servant of the people." They are support units who can cast magic bolts, increase morale with Bard's Skills, and can [[CharmPerson charm]] enemies into joining his side.
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* {{BFS}}: Orc Greatswords are orcish warriors that wield a mighty two-handed sword. They are effective against shielded and Pikeman units with the Overwhelm trait, and elite-ranked Greatswords can inflict bleeding.
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* {{BFS}}: Orc Greatswords are orcish warriors that wield a mighty two-handed sword.swords. They are effective against shielded and Pikeman units with the Overwhelm trait, and elite-ranked Greatswords can inflict bleeding.
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* DamageOverTime: Orc Razorbow in ''Age of Wonders III'' can inflict bleeding.
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* DamageOverTime: Orc Razorbow Orcs in ''Age of Wonders III'' are capable of inflicting bleeding on their enemies, causing them to lose health for the Orcs to pick off. Orc Razorbows and Shock Troopers use [[SerratedBladeOfPain razored arrows]] and [[BrutishCharacterBrutishWeapon mighty battleaxes]], respectively, to inflict bleeding by default, while elite-ranked Orc Greatswords can inflict bleeding.
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* JavelinThrower: Their irregular unit Spearman in ''Age of Wonders III'' can use the ''Throw Javelin'' attack to give them a cheap ranged attack. Some of their class units, like Martyrs and Hunters, have Throw Javelin as their ranged attack instead of their original attacks (Throw Rock and Shoot Bow, respectively).
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* JavelinThrower: Their irregular unit Spearman in ''Age of Wonders III'' can use the ''Throw Javelin'' attack to give them throw javelins as a cheap ranged attack. Some of their class units, like Martyrs and Hunters, have Throw Javelin as their ranged attack instead of replaces their original attacks (Throw Rock ranged weapons (rocks and Shoot Bow, respectively).bows and arrows, respectively) with javelins.
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Added example(s)
* {{BFS}}: Orc Greatswords are orcish warriors that wield a mighty two-handed sword. They are effective against shielded and Pikeman units with the Overwhelm trait, and elite-ranked Greatswords can inflict bleeding.
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* FlamingSword: The Fire Giant's weapon is a [[{{BFG}} massive sword]] made out of fire.
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* FlamingSword: The Fire Giant's weapon is a [[{{BFG}} [[{{BFs}} massive sword]] made out of fire.
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* MultiArmedAndDangerous: The Pit Guards are warriors that possess four arms and wields a [[WhipOfDomination whip]]. They have [[ImmuneToMindControl willpower]], inflict fear, and can strangle their foes to paralyze them. They also look like [[Franchise/MortalKombat Goro]].
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* MultiArmedAndDangerous: The Pit Guards are warriors that possess four arms and wields a [[WhipOfDomination [[WhipOfDominance whip]]. They have [[ImmuneToMindControl willpower]], inflict fear, and can strangle their foes to paralyze them. They also look like [[Franchise/MortalKombat Goro]].
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* HorseArcher: Tigran Cat Masters are Tigran riders whose mounts are sabertooth cats and are mobile archers.
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* InescapableNet: One of the Patron-level Racial Governance upgrades allows Civic Guards to throw nets to immobilize enemies. In addition, several class units, like Hunters, Scoundrels, and Engineers, have the Throw Net ability.
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* InescapableNet: One of the Patron-level Racial Governance upgrades allows Civic Guards to throw nets to immobilize enemies. In addition, several class units, like Hunters, Scoundrels, and Engineers, have the Throw Net ability.can throw nets as well.
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* WickedWitch: Witches are spellcasters employed by the humans. They hurl magical blast of death magic and [[LifeDrain can drain the life of their enemies]]. ''Shadow Magic'' replaces them with a much more benign Herbalist, who functions as a support unit that shoots poison darts and camouflage in forests.
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* {{Expy}}: The Nomad Pit Guard is basically [[Franchise/MortalKombat Goro]] with a whip.
* HorseArcher: They have Horse Archer as their low-tier ranged unit. They possesses high mobility, due to riding on horseback.
