Age of Wonders III

Age of Wonders III

Ayalin Premium Sorcerer Mod
Dark Zeak 1 Sep, 2019 @ 5:51pm
Ideas for Theocrat
So, last I read, Ayalin was still wondering what to do with the Theocrat and I had some ideas that might help with that. Whether or not their used for the mod or fuel for the mind is up to Ayalin. BTW, I did ask where I should put this and no response was given so here's a place for now, eh.

Wall of text alert.

So I wont claim to know much about the lore of the AoW universe, but if you take a look at real life history there have been both good and evil religious deities. I hate how the game does the whole good and evil alignment system but what can you do. Saying that, I feel the theo could very much use the system in some way to add some interesting tid bits not just to the class but the whole game as well.

First off, how about making a research tree that can lock out techs based on what techs you have researched? If that is not possible, maybe try putting them in the same tech, but each part having a requirement to use that part? Still learning code and not that far along to know what can be done in this game. Granted you would need to figure out if you want to just do good and evil or add in neutral.

As for units we will start with the Martyr. So, not the most useful of unit save for helping your more important units stay alive longer. Interesting story on that one. You see, on a resource encounter I fought a martyr and a dire penguin. The martyr had placed it ability on the DP after I had reduced the DP down to about 1/4 its hp. My leader hit the DP 3 times doing less damage to the DP than the DP's lifesteal. The second hit ended up killing the martyr and the 3rd killed the DP. Was a good laugh, but further showed the weakness of the martyr. So, once one has the martyr tech done, how about another tech(s) that enhance that skill it has. This is what the martyr is supposed to do so lets keep it there. For good, it can add a defense buff to both units, say +2 armor and/or resistance, where evil would change the ability to a two target skill, one to select an ally and the other an enemy. Both good and evil would be a one time use.

The crusader feels rather balanced to me personally so beyond just changing it to: good = tank, evil = damage, maybe give it a heal for good (combat only) and a life steal for evil maybe. I tend to use this guy a lot once I get him as he is a great front liner. More so if you get that mana tree (can't remember what it's called) and get the special building that give armored units +2 armor and +1 resist.

The evangelist is an interesting one. Beyond it's support abilities, it's known for conversions. This is strong enough, but need something to go with the theme if you wish. I'm thinking a buff to the converted unit as a "reward for converting" kind of thing. A permanent one would be a bit OPed so maybe just for that fight. Possible gain the Dedicated to () stat as a permanent state though.

The exalted could become a support or irregular unit for good and the evil would get drain and/or greater life steal maybe. Beyond exalted martyrs, they don't fill much of a niche save a flying infantry and not that strong of one. Week by no means, but for a T3, feels lacking. Possibly a spirit damage boost, or even a self aura that deal spirit damage upon being attacked perhaps. Though the aura would be something cool for the exalted martyr, and the aura could affect both targets.

Shrine of Smiting. Now, this thing is fun. It's strong enough on it's own so best to give it support abilities. Give it an aura for the whole stack that makes all units Devout. remove the bonuses it recieves for devout units and change it to bonuses from dedicated to (). Good: All units regen +2/turn. Evil: All units receive life steal (if unit has life steal then it gets greater life steal). Whether or not you wish to give it either offence or defense against Dedicated to () that's on you, but that could be a bit OP.

For abilities like devout, you can make it work with the dedicated to () stats and change what the get bonus damage to. Ovbiously there needs to be something to either help you become more good/evil as well as the dedicated to () stat for your units.

Not the largest ideas for things to add, but something I always felt would make the theo more interesting, and the alignment system as well. One last thing I should mention as it was stated before, Spirit damage is not a Good only damage type. If that was the case them Theo would be the ONLY class that could use it or even have a resistance to it. The Tigran are all resistant to it and the undead are capable of using it. To me, spirit damage is just was it says, the power of ones spirit, so think monk. Just my thoughts on it anyways.
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Showing 1-15 of 18 comments
Ayalin  [developer] 2 Sep, 2019 @ 6:53am 
Hello Dark Zeak and thank you very much for all the ideas, it's great to see ppl feeling invested in modding ideas !!

