Age of Wonders III

Age of Wonders III

Class and Racial Specialization Mod 1
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DannyDark007  [developer] 5 Nov, 2015 @ 7:29am
Class and Racial Specialization Mod 1 Details
The idea for this mod grew from the desire to have thematically appropriate class and racial mount upgrades. For example when the Warlord started building Manticores he could summon a manticore mount and take to the skies with them. It turns out that there was no mechanism in the game to provide specific mounts by race so that grew into racial specializations which add the ability to summon mounts and makes other mechanical and thematic adjustments to racial units and heroes. Racial Exemplar Specializations are mutually exclusive, you cannot have, for example, both Orc and Tigran.

Some notes: I have not yet created custom Icons, the Racial Specializations use existing racial command icons for the time being. I have not yet gotten the Great Eagle Mount to work graphically so Halflings currently are riding Gryphons.


Class Mounts:

Arch Druid Mounts
Summon Animal Mount (Unlocked with Summon Wild Animal)
Bleak Warg
Dire Panther
Blight Tusk Boar
Dire Bear
Big Beetle
Summon Spider Mount (Unlocked with Summon Eldritch Animal)
Hunter Spider
Dread Spider
Vampire Spider
Summon Creature Mount (Unlocked with Summon Gargantuan Animal)
King Gryphon
Manticore
Cockatrice

Rogue Mounts
Dire Panther (Unlocked with Produce Scoundrel)
Obsidian Wyvern (Unlocked with Produce Succubus)

Sorcerer Mounts (Unlocked with Invoke Extraordinary Mount.)
Fire Wyvern
Frost Wyvern
(Note: Invoke Extraordinary Mount was reduced in tier and cost to reflect more easily accessible mounts.)

Theocrat Mounts (Unlocked with Produce Exalted)
Gold Wyvern
Obsidian Wyvern

Warlord Mounts (Unlocked with Produce Manticore Rider)
Manticore

Necromancer Mounts (Unlocked with Produce Deathbringer)
Bone Wyvern



Basic Racial Specializations

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 Leaders and Heroes gain the Guardian Flame and Defensive Strike 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 gain Banefire.
Prophet (Empire Upgrade, Tier 4): Goblin Leaders and Heroes gain the Poison Bolts 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 Leaders and Heroes gain +2 Frost strength and the Frost Aura ability.
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 and gain a Slingshot. 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 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.
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.
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 Leaders and Heroes gain +2 Melee Physical Strength and the Throw Blades 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.
Last edited by DannyDark007; 5 Nov, 2015 @ 7:31am
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Allergies 11 Nov, 2015 @ 7:31pm 
My goodness, this is just the sort of thing I like to see in an already flavorful and detailed game - more flavor and detail! Human arch druid is my favorite combo for whatever reason, but I always hate running around for so long on a gilded armored horse, so this is tops. Plus it buffs the strategy I like to use for that combo (beasts and archers and cavalry and shamans), so color me happy. I'll try it out for sure.
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