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Posts from TBM - Tournaments balance mod

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9 years ago
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This mod is designed to rebalance the existing mechanics of the original version of Heroes of Might and Magic V: Tribes of the East 3.1.

Inferno:

- Imps: speed 6 (+1)
- own Devils: speed 5 (-1), health 7 (+1)

- Fire Demons: attack 2 (-1), defense 5 (+1), health 16 (+3), "Explosion" ability removed, "Fire Shield" and "Immunity to Fire" abilities added
- Greater Demons: attack 4 (+1), defense 2 (+1)
- Cerberi: defense 3 (+1)
- Demonesses: attack 8 (+2), damage 8-15 (6-13)
- Nightmares: defense 16 (-2), damage 10-17 (8-16), trigger factor 1 (+0.2)
- Pit Lords: attack 16 (-2), defense 18 (+1), damage 8-16 (10-17), "Fear Attack" ability removed
- Cave Lords: "Meteor Shower" and "Fireball" spells are cast at the advanced skill level (basic)
- Archdevils: initiative 12 (+1)

Necropolis:

- Skeleton Archers: attack 2 (+1), health 4 (-1), damage 2-2 (1-2)
- All Vampires: growth 4 (-1), health +10
- Vampire Lords: stun duration 2 (-1), trigger factor 1.5 (-1.5)
- Archliches: defense 17 (-2), damage 18-21 (17-20)
- Higher Liches: attack 17 (-4), damage 17-20 (17-21), speed 3 (-1), "Raise Dead" spell is cast at the expert skill level (basic)

Stronghold:

- Nomad Centaurs: attack 5 (+1), initiative 11 (+1)
- All Orc Warriors: growth 10 (-1)
- Orc Warriors: health 15 (+3)
- Daughters of the Sky: mana 16 (+4), "Dispel Magic" spell added at no skill level, "Chain Lightning" spell is cast at no skill level, at blood rage level 1, "Chain Lightning" and "Dispel Magic" spells are cast at basic level, at blood rage level 2, "Chain Lightning" and "Dispel Magic" spells are cast at advanced level, at blood rage level 3, "Chain Lightning" and "Dispel Magic" spells are cast at expert level
- Chieftains: "Chieftain's Order" ability maximum push is 0.5 turns (was 0.6)
- Wyverns and Dark Wyverns: "Regeneration" ability 40-60 (30-50)
- Free Cyclopes: speed 6 (+1), initiative 10 (+1), "Goblin Toss" and "Shooting Penalty" abilities removed
- Blood-eyed Cyclopes: speed 5 (-1), initiative 9 (-1)

Dungeon:

- Scouts, Assassins and Stalkers: growth 8 (+1)
- Stalkers: "Invisibility" ability removed, "Ignore Defense 50%" ability added
- Beasts, Furies and Megeras: growth 6 (+1)
- Dark Riders: attack 12 (+2), health 55 (-5), initiative 12 (+1)
- Nimble Riders: attack 8 (-4), defense 12 (+3), initiative 11 (-1), "Drive-by Attack" ability deals 50% damage (25%)
- Cave Hydras: "Regeneration" ability 40-60 (30-50)
- Shadow Matriarchs: attack 23 (+3), defense 17 (-3), creature model changed (blue tones)
- Shadow Matriarchs and Night Mistresses: cost 1600 gold (-100)

Academy:

- Gremlin Saboteurs: attack 3 (-2), "Sabotage" skill coefficient corrected to 1 (was 10)
- Obsidian Gargoyles: attack 2 (-1), defense 6 (+1)
- Obsidian Golems: "Magnetism" ability healing power equals 100% of absorbed damage
- Elemental Gargoyles: initiative 10 (-1)
- Rakshasa Rajas: defense 25 (+5)
- Rakshasa Kshatriyas: health 125 (-10)
- Stormcallers: "Stormcaller" ability deals 15 damage (+5) and reduces shooter damage by 5% (+4%) per creature

Haven:

- Crossbowmen: health 12 (+2), damage 3-7 (was 2-8), shots 10 (-2), "Precision Shot" ability works within a radius of 4 cells (+1)
- Archers: damage 2-6 (was 2-8)
- Footmen: health 28 (+2)
- Zealots: health 24 (-2)
- Battle Griffins: "Devastating Dive" ability removed, "Bully" ability added
- Knight: initiative 10 (-1), health 80 (-10), attack 23 (-3), defense 20 (-1)
- Paladins: initiative 11 (-1), defense 25 (+1), attack 20 (-4)
- Isabel's Knights: attack 25 (+1), damage 25-35 (was 20-35), initiative 11 (-1), health 90 (-10)
- Seraphs: mana 15 (+1)


