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Heroes 5.5 WarGame Edition - Tactical Edition.

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Chaos Magic:

0 Arrow = 6 x (Skill + 0/2/4/6)
0 Spikes = 4 x (Skill + 0/3/6/9)

1 Fireball = 6 x (Skill + 0/2/4/6)
2 Boulder = 12 x (Skill + 0/2/4/6)

3 Ring = 8 x (Skill + 0/2/4/6)
5 Lightning = 20 x (Skill + 0/1/2/3)

6 Meteor = 6 x (Skill + 0/3/6/9)
10 Chain Lightning = 16 x (Skill + 0/1/2/3), only hits enemies

15 Disintegrate = 20 x (Skill + 0/3/6/9)

4 Fire Wall = 12 x Skill, 1/2/3/4 rounds
8 Ice Block = 12/16/20/24 x Skill, +100% physical damage for 1 round
12 Armageddon = 12 x (Skill + 0/2/4/6)

Summoning Magic:

0 Magic Fist = 6 x (Skill + 0/1/2/3)
0 Hornets = knockback 20/30/40/50%, damage = 1 (symbolic)

1 Crystal = 6/8/10/12 x (Skill + 3)
2 Wall of Swords = durability 100 x Skill, for 2/4/6/8 rounds, returns 10% melee damage

3 Phantom = clone up to tier 4/5/6/7
5 Mines = 5 x (Skill + 6), 4/6/8/10 mines

6 Elementals = Skill + 0/2/4/6 elementals
10 Celestial Shield = absorbs 25/50/75/100% damage, up to 30 x (Skill + 3)

15 Phoenix: Speed = 7, Initiative = 15, Damage = 60-90, Health = 300, Attack/Defense = ? + Skill

4 Earthquake: damage (1-2/3/4/5) x 50 x Skill
8 Hive: ini = 15, health = 15/20/25/30 x Skill, Defense = 20
12 Raise Dead = 20 x (Skill + 0/3/6/9), without negative health penalties

The crystal formula has been changed: the multiplier has been significantly reduced, but a constant has been added (the crystal is now more effective at low magic levels than before).
The mines have been changed: there are slightly fewer of them, but the damage has increased by a fixed amount (the dependence on magic has been reduced).
The shield has been changed: it now absorbs a different percentage of damage, but 100% at expert skill (and the durability does not depend on skill).

Magic of Light

0 Dodge = 50% protection from arrows for 2/4/6/8 rounds (overall - on all)
0 Blessing = max. damage for 2/4/6/8 rounds (overall - on all)

1 Stone Skin = +(Skill + 2) to defense for 1/2/3/4 rounds (area - 4x4)
2 Righteous Might = +(Skill + 2) to attack for 1/2/3/4 rounds (area - 4x4)

3 Haste = +(Skill + 1) x 10% initiative for 1/2/3/4 rounds (area - 4x4)
5 Exorcism = 100% removal of negative effects from your squad (area - 4x4)

6 Teleport
10 Anti-Magic = Removes all magical effects from any squad + Immunity to magic for 1/2/3/4 rounds

15 Resurrection = 30 x (Skill + 0/2/4/6), without negative health penalties

4 Regeneration = +(Skill + 1) x 10%, duration 1/2/3/4 rounds
8 Divine Vengeance = 30/40/50/60 x Kills
12 Holy Word = 2/4/6/8 x (Skill + 6), damage only to enemies

Haste has been fundamentally changed: the level and cost have been increased, and the bonus initiative now depends on magic (which is important for elves). Now, spells of tiers 1-3 of Light and Darkness are completely symmetrical to each other.
Stone Skin and Righteous Might have been reduced in cost by 1 mana, and their bonus has been reduced by 1.
Regeneration has been strengthened by 10% (now the formula is similar to Haste).
The Resurrection formula has been changed: the multiplier has been reduced, and the constant has been increased (the spell works better at low magic levels than before).
The Holy Word formula has been changed: the multiplier has been reduced, and the constant has been increased (the spell works better at low magic levels than before).

Magic of Darkness

0 Confusion = 50% of creatures shoot and respond to attacks for 1/2/3/4 rounds (overall - on all)
0 Curse = min. damage for 1/2/3/4 rounds (overall - on all)

1 Weakness = -(Skill + 2) to attack for 2/4/6/8 rounds (area - 4x4)
2 Debilitating Ray = -(Skill + 1) to defense, cumulative (area - 4x4)

3 Slow = -50% initiative for 2/4/6/8 rounds (area - 4x4)
5 Plague = 7 x (Skill + 6) damage for 1/2/3/4 rounds (area - 4x4)

6 Blind = 0.3/0.4/0.5/0.5 x Skill rounds, at expert, the enemy does not respond to the attack
10 Berserk = attacks the nearest target with 100% damage (always for 1 turn)

15 Dominate = 50% initiative + control for 0.15/0.2/0.25/0.25 x Skill rounds, at expert, you can target tier 7 creatures

4 Grief = -3/4/5/6 to luck and morale for Skill rounds
8 Vampirism = 100% vampirism and undead for 2/4/6/8 rounds
12 Wave of Death = 6/8/10/12 x Skill, damage only to enemies

Weakness and Debilitating Ray have been slightly weakened.
The Plague formula has been changed: the multiplier has been halved, but a high constant has been added (now plague works well even at low magic levels).

Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат

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