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Spells
Pricing Policy
- Circle 1 spells cost 0 mana (infinite use, alternative to hero attacks)
- Circle 2 spells cost 1-2 mana (cheap spells)
- Circle 3 spells cost 3-5 mana (main spells)
- Circle 4 spells cost 6-10 mana (expensive spells)
- Circle 5 spells cost 12-15 mana (super-powerful spells)
1 mana in WGE is equivalent to 4 mana in the original (since Knowledge is twice as valuable and gives only 5 mana instead of 10).
This means that Circle 4-5 spells are much more expensive (24-60 original mana) and stronger, which allows for the effective use of large mana reserves.
It also means that spamming top-tier spells is simply impossible (due to mana deficit).
On the other hand, the mana deficit does not apply to low-level spells, allowing the hero to actively use magic throughout the entire battle.
A lack of mana does not forbid casting, but only limits the choice of spells to the weakest ones.
Mass (area) versions of Light and Dark spells of Circle 2-3 now cost 4 times more than target versions, with the exception of Exorcism (2 times more).
This is a fair and profitable price that reflects their immense power (effectively, target spells of Circle 2-3 perform 2 levels higher; this is now noticeable in mana as well).
Mass (general) versions of Light and Dark spells of Circle 1 remain free, just like the target ones, because despite being mass effects, they have very limited strength that does not depend on SP.
Also, mass versions of spells always consume a full 100% of the hero's turn (rather than 50%), and thus play slower than their target versions (and other spells) under Sorcery.
The most expensive general spell in the game is now area Plague - at 20 mana (which corresponds to 80 mana in the original).
Only reinforced versions of Circle 5 Chaos spells for dark elves (under Arcane wave) are more expensive: reinforced Disintegrate for 30 mana (corresponds to 120 mana in the original) and reinforced Armageddon for 24 mana (corresponds to 96 mana in the original).
Chaos Magic:
0 Arrow = 3 x (SP + 0/2/4/6)
0 Spikes = 2 x (SP + 0/2/4/6)
1 Boulder = 6 x (SP + 0/1/2/3)
2 Fireball = 3 x (SP + 0/3/6/9)
3 Ring = 5 x (SP + 0/1/2/3)
5 Lightning = 8 x (SP + 0/2/4/6)
6 Meteor = 3 x (SP + 0/3/6/9)
10 Chain Lightning = 8 x (SP + 0/2/4/6)
15 Disintegrate = 12 x (SP + 0/2/4/6)
- Direct damage spells are scaled for a reduced number of creatures (therefore, multipliers are formally lowered).
- Skill level does not affect the damage multiplier but adds fixed damage. This allows low spellcasting to be compensated by high skill.
- Fire element spells have an increased dependence on skill (and thus a lower dependence on spellcasting), while Water element spells are the opposite.
Summoning Magic:
0 Magic Fist = 3 x (SP + 0/1/2/3)
0 Wasps = knockback 20/30/40/50%, damage = SP
1 Crystal = 3/4/5/6 x (SP + 3)
2 Wall of Swords = durability 40 x SP, for 2/4/6/8 rounds, returns 10% of melee damage back
3 Mines = 2 x (SP + 8), 4/6/8/10 mines
5 Phantom = clone tier 1 / 1-3 / 1-5 / 1-7, starting turn 40% + 2% x hero level (duels 60%)
6 Elementals = SP + 0/2/4/6 elementals
10 Celestial Shield = absorption of 25/50/75/100% damage, up to 25 x SP
15 Phoenix: Speed = 7, Initiative = 15, Damage = 20-40, Health = 100, Attack/Defense = 19 + SP
- In general, summoning depends less on spellcasting (Phoenix, Mines) and is more demanding of mana, designed for a prolonged game.
- Therefore, Wall of Swords fundamentally has high durability, returning only 10% damage.
- Ethereal ability changed: guarantees that every third hit will land (33%), meaning the phantom now withstands 3 hits regardless of chance (instead of 1-3)
- Celestial Shield allows for absolute protection from damage.
- Free Wasps allow control over remaining enemy squads in the endgame when mana runs out.