Sylvan:

- Dryads: "Call Wasp Swarm" spell has a knockback formula of 4%+1%*K, spell damage corresponds to no skill level, attack 1 (-1)
- Nymphs: attack 3 (+1), initiative 15 (+1)
- All Blade Dancers: creature strength and experience increased by 20%
- Death Dancers: defense 9 (+6), speed 7 (+1)
- Master Archers: initiative 11 (+1), trigger factor 2 (+1.2), "Enhanced Arrow" ability renamed to "Ignore Defense 50%" and knockback effect removed
- Sylvan Archers: initiative 10 (-1), health 12 (-2), shots 10 (-6)
- Druids: speed 4 (-1)
- High Druids:damage 10-15 (9-14), health 34 (+1)
- Elder Druids:attack 8 (-4), defense 12 (+4), damage 9-13 (10-14), mana 12 (-3)


Fortress:

- Warriors: attack 2 (+1)
- Mountain Guards: attack 1 (-1), damage 1-1 (1-2), "Defensive Stance" ability gives +10 defense bonus (+5), health 15 (+3)
- Berserkers: attack 9 (+2)
- Priests of Ark and Flame: "Fire Immunity" ability removed, "Fire Resistance 50%" ability added
- Jarls: health 145 (+25), "Fire Immunity" ability removed, "Fire Resistance 50%" ability added
- Earls: health 120 (-25), initiative 11 (+1)
- Ark Dragon: "Liquid Flame" ability burns its own creatures and deals 15 damage per creature (+5)


Neutral Creatures:

- Wolves: creature strength 888 (+533), meaning a more realistic danger will be displayed and the number of wolves in neutral squads will decrease, experience 78 (+47)
- Water Elementals:"Ice Bolt" and "Ring of Frost" spells are cast at expert level and have a coefficient of 0.3
- Earth Elementals: initiative 7 (+2)


Price / Growth / Creature Strength Balance:

Due to changes in the growth of some creatures, a decision was made to balance them by strength, price and experience. That is, when creature growth decreases, their price, experience and strength increase, and vice versa.
Units (with all upgrades) subject to these changes:
- Vampires
- Scouts
- Beasts
- Orc Warriors
- Cost of all non-upgraded creatures decreased by 30%
- Strength of all creatures decreased by 50%, and Chaos Mages by 80%


Skills and Abilities:

- Luck: damage coefficient 1.5 (-0.5)
- Elven Luck: damage coefficient 2 (-0.25)
- Archery: shooting damage increased by 30% (+10%)
- Evasion: shooting damage decreased by 30% (+10%)
- Storm Lord: stun for 0.5 ATB (+0.2)
- Silent Hunter: 8 cells of additional vision (-4)
- Earth Shake:Gives "Earthquake" ability, stun for 0.3 (+0.2), damage 96+12*K (10+5*K)
- Cursed Ground: 5 damage per hero level (+2)
- Mana Burst: 20 damage per hero level (+10)
- Banishment: damage 20*hero level (10*hero level + 10*summoning skill)
- Reinforcements: critical hit probability removed
- Stunning Blow: stun for 0.2 ATB (+0.1)
- Barbarian Luck: 15% reduction in magic damage (+10%)
- Protection for All: no longer provides goblins, gives +10% health bonus for the first battle at the start of each day
- Homeland: 1 speed on grass (-1)
- Devil's Strike: trigger chance 50% (+20%)
- Wide Gates of Hell: trigger chance 10%*luck, but not more than 50% (was 10%+5%*luck, but not more than 35%), but summons 1.5 times more (was 2 times)
- Hellfire:damage 50+10*K (10+10*K), does not spend mana and works on creature Counterattacks
- Soul Eater: recovery of 1 mana per 75 health (+20)
- Counterstrike: 10/30/50/75% to counterattack damage (5/10/20/25%)
- The following abilities were removed from the ability wheel: "Ashe's Patronage", "Exploding Corpses", "Dark Revelation", "Sylvan Leader", "Renewed Rune", "Eternal Slavery", "Endurance" and "Grave Cold".
- Added ability "Retribution" for the Inferno faction, it depends on "Haste Aura" and "Battle Frenzy"
- Ability "Twilight" removed from the Dungeon and Necropolis wheels
- Ability "Fire Arrows" removed from the wheel of all factions except Inferno
- Ability "Fight to the Last" in the Haven wheel requires "Evasion"
- Ability "Fight to the Last" in the Dungeon wheel requires "Arcane Wave" and "Tight Defense"
- In place of the "Sylvan Leader" ability, the "Sylvan Cunning" ability was placed, which is now removed from the "Education" skill
- In place of the "Renewed Rune" ability, the "Rune Backlash" ability was placed, which is now removed from the "Education" skill
- In place of the "Eternal Slavery" ability, the "Lord of the Dead" ability was placed, which is now removed from the "Education" skill
- In place of the "Endurance" ability, the "Magic Attraction" ability was placed
- "Mentorship" for Barbarians requires upgrading "Magic Attraction" and "Military Knowledge" abilities



