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Dev Diary #37.5: Signature Skills and the Art of Heroes





[h2]Signature Skills[/h2]
The next big item on the block is signature skills, previously these were a small pool of active abilities, when reaching particular milestones the hero would get to pick a signature skill from a list of random options. This had several issues; A lack of control, wildly varying power levels and dilution of the heroes role.

Everyone would always pick the same skills, and particularly the summon abilities were problematic. Thus to put it bluntly, these are no longer the same. Many of these skills have been reworked and used elsewhere.

Affinity Dedications
For Mortal Champions and Wizard Kings, the signature skills take the form of Affinity Dedications. These grant effects that empower the army that the hero leads and unlock a pair of hero skills that support the builds and identity associated with that affinity.

To choose an affinity dedication, the hero must first reach the appropriate level, then the empire must have the appropriate affinity. At level 4, only Initiate dedications may be chosen and only of the affinities the empire has. At level 8 they may choose either Initiate dedications they do not yet have (with the same requirements) or any Adept level dedications their empire has enough affinity for.

At level 12, Master level and lower can be chosen, and lastly at level 16, Paragon or any other level.

Notice how for level 4, only the Initiate dedications of the empire’s affinities are valid.

This allows for mixing between multiple affinities, if you have a build that uses two very different affinities mechanics that you want to lean into, you can choose to give the hero two initiate dedications, giving access to the relevant skills.

Note that none of the Dedications require a previous one, they are purely restricted by the level and empire affinity. If you wish to skip nature initiate in favor of another affinity, but still want Adept of Nature on level 8 you can do so.

At level 8, because the hero already has the order initiate dedication, the only valid options are between Adept and Initiate of Chaos.

The affinity dedications are free, which means that as the hero levels they will empower the army they lead, this means that to make optimal use of your heroes should seek to have each lead their own army, setting them apart from the rank-and-file units they lead.

The hero then gains access to 2 additional hero skills based on the affinity dedication taken, Initiate of Nature for example grants Blight Strikes and Pack Leader. Letting the hero specialize to support builds that the empire may be leaning into such as applying poison and decay, or fielding lots and lots of animal units!

The Affinity dedications are divided into 4 levels, Initiate, Adept, Master and Paragon.
Each grants access to 2 new skills, one more offensively oriented and 1 more defensive/utility oriented. Paragon is the exception, granting only a single skill that is universally powerful.

Initiate grants access to build-supporting hero skills, such as the pay-off for attacking burning enemies in chaos, or the leadership buff to animals in nature.

Adept is usually more individual, letting the hero themselves take on the theme more strongly through a passive effect, such as Order’s Incorruptible spirit, which grants a huge boost to the status effect resistance of the hero. While Astral can gain evasion as they are attacked blurring their image.

Master skills are the active abilities, this is where some old favorites like Blink can be found as well as several new abilities such as Awaken Earth.

Paragon Skills are unique in several ways, firstly, while the other 3 levels grant the same (stacking) bonus to the army, the paragon dedications each give their own unique army boost. Paragon of Order for example grants all units in the army Resurgence, letting them all become immortal martyrs to the cause.

Additionally Paragon skills unlock only a single new hero skill option, one that is more universally powerful such as Materium’s Ancient of Earth or Shadow’s “Eternal One”

Become immortal, eternal king.

Tome hero skills
Formerly, tomes granted hero skills, many of those got reused, some did not make it. This has a few reasons, chief among these is the dilution of hero roles through them, and the fact that many were simply “filler” not really supporting their tome’s build in a significant capacity. Instead many of the build supporting skills were, as you could read above, reworked to fit into the affinity hero skills instead. This has the added advantage of not requiring particular tomes to gain the hero skill that supports the playstyle. You do not need to have Tome of souls to get the necromancy supporting hero skill to help with your tome of Necromancy build for example.

There are some that were more difficult than others, notably among these was Cleansing Flame Herald, part of the Tome of Cleansing flame. This is instead a passive gained when the Tome is unlocked, which should feel much nicer.


Art of the Hero Rework


For a (short) interlude here on the art side of this project I am including a section of Elle and Ana’s write up on the art of the Hero Rework, worry not I will return after the pretty pictures to provide more nerdy insight!

