Dwarves have three bonus units for the Engineer: Flamethrower "archer" (requires Dragon Oil), Sapper, infantry with Sabotage (requires Weapon Kit) and Combat Drone, a T3 Fireworks-armed flying machine (req. Janissaries may also be hired at Inns as mercenaries3.2. as a kind of "expeditionary" units, Cossack, Haiduk and Seymen aren't affected by negative morale for Arctic/Tropical climate as already mentioned, souther Human Warlord can train Janissary with The Draft, Engineer trains Seymen with Weapon Kit northern Humans can train Haiduk irregular with Weapon Kit skill in cities with Barracks with Side Arms, they can also produce Cossack, a pistol-armed cavalry further units can be produced in cities with basic upgrades (Barracks, Armory, racial T3 building), requiring a specific player skill or specialization3.1. demon-summoning spells (Lesser Demon and Balrog) of the Destruction specialization remain available Sorcerer with Wild Magic Master specialization can train Centaurs: T2 cavalry with Barrens Running, Throw Javelin and Bloodthirsty
#AGE OF WONDERS III SPECIALIZATIONS UPGRADE#
they are still available to Sorcerers, who can train them in cities with the second class upgrade (Mana Vault), given they have Master specialization for the given element specialization tech trees were readjusted, with some old spells replacing the summoning spells summoning spells for four units for specific elemental masteries (Jinn, Sylph, Trogg and Vodnik) were removed some of them may be gained as secret spells the same counts for the Altar of Bound Souls: Chalicer, Hussar, Landsknecht and Reislaufer are available in the North, Amazon and Myrmidon in the South among these, Amazon and Hussar are neutral towards Arctic/Tropical climate Mercenary Camp allows training of different units in northern (Gallowglass, Longbowman, Stratiot, Trabant) and southern (Bedouin, Falxman) cities southern Warlord has an additional bonus unit: Janissary, a T3 archer with neutral race bonuses and Total Awareness requires The Draft skill and city bonus for T2 units to build southern Rogue can train an Assassin upgraded with Shoot Poison Darts for a ranged attack
southern Prophet trains Ghazi (cavalry with Spirit Blast) instead of Crusader Martyrs evolve to mounted Ghazis too southern Engineer trains Seymen infantry (with Fire Bomb) as their bonus unit requiring Weapon Kit skill southern Musketeers are unarmored, but also cheaper minor differences in units: northerners have Crossbowman with shield and the vanilla Priest, southerners have a cheaper Archer and Dervish as their support unit, more capable in melee 1) is gained by Militia built in both northern and southern cities unit bonuses from governance affect both northern and southern humans: e.g. southern Humans replace the Tigran race they use the same (adapted) governance upgrade tree
northerners dislike Tropical, southerners Arctic climate new race roughly based on late medieval Ottomans/Mamluks basically the same as vanilla (aka "northern") humans, with mostly same bonuses, but different graphics, terrain preferences and some units