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Age of Wonders 4 News

Special Dev Diary: One Month Till Launch!



Greetings rulers, my name is FG, and I'm the Community Ambassador for Age of Wonders 4. Today we're going to talk about the special things we have planned leading up to AoW4's launch on May 2nd!

We have been floored by your feedback so far and have been deep in discussion on how we can make the wait go by faster for you. We wanted to show you something special now that we are one month ahead of the release, yet it was difficult to figure out what exactly to announce. We considered producing, as some of you suggested, the Tome of May 2nd, which would automatically make the day May 2nd, but unfortunately found that it was incompatible with our physics engine.

That was when we discovered that we had unused concept art for an eleventh form, a fact that was highlighted during the production of the previous Art Dev Diary. After discussing with game designers Bus Staffhorst and Tom Beard, we decided that having a new form would help add to the biodiversity of the various realms, and would be uniquely different from the existing elves/dwarves/toads combos.

The team worked overtime to make the feature happen, and luckily managed to achieve this in a way that we feel would both satisfy you, the players, as well as Leonardo de Sas, our company director who graciously kept us on the payroll while we sunk time into this project. Special thanks to the hard work of QA Specialist Jordi Angel, who was quoted saying, "I already have 800 hours in the game, there is nothing left I haven't seen."

Without further, allow us to present...



The Dire Penguin Form


Our design process led us back to the four core tenets of 4X games: Explore, Expand, Exploit, Exterminate. We felt that AOW4 was too concentrated on the first three, with players becoming overly focused on what we feel are absolutely unnecessary features like tomes and customisation. When we designed the Dire Penguin form, we wanted to focus on what really made 4X games fun and worth playing.

Yes.

Extermination.

Dire Penguins have been a long-standing fan favourite type of wildlife, and through thorough player surveys, we believe that we have figured out the reason. It is none other than their unique combat appeal. After all, many of our players agree that violence is the true universal language, and no form understands this better than Dire Penguins, which are known for swarming their enemies and devouring them to the bone.

Dire Penguins are also simple and beginner-friendly. Rather than making players waste time looting Ancient Wonders for valuable gear, Dire Penguins are unable to equip any weapons at all. This was actually due to the flippers on the Dire Penguin models lacking thumbs to hold weapons. Instead, Dire Penguins will simply rush at enemies with their beaks, and a blood spray animation will play as flailing AI are rapidly devoured by relentless penguins.

We also saw some players complain that they are suffering from decision paralysis after being presented with too many options. This is why we decided that Dire Penguins will be by default evil-aligned. This cannot be changed. Due to their evil nature, Diplomacy options are not available to Dire Penguin rulers. Instead, we plan to release a multiplayer feature where Dire Penguin rulers can meet other Dire Penguin rulers via an online cafe called Club Dire.

[h2]Conclusion[/h2]

We hope this update has given you a clearer insight into our design process and how we want to take the Age of Wonders franchise moving forward. We can't wait to see your Dire Penguin rulers in action, tearing apart their enemies with unrepentant violence. Now if you'll excuse me, it is Saturday, so I'm technically not supposed to be here...

SCREEEEEEEEEEEEEEEECH

Wait, what is that thing crawling out of Jordi's overheating PC—

RUN















Happy April 1st! Great things are actually coming soon that aren't photoshopped penguins.

AMA with the Devs Today!

Update 2: It is 5.30pm CET and thus the end of the AMA. We will now be going offline! Thank you so much for the response, we are thoroughly overwhelmed (and that's a good thing!) We answered 100 questions in total: an amazing feat for the dev team!

You may still leave your questions until 7pm CET. We will gather unanswered questions and put them in an upcoming FAQ (but we will no longer be responding personally in the comments). We highly encourage you to check if your question was already answered!

Update 1:

It's time for the AMA! 💬

Leave your questions in this Reddit thread and our dev team will do their best to answer them!

Feel free to ask what's on your mind, even if it isn't very game related! 😉


Original Announcement:

Mark your calendars! 📅

The team behind Age of Wonders 4 will be having an Ask Me Anything (AMA) next Friday!

Come to r/AOW4 with your questions between 9am to 5pm CET 💬

And if you haven't checked out our amazing subreddit yet, don't wait! https://reddit.com/r/AOW4/



Want to check out our other channels?