Adventure Map Changes:

- Added "RMG Advanced" mod improving the generation of objects and neutral armies
- Standard same-seed templates disabled
- New templates added: "3ange", "Crystal", "Emerald", "Jebus", "Kings bounty", "Mazelike", "Miracle", "Light", "Flux", "Cell", "Solar", "Sundial"
- Map size generated on "Cell", "3angle", "King's Bounty" and "Light" templates - Medium. "Jebus", "Cross", "Miracle", "Emerald" and "Sundial" - Large. "Crystal", "Mazelike", "Solar" - Huge. Flux - Colossal
- Creature weeks removed
- Changing the week at the astrologer costs 5000 (-1000)
- Clear descriptions of city specializations added
- Neutral armies patched by RedHavenHero and Dyrman generator
- Squad strength increased by 100% when patching maps

Buildings in the castle:

- For all factions, "Mages' Guild" requires 1000 gold (-1000)
- Necropolis: "Underworld Temple" removed
- Necropolis: "Bone Pillar" placed instead of "Underworld Temple" and its cost reduced to 5 sulfur (-5), city building level 9 (+3)
- Necropolis:"Mausoleum" requires the construction of the "Mages' Guild"
- Necropolis: "Dragon Cemetery" requires 5 of each rare resource instead of 20 mercury
- Necropolis: "Dragon Tomb" requires 3 of each rare resource instead of 15 mercury
- Inferno: "Sacrificial Pit" and "Chaos Gate" buildings swapped
- Inferno:"Sacrificial Pit" is a city building level 3 (-9), it costs 5 wood, 5 ore and 2000 gold
- Inferno: "Chaos Gate" is a city building level 12 (+9)
- Stronghold: "Slave Market" is a city building level 9 (-3) and moved out of the "Capitol" branch
- Stronghold: "Fort", "Citadel", "Skull Pile" +3 to required city level
- Stronghold:"Spirit Shelter" requires 5 mercury (-4)
- Stronghold: "Castle" requires 10 ore (-5)
- Academy: "Library" and "Mages' Tower" buildings swapped
- Academy: "Library" is a city building level 6 (-3), cost 2000 gold (-1000)
- Academy: "Artifact Shop" requires 5 ore (+5)and 1000 gold (-4000)
- Academy: "Mages' Tower" is a city building level 9 (+3), requires 5 sulfur (-5)
- Haven: "Barracks" is a city building level 6 (+3)
- Haven:"Hall of Heroes" removed
- Haven: Training halls can train 10 creatures (+3)
- Haven: Training halls cost 5000 gold (+1500), 10 ore (+5),
- Haven:"Griffin Tower" is a city building level 9 (+3) and requires the construction of "Fort", cost 3500 gold (+1000), 5 wood (-5), 5 ore (-5)
- Fortress:"Watchtower" removed
- Fortress: "Clan Halls" require 10 crystals (-10)
- Fortress: "Magistrate" and "Capitol" cost 5000 (+1000) and 10000 (+2000) respectively
- Fortress: "Fort", "Citadel", "Castle" cost 5000 (+1500)
- Fortress: "Fighting Circle" is a building level 9 (+3)

- Sylvan: "Tree Houses" cost 10 wood (-2)


















Spells:

