Hello everyone,
I am happy to present you my first of (I hope) a longer serie of Mods for Aow 3. If I have enough courage and time I would like to revisit most of the Balancing / content of the game and add my own flavour into it. This one in particular is focused on Specialisation and contains:
https://steamcommunity.com/sharedfiles/filedetails/?id=1760070090
Find below a list of all the changes per specialisation, starting with the brand new one:
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[NEW SPECIALISATION] CONFLUX
As a representant of the Conflux circle, you can extract more magic power from your environment, and spread your own magic in the world more easily
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|Inherent Bonus] All explored treasure sites in your domain grant you an additional 1 mana per turn
[Conflux Servants] [Empire Upgrade] Research Cost: 90, Tiers I
All your secondary heroes become servants of the Conflux Circle and gain 10 casting spell points.
[Essence Harvest] [Empire Upgrade] Research Cost: 160, Tiers II
(originally from Grey Gard)
All enemy Fey, Summoned, Undead and Magical Origin units slain in battle provide your leader with +5 Casting Points.
[Capture Streams] [Strategic Spell] Research Cost: 240, Tiers III
Cost: 70, Upkeep Cost: 10
Enchant target enemy city and steal a part of its mana production. Targeted city produces 50% less mana and your own mana income increases by 5%.
[Healing Essence] [Tactical Spell] Research Cost: 280, Tiers III
(originally from Grey Gard) Cost:25
Destroy all corpses on the battlefield. All your units are healed for 10 Health, and gain 100 Happiness Morale for one Turn.
[Global Prescience] [Empire Upgrade] Research Cost: 800, Tiers IV
Your vision of the world around you widens. Your world strategic spell and city spell costs 25% less mana and casting points.
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AIR SPECIALISATION (adept and master)
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Balance changes:
New spells (Adept):
[Wind Champion] [Tactical Spell] Research Cost: 150 , Tiers II
Cost: 10
Target friendly unit gets Martial Arts ability and Assassin Rush ability until the end of combat.
[Mass Levitate] [Strategic Spell] Research Cost: 200 , Tiers III
Cost: 20
All units in target friendly army gets the Levitation ability for the current turn. Only works on the strategic map.
New spells (Master):
[Wind Protection] [City Enchantment Spell] Research Cost: 350 , Tiers III
Cost: 100, Upkeep Cost: 20
Target friendly city is protected by the force of winds. Any enemy unit in its domain get -4 movement speed.
[Exalted by the tempest] [Global Enchantment Spell] Research Cost: 600 , Tiers V
Cost: 200, Upkeep Cost: 50
All your units and armies get a +4 movement speed bonus.
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CREATION SPECIALISATION (adept and master)
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New Spell (Adept):
[Hammer of Justice] [Tactical Spell] Research Cost: 100, Tiers II
Cost: 10
Target enemy gets stunned for the current turn.
New Spell (Master):
[Summon Spirit Elemental] [Summon Spell] Research Cost: 700, Tiers V
Cost:150 Upkeep Cost:18
Summons a Spirit Elemental to target location.
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DESTRUCTION SPECIALISATION (adept and master)
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[Chaos Bolt] [Tactical Spell] Research Cost: 80, Tiers I
Cost: 15
Deals 8 physical, 8 Blight, 8 Fire damage to target unit.
New Spell (Master):
[Summon Blight Elemental] [Summon Spell] Research Cost: 700, Tiers V
Cost: 150, Upkeep Cost: 18
Summons a Spirit Elemental to target location.
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EARTH SPECIALISATION (adept and master)
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[Petrification] [Tactical Spell] Research Cost: 140, Tiers II
Cost: 15
Target units become petrified for 2 turns. It cannot act nor move but gets 60% physical damage reduction.
New Spell (Master):
[Earth Protection] [Global Tactical Spell] Research Cost:600, Tiers 5
Cost:20
All your units on the battlefield gets a +2 Defense Bonus
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EXPANDER SPECIALISATION
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Balance changes:
[Dedicated Workforce] [Empire Upgrade] Research Cost: 500 , Tiers IV
Accelerating constructions in your cities cost you 50% less gold.
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EXPLORER SPECIALISATION
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[Explorer Luck] [Empire Upgrade] Research Cost: 800, Tiers V
The value of rewards from treasure sites and pick-ups is increased by 15% and all your heroes get the Lucky ability.
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FIRE SPECIALISATION (adept and master)
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New Spell (Adept):
[Immolation] [Tactical Spell] Research Cost: 80, Tiers I
Cost: 7
Target unit suffer immolation until the end of the fight.
