Age of Wonders III

Age of Wonders III

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18 Nov, 2016 @ 10:52pm
14 Dec, 2016 @ 11:44pm
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Extra Special

Description
Currently adds Enchanter, Summoner, Cosmos Adept and Cosmos Master specialisations to the game. In future it may expand the existing specialisations a bit.

Cosmos Adept
Inherent: +5 mana from Mana Nodes.
Cosmic Blast: Rank 1 Tactical. A single target version of Cosmic Spray.
Magic Eye: Rank 2 Strategic. Summons an invisible and immobile sentry at any hex in your domain.
Astral Armour: Rank 4 Tactical. Grants +1 def and +20% fire/frost/shock resist to your units.
Arcane Recharge: Rank 5 Strategic. Heals all the Summoned or Magical Origin units on target hex.

Cosmos Master
Inherent: +5 knowledge from Mana Nodes.
Create Mana Node: Inherent Strategic. Converts target Node into a Mana Node.
Shatter Aura: Rank 2 Tactical. A more forceful version of Dispel Magic that also breaks the spirit of the target.
Banish Blast: Rank 3 Strategic. Attempts to banish all Summoned or Magical Origin creatures on target hex.
Reality Leak: Rank 5 Tactical. Grants friendly Summoned or Magical Origin units +2 physical strength (all types) and weakens enemy non-Summoned or Magical Origin Units.
Cosmic Insights: Rank 6 Empire Upgrade. All Nodes in your domain become windows showing the wonders of the Cosmos, granting +50 happiness and +5 extra knowledge from Nodes.

Enchanter
Inherent: -10% to the cost of Enchantment spells.
Enchanted Domain: Target city and all units in its domain get +100 happiness.
Mass Dispel Magic: Makes a double attempt to dispel magic on all creatures in a radius of 1.
Efficient Enchantments: Reduces the upkeep costs of all Enchantment spells by 10%.
Seal Power: Locks away the target's magic, making them unable to use activated abilities.

Summoner
Inherent: -10% to the casting cost of Summoning spells.
Strengthen Summons: All creatures you summon in your domain get +1 rank.
Efficient Summons: Reduces the upkeep cost of your summoned creatures by 10%.
Summon Support: All your Support units gain Mend Magical Creature.
Recharging Mana Currents:

If you use Deluxe Specialisations, you can get a compatibility mod here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1533628669

Suggestions for improvements or balance welcome.
Better graphics very welcome.
41 Comments
HousePet  [author] 7 Jan, 2023 @ 1:28am 
No, you just attach it to the existing spells.
The game will use any applicable targeters when you select a target hex.
skaz88 3 Jan, 2023 @ 12:50pm 
Do I need to make a new spell? I made a targeter and effect but I still can't change any mana nodes........
HousePet  [author] 2 Dec, 2022 @ 9:38pm 
Yes, the SR nodes just have different identifiers.
Just duplicate all the effects and write a second targeter for the SR versions.
skaz88 2 Dec, 2022 @ 8:31pm 
Is there a way I can make the change mana node spell work in the Shadow Realm? The Cosmos specialty pairs really well with Shadow Elves......
HousePet  [author] 2 Jan, 2022 @ 1:46am 
Eh. I'd have to rebuild the mod completely to be able to do anything with it.
Champion Cynthia 1 Jan, 2022 @ 11:20pm 
Perhaps it's too little too late, but I made some personal edits to this mod, and I'd be happy to share them with you. Add me if you want to talk about it.
HousePet  [author] 2 Jun, 2021 @ 2:12am 
All the Shadow Realm Nodes have different identifiers.
I should be able to make a quick compatibility patch for that though. I just don't have time at the moment. :/
skaz88 30 May, 2021 @ 9:09pm 
....I am, actually.
HousePet  [author] 30 May, 2021 @ 5:30pm 
This is one of the mods I lost the source files for. Although this is possibly the easiest one to perform a reconstruction on.
Although I'm surprised that it isn't working. Perhaps you are trying to use it in the Shadow Realm?
skaz88 28 May, 2021 @ 4:26pm 
This might be a little late at this point, but the create mana node spell doesn't seem to be working, I can't target any mana nodes.