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What should be added to the top five from the previous installments?
I would add new spells.
10 spells for magic???!!! - that's ridiculous!:mad:
In Heroes 3 and 4, there were more spells for levels 1 and 2.
For example, I would add the following spells to the Travel Magic:
"Scout" - removes movement penalties (like in Heroes 4).
"Quagmire" - allows you to take away some turns from a fleeing enemy (like in Heroes 4).
"Vision" - allows you to see the disposition of neutral monsters.
"Fly" and "Walk on Water".
In Dark and Light Magic, add the spells "Fatigue" and "Haste" which would add and subtract movement points in battle (in Nival, they abandoned "Fatigue" because zombies would stop moving under this spell. BUT ZOMBIES ARE UNDEAD - HOW CAN THEY GET TIRED? It would have been easy to add "does not affect undead"?).
In Summoning, add the spells "Giant Strength" and "Dragon Strength" (the latter could be made a shout for Orcs).
In Light, add the spell "Healing" (in Lords of the Realm, they promised "Regeneration").
In "Lords of the Realm," they promised 2 spells per magic type (except for Travel Magic) - it's still not enough (Heroes 5 could have been called "Heroes of the Sword and a Little Magic").
Here are the spells that will appear in "Lords of the Realm" (it's not worth burdening the topic with unnecessary and irrelevant information. The magic has been posted in the corresponding topic about the add-on)