New Spell (Master):
[Great Immolation] [Tactical Spell] Research Cost: 400, Tiers V
Cost: 25
Sustains the ritual of flames, burning everything in honor of the fire god. Immolates a random enemy unit each combat round. Incurs a happiness penalty and Population penalty when cast in a city battle.
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WATER SPECIALISATION (adept and master)
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New Spell (Master): Arctic Empire (originally from Air specialisation)
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PARTISAN SPECIALISATION
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[Traps] [Strategical Spell] Research Cost: 300, Tiers III
Cost: 25
All units in target enemy army gets -14 movement speed for the current turn. Can only be cast in your own domain. Flying or floating units are not affected.
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WILD MAGIC SPECIALISATION (adept and master)
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[Regenerate] [Tactical Spell] Research Cost:120, Tiers II
Cost: 10
Grants the Regrowth Ability to target friendly unit until the end of combat. (This unit regenerates 20% of its max HP per turn); Machines and incorporeal units cannot be affected.
New Spell (Master):
[Summon Nightshade Fairy] [Summon Spell] Research Cost: 700, Tiers V
Cost: 150, Upkeep Cost: 18
Summon a Nightshade Fairy on target location
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GREY GUARD SPECIALISATION (adept and master)
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[Purging Lightning] [Tactical Spell] Research Cost: 80, Tiers I
Cost: 7
Deals 10 Spirit Damage and 10 Fire Damage to target Magical, Undead, or summoned unit.
[The Nightwatch] [Empire Upgrade] Research Cost: 280, Tiers III
All your infantry, irregular and pikeman units gain Night Vision, True Sight and +1 Spirit Damage against Magical, undead or summoned unit.
New Spells (Master):
[United Front] [Tactical Spell] Research Cost: 300, Tiers IV
Cost: 15
Target friendly unit and all units like it get Total Awareness, +2 Defense and +200 Morale.
[The Great Alliance] [Empire Upgrade] Research Cost: 500, Tiers V
All Fey, Giant, Dragon and Siren units under your control get Volunteer ability and High Morale Ability.
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KEEPER OF THE PEACE (adept and master)
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[Arrow of the Sun] [Tactical Spell] Research Cost: 100, Tiers I
Cost: 10
Target friendly ranged unit gets Light Arrow and Spirit Breaking.
New Empire Upgrade (Master):
[Crusade] [Empire Upgrade] Research Cost: 800, Tiers V
All cities under your control enchanted by Spiritual Freedom get +30 Production bonus as long as your alignment is oriented toward Pure Good.
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SHADOWBORN (adept and master)
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[Chose by the shadow] [Tactical Spell] Research Cost: 100, Tiers I
Cost: 10
Target friendly unit gets Inflict Despair and Exploit Despair until end of combat.
New Empire Upgrade (Master):
[Dusk] [Empire Upgrade] Research Cost: 800, Tiers V
All cities under your control enchanted by Embrace Darkness get +30 production bonus as long as your alignment is oriented toward Pure Evil.
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SECRET SPELLS
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And that’s the end of the mod (congratulations if you made it this far!) this is V1.0, so there are certainly some small errors / bugs here and there, if you like the mod don’t hesitate to give me feedback about it, also what you like / dislike and I will try to improve it progressively. I have a lot of other mods ideas for classes / new city buildings / new units and I will try to develop them as well.
I am happy to present you my first of (I hope) a longer serie of Mods for Aow 3. If I have enough courage and time I would like to revisit most of the Balancing / content of the game and add my own flavour into it. This one in particular is focused on Specialisation and contains:
- Various balance changes on all specialisations of the game
- Some rearrangements with the spell schools (water gets all the winter effect strategic spells for example)
- On average, one new spell for each specialisation of the game (at the end of the day, all spec in the game contain 6 skills instead of 5, counting the inherent one).
- One new brand specialisation with 6 new skills called “Conflux”.
- All the new content is translated in English and French only.
- Require both expansions
https://steamcommunity.com/sharedfiles/filedetails/?id=1760070090
Find below a list of all the changes per specialisation, starting with the brand new one:
--------------------------------------------------------------------------------------
[NEW SPECIALISATION] CONFLUX
As a representant of the Conflux circle, you can extract more magic power from your environment, and spread your own magic in the world more easily
------------------------------------------------------------------------------------------------------------------
|Inherent Bonus] All explored treasure sites in your domain grant you an additional 1 mana per turn
[Conflux Servants] [Empire Upgrade] Research Cost: 90, Tiers I
All your secondary heroes become servants of the Conflux Circle and gain 10 casting spell points.
[Essence Harvest] [Empire Upgrade] Research Cost: 160, Tiers II
(originally from Grey Gard)
All enemy Fey, Summoned, Undead and Magical Origin units slain in battle provide your leader with +5 Casting Points.
