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Part 7
Age of Wonders 4

Part 7

Explore all structures in Age of Wonders 4, from Wizard Towers to income-producing buildings like Mines and Farms, and learn about their effects and strategic uses.

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Explore all structures in Age of Wonders 4, from Wizard Towers to income-producing buildings like Mines and Farms, and learn about their effects and strategic uses.

This section describes all of the structures in Age of Wonders including types of cities to Wizard Towers. Most of them are in some type of category but the ones that don't are listed first.

Wizard Towers

  • Can give you new spells that you can't research at a price
  • They can also give you spells that you can't cast or don't want

Monster Lair

  • You have no control over these but when you enter them only 8 units can come. The reason for entering one of these is to get the items inside and most of the time it's worth it.
  • Other variations of these are Castle ruins and Ziggurats

Dungeons

  • These are the same as Monster Lairs but instead of gaining items you get units.

Teleporter

  • These teleport units from one teleporter to another.
  • Sometimes a teleporter will take you to places at random so be careful.

Reflecting Pool

  • Allow you to see the area around other reflecting pools.

Tower

  • These allow you to see more of the surrounding area than your normal units can.
  • Very good if you want to see enemies from far away.

Income Producing

These structures give you gold or mana every turn. They are very valuable so keep a close eye on these structures.

Mine

  • Gives you 10 gold every turn
  • Try to have as many of these as possible

Farms

  • Produces 10 gold every turn
  • If they are located in a wasteland they will produce nothing

Builder Guilds

  • Produces 12 gold
  • Constructs special very useful machines

Power Nodes

  • Try to have as many of these as possible to give you lots and lots of mana without any requirements.
  • Gives you 10 mana every turn
  • Are very useful in casting spells

Unit Effecting

These structures effect your units when passed over. Each structure has some kind of benefit but the only lasts so long. The Spring of Life and Blood Shrine are good examples of these. The Arena can train your units but it will cost allot to do so.

Blood Shrine

  • Gives units attack and damage bonuses
  • This only lasts three days.

Arena

  • Trains any unit up to a gold badge for a price.

Magic Sanctuary

  • Protects units from overland spells

Spring of Life

  • Heals all units that pass through and gives them ability bonuses. This only lasts three days.

Altars

These structures are very powerful and very useful to anyone who controls it. Each of them cause damage on a global scale. The Altar of Life, the Altar of Ice, and the Altar of Death are the most powerful because of their wider range for damage. They also change the type of land after they are fired. The Altar of Pestilence makes a cloud of poison, which is only so effective. The Altar of Fire and the Altar of Ice have don't cover many hexes but they are still very effective. You should always get control of any of these Altars. If worse comes to worse, raze them so enemies won't get control of them. All Altars have the same firing time usually 10 or so turns. After you fire it once, you'll have to wait for it to recharge. Here are the types of Altars.

Altar of Life

  • Shoots a blast of holy energy at a certain area.

Altar of Death

  • Shoots a blast of death energy at a certain area.

Altar of Pestilence

  • Creates a cloud of poison at a certain area.

Altar of Fire

  • Shoots a blast of fire energy at a certain area.

Altar of Lightning

  • Shoots lightning at a certain area.

Altar of Ice

  • Shoots a blast of ice energy at a certain area.

Special Nodes

These nodes are very different from the regular node. These node only produce mana if you have control the certain sphere. On special occasions these nodes will produce a unit for whoever controls the nodes. These events are when a Mast

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