Age of Wonders III

Age of Wonders III

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High Elf warbreed replace
   
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11 Sep, 2015 @ 12:25pm
15 Sep, 2015 @ 2:22pm
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High Elf warbreed replace

Description
Replaces the high elf Warbreeds with high elf wardancers and the dwarf warbreeds with monster slayers.

High Elf Wardancers
60 hit points
36 movement points
18 Physical melee atack
12 def
11 res

Athletic
Ranged resistance
martial arts
backstab
Inflict dazzled
Total awerness

First strike on bronze lvl up
Killing spree on gold lvl up

Dwarf Monsterslayers
65 Hit points
32 Movement points
18 Physical attack
13 Def (With Armored)
11 res

Armored
Demolisher
Giant slayer
Dragon slayer
Monster slayer
Guard Breaker
Overwhelm
Mind control Imunity
Tireless
Volunteer

Inflict crippling wounds on bronze lvl up
Minor bard skills on gold
50 Comments
Ikshana 3 May, 2021 @ 12:57am 
I used to love this mod but I can't get it to work anymore. I've uninstalled both steam and AoW multiple times, as well as removing all local files. I'm currently not subscribing to any mod other than this one in the steam workshop, and this is the only mod available in the launch screen, however, it is still not working despite all of that. Can someone please help?
Ktonian 11 Aug, 2020 @ 3:47am 
Thank for you open mind.
I understand why some people have hard time seeing if what they do is balanced or not, and since someone asked I explained why it wasn't.

I forgot to say for the wardancer:
In 1v1, if the enemy is dazzled, then he can't attack you, meaning that the enemy will never be able to strike him when he is 'weak'.
I also forgot ranged resistance making his defense correct against physical ranged attack, while his mobility already make him quite effective against archers.

Also for the slayer:
the deity level governance give him meteoric armor: the combination of +2 defense, immunity to armor piercing and 40% resistance to fire and ice is a big deal on this kind of brawlers with low defense/resistance (for his tier).
Gamling  [author] 10 Aug, 2020 @ 7:45am 
Nice review Ktonian. This is my first and only mod besides map making for civ. I am glad so many still use it.
Ktonian 7 Aug, 2020 @ 1:26pm 
Same idea with the slayer.
Tireless is the same as with the orc warbreed, but you also have the guard breaker of the shock troopers, control immunity and fucking volunteer. You can mass them and you won’t be punished with the monstrous economical precision that implies massing T3 unit nor the risk of seeing your unit being seduced by succubus or converted by evangelist. Let’s not forget all those slayers skills, overwhelm and demolisher.
And after all of that, do not forget minor bard skill.

In the end, lower HP and no regrowth is a cheap price for all thos advantage, and those two unit are overpowered.
Ktonian 7 Aug, 2020 @ 1:16pm 
Both the wardancer and slayer has the same base damage outpout.
Against a 9 defense target, it will deal 15 to 23 damage at base and 22 to 32 damage at gold. Against a 15 defense target (archon titan), it will deal 10 to 16 damage at base and 17 to 24 damage at gold.
If we compare that to the warbreed, we see in a fist glance that they actually surpass the orc warbreed damage outpout(even though it’s the one who deal the most damage.

But that only the beginning.
If we take the same targets, but flank the unit with the wardancer, the damage output explode: at base rank, it’s already at 21 to 31 against 9 defense and at 16 to 24 against 15 defense, and at elite it’s 27 to 41 against 9 defense and 22 to 34 against 15 defense.
Remember that elves stormsister can stun ennemies: stunned unit always take flancking damage. A stunned enemy taking such damage output will die in one or two turn.
Ktonian 7 Aug, 2020 @ 12:38pm 
For the Slayer, at elite rank, it has 95PH, 11 defense, 12 resistance and 26 power.
You know armored, no use to explain it. Guard breaker make the enemy going into defense useless: you’ll strike full power either way. Slayers skills give a damage bonus of 3.
Tireless make the slayer able to retaliate no matter how many enemies are there and still having all of his action in the next turn, so it’s very powerful. Orc warbreed has it too, and it’s cost is increased because of that (+10 gold and 20 mana cost).
Volunteer on such high tier unit is, by itself, extremely powerful in the late and very late game. Imagine, if we take an assault force of 3 stack, each containing 2 slayers, it’s an economy of 48 gold per turn.
Minor bard skill is a boost in moral for all of the unit stack. Aside from halfling, moral is already a great deal when it’s affecting entire stack, as it define your critical/fumble chances.
Ktonian 7 Aug, 2020 @ 12:34pm 
For the wardancer, at elite rank, it has 90HP, 14 Defense, 12 resistance and 26 power.
But it’s real strength is in it’s abilities: martial art, athletic, inflict daze, total awareness and back-stab.
The wardancer here has the mobility of a tigran assassin: most of the time, it will have the first strike and will get behind the enemy. If for some reason the enemy isn’t in defense mode, you can even get the backstab bonus (2+5 → +7).
Also, martial art give you 5 defense when you are the one attacking, giving a HUGE (and most helpful) boost on his effectiveness in the melee (12 → 17 defense).
Then, daze make it impossible for the victim to attack (it still will retaliate though) and to do any opportunity attack. It has a low chance to activate per hit, but it’s a powerful debuff that can sometime be better than stun due to it’s duration.
Ktonian 7 Aug, 2020 @ 12:33pm 
Orc warbreed’s (the best in the game) has base stats of 85HP, 12 defense, 9 resistance, 21 power and 32MP. At elite, it’s 115HP, 14 defense, 10 resistance and 25 power and 32MP.
Tireless is the reason why they are so great: they can retaliate as much as they want and will still have all their action point on the next round.
Regrowth will regen 17HP/turn on base rang and 23 at elite, but for a T3 brawler unit, it has weak defense and even weaker resistance, so it’s vulnerable against concentrated fire.

Against a 9 defense target (civic guard), the orc warbreed will deal 18 to 26 damage at base and 21 to 31 damage at gold. Against a 15 defense target (archon titan), it will deal 13 to 19 damage at base and 16 to 24 damage at gold.
Ktonian 7 Aug, 2020 @ 12:01pm 
To put things into perspective by first giving how damage and debuff work.
The power of your attacks is the indicated value +10, minus defense or resistance depending on the damage type. The minimal and maximal damage are the base damage +/-20%.
Flanking increase the damage by 2.
If we take two civic guard and one shot at another with his crossbow at short range, it deal 11+10-9 damage, so 12 damage. Thus, the final damage is between (12 x 0,8 = 9,6) 10 and (12 x 1,2 = 9,6) 14.

Debuff chances is calculated like that: [(debuf power – target resistance)*5 +50] * elemental resistance
For physical debuff, replace the target resistance by the target defense and elemental by physical.
Let’s take charm, a mind control skill with a power of 9, against a civic guard under the effect of noxious vulnerability and another under effect of blessing. The first one’s resistance is at 7 and the other at 11, so the chance of success is ([9-7] * 5 + 50) 60% for the fist and ([9-11]*5 + 50) 40%.
Dunadd 16 Jan, 2020 @ 7:00pm 
Don't see how it's overpowered for the wardancers to have extra melee strength - they don't have the regrowth that most warbreeds have