Light Magic:
0 Evasion = 75% protection from ranged attacks for 2/4/6/8 rounds (general - all, 0 mana)
0 Blessing = max damage for 2/4/6/8 rounds (general - all, 0 mana)
1 Stone Skin = +(SP + 4) to defense for 1/2/3/4 rounds (area - 4x4, 4 mana)
2 Righteous Might = +(SP + 4) to attack for 1/2/3/4 rounds (area - 4x4, 8 mana)
3 Haste = +10% x (SP + 3) to initiative for 1/2/3/4 rounds (area - 4x4, 12 mana)
5 Exorcism = 100% removal of negative effects from own squad (area - 4x4, 10 mana)
6 Teleport
10 Anti-Magic = Removal of all magical effects from any squad + Immunity to magic for 1/2/3/4 rounds
15 Resurrection = 15 x (SP + 0/2/4/6)
- A series of buffs (Stone Skin, Righteous Might, Haste) has been sharply strengthened by adding a high dependence of the effect on spellcasting.
- At the same time, only skill affects the duration of buffs, which does not affect the strength of the effect.
- Weak Circle 1 buffs are played for a long term (doubled duration), while strong Circle 2-3 buffs - for a short term.
- Mass weak Circle 1 buffs are cast on all, while mass strong Circle 2-3 buffs are cast only in a limited 4x4 area.
- Exorcism (dispel) is cast only on own units (but always works), while Anti-Magic is more universal (can be cast on enemies).
- Resurrection no longer has arbitrary health penalties (its use is limited only by its huge cost)
Dark Magic:
0 Distraction = 50% of creatures do not shoot and do not respond to attacks for 1/2/3/4 rounds (general - all, 0 mana)
0 Curse = min damage for 1/2/3/4 rounds (general - all, 0 mana)
1 Frailty = -(SP + 4) to attack for 2/4/6/8 rounds (area - 4x4, 4 mana)
2 own same as original's "Decay" / Destroying Beam = -(SP + 1/2/3/4) to defense, stacks (area - 4x4, 8 mana)
3 Slow = -60% to initiative for 2/4/6/8 rounds (area - 4x4, 12 mana)
5 Plague = 3 x (SP + 9) damage for 1/2/3/4 rounds (area - 4x4, 20 mana)
6 Blindness = 0.2 / 0.4 / 0.6 / 0.8 x SP rounds, at expert level the enemy does not respond to attack
10 Berserk = attack nearest target with 10 x SP % damage (always for 1 turn)
15 Subjugation = 10% x SP initiative (not higher than 100%) + control for 0.5 / 1 / 1.5 / 2 rounds, at expert level can target tier 7 creatures
- A series of debuffs (Frailty, Beam) has been sharply strengthened by adding a high dependence of the effect on spellcasting. Slow has also been sharply strengthened.
- At the same time, only skill affects the duration of debuffs, which does not affect the strength of the effect.
- Circle 1 debuffs are played for a short term, while strong Circle 2-3 debuffs - for a long term (doubled duration).
- Mass weak Circle 1 debuffs are cast on all, while mass strong Circle 2-3 debuffs are cast only in a limited 4x4 area.
- Distraction is weakened and moved down one circle so as not to deprive shooters of shooting completely (not turning them into melee units).
- Plague has a reduced dependence on spellcasting, making it effective for heroes with low spellcasting (unlike Chaos).
- Berserk is now always cast for 1 round, and direct damage is usually below 100% (significant weakening).
- Subjugation now has a fixed duration depending only on skill.
Chaos + Summoning:
4 Fire Wall (Chaos) = 3 x (SP + 0/3/6/9), for 2 rounds
4 Earthquake (Summoning): damage 50 x SP to all walls, damage 5 x SP to all creatures, knockback 50% to all creatures
- Earthquake now works like a mini-Armageddon and mass wasps simultaneously on all creatures (including own).
- This makes earthquake especially effective against troops with low initiative.
- Earthquake is less dangerous for troops with high initiative, which plays into the mages' hands.
Dark + Summoning:
12 Wave of Death (Dark) = 3/4/5/6 x SP
12 Raise Dead (Summoning) = 10 x (SP + 0/3/6/9)
- Raise Dead has no arbitrary health penalties (its use is limited only by its huge cost).
- Raise Dead has increased efficiency for undead in breakthroughs.
- Wave of Death is also effective for undead, as it is safe for own units in that case.