[First off, how about making a research tree that can lock out techs based on what techs you have researched? ]

Yes, you mentioned this idea before and I think it's definitely an interesting idea, and will lean toward this direction for sure.
I think there should be two tech skill at the very beginning of the tree, one for Good one for Evil, and researching one of the two unlocks the whole branch you chose and locks the other one.
And maybe adding neutral as well potentially.

[As for units we will start with the Martyr. So, not the most useful of unit save for helping your more important units stay alive longer. Interesting story on that one. You see, on a resource encounter I fought a martyr and a dire penguin. The martyr had placed it ability on the DP after I had reduced the DP down to about 1/4 its hp. My leader hit the DP 3 times doing less damage to the DP than the DP's lifesteal. The second hit ended up killing the martyr and the 3rd killed the DP. Was a good laugh, but further showed the weakness of the martyr. So, once one has the martyr tech done, how about another tech(s) that enhance that skill it has.This is what the martyr is supposed to do so lets keep it there. For good, it can add a defense buff to both units, say +2 armor and/or resistance, where evil would change the ability to a two target skill, one to select an ally and the other an enemy. Both good and evil would be a one time use.]

Martyrs do feel a bit lackluster for sure, and they could definitely benefit from some sort of buff, whether it's their raw power or their utility. I am leaning toward the 2nd option atm :)

[The crusader feels rather balanced to me personally so beyond just changing it to: good = tank, evil = damage, maybe give it a heal for good (combat only) and a life steal for evil maybe. I tend to use this guy a lot once I get him as he is a great front liner. More so if you get that mana tree (can't remember what it's called) and get the special building that give armored units +2 armor and +1 resist.]

Yeah I agree as well, crusader feels actually useful esp early game, so I would not do too much on them apart from some small utility or ability buff. Like an aura maybe :)

[The evangelist is an interesting one. Beyond it's support abilities, it's known for conversions. This is strong enough, but need something to go with the theme if you wish. I'm thinking a buff to the converted unit as a "reward for converting" kind of thing. A permanent one would be a bit OPed so maybe just for that fight. Possible gain the Dedicated to () stat as a permanent state though]

Good idea as well, to promote the conversion aspect of the class, which is its main thematic.

[The exalted could become a support or irregular unit for good and the evil would get drain and/or greater life steal maybe. Beyond exalted martyrs, they don't fill much of a niche save a flying infantry and not that strong of one. Week by no means, but for a T3, feels lacking. Possibly a spirit damage boost, or even a self aura that deal spirit damage upon being attacked perhaps. Though the aura would be something cool for the exalted martyr, and the aura could affect both targets.]

Pretty much agreeing as well, more supportish if you go good, more aggressive if you go evil :)

[Shrine of Smiting. Now, this thing is fun. It's strong enough on it's own so best to give it support abilities. Give it an aura for the whole stack that makes all units Devout. remove the bonuses it recieves for devout units and change it to bonuses from dedicated to (). Good: All units regen +2/turn. Evil: All units receive life steal (if unit has life steal then it gets greater life steal). Whether or not you wish to give it either offence or defense against Dedicated to () that's on you, but that could be a bit OP.]

If it's technically possible, why not, but I would argue it's likely that 100% of the army would be dedicated to evil or good, so that's basically a +X% buff dmg based on the number of units. The concept is good, but there need to be some conditions so that it's not too easy to have a full army dedicated to evil or good.

Because the problem could be that the mod basically completely forces you to use Keeper of the Peace or Shadowborn and we do not want that.Theo should still have the choice to pick something else even when playing with the mod. But I think it's overall doable, we just need to make sure the theo tree itself is sufficient enough to warrant an orientation for the player without having to choose the 3rd DLC specs.