* JavelinThrower: The Spearman can throw their spears as a single-use ranged attack.
* HorseArcher: They have Horse Archer as their low-tier ranged unit. They possesses high mobility, due to riding on horseback.
* JavelinThrower: The Spearman can throw their spears as a single-use ranged attack.
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* GiantFlier: Rocs are large birds ridden by the nomads. They deal magic damage, have [[ImmuneToMindControl willpower]], and can grab their prey that hurl them away from combat.
* HorseArcher: They have Horse Archer as their low-tier ranged unit. They possesses high mobility, due to riding on horseback.
* JavelinThrower: The Spearman can throw their spears as a single-use ranged attack.
* MultiArmedAndDangerous: The Pit Guards are warriors that possess four arms and wields a [[WhipOfDomination whip]]. They have [[ImmuneToMindControl willpower]], inflict fear, and can strangle their foes to paralyze them. They also look like [[Franchise/MortalKombat Goro]].
* HorseArcher: They have Horse Archer as their low-tier ranged unit. They possesses high mobility, due to riding on horseback.
* JavelinThrower: The Spearman can throw their spears as a single-use ranged attack.
* MultiArmedAndDangerous: The Pit Guards are warriors that possess four arms and wields a [[WhipOfDomination whip]]. They have [[ImmuneToMindControl willpower]], inflict fear, and can strangle their foes to paralyze them. They also look like [[Franchise/MortalKombat Goro]].
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->''Humanoid beings who are organized and entrepreneurial, albeit impatient at times.''\\
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->''Slender, scaled creatures who use their tongues to get a sense of their surroundings.''
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->''Stout, hardy and stubborn beings who are used to living in the most rugged regions of their world.''\\
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->"Stocky, happy-go-lucky beings who enjoy wild adventures just as much as a well-deserved nap."
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->"Stocky, happy-go-lucky beings who enjoy wild adventures just as much as a well-deserved nap."
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->''Passionate and strong beings who have faced great prejudice as a result of their kin's history.''\\
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->''Small, hunched beings who love to rampage around in groups. Some are strangely fascinated by sheep.''\\
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->''Cat-like beings who move with feline grace.''\\
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->''Slender, pointy-eared beings whose kin were the first to inhabit the realms.''\\
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->"Beings who have evolved from underground dwellers and retain their heightened sense of touch.''
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->"Beings who have evolved from underground dwellers and retain their heightened sense of touch.''
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->"Rodent-like beings whose groups are often referred to as mischiefs."
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->"Rodent-like beings whose groups are often referred to as mischiefs."
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->"Stout amphibian-like beings, born with vocal sacs that allow them to communicate through loud croaking."
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->"Stout amphibian-like beings, born with vocal sacs that allow them to communicate through loud croaking."
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->"Feathered, beaked beings whose families are usually defined as "Nests." Their sing-song calls can carry over entire forests."
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->"Feathered, beaked beings whose families are usually defined as "Nests." Their sing-song calls can carry over entire forests."
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* AirborneMook:
** Chargers are Draconian pikemen that possesses wings. While in II, [[WingsDoNothing the wings do absolutely nothing]], in III, they have Lesser Flying, which lets them fly in battle, but will walk in the map.
** Fliers are some of the Draconian's strongest warriors due to possessing wings that let them fly into battle. In III, they are considered an Infantry unit and they have Projectile Resistance and Overwhelm. Elite-ranked Fliers gain [[ChainLethalityEnabler Killing Momentum]] that lets them swoop into the fray after killing an enemy.
** Chargers are Draconian pikemen that possesses wings. While in II, [[WingsDoNothing the wings do absolutely nothing]], in III, they have Lesser Flying, which lets them fly in battle, but will walk in the map.
** Fliers are some of the Draconian's strongest warriors due to possessing wings that let them fly into battle. In III, they are considered an Infantry unit and they have Projectile Resistance and Overwhelm. Elite-ranked Fliers gain [[ChainLethalityEnabler Killing Momentum]] that lets them swoop into the fray after killing an enemy.