[Capture Streams] [Strategic Spell] Research Cost: 240, Tiers III
Cost: 70, Upkeep Cost: 10
Enchant target enemy city and steal a part of its mana production. Targeted city produces 50% less mana and your own mana income increases by 5%.
[Healing Essence] [Tactical Spell] Research Cost: 280, Tiers III
(originally from Grey Gard) Cost:25
Destroy all corpses on the battlefield. All your units are healed for 10 Health, and gain 100 Happiness Morale for one Turn.
[Global Prescience] [Empire Upgrade] Research Cost: 800, Tiers IV
Your vision of the world around you widens. Your world strategic spell and city spell costs 25% less mana and casting points.
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AIR SPECIALISATION (adept and master)
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Balance changes:
- Wind Ward Spell now only affects enemies. In return, its cost is increased to 30 (from 20), and its damage reduction is reduced to 4 (from 8) on all damage channel.
- Summon Zephyr Bird cost down to 50 (from 60).
- Domain Empire and Arctic Empire were moved to Water specialisation.
New spells (Adept):
[Wind Champion] [Tactical Spell] Research Cost: 150 , Tiers II
Cost: 10
Target friendly unit gets Martial Arts ability and Assassin Rush ability until the end of combat.
[Mass Levitate] [Strategic Spell] Research Cost: 200 , Tiers III
Cost: 20
All units in target friendly army gets the Levitation ability for the current turn. Only works on the strategic map.
New spells (Master):
[Wind Protection] [City Enchantment Spell] Research Cost: 350 , Tiers III
Cost: 100, Upkeep Cost: 20
Target friendly city is protected by the force of winds. Any enemy unit in its domain get -4 movement speed.
[Exalted by the tempest] [Global Enchantment Spell] Research Cost: 600 , Tiers V
Cost: 200, Upkeep Cost: 50
All your units and armies get a +4 movement speed bonus.
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CREATION SPECIALISATION (adept and master)
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- Holy Cure cost down to 7 (was 10).
New Spell (Adept):
[Hammer of Justice] [Tactical Spell] Research Cost: 100, Tiers II
Cost: 10
Target enemy gets stunned for the current turn.
New Spell (Master):
[Summon Spirit Elemental] [Summon Spell] Research Cost: 700, Tiers V
Cost:150 Upkeep Cost:18
Summons a Spirit Elemental to target location.
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DESTRUCTION SPECIALISATION (adept and master)
----------------------------------------------------------------------------------------------------------------
- No balance changes
[Chaos Bolt] [Tactical Spell] Research Cost: 80, Tiers I
Cost: 15
Deals 8 physical, 8 Blight, 8 Fire damage to target unit.
New Spell (Master):
[Summon Blight Elemental] [Summon Spell] Research Cost: 700, Tiers V
Cost: 150, Upkeep Cost: 18
Summons a Spirit Elemental to target location.
-----------------------------------------------------------------------------------------------------------------
EARTH SPECIALISATION (adept and master)
----------------------------------------------------------------------------------------------------------------
- No Balance changes
[Petrification] [Tactical Spell] Research Cost: 140, Tiers II
Cost: 15
Target units become petrified for 2 turns. It cannot act nor move but gets 60% physical damage reduction.
New Spell (Master):
[Earth Protection] [Global Tactical Spell] Research Cost:600, Tiers 5
Cost:20
All your units on the battlefield gets a +2 Defense Bonus
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EXPANDER SPECIALISATION
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Balance changes:
- Fertility Rites Research Cost increased to 240 (from 90) (is now Tiers 3)
- Expansionism Research Cost increased to 240 (from 180). Bonus now also affects Villages. (Tiers 3)
- Swift Migration Research Cost decreased to 140 (from 400) (is now Tiers 2 instead of 4)
- Rugged Pioneers Research Cost decreased to 80 (from 120) (is now Tiers 1 instead of 2)
[Dedicated Workforce] [Empire Upgrade] Research Cost: 500 , Tiers IV
Accelerating constructions in your cities cost you 50% less gold.
----------------------------------------------------------------------------------------------------------------
EXPLORER SPECIALISATION
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- No Balance Changes
[Explorer Luck] [Empire Upgrade] Research Cost: 800, Tiers V
The value of rewards from treasure sites and pick-ups is increased by 15% and all your heroes get the Lucky ability.
----------------------------------------------------------------------------------------------------------------
FIRE SPECIALISATION (adept and master)
----------------------------------------------------------------------------------------------------------------
- No Balance changes
New Spell (Adept):
[Immolation] [Tactical Spell] Research Cost: 80, Tiers I
Cost: 7
Target unit suffer immolation until the end of the fight.