Dev Diary #11: The Art of Age of Wonders 4



Greetings travellers, Art Director Rich here, join me by the campfire as I share a brief glimpse into what the artisans of Triumph have been crafting as I touch upon 3 main topics;
  • Your Creations (Creativity & Evolution)
  • Your Realms (The setting, World & Combat Maps)
  • Your Inhabitants (Wildlife)

Everything you see in this Dev Diary has been created by a small core group of around 9 artists; 1 animator, 2 environment artists, 2 character artists, 3 2D artists, 1 tech artist, and 1 PFX Artist with over 3.5 years of development. We hope you enjoy the toolbox we have made for you, and as a treat we’ve attached some downloadable Wallpapers at the end!

Your Creations


[h2]Let your creativity loose[/h2]

You are the core of Age of Wonders 4 as we give you the tools to create your own original fantasy races. This is key, and a truly unique feature; Stellaris does it to an extent with their 2D portraits, however we challenged ourselves to have a fully 3D customizable unit lineup, not just your leader but your race, and on top of that to enhance and transform them through the game. When this was first pitched it was considered high risk and a bit crazy, we weren't even sure it was possible! With lots of prototyping and tech I’m happy to say we are proud of what we achieved, and we can’t wait for you to get your hands on it! You are handed different visual ingredients to mix and match to arrive at something fresh, or recreate your favourite characters from popular media with friends by making your own multiplayer fellowship.

We spent a lot of time on making interesting character components; pieces that would fit together well to tell a story, as well as pushing the visual distinction and fidelity - we didn’t want Dwarves to be just scaled down humans, but really push their proportions with bigger noses and exaggerated features and slight expressions.The texturing is painterly, colourful and gritty without being too cartoony. This stylized realism creates an almost caricature-like effect that helps them come to life. You can play as a standard fantasy race like High Elves with golden armour and unicorns, or try your hand at some really fun combinations, and more importantly, evolutions! Your starting race can be very different from your ending race as you unlock Enchantments, Transformations and gain access to new racial and monstrous units…

With 10 starting Forms, 6 Cultures and Wizard Kings, there are an incredible number of customization options; hair and beard styles, helmets, tattoos, scars, mount types and colours to pick from. These are a few screenshots from in-game showing off the huge variety of leaders you can create.. We can’t wait for you to unleash your creativity and see what you make!



Leader helmet customization concept art -



Form is the first ingredient that can combine with Culture to create something visually new. Here we can see how the Culture outfit proportions change to match your Form, we utilise bone and rig scaling tech to achieve this along with giving customization options to adjust their sizes like leg and arm length or physique.



Mixing up cultures can create some really fun combinations, below we have a typical Industrious Dwarf, but why not mix it up with a Mystic Dwarf, or perhaps something completely different? Create Industrious Rats or High Orcs, Culture is the ingredient that when combined with form can bring fresh originality to old tropes. Let your imagination run wild, what’s the fantasy you want to create?



Barbarian Unit Concept Art -



[h2]Evolution[/h2]

But Form and Culture are just the beginning of your journey, things really start to become interesting when we evolve our factions using magical Tomes. Throughout the game applying enchantments and transformations can change how our units and leaders look and play. You can twist and morph them into something… more. Enchantments and Evolutions stack and combine visually with PFX, skin decorations, colours, and additional meshes like ice shards.

Each Tome is fully illustrated to communicate the associate Affinity and contents -



Below we can see if we follow the Tome path of Chaos we gain access to magics that give us fire weapons, and demonic visuals. Granting our units black armour, goat legs and demonic horns with glowing eyes and wings -



Or here we can take 2 affinity paths mixing visuals from both to get frost weapons, steel skin and golden armour, and ultimately create a goldtouched undead wightborn race. These enchantments and Transformations apply to all Forms and all Cultures as well as leaders. You can apply different transformations to the different races you have conquered. You can also come into contact with thematic Free Cities that have these visuals already applied allowing for rich and interesting stories to emerge. What stories do you want to tell, how will you evolve your race?



Further customization continues in-game by looting mythical weapons and equipment like magical rings, armours and mounts. Below we see a level 15 leader leaning into the undead Shadow Affinity direction, not only through Transformations but also through Hero Skills unlocking powerful combat abilities. We also added an Adjust Appearance button to the Panels so you can always change your looks to fit the thematics of your loot, or adjust a Heroes appearance to suit a particular story you want to live.



Weapon Concept Art -



Your Realms


[h2]The Setting[/h2]

Following the cataclysm of AoW3, Age of Wonders 4 gave us the opportunity for a fresh start, we wanted to present a vibrant welcoming fantasy world that you want to spend time in. A new age of realms and characters of your own design. Because of this we shifted the main colour palettes to spring hues, playing up the greens and blue mists as we leaned into the magic and creation aspect of the game.



[h2]The World[/h2]

The Romanticism paintings of the 1800’s inspired the world map look, a gritty but vibrant surface littered with Ancient Wonders, the scale of mountains enhanced by moving pools of light. We pushed greater heights with rolling hills, a new cliff system and epic mountain peaks peeking through distant mists. Motion would come to play a big part of making it all come to life, whether it be leaves falling from trees, or bats flying above an Underground entrance, those small details make the world feel alive creating an inviting and intimate atmosphere, drawing you in for a closer look. Our in-house Creator Engine got some new tech upgrades, this meant we could explore the Fog of War look with volumetric lighting, creating a beautiful mist that invites you to explore.



A living world -



Expand and grow your cities, build Wizard Towers and choose your cities path via Special Province Improvements, each Province Improvement has bespoke 3D Art like the Research Post and Resonance Field. Below is an example of an early game Tier I vs. late game Tier IV Feudal city, growing in scale and power -



Create your own realms with Realm Traits, pick a world visual or mod-in your own, or enter your customised ruler into the Story Realms as you become part of the world's unfolding legend. Below we peer through the realm void as the artworks complement the voiced story intro and outros -



[h2]Readability[/h2]

Gameplay is king, so gameart must enhance gameplay. We learned a lot from Planetfall and took those learning into Age of Wonders 4, not just the world map, but across the board with units and user interface. We want the game to be easy to read, have units stand out, have clear iconography and user interface, all whilst delivering visuals that immerse and keep you engaged. Readability is paramount, so we addressed that at its foundation. Here we can see the differences between Planetfall, which has washed out muddy visuals, even the interface falls away, it’s hard to see the differences between forests and roads. Compare that to Age of Wonders 4 where each element has a clear black and white grouping, it’s calmer on the eye and the interface really pops -



[h2]Combat Maps[/h2]

Every hex tile and location on the World Map has its own Tactical Map. Some like the Ancient Wonders are more dungeon-like with bespoke lighting, others such as forests and gold nodes take on the mood of that biome, whether it be in the Arctic or Tropics.

Below are screenshots of the same Gold Node Tactical Map but as they appear within the different biomes. The system adds thematic pfx to each biome, snow in the arctic, butterflies in the mediterranean and sands blowing in the wind in deserts. The tactical maps also swaps out vegetation, what might be a dead tree in the desolate biome, is a giant mushroom in the underground. Additionally map hazards also change, a Clover hex giving a boon of luck in the Temperate biome, might be a patch of poisonous plants in the Tropics. This ensures that each time you play, even if it’s the same location that we can have very different moods and experiences -



A closer look at map dressing and moods -



Here is some environment Concept Art, each culture has its own building set style, in certain biomes the houses will even show signs of that biome, such as snow on the roof -



Your Inhabitants


[h2]Wildlife[/h2]

The realms are populated by all sorts of creatures, from the smallest Fairy and Worm to the largest Giant and Dragon. Using Realm traits you can set the type of wildlife you will encounter, whether it be a realm of Rampant Undeath inhabited with Bone Golems and Skeletons, or with Astral Invaders, magical creatures from the Astral Sea. You can come across heroes with special traits that allow you to recruit monsters like the Ogres. Alternatively complete an Ancient Wonder map location to gain the ability to recruit special monsters from that site via the Rally of the Lieges mechanic.

Here’s some concept art of beautiful monsters. Internally we called these Ogres ‘Gordon and Ramsey’ -



Concept art of some friendly Trolls -



Here’s a sneak peek at some unit .gifs showing the animations and posing from out in-game Encyclopaedia, here you can view all units in the game and even apply Enchantments and Transformations to any Culture and Form combination to see their effects, as well as read up on lore and gameplay concepts -



I’ve put together this fantastic overview showing off a few community creations that we’ve seen come by. Beautiful and clever Tome books and Illustrations of the Dev Stream stories that unfolded like the Drowned Toads. As well as ideas for Units and DLC cultures! Really cool stuff guys, we can’t wait to see what the Modding community will add as well! :)



Thank you for your time, we really hope you enjoy the fantasy toolbox we’ve made for you and can’t wait to see your creations! This is just the beginning of the Journey…to make a time go a little bit faster here’s some Wallpaper - https://paradoxinteractive.files.com/f/55041ae37bd422e2


Want to speculate about the next Dev Diary?

