Age of Wonders III

Age of Wonders III

Class and Racial Specialization Mod 1
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DannyDark007  [developer] 30 Nov, 2015 @ 2:51pm
Class and Racial Specialization Mod 1 Version 1.5
Added some thematic adjustments mainly revolving around the 'Prophet' level of the Race Specializations that deal with Leaders and Heroes. For Example Dwarf Sorcerers gain Armored just as Dwarf Apprentices do; Goblin Arch Druids gain Poison Bolts similar to Shamans (and Blight Doctors), etc.

Draconian Exemplar
Patron (Empire Upgrade, Tier 1): Draconian Flamers gain Fire Bolts. Draconian Hatchlings that Evolve retain Fire Spit. Draconian Leaders can summon Red Raptor mounts
Protector (Empire Upgrade, Tier 2): Draconian Chargers and Crushers gain +5 Health and +2 Physical Melee Strength.
Champion (Empire Upgrade, Tier 3): Draconian Elders gain the Fire Bomb and Inflict Scorching Heat abilities. Draconian Leaders can summon Fire Wyvern mounts.
Prophet (Empire Upgrade, Tier 4): Draconian Leaders and Heroes gain the Fire Bolts and Fire Bomb abilities and +2 Melee Fire Strength.
Deity (Empire Upgrade, Tier 5): Draconian Flyers and Raptors gain +2 Physical Melee Strength and the Inflict Bleeding Wounds ability.

Dwarf Exemplar
Patron (Empire Upgrade, Tier 1): Dwarf Prospectors gain Road Building and Dwarf Crossbowmen have no penalty for firing at long range.
Protector (Empire Upgrade, Tier 2): Dwarf Deepguard and Firstborn gain + 10 Health and Defensive Strike. Dwarf Axemen gain the Throw Axe ability.
Champion (Empire Upgrade, Tier 3): Dwarf Forge Priests gain +1 Defense, +10 Health and +2 Melee Fire Strength.
Prophet (Empire Upgrade, Tier 4): Dwarf Theocrat, Sorcerer, Necromancer, Arch Druid and Rogue units gain Armored. Dwarf Theocrat, Sorcerer, Necromancer and Arch Druid units gain the Guardian Flame ability. Dwarf Theocrats gain Fire Bolts; Sorcerers gain Fairy Fire; Arch Druids gain Poison Bolts. Dwarf Dreadnought, Rogue, and Warlord units gain the Defensive Strike and Projectile Resistance abilities.
Deity (Empire Upgrade, Tier 5): Dwarf Units gain +20% Spirit Protection and +1 Resistance.

Goblin Exemplar
Patron (Empire Upgrade, Tier 1): Swarm Darters and Untouchables gain the Inflict Enfeebling Fever ability and Goblin Leaders can Summon Blight Tusk Boar and Big Beetle Mounts.
Protector (Empire Upgrade, Tier 2): Goblin Butchers gain +10 Health and the Nourishing Meal ability.
Champion (Empire Upgrade, Tier 3): Goblin Irregular, Support and Archer units gain +1 Ranged Blight Strength. Goblin Blight Doctors and Sorcerers gain Banefire.
Prophet (Empire Upgrade, Tier 4): Goblin Sorcerer, Theocrat, Arch Druid, and Necromancer units gain the Poison Bolts and Inflict Weakened abilities. Goblin Dreadnought, Rogue, and Warlord units gain Mosquito Darts and Inflict Weakened abilities.
Deity (Empire Upgrade, Tier 5): Goblin Infantry and Cavalry Units gain +10 Health and +2 Blight Melee Strength.

Frostling Exemplar
Patron (Empire Upgrade, Tier 1): Frostling Irregulars and Harpoon Throwers gain +2 Ranged Frost Strength and Inflict Chilling. Frostling Leaders can summon Bleak Warg Mounts.
Protector (Empire Upgrade, Tier 2): Frostling Infantry gain +1 Physical and +1 Frost Melee Strength and Coup de Grace.
Champion (Empire Upgrade, Tier 3): Frostling Mammoth Riders gain +10 Health, Overwhelm and Demolisher. Frostling Leaders can summon Frost Wyvern Mounts
Prophet (Empire Upgrade, Tier 4): Frostling Leader and Hero units gain +2 Frost strength and the Frost Aura ability. Frostling Theocrats and Arch Druids gain Frost Bolts. Frostling Sorcerers gain Rime Fire. Frostling Warlords and Rogues gain Throw Harpoon.
Deity (Empire Upgrade, Tier 5): Frostling Female Units and Royal Guard gain Strong Will.

Halfling Exemplar
Patron (Empire Upgrade, Tier 1): Halfling Jesters gain the Firebomb ability and Halfling Adventurers gain the Monster Slayer ability.
Protector (Empire Upgrade, Tier 2): Halfling Nightwatch gain the Hurl Net and Coup de Grace abilities.
Champion (Empire Upgrade, Tier 3): Halfling Support Units gain +5 Health and become Very Lucky
Prophet (Empire Upgrade, Tier 4): Halfling Leaders and Heroes become Very Lucky. Halfling Rogues, Dreadnoughts and Warlords gain a Slingshot and Fireworks. Halfling Theocrats, Sorcerers, and Arch Druids gain Minor Bard Skills, Halfling Necromancers gain Memories of Joy. Halfling Sorcerers gain Fairy Fire and Halfling Arch Druids gain Poison Bolts. Halfling Leaders can Summon a King Gryphon Mount. (Placeholder for Great Eagle Mount.)
Deity (Empire Upgrade, Tier 5): Halfling Pony and Eagle Riders gain the Sprint and High Morale abilities.

