Regarding the stats of the Cultist/Necromancer, I think I'll go ahead and make the change.
Regarding the stats of the Cultist/Necromancer, I think I'll go ahead and make the change.
New here? I'm Roha — want a quick tour?
Orcs:
The general Orc profile = Leadership + Logistics + War Cry (and no Education = 0%).
Remove the special unit Krag from the game.
The "Luck" skill: provides not constant, but variable bonuses to random parameters (they change every day).
Agrail (special unit): doubles the variable bonuses from the "Luck" skill (up to +6 variable stats each day).
what if an Orc encounters a witch's hut on the world map with the "Education" skill? Will he get it? And how will this skill develop for him?
why?
please explain in more detail – I understand that this is instead of Magic for the Orc, but what does Agrael have to do with it, and should it be renamed so as not to be confused with Luck, which is a skill?
Why remove Education from the Orcs? Shamans exist!
Chaos Power: Enemy Chaos magic spells are weakened: they are always cast at skill level 0 and with 90% casting chance (30% casting chance for special skill spells). The hero receives +2 to attack for each developed/expert Chaos Power level, if the enemy hero has not developed a developed/expert Chaos Magic skill.
I believe more in an army that would consist of many units (both ranged and melee infantry, as well as cavalry) and be supplemented by several servants of religion/cult performing a support role.