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Heroes 5.5 WarGame Edition - Tactical Edition.

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Skills

Attention! The following is design information that has not yet been implemented (or only partially implemented) in the mod itself.

ATTACK (10/20/30%)
1) Battle Frenzy -> Cold Steel
2) Marksmanship (30%) -> Attacking Style (+3 to attack, but -1/-1/-1 to other parameters)
3) Tactics -> Attacking Heird

Battle Frenzy: +1 to maximum damage (rather than total).

DEFENSE (10/20/30%)
1) Fortitude -> Endurance (+10% health)
2) Evasion (30%) -> Defensive Style (+3 to defense, but -1/-1/-1 to other parameters)
3) Turtle Defense (x2) -> Defensive Heird

LEADERSHIP (1/2/3), unavailable to undead
1) Inspiration (100%) -> Retribution
2) Troop Gathering -> Fight to the Last
3) Diplomacy -> Empathy

Troop Gathering: for every 4th hero level (including those already obtained), creatures of levels 1-3 join them (+3/+2/+1).
Diplomacy: before battle, creatures from a unit already present in the army but of a different grade join the hero until the end of the fight, up to a total of 500 gold for each hero level.

LUCK (1/2/3, 50% luck bonus)
1) Soldier's Luck -> Critical Luck (100% luck bonus)
2) Luck on the Road -> Magical Luck (when luck triggers, the hero does not spend mana)
3) Magic Resistance -> Double Resistance (Dwarven Luck)

Luck on the Road: for every 4th level (including those already obtained), the hero receives a random minor artifact.

LOGISTICS (10/20/30% bonus to hero movement on the map and to unit movement at the start of battle)
1) Path of War -> Speed Aura
2) Reconnaissance -> Fog Veil (-30% initiative for shooters)
3) Plundering -> Storm Wind

Path of War: +1 to initiative.
Reconnaissance: additional penalty to enemy hero troops -1 to initiative.
Plundering: additional penalty to enemy hero troops -1 to speed.

ENGINEERING (+100/200/300% machine health and +1/2/3 attack for shooters per wagon).
1) Ballistics -> Rate of Fire
2) First Aid -> Plague Tent
3) Artillery -> Elite Machines (Rune Machines)

Ballista damage and tent healing do not depend on the Engineering skill.
Ballistics, First Aid, and Artillery do not double the health of corresponding machines.
Artillery (Catapult): additionally kills 10% of enemy creatures in an open field before battle (rounded down).

EDUCATION (+1/2/3 random parameters), unavailable to orcs
1) Counterspell -> Distraction (30%)
2) Intelligence (40%) -> Scientific Style (+3 to knowledge, but -1/-1/-1 to other parameters)
3) Scholar -> Wisdom

Scholar: additionally the hero learns 1 random spell of level 1-2 for every 2nd level, including those already obtained.
Wisdom: additionally the hero learns 1 random spell of level 3 for every 4th level, including those already obtained.
When knowledge changes, the hero's mana always scales: NewMana = OldMana * (NewKnowledge / OldKnowledge), this also applies to Scientific Style.

RESISTANCE (+10/20/30% to creature health), available only to orcs
1) Weakening of Light (-50%) -> Corruption of Light (+100%)
2) Weakening of Darkness (-50%) -> Corruption of Darkness (+100%)
3) Weakening of Summoning (-50%) -> Corruption of Summoning (+100%)

SORCERY (10/20/30%), unavailable to orcs
1) Secret Knowledge -> Elite Sorcerers (Secrets of Light)
2) Mysticism -> Mana Burst
3) Sharp Mind (30%) -> Spellcasting Style (+3 to spellpower, but -1/-1/-1 to other parameters)

Mysticism: 2 mana is restored every turn the hero is in battle, but this bonus disappears after the fight.

WAR CRIES (10/20/30%), available only to orcs
1) Secret Knowledge -> Elite Sorcerers
2) Mysticism -> Mana Burst
3) Rage Cry -> Mighty Shout

LIGHT MAGIC (3/4/5), unavailable to orcs
1) Bestowing Wrath -> Surprise Attack
2) Bestowing Blessing -> Eternal Light
3) Bestowing Protection -> Seal of Light

DARKNESS MAGIC (3/4/5), unavailable to orcs
3) Mind Lord -> Dark Restoration
2) Curse Lord -> Weakness of Darkness
3) Pain Lord -> Seal of Darkness

CHAOS MAGIC (3/4/5), unavailable to orcs
1) Fire Master -> Pyrokinesis
2) Ice Master (40%) -> Deadly Cold
3) Lightning Master (60%) -> Magic Exhaustion

SUMMONING MAGIC (3/4/5), unavailable to orcs
1) Earth Lord -> Cursed Lands
2) Life Lord -> Shield of Immortality
3) Elemental Lord -> Elemental Balance

COUNTERSTRIKE (+50/100/150%), available only to humans
1) Double Strike -> Oversight
2) Prayer -> Guardian Angel
3) Readiness (does not work against non-retaliating attacks)

Double Strike: double damage from hero attacks.
Prayer: activatable +2 to attack, defense and morale for 2 rounds.
Guardian Angel: additionally 1 Cherub joins the hero for every 10 levels, including those already obtained.