Overall I like most of your ideas for the units, but I will want also to add some strategic spell & battle spell as well as a new unit, but this is a pretty good basis to start for sure so thank you very much for putting this together, it will get used for sure !:)
Dark Zeak 2 Sep, 2019 @ 7:18am 
Glad it helped. I don't play competitively so not sure what the best way to balance things would be so I just tossed some ideas to grease the wheels so to speak. As for KotP and SB, I agree that there needs to be other things to assist with getting good/evil points, so maybe researching the tech would give points naturally, or even the theo gets more points doing any type of act. As for new units, would be cool if it's different based on your path. Not so sure about a spell though. Eitherway, your doing great so far so I believe you will continue to do so easily.
Dark Zeak 3 Sep, 2019 @ 6:21pm 
Just got an idea for a new unit, but first a question. For the units that can evolve upon hitting gold rank, do they gain anything for doing so? This should be a yes if it's a no.
Never paid attention and only few survived to do so. I'm hoping they get to keep the perks at minimum and maybe a bit of the stat boosts to. Now this has a purpose here as the new unit should evolve from the exalted, and is not possible to get any other way. Can not build or summon it. Basically it's a tier 4 flying unit that is multi roled in the fact it can do melee, ranged, and support abilities as well as a charge ability (cause you know, wings + divebomb + gavity and all that) and maybe first strike. Probably considered to be an irregular unit type. Before we get to more stats, let's take a look why this is interesting.

So besides no other class or race having an evolved only unit, the fact that it (should get a bonus for evolving has a 2 fold advantage. First is due to the fact evolution is the only way to get it, it should gain a benifit from doing so besides it just being a strong unit base, thus making use of a feature in a cool way. Last, it would give the martyrs a whole new reason to exist besides being a battery. Starting with the martyr and evolving all the way to this T4 unit would give it a power boost (again, only if there's a bonus to evolutions.

As for the capabilities, well, besides what is mentioned a boost to all stats, a bonus to spirit damage, and a bonus to racial abilities. Like Draconian would do fire damage on attack (id the exalted already does this then it get boosted) bonus to fire defense (either 0.5 boost or a flat 10%), and for ice, either increase it's resist or worsen. Lore wise the entity focused upon it strengths and for gone it's weaknessess. Ultimately, this unit should be on the powerfull side due to the one way to get it is not going to be easy and there are ways to make it harder. Balance would still be uo to Moder and community.
Anderson 3 Sep, 2019 @ 8:36pm 
For this new Exalted, why not call it "Ascended", to imply that this creature has fully embraced the faith (good or evil). Give it large, badass wings, and maybe a suit of armor (or a halo?)

Dark Zeak 3 Sep, 2019 @ 9:01pm 
The KotP specialization has the summon of archangel. Why not call that one an angel and the new exalted archangel. Wouldn't it be more appropriate for the theo anyways? That's actually what started the idea.
Anderson 3 Sep, 2019 @ 11:45pm 
That's reasonable. Archangel is supposed to be epitome of heavenly might. Given that the KotP unit acts more like a healer/support, it could be called Sentinel or something like that. The Exalted look more like angels anyways, and an Archangel unit would be a perfect fit.
Ayalin  [developer] 4 Sep, 2019 @ 4:34am 
Originally posted by Dark Zeak:
Just got an idea for a new unit, but first a question. For the units that can evolve upon hitting gold rank, do they gain anything for doing so? This should be a yes if it's a no.
Never paid attention and only few survived to do so. I'm hoping they get to keep the perks at minimum and maybe a bit of the stat boosts to. Now this has a purpose here as the new unit should evolve from the exalted, and is not possible to get any other way. Can not build or summon it. Basically it's a tier 4 flying unit that is multi roled in the fact it can do melee, ranged, and support abilities as well as a charge ability (cause you know, wings + divebomb + gavity and all that) and maybe first strike. Probably considered to be an irregular unit type. Before we get to more stats, let's take a look why this is interesting.