Light + Summoning:
4 Regeneration (Light) = 10% x (SP + 1) creatures, duration 1/2/3/4 rounds
8 Hive (for Light): init = 15, expert Wasps (50% knockback, SP damage), starting turn 50-100%, health = 6/9/12/15 x SP, Defense = 5 + hero level (duels 15)
- Regeneration has a high dependence on spellcasting and is especially effective for creatures with high initiative, making it particularly useful for elves
- Hive has high survivability, well-scaled by spellcasting, allowing one to rely on strong control in a prolonged game
Chaos + Dark:
8 Freezing (Chaos) = 6/8/10/12 x SP, +100% physical damage for 1 round
8 Vengeance (Dark) = 15/20/25/30 x Frags
- Freezing is useful at any spellcasting level due to the high vulnerability of the affected squad
- Vengeance does not depend on spellcasting to avoid double scaling from both frags and spellcasting
Chaos + Light:
12 Armageddon (Chaos) = 5 x (SP + 0/3/6/9)
12 Holy Word (Light) = 5 x (SP + 0/1/2/3)
- Armageddon deals the same damage to everyone as well as to the center of the field (while depending weakly on SP, having high fixed damage)
Light + Dark:
4 Sorrow (Dark) = -(SP + 3) to luck and morale for 2/4/6/8 rounds
8 Vampirism (Light) = 100% vampirism and undead for 1/2/3/4 rounds
- Vampirism does not depend on spellcasting, immediately providing a powerful resurrecting ability
Heroes
Distinctive Features:
- 24 unique hero classes (high differences between classes)
- 3 classes per faction, 3 heroes per class
- Some campaign heroes with unique specialties have been added
Hero Attack Power:
- 30% x (Hero Level) of tier 1 creatures (in duel 3 creatures)
- 20% x (Hero Level) of tier 2 creatures (in duel 2 creatures)
- 12% x (Hero Level) of tier 3 creatures (in duel 1.2 creatures)
- 8% x (Hero Level) of tier 4 creatures (in duel 80% of a creature)
- 5% x (Hero Level) of tier 5 creatures (in duel 50% of a creature)
- 3% x (Hero Level) of tier 6 creatures (in duel 30% of a creature)
- 2% x (Hero Level) of tier 7 creatures (in duel 20% of a creature)
- 1% x (Hero Level) of tier 8 creatures (summoned Phoenix and Avatar of Death)
For example, a level 1 hero attack deals damage equal to 30% health to tier 1 creatures, while a level 15 hero attack deals damage equal to 30% health to tier 7 creatures.
Thus, the hero no longer one-shots dragons and is much closer to ordinary creatures (troop numbers were reduced for this reason as well).
On average, damage from a hero attack = 2-3 per hero level.
Duel Heroes
Features:
- Hero parameters play a key role in duels: each race has a general high racial parameter, while other parameters are determined by the hero class
- Each race (except orcs) has access to two profile schools of magic, but to different degrees
- Orcs have machines with an engineering skill and corresponding abilities instead of magic schools (the emphasis on a specific war machine depends on the hero)
- Orcs also have additional compensation for the lack of spells - the "strength against magic" ability (depending on class, it lowers enemy spellcasting by 1-3)
- All hero specializations and skills (except those mentioned above) are disabled in duels, including racial skills
- Artifacts are also not used in duels
Thus, the entire focus in duel mode is placed on units and spells, rather than progression and artifacts (which will be used in the next Wargame Arena mode).
Spell Sets:
Each hero (except orcs) has either an expert school of magic + a second basic school of magic (specialist), or two developed schools of magic (universal)
1) expert school of magic:
- 2 Circle 1 spells (all)
- 1 Circle 2 spell
- 1 Circle 3 spell
- 1 Circle 4 spell
- 1 Circle 5 spell
2) developed school of magic:
- 2 Circle 1 spells (all)
- 1 Circle 2 spell
- 1 Circle 3 spell
- 1 Circle 4 spell
- 1 hybrid spell (depending on the second school)
3) basic school of magic:
- 2 Circle 1 spells (all)
- 1 Circle 2 spell
- 1 Circle 3 spell
Thanks to the hybrid spell mechanic, universals have more spells, and both their schools of magic work well, unlike specialists, whose profile spells are more powerful but fewer in number.