OCCULTISM (additional +1/2/3 mana at the start of battle per hero level, this bonus disappears after the fight), available only to dark elves
1) Mark of the Cursed -> Weakening Strike
2) Fallen
3) Arcane Wave -> Elemental Sense / Sorcerous Luck

Elemental Sense: only for Warlock.
Sorcerous Luck: only for assassin and witch (lucky spells deal +50% damage).

DEMONOLOGY (50% for 1-2/4/6 levels), available only to demons
1) Fast Gates -> Wide Gates
2) Hellfire -> Withering Flame
3> Corpse Devourer

RUNES (exactly 6 of each resource are additionally provided for the battle), available only to dwarves
1) Updated Rune
2) Greatest Rune (200%) -> Rune Harmony
3) Completed Rune (discount does not work on Greatest) -> Rune Recoil

Now resources for using runes in each battle are fixed and effectively independent of the map (you can freely use racial ones in a push, and there won't be imbas in the finale).

AVENGER (double damage chance 50%, sworn enemies are tied to the whole tier - by default 1/2/3), available only to elves
1) Enchanted Arrow -> Enchanted Ballista
2) Sylvan Leader (during battle, hero level is considered +5 higher)
3) Deadly Shot -> Rain of Arrows

BLOOD RAGE (30% damage absorption), available only to orcs
1) Blood Memory -> Battle Rapture
2) Fire of Rage
3) Reinforcements -> Stun (50%)

NECROMANCY (10/15/20%), available only to undead
1) Banshee's Cry -> Deadly Failure (-2)
2) Death Lord (1 Death Knight joins the hero for every 5 levels, including those already obtained)
3) Spiritual Link -> Grave Cold (10%)

CRAFTING (additionally 1/2/3 random resources are provided for every 2 hero levels; wood and ore bonus is twice as high), available only to mages
1) Wizard's Mark
2) Artifact Absorption -> Machine Loyalty (additional +1 to morale)
3) Magic Mirror -> Unraveling the Secret

Classes

Humans + Elves

Mages + Dwarves

Demons + Shadows

Undead + Orcs
(information on orcs is outdated, magic suppressions no longer exist, they will be replaced by a single Resistance)

Skills are divided into 2 groups: profile (3 primary 20% skill + 3 secondary 10% skill) and rare (other skills 2%, sometimes 0-1%).
Each class has a unique face (set of 20% skills).
Faces of 2 classes of one race differ by at least 2 out of 3 skills.
Profiles of any 2 classes differ by at least 2 out of 6 skills.

Racial skill is always present by default, so its drop chance = 0%.
Besides the racial one, each race has 3 general profile skills that are included in the profiles of all its classes:

Humans = Leadership + Light + Darkness
Elves = Luck + Light + Summoning
Mages = Education + Chaos + Summoning
Dwarves = Defense + Light + Chaos
Demons = Attack + Darkness + Chaos
Dark Elves = Logistics + Darkness + Chaos
Undead = Sorcery + Darkness + Summoning
Orcs = Engineering + Resistance + Cries

Additionally, each race has 2-3 general rare skills that are not included in the profiles of any of its classes. Usually this is a pair of magic schools not in the guild profile with a 1% drop chance.
But there are exceptions:
- Mages, rare skills (instead of magics) - attack and defense
- Dwarves, additional rare skill - logistics
- Demons, additional rare skill - sorcery
- Undead, additional impossible skill - leadership (0% chance), rare magic schools have a 2% chance
- Orcs, impossible skills: education, sorcery, magic schools (0% chance)

Hero Specializations

Knights:
- Dugal (Archer Commander): Archers, crossbowmen and shooters in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
- Ellaina (People's Favorite): Militia, recruits and fanatics in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
- Rutger (Swiftfoot): All creatures in the hero's army receive +1 to "Speed".
Paladins:
- Nicholas (Plate Armor Commander): Swordsmen, men-at-arms and crusaders in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
- Frida (Captain of Knights): Knights, paladins and champions in the hero's army deal 10% more damage during a charge for each hero level.
- Godric (Ideal Knight): "Prayer" ability is enhanced: bonus increases from +2 to +3. The hero spends 1 less mana when casting Light magic spells.
Templars:
- Alaric (Archbishop): 1 monk, cleric or adept joins the hero's army (and continues to join) for every 2 hero levels.
- Valeria (Holy Hammer): Each time the hero casts a Light magic spell on a friendly unit, there is a 25% chance that "Righteous Might" will also be cast on the unit for free.
- Orlando (Mind Thief): "Distraction" spell is enhanced: in addition to the usual effect, it reduces the victim's mana pool by 1 for each hero level.

