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NHF – new heroes for Heroes V 3.1.

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#1619
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Dyrman
It works for me, just not in the school.
Could you be more specific about the conditions?
In the school, my hero has level 5 and 0 defense in the Dungeon, and I attack a neutral unit. My creatures have 3 defense = 2 native + 1 from the native terrain, which means there is no bonus from the special ability.
Dyrman
That would be too much.
And what, for example, should be given for leadership?
Then, here's what I would like: for each expert skill, the hero gets a level up, and in addition to the level up for the expert school of magic, he gets 1 random spell from it. I think that would be good.

I came up with a special ability for the Dwarves: the hero gets 4 active abilities (elemental runes). You can create an elemental for rare resources: water elemental for a gem, fire elemental for sulfur, earth elemental for mercury, and air elemental for crystal. You can create no more than the hero's level/2+1 elementals of each type per week. If the hero's army has elementals of all types, he gets +5 to magic, and starts with Advanced Summoning and Summon Elementals.

By the way, how is it that you can't escape from Hugul on the battlefield, even though the scripts don't work there?

Added after 1 hour
Also, is it possible to make a copy of a rune and change its name and characteristics without using any scripts?