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* ManOnFire: Dreadnought heroes, Draconian Engineers, and Elite-ranked Flame Tanks and Juggernauts can immolate non-Elemental and incorporeal enemies, decreasing their attack, defense, and morale.
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* ManOnFire: Dreadnought heroes, Draconian Engineers, and Elite-ranked Flame Tanks and Juggernauts can immolate non-Elemental and incorporeal enemies, decreasing their attack, defense, resistance, and morale.morale and deal fire damage at the start of their turn.
* MightyGlacier: Dreadnought heroes are much bulkier against physical attacks than other heroes except Warlord heroes, as they start with extra defense and the armored trait and can receive an upgrade that increases their physical resistance by 20%.
* MightyGlacier: Dreadnought heroes are much bulkier against physical attacks than other heroes except Warlord heroes, as they start with extra defense and the armored trait and can receive an upgrade that increases their physical resistance by 20%.
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* SupportPartyMember: The Engineer is very important in any Dreadnought army. With their ability ''Rapid Reload'', they can remove the cooldown of Musketeer and machine units, and ''Maintenance'', which gives healing to a party of machines out of combat, which cannot regenerate naturally, they can provide good benefits to the army. At gold medal, they also get Emergency Repair, which lets them also heal machine units mid-battle.
to:
* SupportPartyMember: The Engineer is very important in any Dreadnought army. With their ability ''Rapid Reload'', they can remove the cooldown of Musketeer and machine units, and ''Maintenance'', which gives healing to a party of machines out of combat, which cannot regenerate naturally, they can provide good benefits to the a machine-heavy army. At gold medal, they also get Emergency Repair, which lets them also heal machine units mid-battle.
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* {{BFS}}: Human Longswordsman are soldiers equipped with two-handed swords. They are effective against shielded and Pikeman units with the Overwhelm trait, and elite-ranked Longswordsman can break enemies out of defend mode with the Guard Breaker ability.
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* HeavilyArmoredMook: With the exception of Prospectors, all of their dwarves in III have the armored trait. This trait allows them to receive upgrades, like the Enchanted Armory mythical city upgrade that also increases their resistance, Dreadnought empire upgrades that reduces their cost and increases their defense, and their Deity-ranked Military Racial Governance that grants them [[ThunderboltIron Meteoric Armor]].
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* TheProspector: Prospectors are Dwarf irregular units that can tunnel through dirt walls without the need of builders. When they are forced into battles, they are equipped with their [[PowerfulPick pickaxe]] and can [[BoulderBludgeon throw rocks]].
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* LiterallyShatteredLives: Their Prospector and Firstborn possess the Shatter Strike trait, which allow them to deal 5 additional damage against frozen or petrified units, in addition to units affected by Stone Skin.
* MightyGlacier: Their armor and resistance is higher than other races, but their unit cost is much more expensive.
* MightyGlacier: Their armor and resistance is higher than other races, but their unit cost is much more expensive.
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* LiterallyShatteredLives: Their Prospector Prospectors and Firstborn Firstborns possess the Shatter Strike trait, ability, which allow them to deal 5 additional damage against frozen or and petrified units, in addition to units and units affected by Stone Skin.
* MightyGlacier: Theirarmor defense and resistance is higher than other races, but their unit cost is much more expensive.
* MightyGlacier: Their
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* IShallTauntYou: Human Swashbucklers can taunt enemy units, forcing them to attack the Swashbuckler, ideally wasting their turn trying to reach him and collecting attacks of opportunity from units they must pass by.
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* {{Pirate}}: Swashbucklers in II are skirmishers who fight with [[SwordAndGun a cutlass and a pistol]] and can traverse through water. They can [[PracticalTaunt taunt enemy units]], forcing them to attack the Swashbuckler, ideally wasting their turn trying to reach him and collecting attacks of opportunity from units they must pass by.
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* OurGargoylesRock: In ''Shadow Magic'', the dwarves unleashes the gargoyles in battle. They are flying creatures with [[ImmuneToMindControl willpower]] and [[NoSell immunity to any magical and elemental attacks]], except for lightning damage.