High Elf Exemplar
Patron (Empire Upgrade, Tier 1): High Elf Infantry and Pike Units gain +1 Defense and +2 Physical Melee Strength and High Elf Leaders can Summon a Unicorn Sire Mount. High Elf Initiates retain Lightning Shock when they Evolve.
Protector (Empire Upgrade, Tier 2): High Elf Archer, Irregular and Support Units gain +1 Ranged Shock Strength and the Inflict Shocking ability.
Champion (Empire Upgrade, Tier 3): High Elf Unicorn Riders gain Longbows and +2 Melee Spirit Strength.
Prophet (Empire Upgrade, Tier 4): High Elf Leaders and Heroes gain Longbows and +2 Ranged Shock Strength. High Elf Arch Druids gain Arcane Arrows. High Elf Arch Druids, Necromancers, Sorcerers, and Theocrats gain Total Awareness. High Elf Leaders can Summon a King Gryphon Mount.
Deity (Empire Upgrade, Tier 5): High Elf Gryphon Riders gain +1 Defense and +2 Shock Melee Strength.

Human Exemplar
Patron (Empire Upgrade, Tier 1): Human Cavalry retain Inflict Bleeding wounds when they evolve into Knights. Human Civic Guard man prepared Ballistae: When garrisoned in a city with walls they gain the Fire Ballista ability.
Protector (Empire Upgrade, Tier 2): Human Infantry and Pike Units gain +5 Health and +2 Physical Melee Strength.
Champion (Empire Upgrade, Tier 3): Human Archer and Priest Units gain the Volunteer ability and +1 ranged damage.
Prophet (Empire Upgrade, Tier 4): Human Leaders and Heroes gain the Devastating Charge ability. Human Sorcerers gain Fairy Fire; Human Arch Druids gain Poison Bolts.
Deity (Empire Upgrade, Tier 5): Human Cavalry gains the Projectile Resistance ability.

Orc Exemplar
Patron (Empire Upgrade, Tier 1): Orc Infantry, Pike and Cavalry Units gain +5 Health and +1 Resistance.
Protector (Empire Upgrade, Tier 2): Orc Archer and Irregular Units gain +1 Ranged and Melee Physical Strength.
Champion (Empire Upgrade, Tier 3): Orc Black Knights gain +1 Defense and the First Strike ability.
Prophet (Empire Upgrade, Tier 4): Orc Leaders and Heroes gain +3 Physical Melee Strength. Orc Sorcerer, Arch Druid, Necromancer, and Theocrat units gain Banefire.
Deity (Empire Upgrade, Tier 5): Orc Support Units gain +10 Health, +3 Physical Melee Strength and the Inflict Curse ability.

Tigran Exemplar
Patron (Empire Upgrade, Tier 1): Tigran Irregular, Pike and Infantry Units gain +2 Physical Melee Strength. Tigran Leaders can Summon Dire Panther Mounts.
Protector (Empire Upgrade, Tier 2): Tigran Archers gain +1 Melee and Ranged Physical Strength, +1 Defense, and the Martial Arts ability.
Champion (Empire Upgrade, Tier 3): Tigran Chariots gain +2 Ranged and Melee Fire Strength and Sprint.
Prophet (Empire Upgrade, Tier 4): Tigran Dreadnought, Rogue, and Warlord units gain +2 Melee Physical Strength and the Throw Blades ability. Tigran Arch Druid, Necromancer, Sorcerer, and Theocrat units gain +2 Melee Physical Strength and the Magic Bolts ability. Tigran Leaders can summon Manticore Mounts.
Deity (Empire Upgrade, Tier 5): Tigran Sphinx and Support Units gain +2 Ranged Fire damage and the Inflict Immolation ability.
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Showing 1-6 of 6 comments
Inudono 1 Dec, 2015 @ 2:02am 
Would it not make sense for Human Theocrat leaders to get Spirit Rays like there priests and Evangelists..?
DannyDark007  [developer] 1 Dec, 2015 @ 5:25am 
I didn't have to do anything there because Theocrats aleady get Spirt Rays (or at least get their default item that allows Spirit Rays).
Dunadd 10 Sep, 2016 @ 1:57pm 
I like the summoned mounts a lot - never understood why you can recruit e.g whole units of unicorn riders as high elves but i couldn't find a unicorn or griffin mount in the campaign.
ethorin101 8 Jan, 2017 @ 3:34am 
so did no one else go "so... half the guys get overpowered mount summons and why do Jesters get "fireworks with no panic"?"
tjimagineer 7 Mar, 2019 @ 1:21am 
Nice overall, but the Draconians are the only race that the bonuses only affect specific units and some classes of units as the other races do, such as all human cavalry having projectile resistance.
Dunadd 21 Aug, 2022 @ 6:55pm 
Are these bonuses in addition to the normal race governance bonuses? Or instead of them and replacing them?
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Showing 1-6 of 6 comments
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