Age of Wonders III

Age of Wonders III

176 ratings
Ayalin Premium Sorcerer Mod
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
1.917 MB
30 Aug, 2019 @ 4:49am
17 Apr, 2023 @ 3:02pm
26 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Ayalin Premium Sorcerer Mod

Description
This mod is focused on improving the Sorcerer Class game experience and contains:

- Since 2.0, a fully reworked hero skill tree as well as various compatibility improvements and balance tweaks. See the discussion topic here for all the new hero skill changes : https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1849210970/3639496710963703518/

- One new regular Sorcerer unit, the “Grand Master” (Tiers III), which is a strong mounted Support Unit with three new abilities, Arcane Missile, Master of the Elements, and Arcane Repulsion. It has 9 variations for the 9 races of the game with slightly different abilities and bonuses.

- Two new summoned units attached to the spell “Summon Fantastic Creature”, the “Cosmos Watcher” and the “Cosmos Guardian”, both of them coming with a new ability, respectively Astral Gaze and Astral Guard.

- One new Battle Spell, “Displacement”, which will randomly teleport a target on the battlefield and inflict her the new “Astral Shift” status effect.

- Two new Empire upgrade, “School of Regeneration”, which will allow your support units to heal magical summoned units, and “Cosmos Resonance” which will reduce the mana upkeep cost of summoned units by 25%.

- One new building in Sorcerer cities, the “Planetarium”, unlocked by Cosmos Resonance Skill, giving extra mana & casting points and giving a new ability to units summoned in the city domain, “Benediction of the Zodiac”.

- One new strategic spell, “Astral Revelation” which will give the “Benediction of the Zodiac” ability to regular troops up to the end of their next battle.

- A second new strategic spell, “Energy Transmutation” which will increase the mana income of targeted city at the cost of less gold income.

- Some balance changes, especially focused on reducing some research costs to make up for all the new content (but also increasing some others for game balance purposes, see mod change list), one new ability “Augmented Gravity” for the Apprentice Unit at Gold Rank (Floating was moved to previous rank) and the casting range of “Steal Enchantment” was increased to Medium Range.

- Many skills were also reordered and made mandatory to create three distinct branches of tech progression (see picture above).

- All the new content is translated in English and French only.

- You can also get the complete Mod change list in a discussion topic I created here:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1849210970/1637543304831895145/

- Did you enjoy this mod? Feel free to play my other mods, compatibility is guaranteed! :)
Mod focused on Leader Specialisations:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1760070090
Mod focused on defensive Buildings:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1841456974
Mod focused on strategical Hero upgrades:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1864942809
Mod focused on Mystical upgrades and buildings :
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2814208650

Class Premium Mods:
Mod focused on the Rogue class:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1763432370
Mod focused on the Archdruid class:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1774260986
Mod focused on the Dreadnought class:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1789568568
Mod focused on the Necromancer class:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1807189966
Mod focused on the Warlord Class:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2818891793
Mod focused on the Theocrat Class:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2857139583

I hope you will enjoy the mod and if you really like it don’t hesitate to give me feedback about it, what you like / dislike and I will try to improve it progressively.
Popular Discussions View All (3)
18
1 Sep, 2022 @ 4:12am
Ideas for Theocrat
Dark Zeak
153 Comments
Dyna1One 21 Dec, 2023 @ 2:59pm 
Random but tier 1 lv 5 still says Cosmos Purity instead of Awaking in the tooltip, just in case you ever come back <3
Ayalin  [author] 19 Jan, 2023 @ 6:09am 
oh that's a bug, it's me who forgot to tagg the requisite :) thanks a lot for signaling !
Terrve 19 Jan, 2023 @ 5:57am 
Perhaps a bug, but the Cosmos Awakening perk from the Astrologer path gives quick learning to all units in the army, not just summoned ones
Ayalin  [author] 31 Dec, 2022 @ 12:22pm 
Thanks!:) - I was actually proud of it too (which does not happen that often as I generally takes back what works in famous RPG and put it back in this game, so I don't feel very original ya' know). But I really enjoy imaginating this one and creating it, then playtesting it too. Successfully doing the VFX for the orbs so that you can manage your orb count without clicking the hero portray was the important part for me to make it work and also fun to play.
Dyna1One 31 Dec, 2022 @ 10:33am 
So I’ve been messing around with astrologer, and man that one’s so much fun actually I wasn’t expecting that- awesome job on that!
Dyna1One 29 Dec, 2022 @ 8:54am 
It seems like a couple of races (Elves, Draco, Frost, Goblin, Dwarves) has one T3 racial sorcerer-only magical origin melee unit
Dyna1One 29 Dec, 2022 @ 8:49am 
Sorry that's just for elves, I'm just rotating between different combinations right now
Dyna1One 29 Dec, 2022 @ 8:49am 
Yeah I'm currently looking at the difference between magical origin vs summoned units, to see if it'd be too powerful I personally think maybe focus it on magical origin as quite a few people use Chivalrous Intentions which adds the "Arcane Guardian" which is a T3 unit magical origin unit (elemental, kind of anti machine) and I cannot really find any other magical origin non-summoned units, all units that you can summon from specs (suchs as the earth elemental) are also magical origin so it wouldn't create problems with that either
Ayalin  [author] 29 Dec, 2022 @ 7:19am 
Yeah exactly. I could buff it again (like dispel bonus on enemies on top of dispelling malus on yourself), but still, it makes sense to have a quick learner leaderr skill for summon as Rogue, Necro and Druid have it.
Dyna1One 29 Dec, 2022 @ 6:36am 
Yeah it’s very specific indeed, a little bit of an interesting concept when using wisps to trigger the effect but even getting in the situation where you’d get value out of that and pulling it off is a little tough haha