Age of Wonders III

Age of Wonders III

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Variants Arsenal
File Size
12.659 MB
Sep 11, 2015 @ 1:32am
Oct 10, 2015 @ 9:19pm
45 Change Notes ( view )

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Variants Arsenal

New Units Videos!
Rocket Launcher -

Legionary -

The Variants Mod adds an arsenal of new units to each class's lineup, granting them powerful new tools to decimate their enemies. Each new unit does something radically different than the base units, and each class gains new playstyles as a result.

This is a work in progress, an as such tooltips and descriptions are not functional yet. Units and abilities ARE functional though, so feel free to download and give it a try. This mod will be updated regularly(especially on weekends) with new units, balance changes, and usability fixes. I *will* listen to and consider feedback, no matter what, so please feel free to comment or complain as needed.

Current Units:


Hunter - > Arcane Archer
Changes from a regular archer into a sniper with powerful single shots and Seeker

Hunter -> Skirmisher
Gains slightly boosted melee stats, and a short ranged attack that does more damage and can be used while engaged in melee. Also gains Throw Net.


Scoundrel -> Alchemist
Loses many abilities in order to gain the deadly Alchemist's Fire ability.

Assassin -> Swashbuckler
Loses Assassins's Strike in order to gain Pass Wall and Sprint, along with some minor changes.
Also, human swashbucklers get fire pistol because Shadow Magic was a great game and lots of people requested it.(they're more expensive though)

Succubus -> Time Witch
This unit is highly experimental. It has bonus vision range and invisibility, but loses a ton of HP and all of the succubus's combat effects. Additionally, it can sacrifice itself to apply a 2 turn debuff to all enemy units, whcih makes them *significantly* faster and more powerful in combat, but much slower on the strategic map.


Engineer -> Grenadier
Loses Fire Blunderbuss in order to gain powerful AoE grenades which cause bleeding and disorient enemies.

Musketeer -> Iron Legion
Loses Fire Musket, but gains a shield, melee damage, and fire blunderbuss.

Cannon -> Rocket Launcher
Loses Fire Cannon
Gains Rocket Barrage, a new ability which fires rapid volleys of rockets over an enemy area, ignoring cover but doing no damage to walls.


Martyr -> Monk
Loses ranged attack and absorb pain, but gains ki blast, and martial arts.
Ki Blast is a new ability which nukes in a short range for spirit damage, and consumes no action points.

Crusader -> Vanguard
Gains a powerful aura which effectively blesses all adjacent units.
Loses a lot of melee damage.
Type changed to Support.

Evangelist -> Faith Healer
Loses Turn Undead
Loses Convert
Gains Spirit Ray
Gains Channel Energy(Large AoE Heal with no cooldown but low base healing rate.


Berserker -> Feral Berserker
+4 damage, but has a chance after each attack to go berserk, becoming equally dangerous to friends and foes alike.

Mounted Archer -> Heavy Cavalry "Cataphract"
MANY changes to the unit. Ranged attacks are switched to the much weaker heavy crossbow. Loses sprint and 4 movepoints, but gains Martial Arts, Tireless, Armored, and a slight bump to stats.

Phalanx -> Legionary
Type changed from Pikemen to Infantry
Loses 1 defense
Loses Inflict Crippling Wounds
Loses First Strike
Loses Pike Square
Loses Polearm
Gains Throw Pilum, a ranged attack which reduces enemy armor.
Gains Tireless
Gains Lock Shields, an ability which causes the unit to defend and give +1 armor to each adjacent Legionaries


Apprentice -> Conjurer
Loses most of its abilities, but gains the ability to summon "Lightning Sprites" every round. Lightning Sprites will decay after 3 rounds. Sprites hit for lightning damage in melee, are incorporeal, are permanently hasted, and have a small mini chain lightning spell they can use.
They also gain "Bestow Star Blades", which grants the star blades buff to a unit once per battle.

Phantom Warrior -> Mage Slayer
Has many stat changes, which make it much weaker to physical and much stronger against elemental. It also gains 3 new abilities, which involve the manipulation of buffs and debuffs to power itself up before releasing a devastating wave of magical energy onto enemies.


Reanimatory -> Bone Weaver
Loses Inflict Despair
Loses Raise Corpse
Loses Ranged Attack
Gains Summon Unstable Cadaver, which generates a cadaver for the duration of the battle without needing a corpse. This cadaver will disappear after the battle ends.
Gains Stitch Cadaver, which generates cadavers at the cost of maximum hp.
Gains Death Pulse, which sacrifices a friendly undead unit causing it to explode for high damage to living creatures while healing undead.d

Banshee -> Desecrater
Loses Wail of Despair
Loses Phase
Gains Desecrate. A new ability which grants all nearby undead bonus damage and massive spirit resistance for one turn. This ability also employs custom particle effects for the ability itself, and for desecrated units.

Added a new Unit: Faith Healer
This Evangelist variant loses Turn Undead and Convert, but gains a spirit rays and a new ability, Channel Energy.
Channel Energy is an AoE heal which only heals for a small amount, but has a massive AoE allowing it to sustain extremely large forces.

Arcane Archers now have a custom effect on their arrows.
Several other small particle effect adjustments.
Popular Discussions View All (4)
Nov 6, 2016 @ 10:16pm
Impressions and Opinions
Oct 25, 2015 @ 5:52pm
Bug Reports
Jan 2, 2016 @ 8:27pm
Balance Discussion
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DJtron Mar 25, 2018 @ 5:48pm 
So, this mod looks VERY interesting and i really want to try it out, but I'm not entirely sure what it does. Does it automatically change the units to the new variant and lose the ability to make the old version, or does it just give you more choices that you can potentially mix together?
YemenLemon Oct 29, 2016 @ 11:35am 
don't apologize for not updating the mod, life happens, and anyone with half a brain knows the risks involved with any mod
Tanuith Oct 24, 2016 @ 3:44pm 
Ah unfortunate but still is a good mod alltogether. I Understand that life usually tends to conflict and is obviously more important. Thanks for what is here already anyway.
TrustyRhombone  [author] Oct 21, 2016 @ 7:45pm 
Unfortunately its no longer supported. Sorry I didn't reply sooner. I only really jump in if its a problem I can fix. I might remove the Time Witches to be honest. They were highly experimental, but this is the first time in a year I've heard of this issue, but real life has sadly consumed all my modding time. Sorry.
Wixard Oct 19, 2016 @ 3:01pm 
This mod is no longer being worked on.
Tanuith Oct 17, 2016 @ 4:38pm 
Have you added unit descriptions by any chance by now? I realize its a minor thing and having no experiance in modding, or coding, or game making, I do not really have a leg to stand on as of yet by asking this, but mods with units that have descriptions like placeholder or another example mods message TLDR tend to really bother me for some reason I have no idea why.
YemenLemon Oct 15, 2016 @ 11:32am 
i have a problem with the mod that completely broke my game. 3 of my armies are affected by temporal loop and can barely move on the tactical map. it has been several turns, but the effect has not gone away. it must have had something to do with the time witch i fought
Jun 27, 2016 @ 2:51am 
So.. i disable all mods.. All races (warlord) scouts, hunters, berserkers are not displayed, but only their weapons..
Jun 26, 2016 @ 5:09am 
yes. I'll try to figure what it interact with..
TrustyRhombone  [author] Jun 23, 2016 @ 6:27pm 
That sounds like a weird intereaction with another mod, if anything. Are you uing multiple mods?