New Spell (Master):
[Great Immolation] [Tactical Spell] Research Cost: 400, Tiers V
Cost: 25
Sustains the ritual of flames, burning everything in honor of the fire god. Immolates a random enemy unit each combat round. Incurs a happiness penalty and Population penalty when cast in a city battle.
----------------------------------------------------------------------------------------------------------------
WATER SPECIALISATION (adept and master)
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- Healing Shower now affects Undead units
- Great Hail aoe effect upgraded to 8 frost dmg (was 5)
New Spell (Master): Arctic Empire (originally from Air specialisation)
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PARTISAN SPECIALISATION
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- The partisan ability now affects all your irregular, infantry and pikeman units whatever the number of unit(s) present in the stack.
- Hide Out Spell now also gives the Backstab ability to all units in the domain of the enchanted city.
[Traps] [Strategical Spell] Research Cost: 300, Tiers III
Cost: 25
All units in target enemy army gets -14 movement speed for the current turn. Can only be cast in your own domain. Flying or floating units are not affected.
----------------------------------------------------------------------------------------------------------------
WILD MAGIC SPECIALISATION (adept and master)
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- Warp Equipment Mana cost reduced to 15 (from 20)
- Swap Locations Mana cost reduced to 10 (from 20)
[Regenerate] [Tactical Spell] Research Cost:120, Tiers II
Cost: 10
Grants the Regrowth Ability to target friendly unit until the end of combat. (This unit regenerates 20% of its max HP per turn); Machines and incorporeal units cannot be affected.
New Spell (Master):
[Summon Nightshade Fairy] [Summon Spell] Research Cost: 700, Tiers V
Cost: 150, Upkeep Cost: 18
Summon a Nightshade Fairy on target location
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GREY GUARD SPECIALISATION (adept and master)
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- Purging Burst does not affect Fey anymore and cost decreased to 20 (from 25)
[Purging Lightning] [Tactical Spell] Research Cost: 80, Tiers I
Cost: 7
Deals 10 Spirit Damage and 10 Fire Damage to target Magical, Undead, or summoned unit.
[The Nightwatch] [Empire Upgrade] Research Cost: 280, Tiers III
All your infantry, irregular and pikeman units gain Night Vision, True Sight and +1 Spirit Damage against Magical, undead or summoned unit.
New Spells (Master):
[United Front] [Tactical Spell] Research Cost: 300, Tiers IV
Cost: 15
Target friendly unit and all units like it get Total Awareness, +2 Defense and +200 Morale.
[The Great Alliance] [Empire Upgrade] Research Cost: 500, Tiers V
All Fey, Giant, Dragon and Siren units under your control get Volunteer ability and High Morale Ability.
----------------------------------------------------------------------------------------------------------------
KEEPER OF THE PEACE (adept and master)
----------------------------------------------------------------------------------------------------------------
- No Balance changes
[Arrow of the Sun] [Tactical Spell] Research Cost: 100, Tiers I
Cost: 10
Target friendly ranged unit gets Light Arrow and Spirit Breaking.
New Empire Upgrade (Master):
[Crusade] [Empire Upgrade] Research Cost: 800, Tiers V
All cities under your control enchanted by Spiritual Freedom get +30 Production bonus as long as your alignment is oriented toward Pure Good.
----------------------------------------------------------------------------------------------------------------
SHADOWBORN (adept and master)
----------------------------------------------------------------------------------------------------------------
- No Balance changes
[Chose by the shadow] [Tactical Spell] Research Cost: 100, Tiers I
Cost: 10
Target friendly unit gets Inflict Despair and Exploit Despair until end of combat.
New Empire Upgrade (Master):
[Dusk] [Empire Upgrade] Research Cost: 800, Tiers V
All cities under your control enchanted by Embrace Darkness get +30 production bonus as long as your alignment is oriented toward Pure Evil.
----------------------------------------------------------------------------------------------------------------
SECRET SPELLS
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- Frost Missile damage buffed to 10 Physical, 15 Frost (was 8 Physical, 12 Frost)
- Shock Missile damage buffed to 20 Shock, 5 Fire (was 16 Shock, 4 Fire)
- Summon Blight Elemental was moved to Destruction school
- Summon Spirit Elemental was moved to Creation School
- Great Immolation was moved to Fire school
And that’s the end of the mod (congratulations if you made it this far!) this is V1.0, so there are certainly some small errors / bugs here and there, if you like the mod don’t hesitate to give me feedback about it, also what you like / dislike and I will try to improve it progressively. I have a lot of other mods ideas for classes / new city buildings / new units and I will try to develop them as well.
Last edited: