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Heroes 5.5 WarGame Edition - Tactical Edition.

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#1010
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2 announcements regarding magic.

1. Reorganization of the elemental concepts of Earth and Ice. Earth will depend heavily on magic and skill, while Ice will depend only on magic.

"Specialized" elements for hero classes:
- Knight, Paladin, Ranger, Druid = Lightning / Ice (no skill, average 20-30% magic)
- Inquisitor, Avenger, Reaper, Cultist, Necromancer = Ice (no skill, 40% magic)
- Alchemist, Sovereign, Veteran = Fire (has skill, 10% magic)
- Warlock = Earth (has skill, 40% magic)
- Mystic, Archmage, Destroyer, Fiend, Berserker, Priest, Assassin, Witch = Fire / Earth (has skill, 20-30% magic)

And in general, for factions:
Humans, Elves: Ice / Lightning
Undead: Ice
Magic, Dwarves, Demons: Fire / Earth
Dark Elves: Earth / Fire

2. I've been thinking for a long time about the concept of buffs/debuffs and have come to the conclusion that it is necessary to have the ability to convert magic directly into physical parameters (attack and defense). Because even a short duration doesn't really reflect the increase in spell effectiveness from magic. And the duration of spells should be tied to skill, but not to magic.

Examples:
Evasion (1 mana) = 75% protection from ranged attacks, 2/3/4/5 rounds
Blessing (2 mana) = maximum damage, 2/3/4/5 rounds
Stone Skin (3 mana) = increased defense by (5 + Magic), 1/1.5/2/2.5 rounds
Righteous Might (5 mana) = increased attack by (5 + Magic), 1/1.5/2/2.5 rounds
Haste (5 mana) = 200% initiative, 1/1.5/2/2.5 rounds

Curse (1 mana) = minimum damage, 1/1.5/2/2.5 rounds
Distraction (2 mana) = cannot shoot/attack, 1/1.5/2/2.5 rounds
Weakness (3 mana) = reduced attack by (5 + Magic), 2/3/4/5 rounds
Disrupting Ray (4 mana) = reduced defense by (0/1/2/3 + Magic)
Slow (5 mana) = 40% initiative, 2/3/4/5 rounds
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат