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Heroes 5.5 WarGame Edition - Tactical Edition.

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Nargott
Regarding the perk wheel, there isn't one yet, as the perk functionality hasn't been implemented in the scripts. There is a framework for the wheel (connections, classes) + a concept that can be read in the first posts of the thread.
Yeah, they brought back the celestial shield and changed teleport to summon: D - that's a good decision, but the scheme will have to be redrawn.
Nargott
Regarding the presence of ifrits in the game and their place among the Wizards:
1. Djinns/ifrits/marids are 3 different types of elemental spirits, which is more interesting than just plain djinns.
2. Ifrits are one of my favorite units in Heroes 3, which can be implemented in Heroes 5 (unlike pegasi, basilisks, and roc, for which there are still no adequate models).
3. If ifrits are introduced, it will be based on the djinn model (there are no other implementations), therefore as an alternative. Because I consider the idea of making different units from different factions based on the same general model unacceptable, especially among the units of a faction. Since this means replacing the original model with a duplicate.
Here, the use of a single model is justified, as ifrits are essentially djinns corrupted by the magic of chaos. It should be understood that a djinn is not associated with a specific element - it is a spirit connected to primordial magic, which in turn can take on a form inclined towards order (Ashah) or a form inclined towards Chaos (Urghash). In fact, demons are primarily predisposed to primordial magic, and only then to fire magic (as a result of their location in the fiery prison) - well, this is according to the lore, which doesn't play a decisive role for Nargott.
Nargott
1) criterion of systemacity: each class, in addition to the racial one (0% chance of being taken, since it always exists from the start), has 3 primary bases (20% chance each) and 3 secondary bases (10% chance each), plus 5 rare bases (2% chance each) and 1 impossible base (0%)

I really like this - I already did something similar, but within the framework of standard classes, and indeed, why give 10% to the racial one when it already exists.
Nargott
General profile skills:

Humans - leadership
Elves - luck
Wizards - education
Dwarves - defense (or engineering?)
Orcs - attack
Undead - magic (or defense?)
Dark Elves - darkness (or magic?)
Demons - logistics

Racial impossible skills:

Humans - chaos (or summoning?)
Elves - darkness
Wizards - attack
Dwarves - summoning (or logistics?)
Orcs - education
Undead - leadership
Dark Elves - light (or defense?)
Demons - defense (or light?)

Maybe like this:

General profile skills

Humans - light
Elves - luck
Wizards - education
Dwarves - defense
Orcs - leadership
Undead - darkness
Dark Elves - magic
Demons - attack

Racial impossible skills:

Humans - summoning
Elves - darkness
Wizards - attack
Dwarves - logistics
Orcs - education
Undead - leadership
Dark Elves - light
Demons - defense
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...