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* PlayingWithFire: While they have no protection to fire, their Forge Priest and Firstborn are affiliated with fire with their fire damage and protection. They are also capable of walking on lava.
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* PlayingWithFire: PlayingWithFire:
** While they have no protection to fire,their Forge Priest and Firstborn are affiliated with fire with their specialized dwarf units have resistance to fire damage and protection. can deal fire damage themselves. Each games have certain units that are associated with fire.
*** Firstborns in I and III are primal dwarves who rested on lava pools and molten caves, returning from the slumber to aid their descendants in their time of need. They have fire immunity and their melee attacks can dish it out with fire damage, with III granting it additional abilities, like [[ImmuneToMindControl Mind Control Immunity]], lava walking, giant and dragon slaying, and Fire Aura.
*** Runemasters in II arealso capable of walking immune to fire and can deal fire damage. They have the leadership ability, which grants extra attack and defense to the army, and wall crushing to aid in sieging cities.
*** Forge Priests in III cast fire bolts, are immune to fire damage, and can walk onlava.lava. They can cast Guardian Flame to an ally to heal 10 HP and grant addition fire damage and resistance.
** While they have no protection to fire,
*** Firstborns in I and III are primal dwarves who rested on lava pools and molten caves, returning from the slumber to aid their descendants in their time of need. They have fire immunity and their melee attacks can dish it out with fire damage, with III granting it additional abilities, like [[ImmuneToMindControl Mind Control Immunity]], lava walking, giant and dragon slaying, and Fire Aura.
*** Runemasters in II are
*** Forge Priests in III cast fire bolts, are immune to fire damage, and can walk on
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* MasterArcher: High culture's archers have a distinct range advantage over other culture's archers thanks to the specific bonus they get from the Awaken mechanic, which increases their attack range by +1. This can be stacked with the similar increase archer units get from reaching the highest experience rank, allowing them to potentially reach range 7 as opposed to the maximum 6 for other cultures.
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* MasterArcher: High culture's archers have a distinct range advantage over other culture's archers thanks to the specific bonus they get from the Awaken mechanic, which increases their attack range by +1. This can be stacked with the similar increase archer units get from reaching the highest experience rank, as well as the Seeker Arrows enchantment, allowing them to potentially reach range 7 8 as opposed to the maximum 6 7 for other cultures.
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* PoisonedWeapons: Barbarian units (and other units if given their enchantment ''Primal Mark'') start each battle with the Primal Strike buff (to be renamed Savage Strike in the next upcoming update to avoid confusion/association with the Primal culture), granting them a hefty amount of bonus blight damage on the very first melee attack they make in each battle (to be renamed Savage Strike in the next update to avoid confusion/association with the Primal culture). On the shooting side, their War Shaman support units, as well as heroes/champions with their cultural orb and staff weapons, shoot bolts of blight magic at their enemies.
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* PoisonedWeapons: Barbarian units (and other units if given their enchantment ''Primal Mark'') start each battle with the Primal Strike buff (to be renamed Savage Strike in the next upcoming update to avoid confusion/association with the Primal culture), granting them a hefty amount of bonus blight damage on the very first melee attack they make in each battle (to be renamed Savage Strike in the next update to avoid confusion/association with the Primal culture).battle. On the shooting side, their War Shaman support units, as well as heroes/champions with their cultural orb and staff weapons, shoot bolts of blight magic at their enemies.
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* DecadeDissonance: The Primal culture on its own is relatively low tech even compared to the Barbarians, with none of their cultural units using any apparent metal in their gear. However, this doesn't preclude them from taking tomes that concern technological advancements, so a late game Primal faction may well choose to field cannons and robotic golems.
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* DecadeDissonance: The Primal culture on its own is relatively low tech even compared to the Barbarians, with none of their cultural units using any apparent metal in their gear. However, this doesn't preclude them from taking tomes that concern technological advancements, so a late game Primal faction may well choose to field cannons Ironclad landships and robotic golems.
