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  3. Age of Wonders 4>
  4. Forms

All 22 Forms and Their Default Traits in Age of Wonders 4

Updated on November 1, 2026 (3 days ago)

In Age of Wonders 4, a form is the body type your people belong to, such as human, dwarf, elf, or cat-folk. The base game forms are available from the start, and the add-on forms bring more choices. Your form comes with a starting set of traits, so it shapes your army from the moment you create your faction.

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Content Pack

Base Game

10 items

Human

A balanced generalist preset earns combat experience quickly, gains strength in formation, and heals faster on the world map.

Default Traits
Adaptable, Defensive Tactics, Fast Recuperation
Trait Effects
Adaptable: Non-hero units gain +30% Experience from combat. Defensive Tactics: When adjacent to a friendly unit with this trait, gain +1 Defense, +1 Resistance, and +10% Evasion; this bonus does not stack. Fast Recuperation: Regenerate an additional 10 Hit Points per world-map turn.
Content Pack
Base Game

Dwarfkin

A durable defensive preset adds Hit Points and Defense, with extra protection when units stand together.

Default Traits
Defensive Tactics, Hardy, Tough
Trait Effects
Defensive Tactics: When adjacent to a friendly unit with this trait, gain +1 Defense, +1 Resistance, and +10% Evasion; this bonus does not stack. Hardy: Gain +10 Hit Points. Tough: Gain +1 Defense.
Content Pack
Base Game

Elfkin

A precise arcane preset improves magic damage, attack accuracy, and world-map vision.

Default Traits
Arcane Focus, Keen-Sighted, Sharp Eyes
Trait Effects
Arcane Focus: Magic attacks deal +15% damage. Keen-Sighted: Missile and Magic attacks gain +20% Accuracy. Sharp Eyes: Gain +1 Vision Range and Sensing Range on the world map.
Content Pack
Base Game

Feline

A mobile desert preset combines sand travel, faster combat movement, and stronger defense against retaliation and opportunity attacks.

Default Traits
Desert Adaptation, Athletics, Elusive
Trait Effects
Desert Adaptation: Gain Sand Walk, which increases world-map movement speed on sand; build Farms on Sand, start in the desert, and unlock Earthshape: Sand. Athletics: Gain +5 Combat Speed. Elusive: Gain +5 Defense and Resistance against Retaliation and Opportunity Attacks.
Content Pack
Base Game

Goblinoid

A disruptive flanking preset weakens adjacent enemies and deals more damage from flanking attacks.

Default Traits
Hideous Stench, Sneaky
Trait Effects
Hideous Stench: Adjacent enemies without this trait suffer -2 Resistance and -2 Status Resistance. Sneaky: Deal +25% damage on Flanking attacks.
Content Pack
Base Game

Halfling

An evasive skirmisher preset is harder to hit at range, avoids retaliation more effectively, and moves freely through allies.

Default Traits
Elusive, Light Footed, Quick Reflexes
Trait Effects
Elusive: Gain +5 Defense and Resistance against Retaliation and Opportunity Attacks. Light Footed: Friendly units do not block movement. Quick Reflexes: Enemy ranged attacks have -25% Accuracy against you.
Content Pack
Base Game

Molekin

An underground defensive preset improves subterranean travel and settlement, strengthens Defense Mode, and halves casualty damage penalties.

Default Traits
Underground Adaptation, Bulwark, Tenacious
Trait Effects
Underground Adaptation: Gain Cave Walk, can build Farms instead of Huts in Fungus Fields, Underground Ashlands, and Underground Snow, start underground, gain +1 Province Annex Range for Underground cities, and ignore Lava and Chasm City Stability penalties in your domain. Bulwark: Defense Mode grants +2 Defense and +2 Resistance. Tenacious: Damage penalties from Casualties are halved.
Content Pack
Base Game

Orcoid

A hard-hitting, durable preset adds Hit Points and attack damage, with stronger retaliation and opportunity attacks.

Default Traits
Ferocious, Hardy, Strong
Trait Effects
Ferocious: Deal +40% damage with Retaliation and Opportunity Attacks. Hardy: Gain +10 Hit Points. Strong: Melee and Missile attacks deal +2 Physical Damage, or +4 Physical Damage for single-shot attacks.
Content Pack
Base Game

Ratkin

A nimble group-fighting preset earns combat experience quickly, gains critical-hit chance beside allies, and is harder to hit at range.

Default Traits
Adaptable, Overwhelm Tactics, Quick Reflexes
Trait Effects
Adaptable: Non-hero units gain +30% Experience from combat. Overwhelm Tactics: Gain +20% Critical Hit Chance when adjacent to a friendly unit with this trait; this bonus does not stack. Quick Reflexes: Enemy ranged attacks have -25% Accuracy against you.
Content Pack
Base Game

Toadkin

A swamp-adapted scouting preset adds Hit Points, improves swamp travel and settlement, resists and sheds negative status effects, and sees farther.

Default Traits
Swamp Adaptation, Hardy, Resilient, Sharp Eyes
Trait Effects
Swamp Adaptation: Gain Swamp Walk and River Walk, which increase world-map movement speed through those terrains; build Farms in Swamps without the usual -2 Food penalty, start in swamps, and unlock Earthshape: Swamp. Hardy: Gain +10 Hit Points. Resilient: Gain +2 Status Resistance, and negative status effects last 1 fewer turn (minimum 1 turn). Sharp Eyes: Gain +1 Vision Range and Sensing Range on the world map.
Content Pack
Base Game

Content Pack

Dragon Dawn

1 items

Lizardfolk

A morale-steady preset resists routing and halves the damage penalties caused by casualties.

Default Traits
Cold Blooded, Tenacious
Trait Effects
Cold Blooded: Morale loss is reduced by 50%. Tenacious: Damage penalties from Casualties are halved.
Content Pack
Dragon Dawn

Content Pack

Empires & Ashes

1 items

Avian

A mobile scouting preset earns combat experience quickly, resists retaliation, moves through allies, and sees farther.

Default Traits
Adaptable, Elusive, Light Footed, Sharp Eyes
Trait Effects
Adaptable: Non-hero units gain +30% Experience from combat. Elusive: Gain +5 Defense and Resistance against Retaliation and Opportunity Attacks. Light Footed: Friendly units do not block movement. Sharp Eyes: Gain +1 Vision Range and Sensing Range on the world map.
Content Pack
Empires & Ashes

Content Pack

Primal Fury

2 items

Lupine

A pack-fighting preset moves faster in combat, strengthens coordinated attacks, and deals more damage with retaliation and opportunity attacks.

Default Traits
Athletics, Pack Tactics, Ferocious
Trait Effects
Athletics: Gain +5 Combat Speed. Pack Tactics: Gain the Pack Hunter passive to deal more damage to enemies surrounded by your units. Ferocious: Deal +40% damage with Retaliation and Opportunity Attacks.
Content Pack
Primal Fury

Goatkin

A resilient sustain preset adds Hit Points and Defense and grants the Consume Flora healing ability.

Default Traits
Herbivore, Hardy, Tough
Trait Effects
Herbivore: Gain the Consume Flora ability to heal and strengthen units by consuming plants. Hardy: Gain +10 Hit Points. Tough: Gain +1 Defense.
Content Pack
Primal Fury

Content Pack

Eldritch Realms

2 items

Insectoid

A disruptive group-fighting preset improves coordinated critical hits, makes adjacent enemies fumble more often, and resists morale loss.

Default Traits
Overwhelm Tactics, Ceaseless Cacophony, Cold Blooded
Trait Effects
Overwhelm Tactics: Gain +20% Critical Hit Chance when adjacent to a friendly unit with this trait; this bonus does not stack. Ceaseless Cacophony: Adjacent enemies without this trait have a 15% chance to Fumble. Cold Blooded: Morale loss is reduced by 50%.
Content Pack
Eldritch Realms

Syron

An adaptable magic-fighting preset boosts magic attack damage and combat experience, and gains Strengthened after taking magic damage.

Default Traits
Empowered by Magic, Arcane Focus, Adaptable
Trait Effects
Empowered by Magic: Once per turn, taking damage from a Magic attack or spell grants Strengthened for 3 turns. Arcane Focus: Magic attacks deal +15% damage. Adaptable: Non-hero units gain +30% Experience from combat.
Content Pack
Eldritch Realms

Content Pack

Ways of War

2 items

Simian

A nimble morale preset increases morale gain, makes ranged attacks less accurate, and lets allies move through one another.

