Hero classes? No. At this stage, work on the units is nearing completion; work on the heroes will be done in the next stage.
Added 6 hours 17 minutes ago
Regarding hero classes, the following is proposed for discussion:
(starting stats for level 1 - average projected stats for level 21;
stat drop chance = (BaseStat+1) x 10% in case of attack and defense, and BaseStat x 10% in case of magic and knowledge)
HUMANS (always low knowledge)
- Knight 3/2/2/1 => 11/8/6/3 (40% / 30% / 20% / 10%)
- Paladin 1/3/3/1 => 5/11/9/3 (20% / 40% / 30% / 10%)
- Templar 2/1/4/1 => 8/5/12/3 (30% / 20% / 40% / 10%)
MAGIC (always high knowledge)
- Strategist 2/1/1/4 => 8/5/3/12 (30% / 20% / 10% / 40%)
- Magister 0/2/2/4 => 2/8/6/12 (10% / 30% / 20% / 40%)
- Archmage 1/0/3/4 => 5/2/9/12 (20% / 10% / 30% / 40%)
ELVES (always low attack)
- Ranger 0/3/2/3 => 2/11/6/9 (10% / 40% / 20% / 30%)
- Guardian 0/2/4/2 => 2/8/12/6 (10% / 30% / 40% / 20%)
- Druid 0/1/3/4 => 2/5/9/12 (10% / 20% / 30% / 40%)
GNOMES (always high defense)
- Warrior 2/3/2/1 => 8/11/6/3 (30% / 40% / 20% / 10%)
- Engineer 1/3/1/3 => 5/11/3/9 (20% / 40% / 10% / 30%)
- Hermit 0/3/3/2 => 2/11/9/6 (10% / 40% / 30% / 20%)
DEMONS (always high attack)
- Lord 3/2/1/2 => 11/8/3/6 (40% / 30% / 10% / 20%)
- Demonologist 3/1/3/1 => 11/5/9/3 (40% / 20% / 30% / 10%)
- Warlock 3/0/2/3 => 11/2/6/9 (40% / 10% / 20% / 30%)
UNDEAD (always high magic)
- Reaper 1/2/4/1 => 5/8/12/3 (20% / 30% / 40% / 10%)
- Cultist 2/0/4/2 => 8/2/12/6 (30% / 10% / 40% / 20%)
- Necromancer 0/1/4/3 => 2/5/12/9 (10% / 20% / 40% / 30%)
DARK (always low defense)
- Assassin 3/0/3/2 => 11/2/9/6 (40% / 10% / 30% / 20%)
- Witch 2/0/2/4 => 8/2/6/12 (30% / 10% / 20% / 40%)
- Warlock 1/0/4/3 => 5/2/12/9 (20% / 10% / 40% / 30%)
ORCS (always low magic)
- Barbarian 2/3/1/2 => 8/11/3/6 (30% / 40% / 10% / 20%)
- Chieftain 3/1/1/3 => 11/5/3/9 (40% / 20% / 10% / 30%)
- Shaman 1/2/1/4 => 5/8/3/12 (20% / 30% / 10% / 40%)
Each class will have (in addition to racial with a 10% chance of appearing) 6 typical skills (12% chance of appearing) and 6 rare skills (3% chance).
Level 1 heroes will have not only increased stats (compared to the original), but also 6 starting perks (instead of 3), plus at least 1 spell.
Also, as a reminder, the concept where heroes come without troops has been canceled: now, hired heroes will come with starting troops (as in the original).
However, these troops will be fixed (not random).
The number of heroes for each class = 4 (i.e., there will be 12 per race).
Suggestions are welcome for typical skills for each of the classes, which ones to give to whom.
Racial schools of magic (native to the guild):
Humans = Light + Dark
Magic = Chaos + Summoning
Elves = Light + Summoning
Gnomes = Light + Chaos
Demons = Dark + Chaos
Undead = Dark + Summoning
Dark = Dark + Chaos
However, class-specific typical schools may differ. For example, a demonologist may have Dark + Light as typical (although he will have to look for Light on the map, since the guild will give him few spells).
Added 2 hours 7 minutes ago
P.S. By the way, luck, which was reduced to 50%, will return to its original (+100%) state. Therefore, the "Luck" skill will remain as powerful as in the original.
Added 6 minutes ago
Attack: +10/20/30% melee damage, ranged +50% ranged damage
Defense: -10/20/30% melee damage, evasion -30% ranged damage
Machinery: 100/200/300/400 HP for machines, +5/10/15 defense, does not increase the damage of ballista (since it already increases from the attack and knowledge of the hero). Fire arrows through sulfur rain (catapult level 2). That is, the choice is either unguided area-of-effect (ignores 50% defense + 50 fire damage), or a guided ballista with double or triple shot.
Training (racial): +25/50/75/100% retaliatory damage, discount when training 0/20/40/60%, 3/6 units per week.
Necromancy (racial): 2/4/6/8% of the victim's HP +2% for each structure, dark energy = 80+80 for each pylon, +0 for necromancers (the cost of raising a skeleton = 3, a lich = 80, a dragon or reaper = 120), i.e., we limit it primarily by %, and not by dark energy. In the original, the % of necromancy was 5 times higher, and it was easy to hit the dark energy limit in 1 battle.
Now there will be a real reason to level up necromancy early to raise more fighters.
Mini-artifacts
The following change is proposed for mini-artifacts: give the hero-mage a fixed temporary knowledge = 20 when entering the city (without changing mana). This will allow you to receive convenient fixed and balanced bonuses from mini-artifacts, in addition, it will allow you to use these bonuses in the early game (clearing) and will not make them imbalanced due to a very large knowledge in the late game.
What mini-artifacts will the mage create with a fixed knowledge = 20:
- battle spirit +3
- luck +3
- attack +6
- defense +6
- speed +2 (relevant for golems with a speed of 3)
- initiative +20%
- magic resistance +66% (relevant for high-level units with high vulnerability to magic)
- armor piercing 2 (relevant for archers)
- health +5 (relevant for gremlins)
Runes, irresistible magic, and avenger remain unchanged (for now).
Opening the Gate (racial): summon 50% of creatures up to level 2/4/6/7. The percentage is fixed so that the skill remains relevant and not in its upgraded form (the key difference is how many units will receive this ability). Summoning will take 100% of the unit's turn, not 50%.
Blood Rage: 10/20/30/40% damage absorption with rage, rage thresholds reduced to 100/200/300. That is, the higher the skill, the more damage will be absorbed and the faster the rage will be reduced when taking damage (therefore, the thresholds are reduced).
Auto-translated