World Spells: "Summon Ship" and "Astral Gate" spells removed
World Spells: "Call Reinforcements" is a level 4 spell (+2)
World Spells: "Town Portal" requires hero level 15 (-5)
Cries: All cries require hero level 1
Cries: "Frightening Roar" requires 8 mana (+1)
Cries: "Horde Rage" requires 12 mana (+2)
Runes: "Rune of Resurrection" and "Rune of Dragon Form" swapped
Runes: "Rune of Resurrection" raises 30% of dead units (-10%)
Summoning: "Wasp Swarm" and "Fire Trap" spells swapped
Summoning: "Call Wasp Swarm" spell at no skill level pushes the target by 0.1 on the ATB scale (+0.1)
Summoning: "Fire Trap" and "Call Wasp Swarm" spells received earth elementNo Skill: 50+4*K/ Basic: 50+6*K/ Adv: 50+8*K/ Exp: 50+10*K
Summoning: "Magic Fist" spell, No Skill: 48+7*K/ Basic: 64+8*K/ Adv: 80+9*K/ Exp: 96+10*K
Summoning: "Raise Dead" spell is level 3 (+1), No Skill: 20+20*K/ Basic: 30+30*K/ Adv: 40+40*K/ Exp: 50+50*K
Summoning: "Wall of Swords" spell has a fixed duration of 5 turns (regardless of skill level and hero's Spellpower)
Summoning: "Call Hive" spell at all levels has base 10 initiative, initiative growth per 1 K: 0.05/0.1/0.15/0.2, 200 health (+100), 20 defense
Light: "Evasion" is a level 2 spell (-1)
Light: "Regeneration" and "Dispel Magic" are level 3 spells (+1)
Light: "Regeneration" spell requires 10 mana (+2)
Light: "Divine Retribution" is a level 5 spell (+1)
Light: "Divine Retribution" spell requires 15 mana (+1), No Skill: F*(1+0.25*K)/ Basic: F*(3+0.5*K)/ Adv: F*(5+0.75*K)/ Exp: F*(7+1*K)
Light: "Resurrection" spell, No Skill: 20+20*K/ Basic: 30+30*K/ Adv: 40+40*K/ Exp: 50+50*K
Darkness: "Slow" spell 10%/20%/30%/40% initiative reduction
Darkness: Air element removed from "Destruction Beam" spell
Darkness: "Plague" and "Feebleness" spells swapped
Darkness: "Plague" spell requires 8 mana (+2), earth element removed
Darkness: "Berserk" and "Vampirism" spells swapped
Darkness: "Vampirism" spell No Skill: 0.25*K/ Basic: 0.5*K/ Adv: 0.75*K/ Exp: 1*K
Chaos: "Stopping Cold" spell requires 15 mana (+4), phys. damage boost 1%/2%/3%/4%*K depending on skill development level, damage formula 60/72/84/96+12*K
Chaos: "Magic Arrow" spell requires 5 mana (+1), fire element removed, No Skill: 96+7*K/ Basic: 112+8*K/ Adv: 128+9*K/ Exp: 114+10*K
Chaos: "Stone Spikes" spell No Skill: 48+7*K/ Basic: 64+8*K/ Adv: 80+9*K/ Exp: 96+10*K
Chaos: "Lightning Bolt" spell No Skill: 22+11*K/ Basic: 28+14*K/ Adv: 34+17*K/ Exp: 40+20*K
Chaos: "Boulder" spell No Skill: 120+9*K/ Basic: 144+10*K/ Adv: 168+11*K/ Exp: 192+12*K
Chaos: "Ring of Frost" spell No Skill: 120+9*K/ Basic: 144+10*K/ Adv: 168+11*K/ Exp: 192+12*K
Chaos: "Fireball" spell No Skill: 22+11*K/ Basic: 28+14*K/ Adv: 34+17*K/ Exp: 40+20*K
Chaos: "Wall of Fire" spell No Skill: 24+12*K/ Basic: 28+14*K/ Adv: 32+16*K/ Exp: 36+18*K
Chaos: "Chain Lightning" spell No Skill: 30+15*K/ Basic: 40+20*K/ Adv: 50+25*K/ Exp: 60+30*K
Chaos: "Meteor Shower" spell No Skill: 20+10*K/ Basic: 30+15*K/ Adv: 40+20*K/ Exp: 50+25*K
Chaos: "Armageddon" spells No Skill: 11+11*K/ Basic: 14+14*K/ Adv: 17+17*K/ Exp: 20+20*K
Chaos: "Stopping Cold" spells 120+9*K/ Basic: 144+10*K/ Adv: 168+11*K/ Exp: 192+12*K and physical damage increase by: 1*K/ Basic: 2*K/ Adv: 3*K/ Exp: 4*K
Chaos: "Earth Shock" spells No Skill: 20+10*K/ Basic: 40+20*K/ Adv: 60+30*K/ Exp: 80+40*K




Starting skills and abilities of heroes:

Haven: All heroes received an additional point of attack and defense; human heroes' starting stats are now 2/3/1/1
Haven: Rutger lost the "Summon Ship" spell
Haven: Miv starts with "Basic Light Magic" and "Righteous Fury"
Haven: Axel starts with "Leadership" and "Treasury Management"; specialization changed to "Suzerain" 1% reduction in training cost (-1%)
Haven: Iris starts with "Basic Dark Magic", "Mind Control", and the "Slow" spell