So besides no other class or race having an evolved only unit, the fact that it (should get a bonus for evolving has a 2 fold advantage. First is due to the fact evolution is the only way to get it, it should gain a benifit from doing so besides it just being a strong unit base, thus making use of a feature in a cool way. Last, it would give the martyrs a whole new reason to exist besides being a battery. Starting with the martyr and evolving all the way to this T4 unit would give it a power boost (again, only if there's a bonus to evolutions.

As for the capabilities, well, besides what is mentioned a boost to all stats, a bonus to spirit damage, and a bonus to racial abilities. Like Draconian would do fire damage on attack (id the exalted already does this then it get boosted) bonus to fire defense (either 0.5 boost or a flat 10%), and for ice, either increase it's resist or worsen. Lore wise the entity focused upon it strengths and for gone it's weaknessess. Ultimately, this unit should be on the powerfull side due to the one way to get it is not going to be easy and there are ways to make it harder. Balance would still be uo to Moder and community.

So first of all, you can do what you want with the evolve ability- technically speaking, it's not a transformation, it's a replacement, so you can do what you want with the new evolve unit. You can make it weaker, stronger, add abilities, remove abilities, etc etc.

Overall having some kind of super angel being evolved only from the Exalted sounds pretty cool in my book too. Actually you may have missed it but if you look at my Necromancer mod, I did the exact same thing with the Eldritch Lurker, which is an evolve only creature from the Bone Collector.

Regarding all the bonus / abilities advantages the unit could have, this is more micro-design than macro and it will be open to discussion even after the mod came out :)


Last edited by Ayalin; 4 Sep, 2019 @ 4:38am
Ayalin  [developer] 4 Sep, 2019 @ 4:35am 
Originally posted by Anderson:
For this new Exalted, why not call it "Ascended", to imply that this creature has fully embraced the faith (good or evil). Give it large, badass wings, and maybe a suit of armor (or a halo?)

I like Ascended too :)
Ayalin  [developer] 4 Sep, 2019 @ 4:36am 
Originally posted by Dark Zeak:
The KotP specialization has the summon of archangel. Why not call that one an angel and the new exalted archangel. Wouldn't it be more appropriate for the theo anyways? That's actually what started the idea.

Ascended is more badass I feel ^^ it's like above exalted, like heroine is above marijuana you know ^_^ (not sure if my example is that good btw :O)
Ayalin  [developer] 4 Sep, 2019 @ 4:37am 
Originally posted by Anderson:
That's reasonable. Archangel is supposed to be epitome of heavenly might. Given that the KotP unit acts more like a healer/support, it could be called Sentinel or something like that. The Exalted look more like angels anyways, and an Archangel unit would be a perfect fit.

What about Herald of the Devil // Herald of the Good or something like that ?
Dark Zeak 4 Sep, 2019 @ 1:14pm 
Forgot about the lurker actually. The necro game I was playing didn't last long enough. Ky friend got overwhelmed by a scor so we started pur current game.
Anderson 4 Sep, 2019 @ 6:25pm 
Hmm, I think i prefer Ascended to the Herald of X. More thematic.
Ayalin  [developer] 5 Sep, 2019 @ 3:15am 
Ascended it is then =)
Jowry 1 Mar, 2022 @ 1:17pm 
I have a suggestion of a new skill that you could put in the Evangelist or even this Ascended, how about a buff skill that can only be used 1 time per battle that allows you to bless allies (except undead, machines and elementals), or maybe you put it as a new empire upgrade that makes all theocrat leader/heroes and support gain this skill or something like that
Last edited by Jowry; 1 Mar, 2022 @ 1:29pm
Jowry 6 Mar, 2022 @ 6:47pm 
What do you think of a Strategic Spell that makes all targeted allied army obtain the Devout, so you can use it on units that won't be targeted by empire upgrades like Order of Templar Knights and Order of Sacred Support with eg use on dwelling units
Last edited by Jowry; 6 Mar, 2022 @ 6:55pm
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