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* BrutishCharacterBrutishWeapon: Primal Protectors, Chargers and heroes armed with the melee starting kits all wield axes, much like their [[BarbarianTribe Barbarian]] equivalents do. However, the Primal axes [[InHarmonyWithNature are noticably hewn entirely from raw wood branches, with even the blades made of sharpened wood]].
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[[caption-width-right:128:[[labelnote:Tigrans in ''Age of Wonders 3: Eternal Lords]]https://static.tvtropes.org/pmwiki/pub/images/tigran_1.png[[/labelnote]]]]
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[[caption-width-right:128:[[labelnote:Tigrans in ''Age of Wonders 3: Eternal Lords]]https://static.Lords'']]https://static.tvtropes.org/pmwiki/pub/images/tigran_1.png[[/labelnote]]]]
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[[caption-width-right:128:[[labelnote:Halflings in ''Age of Wonders 2: The Wizard's Throne]]https://static.tvtropes.org/pmwiki/pub/images/aowsm_unittypes_halflings.jpeg[[/labelnote]]]]
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[[caption-width-right:128:[[labelnote:Halflings in ''Age of Wonders 2: The Wizard's Throne]]https://static.Throne'']]https://static.tvtropes.org/pmwiki/pub/images/aowsm_unittypes_halflings.jpeg[[/labelnote]]]]
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[[caption-width-right:103:Dark Elves in ''Age of Wonders 2: The Wizard's Throne]]
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[[caption-width-right:103:Dark Elves in ''Age of Wonders 2: The Wizard's Throne]]Throne'']]
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[[caption-width-right:128:[[labelnote:Orcs in ''Age of Wonders 2: The Wizard's Throne]]https://static.tvtropes.org/pmwiki/pub/images/aowsm_unittypes_orcs.jpeg[[/labelnote]]]]
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[[caption-width-right:128:[[labelnote:Orcs in ''Age of Wonders 2: The Wizard's Throne]]https://static.Throne'']]https://static.tvtropes.org/pmwiki/pub/images/aowsm_unittypes_orcs.jpeg[[/labelnote]]]]
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[[caption-width-right:128:[[labelnote:Goblins in ''Age of Wonders 2: The Wizard's Throne]]https://static.tvtropes.org/pmwiki/pub/images/aowsm_unittypes_goblins.jpeg[[/labelnote]]]]
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[[caption-width-right:128:[[labelnote:Goblins in ''Age of Wonders 2: The Wizard's Throne]]https://static.Throne'']]https://static.tvtropes.org/pmwiki/pub/images/aowsm_unittypes_goblins.jpeg[[/labelnote]]]]
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[[caption-width-right:103:Undead in ''Age of Wonders 2: The Wizard's Throne]]
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[[caption-width-right:103:Undead in ''Age of Wonders 2: The Wizard's Throne]]Throne'']]
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[[caption-width-right:103:[[labelnote:Draconians in ''Age of Wonders 2: The Wizard's Throne]]https://static.tvtropes.org/pmwiki/pub/images/aowsm_unittypes_draconians.jpeg[[/labelnote]]]]
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[[caption-width-right:103:[[labelnote:Draconians in ''Age of Wonders 2: The Wizard's Throne]]https://static.Throne'']]https://static.tvtropes.org/pmwiki/pub/images/aowsm_unittypes_draconians.jpeg[[/labelnote]]]]
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[[caption-width-right:128:[[labelnote:Tigrans in ''Age of Wonders 2: The Wizard's Throne]]https://static.tvtropes.org/pmwiki/pub/images/aowsm_unittypes_tigrans.jpeg[[/labelnote]]]]
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[[caption-width-right:128:[[labelnote:Tigrans in ''Age of Wonders 2: The Wizard's Throne]]https://static.Throne'']]https://static.tvtropes.org/pmwiki/pub/images/aowsm_unittypes_tigrans.jpeg[[/labelnote]]]]
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[[caption-width-right:78:Nomads in ''Age of Wonders: Shadow Magic]]
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[[caption-width-right:78:Nomads in ''Age of Wonders: Shadow Magic]]
Magic'']]
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[[caption-width-right:78:Syrons in ''Age of Wonders: Shadow Magic]]
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[[caption-width-right:78:Syrons in ''Age of Wonders: Shadow Magic]]
Magic'']]
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[[caption-width-right:78:Shadow Demons in ''Age of Wonders: Shadow Magic]]
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[[caption-width-right:78:Shadow Demons in ''Age of Wonders: Shadow Magic]]
Magic'']]
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* LizardFolk: It's in the name.