Hi all, Elle here, 2D Artist at Triumph! I’ll be the one to present you with the full “Art of Ways of War” dev diary at a later date, but I wanted to barge into Thomas’ dev diary too so I could share a little bit of background on the art side of the Hero Rework.

Before we bury the old interface permanently, have this very old pre-release mockup as a loving way to remember the admittedly-difficult-to-love listbox layout:

Image description: A mockup from September of 2021 (1 year and 8 months before release). Functionally very similar to the Hero Skill list at release, just prior to any polish.

About 6 months after release, we started exploring the idea of organizing these skills differently. Some early but scrapped ideas:

Image description: Two images of hero skills sorted by type (warfare/battle magic/support) and level

Note that these mockups did not consider changing the fundamental workings of the hero skills, we just didn’t like the UI visually. But feedback kept coming in about heroes feeling “samey” and lacking identity, so Thomas started cooking. He then approached me with that legendary “what if…”, a “what if” that gave us many sleepless nights but would ultimately become the pride & joy of all of us who worked on it. So let’s catch you up on the new Hero Skill interface, where did we start off and end up?

Well, this was the “what if” that Thomas handed me:

Image Description: ??? absolute designer mumbo jumbo

It then took probably 4 hours for him to explain this and for me to understand it (having this dev diary would’ve helped …), but after breaking my brain I did two mockups for how we could present this new Hero Skill system to the player:

Image Description: Hero Skill Tree layout mockup where each tree had a different tab

Image Description: Hero Skill Tree layout mockup where all three trees are present in one interface, similar to how the final in-game version was set up

As you can probably tell by the final result, we chose the latter in order to minimize clicking between different tabs. As a disclaimer, I’m able to do my mockups pretty easily and freely in photoshop, but getting them functional in-game is a whole different ball game. Simon (gameplay & interface programmer) did an incredible job translating the mockup despite technical and time limitations. We added additional functionality such as mutually exclusive skills, and even got to our stretch goal of incorporating different icons for the active abilities.

I also participated in unintentional intern abuse by assigning the reworked icons to our intern Alex, please give him some love for the monstrous amount of icons he made. Here are the hero skills alone, but most of these also come paired with either ability icons, unit property icons, and/or status effect icons.

Image Description: Screenshot of our Hero Skill psd

And an additional shoutout to our VFX Artist Ana, who made and reworked an equally monstrous amount of FX to go with this rework. If you think making hundreds of new icons is hard, imagine doing the same for effects that also have a gazillion possible combinations in modularity.

And of course the hero rework also came with the addition of governor bonuses and ambitions, all of which needed UI mockups, implementation, and icons too… but I’ll do plenty of rambling in the upcoming art dev diary so I won’t bore you with the details any further and instead let Thomas take back the reins!

[h2]Governance and Renown[/h2]

The new hero panel, note the section on the left displaying all info related to Governance, Renown and the hero’s Ambitions.

Governance has always been a little messy, players could understand that they would assign a hero to govern a city and gain benefits from that, but exactly what and why was not always clear.

Basically each affinity point a hero had granted a tiny uptick in income that added together to a decently substantial amount.

I wanted to add more personality to the heroes, and at the same time make the presence of a governor much more noticeable and meaningful. Thus we concocted the Governance traits, heavily inspired by the governance background traits i’d made in a past update.

Look who is all grown up!

Governance traits are a new trait given to each hero that determines the effects they grant their governed city, these usually entice a city to specialize in a particular way, leading to more variation in the empire’s cities and a more noticeable impact from the Governor’s rule. Each hero has a random Governance trait, while rulers always have the very generalist Godir Governor trait, which boosts the throne city significantly.

Shiny new Governor selection UI, note it shows the levels of each Governor as well as the current active effects.

You may have noticed that the Governance trait has levels, these are unlocked by gaining Renown, further empowering the Governing effects of that hero. How do you gain renown you ask? Allow me to enlighten you about:

[h3]Ambitions[/h3]

The new ruler ambitions, available for selection in the last step of Faction Creation.

Each hero has Ambitions, completing these ambitions is how they gain Renown and Renown levels.
Each Renown level grants their army a slight boost in morale, but most importantly Renown levels determine the benefits gained from the Governance skill!

