Connection ErrorBad RequestThis page went staleSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
Graduate: The hero receives +2 to Knowledge and 1000 experience. Magical Reward: The hero receives +2 to Spell Power and 1000 gold.
A question arose: Nargott, did you plan to somehow solve the problem with chests? I mean, in treasure chests, everyone takes gold, and experience is useless in the vast majority of cases.
Dark Revelation: The hero gains an additional level.
What's the point? This is equivalent to a +3/2 bonus to a random stat, a small bonus to damage from the hero's normal attack, and at the same time, increasing the amount of experience needed to reach the next level (which is a negative). Is that right? It seems to me that this perk needed a buff even in the original.
Secrets of Light: Spellcasters in the hero's army spend only 50% of their mana on spells (rounded down).
I'm not sure, but it seems to me that here the rounding is upwards.
Cursed Land: When moving, non-flying enemy units take 3 damage for each level of the hero.
In your mod, is this ability relevant in terms of its power? I remember that in the original, I only took it for fun, and there is also such a hypothetical use case as destroying enemy phantoms.
Master of Pain – Cursed Land Master of Curses – Weakness Master of Curses – Secrets of Darkness Master of Mind – Seal of Darkness
And where is "Balance of Darkness" here? By the way, gaining vampirism looks quite powerful, as does regeneration in the light. However, the latter is still not as...
they freeze (disable) targets for a total of 40% of the turn (distributed equally among targets)
Wow, was this the case in the original, or did you change it? If you changed it, how?
Magic of Creation
Perhaps "Creation" would be better? It's an established name, after all. By the way, I like renaming "Chaos" to "Destruction." There are also good ideas regarding transformations.
it only makes sense to take it as a Warlock, and even then, if you are really lacking in artifacts and mana wells.
There's not much mana in this mod, Master... The skill will actually be popular.