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== Heroes == Some heroes are never chosen as mains, and some are just straight-up banned from many templates. Many heroes' specialties are not even noticeable. === Specialties === ==== Campaign Heroes ==== :- {{Hn|Kilgor|0=}} and {{Hn|Xeron|0=}} are now standard specialists for their units (Behemoths and Devils, respectively) :- {{Hn|Sir Mullich|0=}} increases speed of all creatures by 1. :- {{Hn|Gelu|0=}} now only upgrades Marksmen and Grand Elves into Sharpshooters. :- {{Hn|Dracon|0=}} now only upgrades Zealots and Archmagi into Enchanters. :- {{Hn|Bidley|0=}} now only upgrades Corsairs into Sea Dogs. ==== Strong Heroes ==== :- {{Hn|Galthran|0=}}'s specialty changed to increases Attack and Defense of skeleton warriors by 2, without a Speed increase. :- {{Hn|Leena|0=}}'s specialty changed to Estates. ==== Weak Heroes ==== :+ All unit specialists now increase their units Attack and Defense by 7% instead of 5% per level per creature level. :+ {{Hn|Lacus|0=}} specialty increases Water and Ice elemental attack by 2 and damage by 1 now. // ''They were rather weak, and this follows the way other elementalists specialties work. :+ {{Hn|Inteus|0=}} specialty changed to Fireball specialty. // ''Since Bloodlust does not work on most Conflux units anyway :+ {{Hn|Gelare|0=}} specialty changed to Ice Bolt specialty. // ''Since Dispel is completely unusable and there already is a good +350 gold hero for Conflux (Grindan). Now Gelare can fulfill a role of a water-magic hero. :+ {{Hn|Melodia|0=}}'s specialty changed to '''Luck specialty''' - gains permanent +1 Luck. ==== Planeswalkers ==== A lot of the planeswalkers are near-identical to one another (Fiur-Ignissa, Pasis-Monere, Thunar-Erdamon, Kalt-Lacus). I changed one hero of each pair to differ, while the other remains as one of the original heroes of the pair. * {{Hn|Erdamon|0=}} specializes in Armorer, starts with Armorer and Interference. * {{Hn|Fiur|0=}} specializes in Offense, starts with Offense and Artillery (as Ignissa did before). * {{Hn|Monere|0=}} specializes in Logistics, starts with Offense and Logistics (as before) * {{Hn|Kalt|0=}} specializes in Learning, starts with Tactics and Learning (as before) * {{Hn|Ignissa|0=}} starts with Advanced Offense (the way Fiur did before these changes). ==== Spell specialties ==== Spell specialties are a bit of a mess - some increase effect by set %, some scale with hero level, other with creature level... And there's seemingly no reason and rhyme to it. On top of that, some specialties are waay better than others (Solmyr vs Victoria, f.e.). I set them apart into a few groups based on what types of spells they specialize in and then made each group scale differently (but following the way the original game scales similar spells). :* The level 4* damage* spell specialists now increase the effect of their spells by 1% per level (regardless of creature level). These include {{Hn|Thant|0=}}, {{Hn|Deemer|0=}} and {{Hn|Aislinn|0=}}, {{Hn|Solmyr|0=}}, {{Hn|Xyron|0=}}, {{Hn|Jeddite|0=}} and {{Hn|Alamar|0=}}, {{Hn|Adela|0=}}, {{Hn|Wrathmont|0=}}, and {{Hn|Astral|0=}}. :* The level 2-3* damage* spell specialists now increase the effect of their spells by 25%. These include {{Hn|Ziph|0=}}, {{Hn|Septienna|0=}}, {{Hn|Victoria|0=}}, {{Hn|Alagar|0=}}, {{Hn|Adelaide|0=}}, {{Hn|Xarfax|0=}}, {{Hn|Manfred|0=}} and {{Hn|Inteus|0=}}. (just like {{Hn|Luna|0=}}) :* The level 1 damage* spell specialists now increase the effect of their spells by 50%. These include {{Hn|Uland|0=}}, {{Hn|Astra|0=}} (just like {{Hn|Ciele|0=}}). :* The level 4 non-damage* spell specialists now increase the effect of their spells by +3/+3/+2/+2/+1/+1/+0, depending on the creature level - only change is {{Hn|Coronius|0=}} (it's just like {{Hn|Loynis|0=}}). :* The level 1-3 non-damage* spell specialists now increase the effect of their spells by +3. These include Weakness, Stone Skin, Bloodlust, and Precision (similarly to {{Hn|Aenain|0=}}). :* Haste ({{Hn|Cyra|0=}}, {{Hn|Brissa|0=}}, {{Hn|Terek|0=}}) specialists receive a +2 bonus to their spells (just like {{Hn|Aenain|0=}}). ::'''*''' Animate Dead, Hypnotize and Bless are treated as level 4 spells here ::'''*''' damage spells include spells that scale with unit HP (Animate Dead, Resurrection, Hypnotize, etc.) or unit damage (Bless). === Hero Classes === :+ [[Heretics]] start with 1/0/2/2 instead of 1/1/2/1 in order to cast their own spells. :+ [[Artificer]]'s magic school chances were altered to better reflect their lore: 4 Air, 3 Earth, 4 Fire, 3 Water. :+ [[Captain]]'s magic school chances were altered to better reflect their lore: Air 4, Earth 3, Fire 1, Water 3 :+ [[Overlord]]s, [[Barbarian]]s and [[Mercenary|Mercenaries]] can learn water magic, but the odds are very low (1/112). Obviously standard magic-school-every-4-levels still applies, but it shoudl still rarely pick water magic for them. Total chance of getting ''a'' school of magic were kept the same (so simply the values in-between each school where shifted). Signature main schools (Earth, Earth, and Fire & Air respectively) were kept as before. :+ [[Beastmaster]]s and [[Ranger]]s can now learn fire magic. Odds are very low (1/112), only shifted around the chances for existing schools. Signature main schools were kept the same. :+ Witches can now learn Resistance and Interference (1/112 each). Their Eagle Eye chance was reduced from 10 to 9 to make them slightly weaker in return ;) :+ Magic classes can now learn [[Interference]], with the exact odds as the ones they had for [[Resistance]] before. This means that Wizards, Artificers, Warlocks and Elementalists can't learn it. :+ Fixed the incorrect stat progression of wizards past level 10: 30/20/20/30 replaced for the correct 20/20/30/30 === Bios === :+ Fixed the typo in [[Jeddite]]βs Biography. :+ Extended Mutare Drake's bio. :+ Slightly extended Catherine's bio. === Starting Armies === :+ [[Griffins]]: 2-4 (instead of 2-3) // ''This will mostly affect [[Edric]]. :- [[Centaurs]]: 12-22 (instead of 12-24) // ''This is to balance the Elves change. :+ [[Dwarves]]: 3-6 (instead of 3-5) // ''This will affect [[Ufretin]] the most. Other heroes gain 0.5 a dwarf, which is nothing. :+ [[Elves]]: 3-4 (instead of 2-4) // ''Avoiding a horrible roll on Elves - the primary powerstack. :+ [[Gargoyles]]: 5-9 (instead of 5-7) // ''This will mostly affect [[Piquedram]]. Other heroes gain 1 Gargoyle, which is nothing. :+ [[Walking Dead]]: 4-8 (instead of 4-6) // ''This will mostly affect [[Straker]]. Other heroes gain 1 walking dead, which is nothing. :- [[Troglodytes]]: 18-27 (instead of 20-30) // ''This will mostly affect [[Shakti]]. Other heroes lose out about 2 troglodytes, which is basically nothing. :+ [[Beholders]]: 3-5 (onstead of 3-4) // ''This is to counter the Troglodyte change. :- [[Basilisks]]: 4-5 // ''instead of 4-7, that was busted :- [[Air Elementals]]: 3-4 (instead of 3-5) // ''This will make [[Pasis]] a little less of an insta pick. :+ [[Water Elementals]]: 2-4 (instead of 2-3) // ''This will make [[Lacus]] a little better. Also balances out the change to Air elementals. :- [[Pirates]]: 4-5 (instead of 4-7) // ''Before, you could start the game with [[Anabel]], buy one hero and have 21 pirates immediately. Compare that to Ivor's 12 elves on a maximum roll. :- Gelu, Dracon, Xeron, Tark and Bidley start with the same army as standard heroes. :- [[Frederick]] starts with the same army as [[Todd]]. // '' He's an automaton specialist and therefore starts with a standard army for an automaton specialist. === Miscellaneous === :+ {{Hn|Elmore|0=}} (Navigation specialist) is now a Navigator. His starting spell is [[Protection from Air]]. // ''duh.'' :+ {{Hn|Tavin|0=}} starts with Basic Luck, Basic Offense // ''making Luck a Halfling's racial skill'' :- {{Hn|Mutare Drake|0=}} starts without a spellbook. // ''She doesn't have any magic skills and she is a might