Sylvan: All heroes received an additional point of defense and knowledge; elven heroes' starting stats are now 0/3/1/3
Sylvan: Anwen starts with "Basic Offense" and "Battle Fury"
Sylvan: Talanar starts with Frida's specialization "Elrath's Favorite" (renamed to "Ruthless Avenger"), "Basic Light Magic", "Righteous Fury", and the "Smite" spell
Sylvan: Gilraen starts with "Basic Defense" and "Fortitude"
Sylvan: Ilfina starts with the "Dispel Magic" spell
Sylvan: Wingael increases starting initiative by 1% for every 2 hero levels (-1%)
Sylvan: Ossir starts with "Phantom Luck", "Soldier's Luck", and the "Divine Strength" spell

Fortress: All heroes received an additional point of defense and spell power; dwarf heroes' starting stats are now 0/3/3/1
Fortress: Ibba starts with the "Haste" spell
Fortress: Brand starts with the "Ice Bolt" spell
Fortress: Erling starts with "Basic Chaos Magic", "Fire Mastery", and the "Fire Wall" spell
Fortress: Ingvar starts with the "Stone Skin" spell
Fortress: Helmar starts with "Basic Light Magic" and "Righteous Fury"
Fortress: Karli starts with the "Divine Strength" spell
Fortress: Inga starts with "Basic Education", "Arcane Lore", and the "Magic Arrow" spell
Fortress: Sveya starts with "Basic Sorcery", "Mana Regeneration", as well as the "Lightning Bolt", "Chain Lightning" spells and their upgraded versions

Academy: All heroes received an additional point of spell power and knowledge; Academy heroes' starting stats are now 0/0/3/4
Academy: Nura starts with "Basic Education", "Magic Attraction", and the "Fire Trap" spell
Academy: Faiz starts with "Basic Dark Magic", "Curse Mastery", and specialization changed to "Avatar of Death"
Academy: Hafiz starts with "Basic Education", "Arcane Lore", and the "Haste" spell
Academy: Razzak starts with "Basic Light Magic", "Protective Aura", and the "Stone Skin" spell
Academy: Narhiz starts with "Basic Summoning Magic" and "Enchantment Mastery"
Academy: Jalib starts with "Basic Light Magic", "Blessing Aura", and specialization changed to "God's Favorite" - all creatures are under divine strength

Stronghold: All heroes received an additional point of attack and defense; orc heroes' starting stats are now 4/1/1/1
Stronghold: Krag starts with "Advanced Blood Rage" and "Reinforcements"
Stronghold: Garuna starts with "Basic Offense", "Battle Fury", and hero specialization increases attack by +1 for every 5 hero levels (was 6 levels)
Stronghold: Goshak starts with "Advanced Blood Rage" and "Blood Memory"
Stronghold: Shak'Karukat increases wyvern health by 5 units per level (+3)
Stronghold: Haggesh starts with "Basic Offense" and "Marksmanship"; specialization no longer provides starting initiative bonus to centaurs
Stronghold: Tilsek starts with "Phantom Luck" and "Soldier's Luck"

Inferno: All heroes received an additional point of attack and knowledge; demon heroes' starting stats are now 3/0/1/3
Inferno: Grol starts with "Basic Defense" and "Fortitude"
Inferno: Deleb starts with "Basic War Machine Management" and "Ballista Mastery"
Inferno: Alastor starts with "Basic Dark Magic" and "Mind Control"
Inferno: Marbas starts with "Phantom Luck" and "Magic Resistance"
Inferno: Nimus starts with "Basic Leadership" and "Army Recruitment"
Inferno: Nibros starts with "Basic Dark Magic", "Pain Mastery", and specialization changed to "Destroyer"
Inferno: Jezebet starts with the "Summon Phantom" spell

Necropolis: All heroes received an additional point of defense and spell power; Necromancer heroes' starting stats are now 0/2/4/1
Necropolis: Deidra starts with the "Sorrow" spell
Necropolis: Ravenna starts with "Basic Dark Magic" and "Curse Mastery"
Necropolis: Nadir starts with "Advanced Necromancy" and "Eternal Slavery"
Necropolis: Vlad increases spell power for the "Raise Dead" spell by 1 unit for every 3 hero levels (was 5 levels)
Necropolis: Lucretia starts with "Phantom Luck" and "Soldier's Luck"

Dungeon: All heroes received an additional point of attack and spell power; Warlock heroes' starting stats are now 2/0/4/1
Dungeon: Irbet starts with "Basic Sorcery" and "Dark Ritual"
Dungeon: Letos starts with "Basic Dark Magic" and "Pain Mastery"
Dungeon: Erin starts with "Basic Offense" and "Marksmanship"
Dungeon: Sorgal starts with "Basic Defense", "Fortitude", and specialization changed to "Twilight Dancer"
Dungeon: Sinitar starts with the "Fireball" spell
Dungeon: Vaishan starts with "Basic Logistics" and "Scouting"
Dungeon: Iranna starts with "Basic Offense" and "Tactics"


