Age of Wonders III

Age of Wonders III

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Quo's Cross Class Mod (Alpha Test)
   
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Sep 13, 2015 @ 11:34pm
Oct 22, 2015 @ 8:54pm
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Quo's Cross Class Mod (Alpha Test)

Description
This mod adds Apprentice and Deputy specializations to the game.

As an Apprentice, you pick up skills and abilities normally forbidden to your class at the expense of a Specialization slot.

As a Deputy, you further specialize in your chosen sub-class, at the expense of a secondary slot.

This mod adds Apprentice and Deputy specializations to the game.

As an Apprentice, you pick up skills and abilities normally forbidden to your class at the expense of a Specialization slot.

As a Deputy, you further specialize in your chosen sub-class, at the expense of a secondary slot.

This mod adds the cross-classes in the form of specializations you can pick on the character creation screen. The currently available sub-classes are:

- Dreadnought: Apprentice and Deputy (new in v1.6)
- Theocrat: Apprentice (revised in v1.1) and Deputy (new in v1.5)
- Druid: Apprentice (new in v1.2) and Deputy (new in v1.4)
- Sorceror: Apprentice and Deputy (new in v1.4)
- Necromancer: Apprentice (new in v1.3)
- Rogue: Apprentice
- Warlord: Apprentice

NOTE: This is an ALPHA test. There are likely to be balance issues, and spells are still coming and going as the balance/bugs are tweaked. New specializations will continue to roll out as they are completed. All are subject to change.

--- Updated in v1.6 -------------

The Deputy Dreadnought spec is now live.


------- Updated in v1.5 -------------
The Deputy Theocrat spec is now live.


------- Updated in v1.4 -------------
Introduction of the first of the two Deputy specializations, Druid Deputy and Sorceror Deputy.

In addition, all of the Adept and Deputy classes now also grant a "Tools" ability that grants skills normally available to leaders of a different type to your leader.


------- CORE CLASS CHANGES -----------

DREADNOUGHT
- (as of v1.6) Level 13 and higher Dreadnoughts can now purchase Fire Mortar as a skill at a cost of 15 points
- Engineers no longer require a class building to construct
- The Weapon Kit spell now also grants Rapid Reload to the target unit


THEOCRAT (revised in v1.2)
- All heroes now get Denounce Heretic
- Denounce Heretic is now a free action
- Smite now permanently renders struck units as Heretics
- New spell: Beseech Martyr. Summons a Martyr in tactical combat
- Order of Knights Templar now applies to Heroes and to Pikemen
- (as of v1.5) Wrath of God now permanently applies Heretic status, deals 10/3/3/ Holy/Fire/Shock damage, and enemies Cannot Regenerate for 2 turns

ROGUE
- Now has Urban Cover as an inherent skill(Irregular units have Urban Concealment)
- Scoundrels no longer require a class building to construct
- Bards no longer require a class building to construct

SORCEROR
- Can now research Shock Missile as a class spell

ARCH DRUID
- The Fertile Domain spell now gives Archery units built there Lesser Befriend Animal (Befriend animals of Tier 2 or lower, Animal has a chance to strike back before being controlled).
- Now begins the game with Master of Terraforming (can terraform for 1/2 normally price, without having to research Terraform skill)


------- NEW ADEPT SPECIALIZATIONS --------------

APPRENTICE NECROMANCER (new in v1.3)
Inherent: Your leader gets Heal Undead and Raise Corpse
- Whispers of the Fallen
- Stiffen Limbs
- City of Cults (Supports built in this city get Heal Undead, all units get Support Slayer and Devout Slayer, but city suffers -200 Happy)
- Lesser Dark Ritual (summons 2 units, which can be either Cadavers or Lost Souls)

APPRENTICE THEOCRAFT ADEPT (revised in v1.2)
Inherent: - Lesser Order of Sacred Support (Supports are Devout, heroes have Denounce Heretic)
- Lesser Prayer for the Hurt (Heals 4/hp turn)
- Order of Knights Templar
- Smite
- Beseech Martyr

APPRENTICE DRUID (new in v1.1)
Inherent: Master of Terraforming
- Summon Lesser Animal
- Rust Strike
- Minor Beast Mastery (Animals get +2 Resistance and 40% spirit resist)
- Fertile Domain

APPRENTICE WARLORD
Inherent: Heroic Stamina (all Heroes get +5 HP)
- Authority of the Sword
- Berserk
- Garrison's Honor
- Raise Militia

APPRENTICE SORCEROR
Inherent: Channeller (+5 CP)
- Summon Wisp
- Summon Extraordinary Mount
- Shock Missile
- Lightning Storm


APPRENTICE DREADNOUGHT
Inherent: Mana Fuel Factory (10% Bonus to Building Machines)
- Produce Engineer
- Produce Flawed Cannon (produce Flawed Cannons in cities with a Master's Guild)
- Weapon Kit
- Overload

APPRENTICE ROGUE
Inherent: Urban Cover (Irregular units have Urban Concealment)
- Produce Bard
- Courtesan Ambassadors
- Cunning Escape
- Guild of Shadow Thieves
Popular Discussions View All (1)
2
Nov 25, 2017 @ 8:16pm
Suggestion: Deputy Necromancer
Aya
51 Comments
Gastrooper Aug 8, 2021 @ 8:25am 
Very good mod. You can create general with sorcerer or theocrat and it will work and also is not so overpowered(I thought it will be) or other combinations you can think about. I recomend it if you don't like the fact you can't summon mounts without playing true sorcerer.
Grave Angel Oct 27, 2019 @ 10:26am 
Fine and viable!
But for using with merged spicializations it will be finw to have merged versions of Adept + Deputy, or some specs pair.
Also, Archsruid's hunters not available nor wuth Deputy, nor with Adept.... They really can make difference for islands-type maps.
Siduri Mar 23, 2018 @ 11:49pm 
i got a weird bug with researching sage gave me a like "empire wide upgrade in development"' thing
Warpig Feb 25, 2018 @ 2:50pm 
Really like the idea of this.
windscion Feb 1, 2018 @ 7:46pm 
The AD flood fields doesn't work. At all.
Digital Joy Nov 27, 2017 @ 12:29pm 
So i see this hasn't been updated in a long time. I'm guessing the author is long dealing with the mod / playing the game? Or will it be passed to someone new. I'm loving the mod and would love to see it completed
Siduri Aug 28, 2017 @ 10:45pm 
Are you still working on it? I wanna get atleast deputy in everything :(
Faetrick Feb 23, 2017 @ 12:01pm 
After looking a little closer I find that the only sub-classes I feel have enough power to justify getting them is the Theocrat and the Rogue. Also, I am not able to train class specific units from my sub-class.
Faetrick Feb 20, 2017 @ 10:14am 
This is a great mod that adds a lot to the game. Now that I have played with this mod I can't imagine playing without it. However, I don't understand why selecting an appentice specialization in one class locks out all the others.
GodlikeDennis Dec 13, 2016 @ 1:01am 
Efficient flood plains does not seem to work on any terrain.