Mystic Elves Showcase Stream: Midgame on 30 March 2pm CET



Thank you for all your support so far! We have heard your feedback, and so...

The next developer stream will be happening tomorrow, 30 March, at 2pm CET! It will feature midgame play, as highly requested by many of you.

The stream will last about 2 hours and will pick up directly where the previous stream left off. If you missed the previous stream, the VOD is up on our YouTube channel here!

Do take note of Daylight Savings/Summer Time! If you are outside Europe, the stream will begin 1 hour earlier than usual.

Bonus: Solve this riddle to find out the topic of the next dev diary!

"I am a universal language, understood by everyone. What am I?"

Answer will be revealed upon release of the dev diary!

Catch the Stream here:

YouTube Twitch

What time is the stream for me?
  • 8am ET (US East)
  • 7am CT (US Central)
  • 6am MT (US Mountain Time)
  • 5am PT (US Pacific Time)

  • 1pm UTC (UK)
  • 3pm UTC+3 (Greece, Finland)
  • 5.30pm UTC+5:30 (India)
  • 8pm UTC+8 (Philippines, Malaysia, Singapore)
  • 9pm UTC+9 (Japan, Korea)
  • 11pm UTC +11 (Sydney, Melbourne)


Want to speculate about the stream?

Dev Diary #10 — Heroes: Warriors, Governors, Story characters



Hello there, my name is Simon, gameplay programmer at Triumph. Today I’ll tell you about one of the areas I worked on: the heroes!

Throughout the AoW series Heroes have been your trusted lieutenants, the commanders of your armies. They are super-units with detailed upgrade trees and inventory slots resembling those of RPG characters.

In Age of Wonders 4, we set out to deepen the impact Heroes have in the game, by giving them new roles, and a strong attachment to the realm they come from. They develop personal stories and are more persistent, they can continue to play a role even after they perish on the battlefield. Read on!

First let’s give a summary of the functions Heroes have in your empire in AoW4:
  • Army Leaders: Heroes are still the super units people love from the previous games. In many battles they are the strongest characters in the field, carefully tailored with skill upgrades, magical items, and mounts. Many Heroes have army-buffing abilities, like skills that increase the morale of units. If you put multiple heroes in a single army, the highest tier hero is deemed the army leader and only this hero’s army bonuses are applied.
  • Magical Item Wielders: Only heroes can be equipped with the magical items you find in the world. Match items with your heroes’ unique skills for the best results. Heroes can also ride a variety of mounts.
  • City Governors: Cities in AoW4 have a hero as governor. Heroes have Affinities which translate to bonuses to your city’s economy. Note that independent Free cities also have governors. These lords and ladies are the cities’ faces during negotiations. When you diplomatically integrate a free city these characters join you as governors. Note that heroes don’t need to stay inside their cities to apply their bonuses, they are free to go on expeditions.
  • Ancient Wonder Explorers: Heroes are the bravest characters in your armies and only under their command Ancient Wonders can be explored. Often the associated stories are centered on the hero leading the expedition. Read the DD on Ancient Wonders here.
  • Besiegers: Sieges can only be started under the command of a Hero. In Age of Wonders 4 sieges are started on the world map. We’ll dedicate a separate development diary on this topic.
  • Outpost Founders: Heroes found new outposts, pushing the frontiers of your empire outward. Outposts can later be turned into cities; Read the DD on cities here.

That is a lot of responsibilities for heroes! Luckily your empire will quickly field multiple heroes and your ruler avatar can do everything a hero can. Typically the number of heroes under your direct control follows the number of cities you have. The gameplay systems encourage heroes to be spread out instead of clumping them together. In any of these roles emergent story events may appear that give a new dimension to the characters and actions.

Recruiting Heroes


[h2]Different ways to acquire Heroes [/h2]
In Age of Wonders 4 there are multiple ways to recruit these powerful heroes into your ranks. The first of which is to go looking for offers yourself. Once your empire gains the ability to command more heroes you’ll get notified that certain heroes have offered you their services.

When you decide to look into the offers you’ll be presented with a carousel that gives you a quick overview of your options. From here you can decide to further inspect a hero before determining who is worthy of your supreme guidance.



Apart from going looking on your own, you might also run into heroes that offer their services during your adventures. This might be a hero that you encounter on the world map, a free city lord that feels their unfavored child could use some more experience; or maybe there is someone in your prison that has seen the error of their ways and decides that you are the rightful ruler after all. There’s heaps of unique situations like these that will make sure you can fill your ranks with cool companions. Who knows, maybe your pantheon rulers feel like dropping by and crushing some skulls together.



Naturally if your empire cannot accommodate a hero’s offer when encountered, there’s always the option to recruit this hero later. In which case you can on your own accord find these heroes' services on offer through the hero carousel, maybe even for free or at a reduced cost depending on your history with them.

[h2]Hero Archetypes[/h2]
Over the course of your adventures the heroes in the world who are not under your command will gain experience and level up on their own. These heroes are procedurally themed towards certain combat roles, their skillset and equipment making them formidable casters, mounted knights or caretaking shamans for example!

As you can see here when we inspect Ergot Warbuck at the start of the game. He is only level three and has access to a low tier weapon, mount and a basic skill.



Now let’s fast forward a bit and see what this hero looks like a little later in the game at the moment of recruitment.



As you can see Ergot has gained a more powerful orb, selected multiple skills that fit with a damage dealing battlemage and even gained some signature skills that fit with this role. You might note the cost for recruiting him has also risen accordingly.

Now let’s have a look at an endgame comparison. This is Nanoc Warbuck, belonging to the same free city as Ergot, Nanoc was tasked with guarding the city. Here’s Nanoc at the start of the game.



And here’s a look at Nanoc in the endgame. He’s gained a lot of equipment and skills as well as seemingly having tamed a spider and infused a lance with its poison. He even became the leader of the army he is in. The army itself seems to have earned its stripes as well.



[h3]Starting traits[/h3]
Next to assigning an archetype this same system also picks a starting trait for the hero. This is a very impactful bonus that gives the hero an extra combat ability, passive bonus or something to add to a city when this hero is a governor (more about that later). Some very special heroes might even get multiple of these, but we’ll leave those up to you to find.



[h2]Link to free cities[/h2]
During your time in Age of Wonders 4 you can encounter two types of heroes: Heroes belonging to a free city and heroes rising up from the ranks of your chosen race.

[h3]Free city heroes[/h3]
Heroes belonging to free cities are generally a higher level as they’ve been well trained. This naturally makes them more expensive as well. However since these heroes have the backing of a free city that opens up a lot of opportunities. Having them under your control will improve your standing with the city as well as create new lines of communication, opening up more quests and story events relating to the city. All of this can help you define the fate or role of such a city within your realm and/or empire.

Next to the relationship benefits, free cities can have access to powerful upgrades that can impact the hero. These range from transformations and enchantments to special traits that give additional affinity points for example.



[h3]Unaffiliated heroes [/h3]
Heroes rising up from the ranks of your own race do not have any connection to a free city. Generally they are cheaper to recruit and are lower in level. Just like free city heroes, these also unlock their own storylines found in quests and events. Though they don’t have a free city that gives them transformations and special upgrades, these heroes do of course benefit from any magic you’ve cast upon your own race. These heroes are your solution for a purist playthrough. Who has time for all the drama of free cities when you could also bring them to their knees with heroes risen from your supreme race … right?

[h2]Hero cap[/h2]
Your empire can get legitimate access to new heroes as soon as it consists of multiple cities. For every city you control in your empire you can command one hero. However for the more power hungry rulers there are ways of circumventing that little rule. It’ll just cost you some resources.



Hero Editor

Should you dislike anything about the presentation of your hero or feel that they would look a lot cooler with a specific visual item, you can always jump into the hero editor during gameplay. This lets you edit your hero to your liking, from visuals to names, titles and even appearance- and grammar gender. All your changes can be easily reverted by clicking the reset button if you don’t like where you ended up. On top of that, using this editor is permanently free from any resource costs. So nothing’s stopping you from unleashing your full creativity and going wild making cool heroes that perfectly fit your empire!



Hero Upgrades

As your heroes travel the realm going on all sorts of adventures, they get experience points for doing all kinds of actions. Once those points lead to a level up, your hero gains a skill point. These can then be spent to gain powerful abilities and passive bonuses.

[h2]Regular skills[/h2]
These make up the meat of your hero’s skills and are divided into three categories:
  • Warfare
  • Battle Magic
  • Support

As you might expect these play into the different combat roles found in Age of Wonders 4. Warfare skills are aimed at roles that employ physical damage using swords, lances, giant battle axes and more. Specializing in getting damage and defense numbers up while triggering bonuses upon killing your enemies on the field of battle.

Battle magic is the kind of magic that hurts when you’re on the receiving end. Generally found on powerful mages wielding magical orbs. These skills specialize in using elemental magic, optimizing spell usage and increasing (status) resistance.

Last but not least we have support skills. These revolve around being the leader of an army and giving bonuses to all the units in that army. Ranging from gaining experience faster or increasing accuracy of units to fully restoring the action points of a unit. There are a lot of useful bonuses here that can make even seemingly low tier armies very difficult to deal with.

All of these categories have a default set that each hero has access to, which can then be expanded upon by your chosen culture and tomes.



[h2]Signature skills[/h2]
Once every five levels your hero unlocks one out of four signature skill slots. These allow you to pick a skill that’s a lot more impactful than your regular skills. Not only do these provide abilities that can turn the tide of any battle, these skills also provide your hero with an affinity point. In turn those affinity points will help you get new tomes of magic and provide bonus income to governed cities.

[h2]Re-specialization[/h2]
Should you be unhappy with any skills on your hero, you can opt to respecialize the hero. This will reset all regular skills and signature skills. Be wary of your decision though, your hero might accept your request to change once but if you persist on changing multiple times it might just take some Imperium to convince your hero.



Hero Items

Throughout exploration and conquests you’ll come across powerful artifacts you can equip on your heroes. The central Arsenal that we introduced in Planetfall returns. All unequipped items go to the Arsenal, reducing micromanagement. Heroes have the following slots:
  • Primary: Weapon associated with your Hero’s default attack. Both primary Melee and Ranged Weapons go here. Note that some weapon types also take up the secondary slots (Bows, Staffs, Double Handed Swords)
  • Secondary: Used for Shields. Blocked when ]double handed weapons are equipped in the primary slot.
  • Head: Armor, magical defenses, and Vision enhancement
  • Torso: Armor, magical defenses
  • Legs: Armor, magical defenses, sometimes movement enhancement.
  • Ring: Grant passive properties/abilities.
  • Misc (3x): A Wide range of Items. Some give new active abilities (Magical Wands go here) and special buffs.
  • Mount: Your mount of choice. Ranging from horses to spiders, great birds and wyverns. Affects movement and some mounts give special abilities. Staves, Polearms and Heavy Two-Handed Weapons that aren't Lances disable this slot.


Here are are some example items for you to check out:



Governors

As mentioned above heroes have an important role to fill as Governors of your cities. As governors heroes can approach you with requests for their city opening up unique story events and quests. Which hero you select to be looking over your city for you can also yield hefty bonuses. As their affinity points are linked to income bonuses, increasing your income of a specific resource per affinity point. This is where synergising with signature skills and free cities giving affinity point upgrades can become quite rewarding.

Next to the affinities coming into play, heroes also have traits that can have a huge impact when they are chosen as governor. There are traits that give a city more fortification health to fend off besieging armies, or allow for the recruitment of special units such as trolls and ogres. Some even give the hero more affinity points that are shared with the rest of the empire. Such a perk might just allow you to unlock that one powerful tome of magic you otherwise could not get to.



Hero Prison and Crypt

The role heroes play doesn’t necessarily end when they are defeated on the battlefield. Their dead or unconscious body (this is based on chance) gets transferred to the crypt or prison of the victorious player.

Basic actions involve setting them free or returning their remains. By expanding the Wizards Tower with a special crypt and prison rooms more options are available.


Wizards Tower Prison
  • Convert - Starts a process of re-educating the hero so they can come and serve under your command
  • Execute - kills the hero and moves the hero’s items to your arsenal and the body to the crypt. If you have a hero belonging to a Free City or player faction your relation will be negatively impacted.
  • You get knowledge per turn for each hero in your prison.


Wizards Tower Crypt
  • Resurrect - resurrects the fallen hero under your command.
  • You get mana income per turn for each hero in your crypt.


Players taking the Shadow Path of Necromancy can Animate fallen heroes for the cost of Souls and gold. This of course turns the hero into one of the undead.

Heroes and Events

We’ve already done an extensive DD on narrative events but for the completion of this week’s topic its good to highlight that Heroes (Living or dead) are the most common actors in events. Heroes represent free cities or come to you in their function as governor of your own cities. Also heroes in the field may come with special requests. Keeping your heroes happy has many beneficial effects for your empire. Here are a couple of examples of hero-based events.



Conclusion

In Age of Wonders 4, heroes have made their way into more game systems than ever before. Not only are they the awesome champions of the battlefield, they also prepare sieges, provide boons to cities as governors, have relations/origins to factions in the world and take center stage in the narrative events. Furthermore, you can recruit rulers that have ascended to the Pantheon to aid you.

Choose your Heroes wisely Ruler!

​Get Involved!