Skill Drop Probability:

Inferno: Defense has a drop probability of 10% (+2%)
Inferno: Chaos Magic has a drop probability of 8% (-2%)
Inferno: War Machine Management has a drop probability of 15% (+5%)
Inferno: Dark Magic has a drop probability of 15% (+7%)
Inferno: Offense has a drop probability of 10% (-5%)
Inferno: Logistics has a drop probability of 8% (-7%)
Inferno: Leadership has a drop probability of 8% (+6%)
Inferno: Sorcery has a drop probability of 2% (-6%)
Haven: Light Magic drop probability 10% (+2%)
Haven: War Machine Management drop probability 8%(-2%)
Sylvan: Light Magic has a drop probability of 15% (+7%)
Sylvan: Offense has a drop probability of 2% (-4%)
Sylvan: Sorcery has a drop probability of 10% (+6%)
Sylvan: Defense has a drop probability of 8% (-2%)
Sylvan: Logistics has a drop probability of 8% (-7%)
Sylvan: Summoning Magic has a drop probability of 8% (+6%)
Sylvan: Chaos Magic has a drop probability of 2% (-6%)
Academy: Sorcery has a drop probability of 15% (+5%)
Academy: Summoning Magic has a drop probability of 10% (-5%)
Academy: Chaos Magic has a drop probability of 10% (+2%)
Academy: Light Magic has a drop probability of 8% (-2%)
Fortress: Light Magic has a drop probability of 10% (+2%)
Fortress: War Machine Management has a drop probability of 2% (-13%)
Fortress: Logistics has a drop probability of 8% (+6%)
Fortress: Summoning Magic has a drop probability of 2% (-2%)
Fortress: Offense has a drop probability of 15% (+7%)
Fortress: Education has a drop probability of 10% (+2%)
Fortress: Chaos Magic has a drop probability of 8% (-2%)
Dungeon: Logistics has a drop probability of 15% (+7%)
Dungeon: Offense has a drop probability of 10% (-5%)
Dungeon: Dark Magic has a drop probability of 8% (+6%)
Dungeon: Defense has a drop probability of 8% (+6%)
Dungeon: Summoning Magic has a drop probability of 2% (-8%)
Dungeon: War Machine Management has a drop probability of 2% (-6%)
Stronghold: War Machine Management has a drop probability of 10% (+2%)
Stronghold: Defense has a drop probability of 8% (-2%)
Necropolis: Racial skill has a drop probability of 10% (-5%)
Necropolis: Luck has a drop probability of 8% (+6%)
Necropolis: Summoning Magic has a drop probability of 15% (+5%)
Necropolis: Defense has a drop probability of 15% (+5%)
Necropolis: Dark Magic has a drop probability of 10% (-5%)
Necropolis: War Machine Management has a drop probability of 8% (+6%)
Necropolis: Chaos Magic has a drop probability of 2% (-6%)
Necropolis: Logistics has a drop probability of 2% (-6%)



Treasury Guards

Mages' Treasury (magyatnya)
- 3 stacks of 10 Archmages and 15 Djinn Sultans (Reward: 5000 gold and two level 4 spells)
- 3 stacks of 20 Battle Mages and 15 Djinn Viziers (Reward: 5000 gold and two level 4 spells)

Ents' Thicket (entyatnya)
- 2 stacks of 30 Sylvan Archers and 2 stacks of 20 High Druids (5000 gold, 40 wood and "major" artifact)
- 3 stacks of 10 Supreme Druids and 10 Ancient Ents (5000 gold, 40 wood and "major" artifact)

Crypt
- 3 stacks of 5 High Liches and 40 Vampire Lords (Reward: 5000 gold, 10 sulfur and 10 mercury and "major" artifact)
- 2 stacks of 200 Skeleton Archers and 2 stacks of 10 Archliches (Reward: 5000 gold, 10 sulfur and 10 mercury and "major" artifact)

Blood Temple (Dungeon Treasury)
- 2 stacks of 60 same Fury and 3 stacks of 5 Mistresses of the Night (Reward: 5000 gold and two level 4 spells)
- 2 stacks of 75 Assassins and 2 stacks of 10 Shadow Matriarchs (Reward: 5000 gold and two level 4 spells)

Gargoyle Vault (gorgulyatnya)
- 3 stacks of 80 Obsidian Gargoyles and 40 Obsidian Golems (Reward: 5000 gold, 40 ore and "major" artifact)

Dwarves' Treasury (gnomyatnya)
- 2 stacks of 5 Jarls and 3 stacks of 10 Fire Priests (Reward: 5000 gold, 10 crystals and 10 gems and "major" artifact)
- 3 stacks of 20 Harpooners, 50 Bear Masters and 30 Arkat Warriors (Reward: 5000 gold, 10 crystals and 10 gems and "major" artifact)