Humans: maximum Defense, profile Light + Dark
Knight (Defense + Attack) 7/9 + 3/5 (25 mana)
Universal fighter with high attack:
- Developed Light: 0 Blessing, 0 Evasion, 1 Skin, 3 Haste, 10 Anti-Magic, 8 Vampirism
- Developed Dark: 0 Curse, 0 Distraction, 2 Beam, 3 Slow, 10 Berserk, 4 Sorrow
Paladin (Defense + Knowledge) 3/9 + 5/7 (35 mana)
Light protector with low attack but good buffs and a high mana reserve:
- Expert Light: 0 Blessing, 0 Evasion, 1 Skin, 5 Exorcism, 6 Teleport, 15 Resurrection
- Basic Dark: 0 Curse, 0 Distraction, 1 Frailty, 3 Slow
Templar (Defense + Spellcasting) 5/9 + 7/3 (15 mana)
Dark caster with strong debuffs but limited mana:
- Expert Dark: 0 Curse, 0 Distraction, 2 Beam, 5 Plague, 6 Blindness, 15 Subjugation
- Basic Light: 0 Blessing, 0 Evasion, 2 Might, 3 Haste
Demons: maximum Attack, profile Chaos + Dark
Overlord (Attack + Defense) 9/7 + 5/3 (15 mana)
Universal fighter with high defense:
- Developed Chaos: 0 Arrow, 0 Spikes, 2 Fireball, 3 Ring, 6 Meteor, 8 Freezing
- Developed Dark: 0 Curse, 0 Distraction, 2 Beam, 3 Slow, 6 Blindness, 8 Vengeance
Destroyer (Attack + Spellcasting) 9/3 + 7/5 (25 mana)
Aggressive caster with destructive spells but low defense:
- Expert Chaos: 0 Arrow, 0 Spikes, 2 Fireball, 5 Lightning, 10 Chain Lightning, 15 Disintegrate
- Basic Dark: 0 Curse, 0 Distraction, 1 Frailty, 5 Plague
Outcast (Attack + Knowledge) 9/5 + 3/7 (35 mana)
Dark puppet master with a high mana reserve:
- Expert Dark: 0 Curse, 0 Distraction, 2 Beam, 5 Plague, 10 Berserk, 15 Subjugation
- Basic Chaos: 0 Arrow, 0 Spikes, 1 Boulder, 5 Lightning
Units


.
Pricing Policy
- Circle 1 spells cost 0 mana (infinite use, alternative to hero attacks)
- Circle 2 spells cost 1-2 mana (cheap spells)
- Circle 3 spells cost 3-5 mana (main spells)
- Circle 4 spells cost 6-10 mana (expensive spells)
- Circle 5 spells cost 12-15 mana (super-powerful spells)
1 mana in WGE is equivalent to 4 mana in the original (since Knowledge is twice as valuable and gives only 5 mana instead of 10).
This means that Circle 4-5 spells are much more expensive (24-60 original mana) and stronger, which allows for the effective use of large mana reserves.
It also means that spamming top-tier spells is simply impossible (due to mana deficit).
On the other hand, the mana deficit does not apply to low-level spells, allowing the hero to actively use magic throughout the entire battle.
A lack of mana does not forbid casting, but only limits the choice of spells to the weakest ones.
Mass (area) versions of Light and Dark spells of Circle 2-3 now cost 4 times more than target versions, with the exception of Exorcism (2 times more).
This is a fair and profitable price that reflects their immense power (effectively, target spells of Circle 2-3 perform 2 levels higher; this is now noticeable in mana as well).
Mass (general) versions of Light and Dark spells of Circle 1 remain free, just like the target ones, because despite being mass effects, they have very limited strength that does not depend on SP.
Also, mass versions of spells always consume a full 100% of the hero's turn (rather than 50%), and thus play slower than their target versions (and other spells) under Sorcery.
The most expensive general spell in the game is now area Plague - at 20 mana (which corresponds to 80 mana in the original).
Only reinforced versions of Circle 5 Chaos spells for dark elves (under Arcane wave) are more expensive: reinforced Disintegrate for 30 mana (corresponds to 120 mana in the original) and reinforced Armageddon for 24 mana (corresponds to 96 mana in the original).