Rangers:
- Faedaen (Dragon Slayer): All level 7 creatures additionally act as the hero's original sworn enemies. At the start of each battle, all Sylvan shooters automatically fire at the unit with the lowest level in the enemy army, with a power of 20% + 2% for each hero level of their usual damage. If there are several units of the same level, the one located last in the army window is chosen.
- Ossir (Skilled Hunter): Hunters, rangers and snipers in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
- Wingael (Swift Fighter): At the start of battle, the starting position of each unit in the hero's army on the ATB scale increases by 2% for each hero level.
Avengers:
- Anwen (Sword of Silanna): All Sylvan creatures in the hero's army deal 3% more damage to a sworn enemy with any attack (even if a critical hit did not trigger) for each hero level.
- Talanar (Blade Master): Blade, leaf and wind dancers in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
- Vinrael (Windrunner): "Haste" spell is enhanced: effect increases by 5% for each hero level.
Druids:
- Tieru (High Druid): 1 druid, warden or archon joins the hero's army (and continues to join) for every 3 hero levels.
- Ilfina (Child of the Unicorn): Silver, forest and light unicorns in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
- Dirael (Queen of the Hive): 3 fairies, nymphs or dryads join the hero's army (and continue to join) for each hero level. "Wasp Swarm" spell is enhanced: damage increases by 10% for each hero level.

Alchemists:
- Razzak (Golem Creator): Granite, steel and magnetic golems in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
- Hafiz (Master of Gremlins): Engineers, arsonists and pests in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
- Narhiz (Mentor): Wizards, mages and sorcerers in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
Mystics:
- Jalib (Spell Turner): 1 marid, ifrit or djinn joins the hero's army (and continues to join) for every 5 hero levels. "Magic Mirror" ability is enhanced: when triggered, it always reflects spells toward enemy units.
- Maahir (Battle Hardened): Hero starts the game at level 2. All experience the hero receives after battles increases by 2% for each of their levels. In the arena: the hero is upgraded to level 13 (not 12) for free and receives a 1000 gold discount on purchasing levels.
- Nura (Mystic): During battle, the hero restores 1 mana per turn for every 10 hero levels, starting from the first.
Archmages:
- Ora (Windspeaker): Hero's initiative increases by 1% for each hero level.
- Cyrus (Stormcaller): Air element same as the hero's spells cannot be deflected. The hero learns enhanced versions of these spells in addition to the regular ones, which deal 150% damage for 200% mana cost.
- Zehir (Master of Elementals): "Summon Elementals" and "Summon Phoenix" spells are enhanced: when used, the hero's spellpower is considered 1 higher for every 3 hero levels, starting from the first. Whenever a friendly unit dies, a group of elementals enters the battle on the hero's side (parameters not yet calculated).

Berserkers:
- Helmar (Eternal Warrior): 1 bonecrusher, berserker or viking joins the hero's army (and continues to join) for each 1 hero level.
- Ingvar (Protector): Rockbreakers, guards and shieldbearers in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels.
- Karli (Sharp Blade): Pikemen, javelin throwers and harpooners in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
Veterans:
- Wulfsten (Oakshield): Units in the hero's army take 3% less damage from ranged attacks for each hero level.
- Ibba (Rider): Bear riders, armadillos and northern riders in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
- Rolf (Siege Engineer): Ballista receives +1 to "Attack" for each hero level. The chance of a catapult hitting a wall increases by 2% for each hero level.
Priests:
- Tolgar (Rune Artist): "Completed Rune" ability is enhanced: trigger chance increases by 5% for each hero level.
- Hangvul (Rune Lord): With each level up, there is a 50% chance the hero learns another rune spell.
- Erling (Flame Keeper): Rune priests, Flame veterans and elders in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.