hero. Other Overlords (except Synca - see below) don't have a spellbook.'' ==== Scholars ==== The only possible use of the [[Scholar]] skill requires using a Spell Book. :+ {{Hn|Rashka|0=}} starts with a spellbook and the Protection from Fire spell. :+ {{Hn|Octavia|0=}} starts with a spellbook and the Curse spell. :+ {{Hn|Synca|0=}} starts with a spellbook and the Haste spell. === New Heroes === ==== [[Kastore]] ==== [[File:Hero Kastore (Might and Magic VII).png]] New hero, Kastore, has been added. One of the future patches will include a campaign with him present (and scheming, as always). Kastore starts with Wisdom (as all Warlocks do) and Tactics (because of his specialty). He is a Tactics specialist: ''"Increases the range of Tactics skill by 2. When comparing Tactics skill level with the enemy hero, Kastore has Tactics skill at one level greater than normal."'' :''Only a fool would let somebody else tell their own story. For a tribesman like you, suffice it to say that I have come from another sphere. When the [[Ancients]] locked themselves in the Eden of their own creation, the event you simply call "The [[Silence]]", I knew we must aspire to take the place of the Ancient for ourselves. I came to [[Antagarich]], because I saw potential in this sphere and secrets hidden underneath it. I shall use this potential, and bend it to my will.'' Kastore is disabled by default, in case someone wants to play without him. ==== [[Athe]] ==== [[File:Hero Athe.png]] New hero, Athe has been added. She is a Succubi Diplomacy specialist. :''Athe is a half-sister to [[Xeron]]. Unlike her brother, she's repulsed by brute force. Instead, she prefers to use magic and wits to achieve her aims. She clearly took after their mother, for she is said to have a silver tongue - even the bravest of heroes will yield to her will, only to find themselves begging for her mercy.'' Athe starts with Advanced Diplomacy (from her specialty and her race - succubi). Her specialty works just like [[Melchior]]'s. Her starting spell is Visions. ==== [[Winstan Langer|Winstan]] ==== [[File:Balindar.png]] New hero, Winstan, has been added. He is a Wizard with Precision specialty. :''First known for his brilliant writing, Winstan's political career quickly advanced, leading him to the coveted position of ambassador of [[Bracada]] in [[Erathia]]. He predicted the [[Kreegan]] attack, an event later known as the Liberation Wars. All because of his uncanny ability to see the world for what it is. Some say this is why his troops never miss their mark.'' Winstan starts with Wisdom (as all Wizards do) and Archery (to match his specialty). His starting spell is Precision. ==== Gwenneth ==== [[File:Hero Gwenneth.png]] New hero, Gwenneth, has been added. She is a Cleric with Scholar specialty: ''"When updating spellbooks with other heroes, the hero can learn and teach spells of one level higher than normal."'' :''Gwenneth always preferred studying with her siblings over anything else. When the news of [[King Nicolas Gryphonheart]]'s post-mortem re-awakening reached her, she decided to switch the focus of her studies to the undead. Gwenneth starts with Wisdom (as all Clerics do) and Scholar (because of her specialty). Her starting spell is Destroy Undead. === New hero portraits === Two hero portraits that I will use in incoming campaigns have been added: * [[File:Hero_Nicolas_Gryphonheart.png]] King Nicholas Gryphonheart (Lich) * [[File: Hero_Archibald_(Heroes_II).png]] Archibald Ironfist. === Banned by default === : Due to HD mod's limit of 16 heroes per faction, the following heroes are (not) available by default: ::+ Gwenneth ::- Sanya ::+ Winstan ::- Serena ::- Xeron ::- Ash ::+ Athe ::- Galthran ::- Kastore ::+ Kilgor ::- Oris ::- Tark ::+ Zilare ::- Elmore ::+ Murdoch ::+ Frederick (if there are less than 16 factory heroes available) ::- Floribert : All other campaign heroes are unavailable by default.
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