Chaos Magic:
0 Arrow = 3 x (SP + 0/2/4/6)
0 Spikes = 2 x (SP + 0/2/4/6)
1 Boulder = 6 x (SP + 0/1/2/3)
2 Fireball = 3 x (SP + 0/3/6/9)
3 Ring = 5 x (SP + 0/1/2/3)
5 Lightning = 8 x (SP + 0/2/4/6)
6 Meteor = 3 x (SP + 0/3/6/9)
10 Chain Lightning = 8 x (SP + 0/2/4/6)
15 Disintegrate = 12 x (SP + 0/2/4/6)
- Direct damage spells are scaled for a reduced number of creatures (therefore, multipliers are formally lowered).
- Skill level does not affect the damage multiplier but adds fixed damage. This allows low spellcasting to be compensated by high skill.
- Fire element spells have an increased dependence on skill (and thus a lower dependence on spellcasting), while Water element spells are the opposite.
Summoning Magic:
0 Magic Fist = 3 x (SP + 0/1/2/3)
0 Wasps = knockback 20/30/40/50%, damage = SP
1 Crystal = 3/4/5/6 x (SP + 3)
2 Wall of Swords = durability 40 x SP, for 2/4/6/8 rounds, returns 10% of melee damage back
3 Mines = 2 x (SP + 8), 4/6/8/10 mines
5 Phantom = clone tier 1 / 1-3 / 1-5 / 1-7, starting turn 40% + 2% x hero level (duels 60%)
6 Elementals = SP + 0/2/4/6 elementals
10 Celestial Shield = absorption of 25/50/75/100% damage, up to 25 x SP
15 Phoenix: Speed = 7, Initiative = 15, Damage = 20-40, Health = 100, Attack/Defense = 19 + SP
- In general, summoning depends less on spellcasting (Phoenix, Mines) and is more demanding of mana, designed for a prolonged game.
- Therefore, Wall of Swords fundamentally has high durability, returning only 10% damage.
- Ethereal ability changed: guarantees that every third hit will land (33%), meaning the phantom now withstands 3 hits regardless of chance (instead of 1-3)
- Celestial Shield allows for absolute protection from damage.
- Free Wasps allow control over remaining enemy squads in the endgame when mana runs out.
Light Magic:
0 Evasion = 75% protection from ranged attacks for 2/4/6/8 rounds (general - all, 0 mana)
0 Blessing = max damage for 2/4/6/8 rounds (general - all, 0 mana)
1 Stone Skin = +(SP + 4) to defense for 1/2/3/4 rounds (area - 4x4, 4 mana)
2 Righteous Might = +(SP + 4) to attack for 1/2/3/4 rounds (area - 4x4, 8 mana)
3 Haste = +10% x (SP + 3) to initiative for 1/2/3/4 rounds (area - 4x4, 12 mana)
5 Exorcism = 100% removal of negative effects from own squad (area - 4x4, 10 mana)
6 Teleport
10 Anti-Magic = Removal of all magical effects from any squad + Immunity to magic for 1/2/3/4 rounds
15 Resurrection = 15 x (SP + 0/2/4/6)
- A series of buffs (Stone Skin, Righteous Might, Haste) has been sharply strengthened by adding a high dependence of the effect on spellcasting.
- At the same time, only skill affects the duration of buffs, which does not affect the strength of the effect.
- Weak Circle 1 buffs are played for a long term (doubled duration), while strong Circle 2-3 buffs - for a short term.
- Mass weak Circle 1 buffs are cast on all, while mass strong Circle 2-3 buffs are cast only in a limited 4x4 area.
- Exorcism (dispel) is cast only on own units (but always works), while Anti-Magic is more universal (can be cast on enemies).
- Resurrection no longer has arbitrary health penalties (its use is limited only by its huge cost)
Dark Magic:
0 Distraction = 50% of creatures do not shoot and do not respond to attacks for 1/2/3/4 rounds (general - all, 0 mana)
0 Curse = min damage for 1/2/3/4 rounds (general - all, 0 mana)
1 Frailty = -(SP + 4) to attack for 2/4/6/8 rounds (area - 4x4, 4 mana)
2 own same as original's "Decay" / Destroying Beam = -(SP + 1/2/3/4) to defense, stacks (area - 4x4, 8 mana)
3 Slow = -60% to initiative for 2/4/6/8 rounds (area - 4x4, 12 mana)
5 Plague = 3 x (SP + 9) damage for 1/2/3/4 rounds (area - 4x4, 20 mana)
6 Blindness = 0.2 / 0.4 / 0.6 / 0.8 x SP rounds, at expert level the enemy does not respond to attack
10 Berserk = attack nearest target with 10 x SP % damage (always for 1 turn)
15 Subjugation = 10% x SP initiative (not higher than 100%) + control for 0.5 / 1 / 1.5 / 2 rounds, at expert level can target tier 7 creatures
- A series of debuffs (Frailty, Beam) has been sharply strengthened by adding a high dependence of the effect on spellcasting. Slow has also been sharply strengthened.
