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#2
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Here are the changes regarding the Zodiac signs: Monster and resource weeks will remain, but the appearance of monsters and resources on the map will be optional.
Each hero will have their own Zodiac sign. (Idea by Gamehunter)
List of "combat" signs: (active only if a hero with that sign is present)
Axe – all melee units get +1 attack
Spear – all melee units gain the ability to attack 2 tiles in a row
Bow – all ranged units get +1 attack
Battle – all melee and ranged units get +1 attack
Soldier – all melee units get +1 attack and defense
Banner – all ranged and melee units get +1 morale
Crossbow – ranged units no longer suffer from range penalties
Dagger – ranged units no longer suffer from melee penalties
Cuirass – all ranged and melee units get +1 defense
List of "magic" signs: (active only if a hero with that sign is present)
Crystal Ball – all mage units get +1 attack
Tarot Cards – all mage units get +10 mana
Ritual Dagger – the hero gets +10 mana
Manuscript – the hero gets +1 magic power
Staff – all mage units get +1 defense
Ritual – all mage units get +1 attack and defense
Potion – any healing magic heals for 10 more HP
Scroll – any attacking magic deals 10 more damage
Apprentice – any summoned creature gets +1 attack and +1 defense
List of "economic" signs: (active if a hero with that sign is present)
Scout – all heroes reveal larger areas of the map
Merchant – prices in markets are reduced by 10%
Sage – the Grail map area is revealed (if there is no Grail map in the mission, the Sage cannot appear)
Traveler – terrain does not affect movement
Ruler – +500 gold each turn
Bard – you can hear more rumors in taverns
Goblet – all troops of all heroes get +1 morale
Gauntlet – the diplomacy skill of all heroes increases by 10%; if the skill is not present, the base diplomacy skill is added
Hound – no one can flee or surrender
List of "universal" signs: (active if that week is present):
Throne – you can build 2 buildings once per week
Warlord – all stats of all heroes' troops get +1, except for initiative, charges, and damage
Feast – all troops of all heroes get +3 morale
By week:
During the Plague week, all living troops have -50% growth, undead have +50%; during the Harvest week, living troops have +50% growth, undead have -50%; during the Cataclysm week, both living and undead have -50% growth, elementals have +50%. Once every 12 days, there is a full moon (all werewolves get +1 to attack, defense, speed, and +10 to life); in the next 12 days, there is a new moon (all werewolves get -1 to attack, defense, speed, and -10 to life).
Day and night:
If a hero attacks neutrals, if they have more than 50% of their turns completed, it is day; if they have less, it is night (on the first daytime attack, there is a 20% chance of dawn; on the first nighttime attack, there is a 20% chance of dusk). If a hero attacks another hero or a city, there is a 50% chance of day or night (the probability of dawn and dusk remains). Light magic is 25% more effective during the day and 50% more effective at dawn; Dark magic is 25% more effective at night and 50% more effective at dusk. For werewolves, +10 life and damage at night.

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