Society Traits in Age of Wonders 4 (Thumbnail Image)

Society Traits in Age of Wonders 4 are a specific set of attributes associated with different factions within the game which define bonuses, abilities, or gameplay styles for each society, providing a unique flavor and strategic considerations for each one.

For instance, a society trait might give a society a bonus to certain types of units, provide economic or resource advantages, or unlock unique abilities. In AOW 4, each race has 2 society traits. Here is list of all 18 society traits and their attributes.

Related: Building & Upgrading your Outposts in AOW4

Society Traits

  1. Chosen Uniters
  2. Devotees of Good
  3. Imperialists
  4. Prolific Swarmers
  5. Ritual Cannibals
  6. Ruthless Raiders
  7. Ancient Wise Ones
  8. Gifted Casters
  9. Mana Channelers
  10. Adept Settlers
  11. Experienced Seafarers
  12. Fabled Hunters
  13. Great Builders
  14. Runesmiths
  15. Wonder Architects
  16. Powerful Evokers
  17. Scions of Evil
  18. Shadow Walkers

Related: List of all 54 Tomes in Age of Wonders 4

Chosen Uniters (Order):
Chosen Uniters Society Trait in Age of Wonders 4

Focused on cooperation and defense
Effects:
+10 Alignment, +30% Income from Vassals, +1 Whispering Stone, +1 Rank for Shield units, +1 Rank for Polearm units
Starting Bonus:
Extra Shield unit or Polearm unit
Excludes:
Ritual Cannibals, Ruthless Raiders, Scions of Evil

Devotees of Good (Order):
Devotees of Good Society Trait in Age of Wonders 4

They share pure intentions, compassion and an unerring devotion to the cause of Good
Effects:
+10 Alignment, +10 City Stability per Good alignment level, +5 Imperium per Good alignment level, +1 Rank for Support units, +1 Rank for Polearm units
Starting Bonus:
Extra Support unit or Polearm unit
Excludes:
Ritual Cannibals, Ruthless Raiders, Scions of Evil

Imperialists (Order):
Imperialists Society Trait in Age of Wonders 4

They are focused on the glory of their empire and the development of their cities
Effects:
+20 City Stability for Throne City and cities that share a border with it, +20 Gold Income for Throne City and cities that share a border with it
Starting Bonus:
1 Throne City Population
Excludes:
Adept Settlers

Prolific Swarmers (Chaos):
Prolific Swarmers Society Trait in Age of Wonders 4

They find their strength in fast population growth and overwhelming numbers
Effects:
-10% Food requires to grow Population, -20% upkeep for non-Magic Origin units, +1 Rank for tier I units
Starting Bonus:
Extra tier I unit

Ritual Cannibals (Chaos):
Ritual Cannibals Society Trait in Age of Wonders 4

The believe both in the spiritual power of life… and in the value of a good banquet
Effects:
-10 Alignment, Units gain the Corpse Eating ability, Nearest City gains +3 Food and Mana per tier of non-Magic Origin units killed or lost in a victory
Excludes:
Chosen Uniters, Devotees of Good

Ruthless Raiders (Chaos):
Ruthless Raiders Society Trait in Age of Wonders 4

They murder without remorse, more interested in loot and plunder than right or wrong
Effects:
-10 Alignment, Nearest City gains +3 Draft and Gold per tier of units killed in a victory
Starting Bonus:
2 Random Hero Items
Excludes:
Chosen Uniters, Devotees of Good

Ancient Wise Ones (Astral):
Ancient Wise Ones Society Trait in Age of Wonders 4

They have been around since the start of history, homing their minds in the pursuit of arcane knowledge
Effects:
When a Tome is unlocked, a random skill from it costs 60% less
Starting Bonus:
1 Random Research Skill
Excludes:
Gifted Casters, Shadow Walkers