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* LizardFolk: It's in the name. In ''Age of Wonders 4'', the default traits of the lizardfolk form are Cold Blooded (morale loss is reduced), Poisonous (increases blight resistance, grant immunity to being poisoned, and enemy melee attackers may receive poison), and Tenacious (damage penalties from casualties are halved).
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* OurDwarvesAreAllTheSame: Vanilla Tolkien-style dwarves. In ''Age of Wonders 4'', the default traits of the dwarfkin are Defensive Tactics (unit gains extra defense, resistance, and evasion when adjacent to another unit with the Defensive Tactics trait), Hardy (gain extra HP), and Tough (gain extra defense).
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* OurDwarvesAreAllTheSame: Vanilla Tolkien-style dwarves. In ''Age of Wonders 4'', the default traits of the dwarfkin form are Defensive Tactics (unit gains extra defense, resistance, and evasion when adjacent to another unit with the Defensive Tactics trait), Hardy (gain extra HP), and Tough (gain extra defense).
->"Stocky, happy-go-lucky beings who enjoy wild adventures just as much as a well-deserved nap."
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* {{Hobbits}}: That's kind of given, for sure.
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* {{Hobbits}}: That's kind of given, for sure. In ''Age of Wonders 4'', the default traits of the halfling form are Elusive (increased defense and resistance against retaliation and opportunity attacks), Light Footed (allow unit to move through friendly units), and Quick Reflexes (lowers the chance of being hit by a ranged attack).
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* OurOrcsAreDifferent: They have strong melee attacks and make excellent {{mooks}} for any aspiring EvilOverlord. The sequels make them AffablyEvil.
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* OurOrcsAreDifferent: They have strong melee attacks and make excellent {{mooks}} for any aspiring EvilOverlord. The sequels make them AffablyEvil. In ''Age of Wonders 4'', the default traits of the Orcoid form are Ferocious (increased damage for retaliation and opportunity attacks), Hardy (gain extra HP), and Strong (physical attacks deal more damage).
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* CatFolk: They largely resemble humans with tigrine heads, and are allied with feline creatures such as manticores and sphinxes.
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* CatFolk: They largely resemble humans with tigrine heads, and are allied with feline creatures such as manticores and sphinxes. In ''Age of Wonders 4'', the default traits of the felines are Desert Adaptation (increases movement on sand, allow building farms in sand, start at desert, and unlock the Scorch the Land spell), Athletics (increase movement), and Elusive (increased defense and resistance against retaliation and opportunity attacks).
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* OurElvesAreDifferent: Tolkien-style immortal elves clad in shiny golden armor, but this time they've shed their FriendToAllLivingThings image and become more ruthless in battle.
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* OurElvesAreDifferent: Tolkien-style immortal elves clad in shiny golden armor, but this time they've shed their FriendToAllLivingThings image and become more ruthless in battle. In ''Age of Wonders 4'', the default traits of the elfkin are Arcane Focus (deal more magic damage), Keen-Sighted (increased accuracy on physical ranged and magic attacks), and Sharp Eyes (increased vision and sense range).
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* MoleMen: The default traits of the Molekin are Underground Adaptation, Bulwark, and Tenacious.
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* MoleMen: The default traits of the Molekin are Underground Adaptation, Bulwark, Adaptation (increases movement on underground terrain, remove the food penalty on farms in Fungus fields, start at the underground, and Tenacious.underground cities gain an extra province annex range), Bulwark (defense mode gives extra defense and resistance), and Tenacious (damage penalties from casualties are halved).
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* FrogMen: The default traits of the toadkin are Swamp Adaptation, Hardy, and Resilient.