Pyramid
- 2 stacks of 50 Mummies and 2 stacks of 20 Death Knights (Reward: 10000 gold and "Relic" artifact)

Dragon Utopia
- 15 Emerald or Crystal Dragons, 15 Black or Red Dragons, 15 Lava Dragons or Arkat Dragons, 20 Phantom or Astral Dragons (Reward: 20000 gold, 2 "Relic" artifacts, 2 "major" artifacts, 2 level 5 spells)

Elementals' Vault
25 elementals of various types (Reward: 10 resources of each type)

Abandoned Mine (no changes)


Artifact Costs

Unicorn Horn Bow 36,000 (+24,000) now RELIC
Spell Wand 5,000 (-1,700) now MINOR artifact
Titans' Trident 25,000 (+19,000) now RELIC
Staff of the Underworld 50,000 (+33,000)
Dragon's Flaming Tongue 15,000 (+1,000)

Sar-Issa Staff 35,000 (+15,000)
Ogre Club 11,000 (+2,500)
Dwarven Smithing Hammer 11,000 (+1,500)
On the Edge of Balance 6,000 (+500)


Spell Scroll 6,000 (+1,000) now MINOR artifact
Dragon Scale Shield 12,000 (+1,500)
Dwarf King's Shield 30,000 (+13,000)
Moon Blade 8,000 (+500)
Ogre Shield 11,000 (+2,500)
Tomes of Magic 40,000 (+20,000)
Tome of Power 11,000 (+2,000)


Armor of the Forgotten Hero 42,000 (+14,000)
Dragon Scale Armor 12,000 (+1,500)
Chainmail of Enlightenment 15,000 (+5,000)
Sar-Issa Robe 35,000 (+20,000)
Dwarf King's Cuirass 30,000 (+13,000)
Armor of Fearlessness 6,000 (+500)
Flesh Tunic 6,000 (+1,300)


All-Seeing Crown 3,000 (-1,000)
Lion's Crown 25,000 (+13,000)
Turban of Enlightenment 10,000 (+4,000)
Dragon Claw Crown 12,000 (+1,500)
Sar-Issa Crown 35,000 (+20,000)
Dwarf King's Helmet 30,000 (+13,000)
Chaos Helmet 6,000 (+500)
Leadership Crown 13,000 (+6,000)

Necromancer's Helmet is now part of the "Death's Embrace" set
Mask of Justice is no longer generated in same-game settings (SGS)

Magic Protection Boots 6,000 (+2,000)
Dragon Bone Greaves 12,000 (+1,500)
Dwarf King's Greaves 30,000 (+13,000)
Wanderer's Boots 14,000 (+7,000) now GREAT artifact
Saint's Sandals 15,000 (-1,000) now GREAT artifact
Emerald Shoes 30,000 (+24,000)
now RELIC

Pendant of Mastery 24,000 (+4,000)
Ice Embrace Pendant 25,000 (+19,000) now RELIC
Lion's Collar 3,500 (+500)
Blood Claw Necklace 12,000 (+4,000)
Dragon Tooth Necklace 12,000 (+1,500)
Absorption Pendant 35,000 (+20,000)
Necromancer's Amulet 14,000 (+7,000)
now GREAT artifact
Pendant of Mastery 32,000 (+12,000)

Bag of Infinite Gold 4,000 (+1,000)
Lion's Mane Cape 9,000 (+3,000)
Cloak of Deadly Shadow 34,000 (+22,000)
Dragon Wing Mantle 12,000 (+1,500)
Phoenix Feather Cape 29,000 (+23,000) now RELIC
Silana's Cloak 5,000 (+1,000)
Secret Protective Veils 5,000 (+500)
Sandro's Cloak 26,000 (+6,000)
Exquisite Quiver 10,000 (+3,000)


Four-Leaf Clover 3,500 (+500)
Golden Horseshoe 9,000 (+3,000)
Horn of Plenty 15,000 (+5,000)
Tarot Deck 6,000 (+500)
Markel's Skull 45,000 (+23,000)
Shackles of Inevitability 26,000 (+6,000)


Ring of Celerity 15,000 (+6,300)
Lightning Protection Ring 5,000 (+1,000)
Vitality Ring 10,000 (+2,000)
Speed Ring 47,500 (+30,500)
Ring of Broken Spirit 11,000 (+4,000)
Dragon Eye Ring 15,000 (+2,000)
Sar-Issa Ring 35,000 (+15,000)