- At the same time, only skill affects the duration of debuffs, which does not affect the strength of the effect.
- Circle 1 debuffs are played for a short term, while strong Circle 2-3 debuffs - for a long term (doubled duration).
- Mass weak Circle 1 debuffs are cast on all, while mass strong Circle 2-3 debuffs are cast only in a limited 4x4 area.
- Distraction is weakened and moved down one circle so as not to deprive shooters of shooting completely (not turning them into melee units).
- Plague has a reduced dependence on spellcasting, making it effective for heroes with low spellcasting (unlike Chaos).
- Berserk is now always cast for 1 round, and direct damage is usually below 100% (significant weakening).
- Subjugation now has a fixed duration depending only on skill.
Chaos + Summoning:
4 Fire Wall (Chaos) = 3 x (SP + 0/3/6/9), for 2 rounds
4 Earthquake (Summoning): damage 50 x SP to all walls, damage 5 x SP to all creatures, knockback 50% to all creatures
- Earthquake now works like a mini-Armageddon and mass wasps simultaneously on all creatures (including own).
- This makes earthquake especially effective against troops with low initiative.
- Earthquake is less dangerous for troops with high initiative, which plays into the mages' hands.
Dark + Summoning:
12 Wave of Death (Dark) = 3/4/5/6 x SP
12 Raise Dead (Summoning) = 10 x (SP + 0/3/6/9)
- Raise Dead has no arbitrary health penalties (its use is limited only by its huge cost).
- Raise Dead has increased efficiency for undead in breakthroughs.
- Wave of Death is also effective for undead, as it is safe for own units in that case.
Light + Summoning:
4 Regeneration (Light) = 10% x (SP + 1) creatures, duration 1/2/3/4 rounds
8 Hive (for Light): init = 15, expert Wasps (50% knockback, SP damage), starting turn 50-100%, health = 6/9/12/15 x SP, Defense = 5 + hero level (duels 15)
- Regeneration has a high dependence on spellcasting and is especially effective for creatures with high initiative, making it particularly useful for elves
- Hive has high survivability, well-scaled by spellcasting, allowing one to rely on strong control in a prolonged game
Chaos + Dark:
8 Freezing (Chaos) = 6/8/10/12 x SP, +100% physical damage for 1 round
8 Vengeance (Dark) = 15/20/25/30 x Frags
- Freezing is useful at any spellcasting level due to the high vulnerability of the affected squad
- Vengeance does not depend on spellcasting to avoid double scaling from both frags and spellcasting
Chaos + Light:
12 Armageddon (Chaos) = 5 x (SP + 0/3/6/9)
12 Holy Word (Light) = 5 x (SP + 0/1/2/3)
- Armageddon deals the same damage to everyone as well as to the center of the field (while depending weakly on SP, having high fixed damage)
Light + Dark:
4 Sorrow (Dark) = -(SP + 3) to luck and morale for 2/4/6/8 rounds
8 Vampirism (Light) = 100% vampirism and undead for 1/2/3/4 rounds
- Vampirism does not depend on spellcasting, immediately providing a powerful resurrecting ability
Heroes
Distinctive Features:
- 24 unique hero classes (high differences between classes)
- 3 classes per faction, 3 heroes per class
- Some campaign heroes with unique specialties have been added
Hero Attack Power:
- 30% x (Hero Level) of tier 1 creatures (in duel 3 creatures)
- 20% x (Hero Level) of tier 2 creatures (in duel 2 creatures)
- 12% x (Hero Level) of tier 3 creatures (in duel 1.2 creatures)
- 8% x (Hero Level) of tier 4 creatures (in duel 80% of a creature)
- 5% x (Hero Level) of tier 5 creatures (in duel 50% of a creature)
- 3% x (Hero Level) of tier 6 creatures (in duel 30% of a creature)
- 2% x (Hero Level) of tier 7 creatures (in duel 20% of a creature)
- 1% x (Hero Level) of tier 8 creatures (summoned Phoenix and Avatar of Death)
For example, a level 1 hero attack deals damage equal to 30% health to tier 1 creatures, while a level 15 hero attack deals damage equal to 30% health to tier 7 creatures.