Ambitions are chosen as a set, rulers may choose them during the creation process while heroes will have a random set of ambitions. Each set contains a Major and Minor ambition

Minor Ambitions are repeatable, short term goals, these are the main source of Renown gain.

Major Ambitions can only be completed once per hero, but grant a much larger reward and unlock a unique skill for the hero that suits the deed they’ve accomplished. A Duelist who manages to slay a ruler in single combat for example gains increased damage and defense against heroes!

This hero has managed to complete her major ambition, giving her a unique trait to boost her army’s aggression.

Should you end up with a hero whose ambitions you are unable to complete, after a set period of time an event will occur where you may choose to have them chase a different ambition instead, letting you continue their progress another way instead!

This one is one of my personal favorites, it was suggested by Lucas who did the code support for this particular system. With minor adjustments we put it in, it creates a really enjoyable dynamic where one of your heroes becomes the “Right hand” of your ruler.


Outro

The Hero Rework is an enormous undertaking, representing the largest rework of anything Triumph has ever done to a game post-release. Not just design and implementation, but code support by several of our famed Codir, with special thanks to Simon and Lucas, and also art, where Alex has soldiered through remaking every single hero skill and hero ability icon in the game or Ana who gave the hero abilities some much needed love in their visual effects!

So, after a grueling few months of hard work we arrive at the Tiger patch, alongside Ways of War’s release on November 5th this will make your conquest in Age of Wonders 4 even more heroic! I and the rest of Triumph look forward to seeing what you create with these new tools!

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Catch the Ways of War Dev Stream This Thursday @ 14:00 CEST!



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Wow wow wow wow, it's already our fourth Ways of War stream! :) Join us this Thursday at 14:00 CEST; it's super easy, barely an inconvenience!

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Dev Diary #36: Intrigue Happenings



Hi everyone and welcome to today’s dev diary on Intrigue Happenings! My name is Michelle (@MichelleTriumph), narrative designer at Triumph, and I’m here to talk about the new Intrigue Happenings you will encounter during your time playing Age of Wonders 4: Ways of War! Lest you forget: Ways of War will release on November 5th, and is part of Expansion Pass 2!

[h2]Watch the recording of a Dev Stream with Michelle on our YouTube channel![/h2]



Be Warned, Ye Unspoiled


First of all, a warning for those who like to go into the new narrative content without being spoiled. This dev diary consists of two parts. First I’ll talk about the global design and intent of the new content, this section is relatively spoiler-free and will mainly feature pretty pictures provided by our talented artists.

The second part goes in-depth into the new Intrigue Happenings, their design and intent, and will show some actual content to illustrate the intended flow. I will warn you and hide the actual content so you can browse at your own convenience.

With that said, onward!



Part One: What’s Happening?


In the Eldritch Realms DLC we introduced Cosmic Happenings - global Events and effects that shake up the game for all players involved. Intrigue Happenings use the same system… on a more personal level.

Intrigue Happenings are event (and quest) chains, designed to target an (AI) Ruler on any single-player non-Story Realm. They aim to shake up the mid-game diplomatic status quo and encourage you to investigate and decide on the fate of the affected Ruler - who may be affected by internal turmoil, or may have been replaced by another entity entirely. The affected Ruler, meanwhile, will start to influence the realm in their own ways.



Details of the Intrigue Happenings differ, but their core design revolves around a longer quest-chain that you can complete, after which you can decide on how this story will resolve. You can opt out of the chain whenever a new quest is presented, which sometimes brings its own rewards.

We have wanted to introduce quest-chains outside of Story Realms for a while now, and this is our biggest attempt so far!

Design for an Intrigue Happening, with some branching narrative.

Age of Wonders 4: Ways of War will feature six (6) unique Intrigue Happenings, with a total of 90 unique Events.

[h2]Conditions and Constraints[/h2]
All these Intrigue Happenings have different flavors and quests, so we applied conditions and constraints to ensure they only happen in fitting situations. For example all Intrigue Happenings require for you to have met the affected Ruler, and all of them require that the Player is not at war, nor in an Alliance with the affected Ruler.