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* FrogMen: The default traits of the toadkin are Swamp Adaptation, Hardy, Adaptation (increases movement on swamp and Resilient.rivers, remove the food penalty on farms in swamps, start at the swamps, and unlock the Flood the Land spell), Hardy (gain extra HP), and Resilient (increased status resistance and reduce duration of negative status effects).
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* BirdPeople: A race of birdmen, though none of them are [[AcrophobicBird capable of flight without the proper racial transformation]]. The default traits of the Avian are Adaptable (non-hero units gains more experience), Elusive, Light Footed, and Sharp Eyes.
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* BirdPeople: A race of birdmen, though none of them are [[AcrophobicBird capable of flight without the proper racial transformation]]. The default traits of the Avian are Adaptable (non-hero units gains more experience), Elusive, Elusive (increased defense and resistance against retaliation and opportunity attacks), Light Footed, Footed (allow unit to move through friendly units), and Sharp Eyes.Eyes (increased vision and sense range).
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* {{Irony}}: For a race dedicated to fighting the undead, their own dead are resurrected as evil undead in the third game.
* SuddenNameChange: Originally referred to as High Men in the original ''Age of Wonders'', they were renamed to Archons in ''Age of Wonders 2'' and the name is used in later games.
* {{Irony}}: For a race dedicated to fighting the undead, the Archon's own dead are resurrected as evil undead.
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* WrongContextMagic: The High Men of the past were believed to be immune to necromancy, as they were created to destroy the undead, but the cult of Urrath -- an implied EldritchAbomination -- still managed to resurrect them. The other races of Athla are unnerved by the implications, and give the Necropoli a wide berth.
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* WrongContextMagic: The High Men Archons of the past were believed to be immune to necromancy, as they were created to destroy the undead, but the cult of Urrath -- an implied EldritchAbomination -- still managed to resurrect them. The other races of Athla are unnerved by the implications, and give the Necropoli a wide berth.
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Added example(s)
* BlackKnight: Undead Knight and Death Knight are undead horseman who ride on dead steeds into battle.
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* GrimReaper: [[http://aow.heavengames.com/units/unitstats_undead_ts.shtml#Undead-Reaper A very powerful undead unit]].
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* GrimReaper: [[http://aow.heavengames.com/units/unitstats_undead_ts.shtml#Undead-Reaper A very The Undead Reaper in I and the Dread Reaper in II are the Undead's most powerful undead unit]].units. As reapers, they are a bringer of death to all who sees it. The two reaper units share similar abilities, like dealing death damage, [[LifeDrain stealing life to replenish their HP]], [[SupernaturalFearInducer inflicting fear]], and [[WalkingWasteland transforming the land they move into wasteland]]. For difference between the two, Undead Reaper possesses the ability to [[OneHitKill instantly kill their target through Invoke Death]], while Dread Reaper can drain their enemies of energy to lower their attack and damage.
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Added example(s)
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* CounterAttack: Elite-ranked Firstborn in ''III'' gains Fire Aura, which lets them counter melee damage from the adjacent enemy with fire damage and a chance to inflict immolation to non-elementals and incorporeal units.
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* OurDwarvesAreAllTheSame: Vanilla Tolkien-style dwarves.
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* OurDwarvesAreAllTheSame: Vanilla Tolkien-style dwarves. In ''Age of Wonders 4'', the default traits of the dwarfkin are Defensive Tactics (unit gains extra defense, resistance, and evasion when adjacent to another unit with the Defensive Tactics trait), Hardy (gain extra HP), and Tough (gain extra defense).
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* WreathedInFlames: The Firstborn has a fire-like effect on their body which not only grants them 100% Fire Protection, but they also gain Fire Aura upon reaching Elite rank, which allow them to counter adjacent enemy's attack with Fire damage and a chance of inflicting Immolation.
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* WreathedInFlames: The Firstborn in III has a fire-like effect on their body which not only grants them 100% Fire Protection, but they also gain Fire Aura upon reaching Elite rank, which allow them to counter adjacent enemy's attack with Fire damage and a chance of inflicting Immolation.Immolation against non-elemental and incorporeal units.