Elementals' Belt 5,500 (-900)
Cursed Ring 10,000 (+3,000)
Sinners' Ring is no longer generated in same-game settings (SGS)
Ring of Banishment 12,000 (+7,200) now GREAT artifact
Warning Ring 6,000 (+500)
War Machine Kinship Ring 40,000 (+20,000)
, removed +1 defense bonus
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8 years ago
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Overall, it's not bad. But: 1) Removing the invisibility ability from the hunters is not cool. 2) Reducing the health and number of shots for the Sylvan archers is not a nerf; it won't help. 3) The counterattack is still weak. These are some of the most obvious issues.
8 years ago
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Horses, leaders, druids – is changing them just for the sake of changing them a good idea?
Kshatriyas are already weak, so there isn't much point in nerfing them further.
In reply to Алексей Кобуров
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8 years ago
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The description includes a review of the mod, where we explained all the changes. Those interested in the reasoning behind many of our actions should take a look.
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8 years ago
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Why is this mod designed for tournaments, and tournaments are already being planned around it?
In reply to Nargott
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8 years ago
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Nargott
Why is the mod labeled as a tournament mod, and why are tournaments already being planned around it?

During my streams, we raise money for our upcoming tournament, which is why it has that name.
In reply to Remix
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8 years ago
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Remix
During my streams, we collect money for our upcoming tournament, which is why it has this name.
Wouldn't it be easier to collect money from all participants, and the winner gets it all?
In reply to Уриэль Септим Х
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8 years ago
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In my opinion, there are some unnecessary changes – I agree with Ment's opinion. I support some of the changes (for example, the Imps and their reduced ability to drain mana). In general, there are already two balance mods that manage with a minimal number of changes and without creativity (which shouldn't be present in a balance mod). I'm not acting as a hater – I just don't understand the need for this mod. And there is at least one well-known tournament mod. There are many modifications on the same theme, but there are often no significant differences between them – although perhaps this is just my desire to have not quantity, but quality (to have one or two mods on a given theme, but so that it is not just another mediocre mod, but a widely recognized and used product). At first glance, it looks good, of course.
In reply to SRD
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8 years ago
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Hello, SRD. The goal of this mod is not to create yet another supposedly original balance mod (like a remix or something similar), but to hold a Heroes 5 tournament. If nothing is changed in the original ToE 3.1, it results in many overpowered units and an imbalance in favor of certain factions, so we decided to fix this. The mod is necessary to install it and practice before the tournament.
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8 years ago
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Tournaments are usually held on this mod.
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8 years ago
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TE has its own unique features. The authors wanted to showcase their vision of balance, and why not?
But some changes, like
- Gremlins - pests: attack 4 (-1)
or
the "Explosion" ability became infinite (it used to be single-use), the damage from "Explosion" is 10*K (9*K)
really look amusing.
In reply to Ment
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8 years ago
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Ment, thank you for the information, but I already know that. Just because a tournament is called TE doesn't mean everyone has to play in it, right? I don't like the hardcore (I can't think of a better word) nature of playing on IMRG templates with the TE mod. Instead of trying to convince the rigid TE community to change something in the mod, it's easier to rebalance the original and create my own tournament.
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8 years ago
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Okay. I just pointed out that the comparison shouldn't be limited to the original, from the perspective of "organizing a tournament," but rather, I'm not a tech expert myself.
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8 years ago
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The main reason that motivated me personally to create this balance mod is to ensure the lowest possible entry barrier for players who have been playing the standard version for a long time and are used to the original mechanics. If we were to take TE (The Eastern Expansion) as is and use it as a tournament balance mod, many would be put off by the fact that it conceptually changes the core mechanics, the mechanics of almost all spells, and the gameplay of individual Factions (like the standard TE-style rush tactics with Fire Warriors for the Dwarves or the League using machines). Ultimately, we would like to arrive at a list of punchlines with 50-60 items, not 1000+, as in TE. Creative changes are accepted only in cases of urgent need or hopelessness, such as replacing the Forest Leader with Forest Cunning in the Elven wheel, because it is impossible to remove the bonus of the Dancers at the resource level of the game and eliminate the balance hole in the form of abusing the Dancers. The only optional creative change is to increase the probability of Leadership appearing for the League of Shadows from 2% to 8%. This was done to strengthen the combat potential of this Faction, which would expand the number of effective builds for it. But, in case of imbalance, the change will be immediately reverted.
In reply to Someone Unknown
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8 years ago
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Someone Unknown convinced me! I fully support the idea of a low entry barrier – this is exactly what bothers me. As for the changes, there are so many of them that it looks less like balancing and more like a personal vision of the game. And having to spend time learning the manual is not exactly enjoyable, it’s only acceptable for modifications that completely change the game, not just balance it.

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