Default Traits
Cheerful, Light Footed, Quick Reflexes
Trait Effects
Cheerful: Morale gain is increased by 50%. Light Footed: Friendly units do not block movement. Quick Reflexes: Enemy ranged attacks have -25% Accuracy against you.
Content Pack
Ways of War

Ogrekin

A durable frontline preset adds Hit Points, heals faster on the world map, and burns melee attackers.

Default Traits
Inner Fire, Fast Recuperation, Hardy
Trait Effects
Inner Fire: Gain +3 Fire Protection, and melee attackers sustain 3 Fire Damage. Fast Recuperation: Regenerate an additional 10 Hit Points per world-map turn. Hardy: Gain +10 Hit Points.
Content Pack
Ways of War

Content Pack

Archon Prophecy

2 items

Ancient

A withered, bent form with an ancient and ominous look, added with Archon Prophecy.

Default Traits
-
Trait Effects
-
Content Pack
Archon Prophecy

Elysian

A heavenly, ascended form tied to the celestial Archons of Archon Prophecy.

Default Traits
-
Trait Effects
-
Content Pack
Archon Prophecy

Content Pack

Secrets of the Archmages

1 items

Owlkin

A wise, watchful owl-like form added with Secrets of the Archmages.

Default Traits
-
Trait Effects
-
Content Pack
Secrets of the Archmages

Content Pack

Rise from Ruin

1 items

Harefolk

A quick, sharp-eared form of hardy survivors added with Rise from Ruin.

Default Traits
-
Trait Effects
-
Content Pack
Rise from Ruin

What Forms Are in Age of Wonders 4

The base game forms are Human, Dwarfkin, Elfkin, Feline, Goblinoid, Halfling, Molekin, Orcoid, Ratkin, and Toadkin. When you create a faction, you pick the form your people belong to, and the look you choose shows up across your whole army.

How Forms Change Your Army

Each form comes with a set of default traits. A Dwarfkin form, for example, starts with Hardy, Tough and Defensive Tactics, so its units begin with extra Hit Points and Defense. You can swap those defaults for other traits, so the form is mostly about looks, while the traits decide how your army fights.

Adaptations are traits built around an environment, such as living underground. You can take only one, and it costs a point. Underground Adaptation, for example, makes units move faster underground and lets cities build Farms instead of Huts in some underground terrain. Adaptations don't work with the Primal culture, so the two can't be combined.

How to Choose a Form for Your Faction

Each faction gets a budget of five trait points to spend across offense, defense, utility, adaptations, and mounts. Most offense, defense, and utility traits cost one to three points, so you can't take every bonus at once. The best mix is the one that fits how you want your army to fight.

Add-on Forms in Age of Wonders 4 and Which Expansion Adds Them

The add-ons bring their own forms, and you need that add-on to use them. Dragon Dawn adds Lizardfolk, Empires & Ashes adds Avian, and Rise from Ruin adds Harefolk. Primal Fury adds Goatkin and Lupine, Eldritch Realms adds Insectoid and Syron, Ways of War adds Ogrekin and Simian, and Archon Prophecy adds Ancient and Elysian. Secrets of the Archmages adds Owlkin.

The add-on forms follow the same faction rules as the base game forms, so the trait budget and the rules around traits work the same way for them.

FAQ

Q.

What's the difference between a form and a culture?

A form sets how your units look and gives them their default traits. Culture decides your units, buildings and special mechanics, so it shapes the overall style of your faction. You pick both, and together they define how your army plays.

Q.

Do forms affect mounts and cavalry?

Yes. You can take one mount trait for your form. A mount trait costs between one and four of your five points, and it can turn additional units into cavalry.

Q.

Are flaws worth taking?

You can pick only one flaw, and each flaw gives you one extra point to spend. The flaws are Careless, Coward, Uncooperative, Vulnerable to Magic, Vulnerable to Physical, and Weak Constitution. The catch is the penalty that comes with each one, so a flaw works best when its drawback fits your plan.

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