Thus, the hero no longer one-shots dragons and is much closer to ordinary creatures (troop numbers were reduced for this reason as well).
On average, damage from a hero attack = 2-3 per hero level.
Duel Heroes
Features:
- Hero parameters play a key role in duels: each race has a general high racial parameter, while other parameters are determined by the hero class
- Each race (except orcs) has access to two profile schools of magic, but to different degrees
- Orcs have machines with an engineering skill and corresponding abilities instead of magic schools (the emphasis on a specific war machine depends on the hero)
- Orcs also have additional compensation for the lack of spells - the "strength against magic" ability (depending on class, it lowers enemy spellcasting by 1-3)
- All hero specializations and skills (except those mentioned above) are disabled in duels, including racial skills
- Artifacts are also not used in duels
Thus, the entire focus in duel mode is placed on units and spells, rather than progression and artifacts (which will be used in the next Wargame Arena mode).
Spell Sets:
Each hero (except orcs) has either an expert school of magic + a second basic school of magic (specialist), or two developed schools of magic (universal)
1) expert school of magic:
- 2 Circle 1 spells (all)
- 1 Circle 2 spell
- 1 Circle 3 spell
- 1 Circle 4 spell
- 1 Circle 5 spell
2) developed school of magic:
- 2 Circle 1 spells (all)
- 1 Circle 2 spell
- 1 Circle 3 spell
- 1 Circle 4 spell
- 1 hybrid spell (depending on the second school)
3) basic school of magic:
- 2 Circle 1 spells (all)
- 1 Circle 2 spell
- 1 Circle 3 spell
Thanks to the hybrid spell mechanic, universals have more spells, and both their schools of magic work well, unlike specialists, whose profile spells are more powerful but fewer in number.
Humans: maximum Defense, profile Light + Dark
Knight (Defense + Attack) 7/9 + 3/5 (25 mana)
Universal fighter with high attack:
- Developed Light: 0 Blessing, 0 Evasion, 1 Skin, 3 Haste, 10 Anti-Magic, 8 Vampirism
- Developed Dark: 0 Curse, 0 Distraction, 2 Beam, 3 Slow, 10 Berserk, 4 Sorrow
Paladin (Defense + Knowledge) 3/9 + 5/7 (35 mana)
Light protector with low attack but good buffs and a high mana reserve:
- Expert Light: 0 Blessing, 0 Evasion, 1 Skin, 5 Exorcism, 6 Teleport, 15 Resurrection
- Basic Dark: 0 Curse, 0 Distraction, 1 Frailty, 3 Slow
Templar (Defense + Spellcasting) 5/9 + 7/3 (15 mana)
Dark caster with strong debuffs but limited mana:
- Expert Dark: 0 Curse, 0 Distraction, 2 Beam, 5 Plague, 6 Blindness, 15 Subjugation
- Basic Light: 0 Blessing, 0 Evasion, 2 Might, 3 Haste
Demons: maximum Attack, profile Chaos + Dark
Overlord (Attack + Defense) 9/7 + 5/3 (15 mana)
Universal fighter with high defense:
- Developed Chaos: 0 Arrow, 0 Spikes, 2 Fireball, 3 Ring, 6 Meteor, 8 Freezing
- Developed Dark: 0 Curse, 0 Distraction, 2 Beam, 3 Slow, 6 Blindness, 8 Vengeance
Destroyer (Attack + Spellcasting) 9/3 + 7/5 (25 mana)
Aggressive caster with destructive spells but low defense:
- Expert Chaos: 0 Arrow, 0 Spikes, 2 Fireball, 5 Lightning, 10 Chain Lightning, 15 Disintegrate
- Basic Dark: 0 Curse, 0 Distraction, 1 Frailty, 5 Plague
Outcast (Attack + Knowledge) 9/5 + 3/7 (35 mana)
Dark puppet master with a high mana reserve:
- Expert Dark: 0 Curse, 0 Distraction, 2 Beam, 5 Plague, 10 Berserk, 15 Subjugation
- Basic Chaos: 0 Arrow, 0 Spikes, 1 Boulder, 5 Lightning
Units
Humans

Demons
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