Gifted Casters (Astral):
Gifted Casters Society Trait in Age of Wonders 4

They are blessed with an innate talent for spellcasting, rarely encountering problems that can’t be solved by an abundant use of magic.
Effects:
+10 World Map Cashing Points, +10 Combat Casting Points, -20% Combat Casting Cost
Starting Bonus:
Extra Combat Spell unlocked
Excludes:
Ancient Wise Ones, Shadow Walkers

Mana Channelers (Astral):
Mana Channelers Society Trait in Age of Wonders 4

They are attuned to the Astral Flows and support their armies by channeling arcane powers
Effects:
-50% Summoning Spells Mana Cost, +1 Rank for Magic Origin units
Starting Bonus:
Extra Magic Origin unit

Adept Settlers (Nature):
Adept Settlers Society Trait in Age of Wonders 4

They are pioneers and settlers, founding cities wherever they go
Effects:
+1 City Cap, -25% Founding Cities Imperium Cost, +1 Population for new Cities
Starting Bonus:
1 Throne City Population
Excludes:
Imperialists

Experienced Seafarers (Nature):
Experienced Seafarers Society Trait in Age of Wonders 4

With strong sea legs, they are unrivaled on the water and know how to dredge up extra value from its depths
Effects:
+2 Draft, Food and Gold from Fisheries, -25% Cost and Upkeep for Naval units, +2 Rank for Naval units
Starting Bonus:
Basic Seafaring empire skill

Fabled Hunters (Nature):
Fabled Hunters Society Trait in Age of Wonders 4

They are legendary hunters, excelling in ranged combat and exploration
Effects:
+100% resources from cleaning Infestation, Ancient Wonder and Resource Nodes, +1 Rank for Ranged units, +1 Rank for Skirmisher units
Starting Bonus:
Extra Ranged unit

Great Builders (Materium):
Great Builders Society Trait in Age of Wonders 4

They form a society of builders and makers who take pride in the things they construct
Effects:
+2 Gold from Quarries, -50% Production Cost for Special Province Improvements
Starting Bonus:
Workshop city structure, Stone Walls city structure

Runesmiths (Materium):
Runesmiths Society Trait in Age of Wonders 4

They are legendary smiths, weaving magic into their finely crafted creations through enchantments
Effects:
-30% Unit Enhancement Research Cost, -30% Unit Enhancement Upkeep, +1 Rank for Shield units, +1 Rank for Polearm units
Starting Bonus:
Extra Shield unit or Polearm unit

Wonder Architects (Materium):
Wonder Architects Society Trait in Age of Wonders 4

They are inspired by unique constructions and the Ancient Wonders of the old
Effects:
Ancient Wonders can be annexed without requiring Population, Cities gain +20% production per annexed Ancient Wonders
Starting Bonus:
1 nearby Ancient Wonder cleared

Powerful Evokers (Shadow):
Powerful Evokers Society Trait in Age of Wonders 4

They emanate raw power as they release an endless barrage of destruction upon all in their path
Effects:
+5 Combat Casting Points per Battle Mage unit, +5 Combat Casting Points per Support unit, +1 Rank for Battle Mage units, +1 Rank for Support units
Starting Bonus:
Extra Battle Mage unit or Support unit

Scions of Evil (Shadow):
Scions of Evil Society Trait in Age of Wonders 4

They share a thirst for knowledge and power, thriving in their pursuit of Evil.
Effects:
-10 Alignment, +10 Draft per Evil alignment level, +5 Imperium per Evil alignment level, +1 Rank for all units if Pure Evil alignment, +1 Rank for Shield units, +1 Rank for Shock units
Starting Bonus:
Extra Shield unit or Shock unit
Excludes:
Chosen Uniters, Devotees of Good

Shadow Walkers (Shadow):
Shadow Walkers Society Trait in Age of Wonders 4

They are talented spies, sneaking past enemy lines to gain precious information.
Effects:
+2 Vision Range for Cities and Provinces, Scout units have universal Camouflage, Outpost start with the Watchtower upgrade built
Starting Bonus:
Extra Scout unit, Wayfinder Enchantment is active, Wayfinder Enchantment costs no upkeep
Excludes:
Ancient Wise Ones, Gifted Casters

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