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.