Lords:
- Agrail (Lord of Terror): 1 nightmare joins the hero's army (and continues to join) for every 4 hero levels. The enemy hero cannot use "Tactics" ability in battle.
- Beleh (Spellbreaker): All creatures in the hero's army receive 2% magic resistance for each hero level.
- Grol (Master of Hounds): Hellhounds, cerberus and fire dogs in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
Destroyers:
- Biara (Temptation): Succubi, demonesses and lilim in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
- Deleb (Iron Maiden): Ballista on hit causes an effect corresponding to "Fireball" (at zero spellpower). Enemy losses from "Artillery" abilities increase from 10 to 15%.
- Vayer (Flame Lord): "Fireball" spell is enhanced: when used, the hero's "Spellpower" is considered 1 higher for each hero level.
Monsters:
- Grok (Fanatic): 2 imps, parasites or devils join the hero's army (and continue to join) for each hero level. Before battle, the enemy hero loses 1 mana for every 10 imps, parasites or devils in the hero's army.
- Nimus (Gatekeeper): The number of creatures summoned by "Opening Gates" increases by 2% for each hero level (of the summoning unit's size).
- Gward (Destroyer): "Destructive Beam" spell is enhanced: in addition to the usual effect, it deals 3 damage to the victim for each hero level.

Assassins:
- Sorgall (Lizard Breeder): 1 predator, raider or devastator joins the hero's army (and continues to join) for every 2 hero levels.
- Vaishan (Black Hand): Scouts, assassins and trackers in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first, and +1 to "Health" for every 5 hero levels.
- Letos (Poisoner): Each enemy unit has a 25% chance of entering battle already poisoned (under the spell "Plague».
Witches:
- Kifra (Slave Owner): Gladiators, punishers and goliaths in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
- Iranna (Blood Lady): Beasts, furies and megers in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
- Erin (Witches' Sabbath): 1 twilight, elemental or shadow witch joins the hero's army (and continues to join) for every 4 hero levels. Witches have a chance (equal to 10% + 2% for each hero level) to fire at the target of the hero's spell.
Warlocks:
- Railag (Chosen of Chaos): At the start of each battle, the hero receives +1 luck for every 4th level.
- Shadia (Dark Mystic): "Dark Ritual" ability is enhanced: allows the hero to restore mana above its maximum value: an additional 1 mana is given for each hero level.
- Sinitar (Catalyst): The amount of mana consumed by enhanced spells decreases by 2% for each hero level, rounded down.

Reapers:
- Naadir (Soul Catcher): Whenever an enemy unit dies, it is replaced for the duration of the battle by a group of friendly ghosts (1 creature per hero level, but not exceeding the size of the fallen unit).
- Lucretia (Vampire Princess): Dhampirs, vampires and nosferatu in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
- Deidra (Banshee): Hero's "Banshee's Cry" ability is enhanced: penalty increases from -3 to -5.
Cultists:
- Markel (Death Lord): 1 unholy, plague or higher lich joins the hero's army (and continues to join) for every 4 hero levels.
- Ornella (Queen of the Cursed): "Curse" spell is enhanced: it additionally reduces the victim's defense by 1 for every 3 hero levels, starting from the first.
- Arantir (Avatar of Death): The hero can summon an avatar of Death onto the battlefield. If this creature dies, the hero loses all their mana.
Reanimators:
- Orson (Zombie Lord): Poisonous, plague and cursed zombies in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
- Kaspar (Embalmer): First aid tent heals 5 more health points per hero level. Damage from "Plague Tent" ability also increases.
- Vlad (Resurrector): "Raise Dead" spell is enhanced; when used, the hero's "Spellpower" is considered 1 higher for every 2nd hero level, starting from the first.

Barbarians:
- Haggesh (Centaur Chief): Steppe, nomadic and war centaurs in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
- Tilsek (Khan's Fist): Thugs, marauders and provocateurs in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
- Kigan (Goblin King): "Goblin Help" ability is enhanced: from +3 bandits, beast-catchers or defilers per hero level up to +7.
Chiefs:
- Kunyak (Khan's Blade): Stormtroopers, executioners and chiefs in the hero's army receive +1 to "Defense" and "Attack" for every 2 hero levels, starting from the first.
- Gotai (General): All war cries give 1 more unit of rage per hero level, and their cost is reduced by 1 mana.
- Garuna (Blood Drinker): Each killed enemy unit (including summoned troops) increases the "Attack" of all creatures in the hero's army by +1 for every 7 hero levels, starting from the first.
Shamans:
- Kujin (High Shaman): 1 shamaness, daughter of Heaven or amazon joins the hero's army (and continues to join) for each hero level.
- Shak (Wyvern Tamer): Vultures, asps and wyverns in the hero's army receive +4 to "Health" per hero level.
- Argat (Wolf Lord): "Pack Leader" ability is enhanced: from +3 wolves per hero level up to +5.
Разработчик Heroes 5.5 WarGame Edition.
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