Next to that, the different Intrigue Happenings have unique requirements to ensure they only happen to fitting AI Rulers. Examples are Alignment, Ruler Type, or Affinity. This means that in some games, specific Happenings may not be able to trigger

Intrigue Happenings will also have a cooldown, which means on average only one should show per realm, and over multiple realms Happenings that have not shown before, will be prioritized.

A condition script for the Dawn of Calamity Intrigue Happening. It requires an AI Ruler to have at least 5 chaos affinity, and no other affinity that surpasses it.

Due to the global and expanded design of these narrative-heavy Happenings which affect (AI) rulers and specific quest-lines, the decision was made to make this an experience for single-player only, meaning they will not happen in multiplayer games. Multiplayer brings its own challenges and edge-cases which can break these Happenings, especially since the quest chains can run for tens of turns.

For example: what if another Player decides to kill the Ruler you are investigating? What if another Player decides to fight (or invalidate) your quest objective? What if…

To ensure this would work as intended would take more development time, meaning less content for you… So we decided to focus on enhancing the single-player experience instead.

[h2]Make It Happen[/h2]

If you want to ensure you encounter these piles of content in your game, you can increase the likelihood of Intrigue Happenings triggering by starting a game with the new Unfolding Mysteries Realm Trait, and by playing the new Realm: Paradise Divided!

The new Paradise Divided Realm Template and Unfolding Mysteries Realm Trait will increase the likelihood of an Intrigue Happening to… happen.

Next to that, Intrigue Happenings fall under all other Happenings - like Toll of Seasons and Cosmic Happenings, and will thus be affected by any personal settings related to them. Something to keep in mind!

Any personal settings related to Happening Intensity will also influence Intrigue Happenings.

Now we go into more detail below!

[hr][/hr][h3]SPOILERS BELOW![/h3]
The following will feature more in-depth descriptions and images of the actual Intrigue Happenings. Be warned!
[hr][/hr]
Part Two: The Flow of Intrigue


Below I will share a few images of the “Fiendish Takeover” Intrigue Happening to walk you through its flow in a bit more detail! Like any Happening, the Intrigue starts with an event that shows you what changed.

A new “Ruler” rises, at the cost of Cinren. How unfortunate for him.

One turn (or a few turns) after the Happening is introduced, you will be requested to investigate. Do you want to see what happened, or do you want to deal with this new Ruler in the usual, conventional ways?

They must be truly desperate to come to you for help…

Whenever you get a quest related to the intrigue, you can decide to opt out of the intrigue. The deeper you go, the more tempting this may become, lest the affected Rulers become aware of your investigations…

If you tire of intrigue, there is always the option to keep your new infernal frenemy close.

Every few turns, a random event may spawn in which the Ruler affects other entities on the map, for example other Rulers. The longer this situation goes on, the more it could affect, so you may want to hurry (or not, depending on whether you think this is a great development).

Ignoth goes to war with another Ruler. Oh no!

If you decide to investigate, you will enter a quest chain of two to four quests, culminating in a finish where you can decide whether to bring back the former Ruler… or for the new Ruler to stay and conquer the realm together. You are the Godir hero of this story, so the choice is yours.

An infernal contract! With enough chaos affinity, you could alter it…


[h2]Intrigue Happening Types[/h2]

Ways of War will introduce 6 Intrigue Happenings, divided into a few groups:
  • Possession
    • In this type, an AI ruler is taken over by an entity (as the example seen above).
      • With four variations
  • Usurper
    • In this type, an AI ruler is taken over by a hero from their own faction, with ill intent.
  • Takeover
    • In this type, the player can aid a Hero who aims to take over an Empire during a rebellion instead.


Ways of War will introduce 6 Intrigue Happenings.

Dusk is looking forward to meeting you.


We are very excited about the new Intrigue Happenings, and we hope you are too! I cannot wait for you to experience them. :)

Cheers!
- Michelle

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WoW! It's a new Ways of War stream! 👹 Join us this Thursday at 14:00 CEST for hilarious dev shenanigans!

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Dev Diary #35 - Ways of War: Tomes and Wildlife



Hello again! I am Luis Ferreira, a senior designer at Triumph Studios. This time we are going over the Tomes and Wildlife that will be available to you on the first pack of our second expansion pass, Ways of War.

Tomes



[h2]Tome of Discipline[/h2]



The Tome of Discipline is a Tier I tome of Materium and Order affinities. This tome is all about channeling inner strength and conducting its magic to empower or heal your units.



The Monk is a Fighter that conducts the tomes empowering magic into its strikes. It punches its enemies and on a third strike in the same turn it triggers a Spirit explosion on the target that also hits adjacent enemies. They have a Leap free action ability which allows them to jump up to 2 hexes, which helps them position and trigger that explosive third strike. Additionally, it also has a Meditate ability which heals, removes 2 Negative Status and places them in defense mode, making the monk a nice allround unit to have!



The minor transformation Inner Mastery grants a small bonus to status resistance while also giving your racial units increased healing in battle.



To further help sustain your units you need a healing spell to trigger Inner Mastery’s extra healing. Mantra of Purification is a powerful spell that does just that while also removing all their Negative Status Effect.



The Tome of Discipline has two unit enchantments. Empowered Strikes grants shield, polearm and fighter units extra damage and gives a similar effect to the Monk, where the third strike in a turn causes it to have a chance to stun their target. Focus Aim gives an ability that as a free action grants the unit True Strike for that turn, meaning their attacks cannot miss.


[h2]Tome of Shades[/h2]



At Tier II and giving Materium and Shadow affinities is the Tome of Shades. This tome is all about blinding enemies in combat and then eviscerating them in their moment of weakness.



The Shade is a Tier III skirmisher with a kit that is all about poking enemies from afar and then going in for the kill. Throw Shadow Dagger is a ranged ability with a chance to Blind and when this unit is ready to engage in melee their main ability Fatal Strike is there to finish their enemy off, as its damage increases based on the missing Hit Points of their target.



Living Shadows is a minor transformation found on this tome that grants evasion against ranged attacks while also retaliating against attackers by attempting to blind them.



Shadow Blades is what makes all these Blind status pay off. Melee units with this enchantment ignore 50% of the target’s Defense and Resistance if the target is Blind, vastly increasing damage done against high defense targets.


[h2]Tome of Prosperity[/h2]



Prosperity is a Tier IV Nature and Order tome. This tome is all about protecting your units and it also grants access to the Prosperity wildlife units which we will talk about in more detail later. It focuses on applying a new status effect called Grace: When a unit with this effect is hit by an attack, they regain 10 Hit Points and lose one stack of this effect. It can stack up to five times.



Summon Prosperity Dragon grants access to a new tier 5 unit of the same name. This is a powerful support mythic unit and so its spell costs extra gold in order to cast. The other Prosperity units are accessed by building this tome’s special province improvement, the Shrine of Prosperity.



The two enchantments from this tome both give Inner Grace. This ability grants a stack of Grace if a unit starts its turn in combat without a stack of it.

Staves of Grace gives an ability called Cleansing Rain which dispels negative status effects from friendly units and positive status effects from enemies in a 1-hex radius. It additionally gives all support abilities a stack of grace in addition to their other effects.


[h2]Tome of Calamity[/h2]



The other side to the Tome of Prosperity is the Tome of Calamity. Also Tier IV, this Chaos Shadow tome is all about Accursed Fiend units, Ruin provinces and the Ghostfire effect.

Ghostfire is an existing effect but it was rarely used, it functions like Burning but deals 2 Fire and 2 Frost damage per stack. Additionally it doesn’t remove the Frozen status from an enemy like Burning does. To help this work a bit more smoothly, we’ve also made it so that if any Burn stacks are present on the unit or any are added while Ghostfire is present, they are converted to Ghostfire.



Summon Calamity Dragon summons a T5 offensive mythic unit. Like summon prosperity dragon, it also has an extra cost in that it can only be cast on an owned province and it will ruin it, as if it was pillaged. The Accursed Shrine gives access to the Accursed unit wildlife line, which we will talk about very soon, and it also makes it so all the Ruins this tome can causes can benefit your lands!



