Age of Wonders III

Age of Wonders III

Corruptor Class
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Update: 21 Mar, 2021 @ 6:29pm

-Whisperers and Skinshifters no longer have Backstab.
-Orc Offerings no longer look like humans
-Orc cities no longer train Human Wardens instead of Orc Wardens.

Update: 6 Feb, 2021 @ 7:16pm

Fixed the higher level casting points hero upgrades and added a Polymorph Hex hero upgrade. This doesn't matter unless someone is making modmods, but it's good to be thorough, I guess.

Update: 6 Feb, 2021 @ 10:39am

Werewolf Warden’s defense (after buffs from Armored and their own Pack Guardian passive) dropped to 12 from 13.

Inflict Vampiric Curse and Inflict Lycanthropic Curse have a resist check of 11, up from 10, but make enemies who resist immune similar to Inflict Ghoul Curse.

Spirit Drain damage decreased from 18 to 15, but its guaranteed move point reduction increased from 35% to 70%.

Spirit Drain cost reduced to 10, from 12.

Bloodthirst now grants Tireless, as well as the previous Life Drain and speed buff.

Vengeful Spirit now gives -2 resistance in addition to the previous -2 defense. Damage reflection is increased from 75% to 85%.

Shadow Warp can now target up to 2 units.

Cloud of Bats cost increased to 15, from 10.

Increased special effects volume on Vampiric Bite, Devour Ally, etc.

Update: 1 Feb, 2021 @ 6:58pm

Blood spirits and wolf spirits have 13hp, down from 20. Given that the actual unit is taking a Resurgence nap, these units should be very bad at tanking damage.

The Mark Blood Sacrifice hero upgrade now costs 5 skill points, up from 2.

Tier 3 corruptor buildings (makes untainted units trained inside extra-tasty to accursed units) now cost 50/100 instead of 200/300.

Untainted units that have a tier 3 corruptor building property are now marked by a white ring on the ground below them.

Update: 30 Jan, 2021 @ 9:16pm

Fixed High Elf Skinshifter's icon. Oops.

Update: 30 Jan, 2021 @ 8:50pm

For a bit of fun, werewolf heroes will now have different fur colour depending on race. Hopefully this will make it a bit more convenient to tell your Beast Form heroes apart.

Vessels, Spiritwalkers and Vampire Offerings have another -1 ranged spirit damage, taking them to six damage total. Their support abilities will hopefully keep them useful, and this should also give racial support units a niche to fill, especially once you’ve researched Nocturnal Pets.

Werewolf heroes get -5 HP for silver, gold and post-gold level-ups, and get -1 melee strength for gold medals. Their medium-term cap is now around 80 HP instead of around 100 HP.

Modified Scent of Blood to also give Inflict Bleeding Wounds to werewolves that start in Beast Form.

Update: 24 Jan, 2021 @ 10:29am

Fixed the tiers for Occultism VI and Occultism VII.

Edited various spells and abilities so they won't cause the target to face the caster.

Update: 23 Jan, 2021 @ 4:27pm

Harrier Bats’ base damage is reduced to 5 – they now deal a bit less damage than Grimbeak Crows, but are a bit sturdier and still have Guard Breaking.

Beast Form werewolves now have -1 defence across the board (except for Wardens, Skinshifters and the permanently Beast Form werewolves summoned by the Werewolf Clan spell), but heal 10 HP when they enter Beast Form (except for Skinshifters). This should give the player more interesting choices in battle, as well as hopefully convincing the AI to use Beast Form sometimes in autoresolve. Balance-wise I expect this to be a wash or a tiny nerf, as this class already has access to competitive healers very early on. It’s a buff to Wardens, which I hope makes them more appealing.

Void Bolts’ damage reduced from 4 frost/4 spirit to 3 frost/4 spirit. Corruptor heroes and vampiric Offerings probably have enough going on without also having ranged damage competitive with a Necromancer hero.

Vessels and Spiritwalkers now both have Void Bolts instead of Frost Bolts and Fire Bolts respectively. This is targeted at giving Corruptors less easy variety in damage types.

The Slip Away hero upgrade has been replaced with Weakening Touch. As mentioned above, Corruptors already have enough healing effects.

Various text fixes and tweaks.

Update: 9 Jan, 2021 @ 4:09pm

Fixed an issue where Halfling, Frostling and Tigran Corruptors did not receive any starting units or the Corruptor's unique starting item, and could not train settlers.

Update: 8 Jan, 2021 @ 8:22pm