Accursed Armors applies to your melee units and makes them tougher while making their bodies cursed with calamity magic: melee attackers against this unit have a chance to suffer from Ghostfire and Misfortune. Accursed Projectiles gives your ranged units attacks a chance of applying Ghostfire while also adding Fire and Frost damage to their projectiles and magic.


Wildlife

In this content pack Wildlife is split between the forces of Prosperity and the forces of the Accursed. There’s also a new Inhabitant Trait, Land of Conflict, that places more of these two wildlife families in the world!


[h2]Prosperity Units[/h2]
The prosperity units are a group of Celestial Dragon units, meaning they have Dragon Rage, Inspiring Killer and Control Loss Immunity as well as having Inner Grace inherent to them.



The Blessed Dragon is a Tier II Support Unit. Its Graceful Rain heals and grants a stack of Grace to all units in a 1-hex radius!



The Radiant Guardian is a Tier III Shield Unit whose special ability is its Radiant Transposition. The unit enters defense mode and swaps places with a friendly unit, dealing damage to all adjacent units after swapping. The ability also has a chance to apply Pacified to enemies, which disables their attacking abilities.



The Tier IV Righteous Judge is a Mythic unit with Zeal and a powerful melee attack that can apply Sundered Defense and Resistance. Its Righteous Judgment ability is a free action ability that doubles its damage against Condemned enemy units. If the double damage doesn’t trigger, then the target becomes condemned so that you can smite them harder next time you use this ability.



The Prosperity Dragon is the pinnacle of the Prosperity units, a Tier V support unit that has a long range main attack and that can give all friendly units in combat Grace while also removing one negative status effect with its Rain of Prosperity ability.

Bestow Mask of Prosperity links this unit to another and all the damage that unit takes is transferred to the Dragon with a 35% reduction. Additionally the linked unit and the dragon gain 1 Grace each turn while the link is active.

When linked to a unit the Prosperity Dragon gains the Recall Mask of Prosperity ability which breaks the link but for each Grace stack the Dragon has it heals 10 Hit Points and gains a stack of Regeneration, making the Dragon not only a great support unit but also tough.


[h2]Accursed Fiend Units[/h2]

Accursed Fiend units are a new type of Fiend unit. They count as fiends for the sake of spells but have their own resistances, to Fire and Frost, and are weak to Lightning instead of Spirit. Unique to accursed fiends is their Accursed Body ability that makes it so melee attackers have a small chance to gain Ghostfire when striking them.



Of note, we updated the other fiend units to be known as Infernal Fiends, so we can make the distinction on spells when referring to Infernal Fiends, Accursed Fiends or both by just referring to Fiends.



The Accursed Ogre is a Tier II shock unit. Its Cursed Charge always applies a stack of Ghostfire while pushing and moving the ogre into the hex the target was in.



The Accursed Blade is a Tier III Polearm Unit. Like many in this line, its main attack applies Ghostfire while its Frozen Flame ability attacks all adjacent enemy units with a chance to Freeze them.



The Accursed Trickster is a strong Battle Mage unit. Its Maddening Phantasm is a full action ability that has a high chance to cause Insanity on a single target. Tricky Escape applies three stacks of ghostfire to a nearby enemy and makes the trickster teleport four hexes away from the target. On reaching 50% or lower of its hit points the Trickster clones itself. The copy deals less damage but acts like Astral Reflection in that if the original dies the copy takes its place!



The Calamity Dragon is the Tier V that sits at the top of the accursed fiends family. Like the Prosperity Dragon its main attack is a long range ability, but the Calamity Dragon deals more damage and also applies Ghostfire.

Its Ghostfire Storm ability places a Combat Enchantment that immediately deals Fire and Frost damage and applies two stacks of Ghostfire to three random units. This effect then repeats for the next 3 turns.

Force Mask of Calamity links the dragon to an enemy unit and gives them a stack of Ghostfire each turn. If the dragon is attacked while linked, the linked enemy sustains fire and frost damage.

Rip Mask of Calamity is available while the link is active which when used removes the link and deals damage for each stack of Ghostfire the linked unit had.


Conclusion


And there it is, tomes and the wildlife! I didn’t go over everything that a tome has but I hope this gives you a taste of what you can play with in the future, when Ways of War releases on the 5th of November! Hope to see you there, and join us next week for another Dev Diary!

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