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Demon, but there's a small visual issue: can anyone identify what the super abilities are? (i.e., what is specifically depicted on the icons?) In the game, the icons will be larger and clearer, but on the skill wheel, they are slightly smaller and get lost against the background of the demon's image (especially the rightmost icon, "Call of Urgash").
... И древний лес, роскошен и печален, Блистает там воздушностью прогалин. Но между кедров, полных тишиной, Расщелина по склону ниспадала. О, никогда под бледною луной Так пышен не был тот уют лесной...
in other words, is it obvious that the icon for the "Call of Urgash" perk depicts Urgash's face? – if no one had told me about it and I hadn't seen Urgash's artwork even once, this icon would seem like a shapeless mass of something incomprehensible.
... И древний лес, роскошен и печален, Блистает там воздушностью прогалин. Но между кедров, полных тишиной, Расщелина по склону ниспадала. О, никогда под бледною луной Так пышен не был тот уют лесной...
Another point – just like in the original ToE, each skill serves as a base for obtaining Specialization Upgrades (SU) twice (for example, attack for Orcs and Demons, defense for Humans and Dwarves). I aim to make these paths as distinct as possible. For example, a Dwarf progresses towards SU along the right branch of defense (the one that ends with the "Fire Resistance" perk), while a Human progresses along the left branch of defense (the one that ends with the "Readiness" perk), and almost everything is structured this way, with a few exceptions. Currently, both the Elf and the Demon progress towards SU along the same branch of luck (the central branch starting with the "Soldier's Luck" perk and ending with "Elven Luck"). While this branch is definitively assigned to the Elf, it's not the case for the Demon. On the one hand, it needs to be given a different branch, but on the other hand, the central branch is also the most characteristic for it among the available ones – the Demon is, by default, a combat class, not a magical one. The remaining two branches are the resistance branch and the lucky sorcerer branch. The first is not particularly suitable due to its defensive orientation, and Inferno is an offensive faction. The second is not particularly suitable due to its focus on magic rather than physical attacks, but it is still of an offensive nature. So, should the Demon go through the lucky sorcerer path? – in principle, it's acceptable
... И древний лес, роскошен и печален, Блистает там воздушностью прогалин. Но между кедров, полных тишиной, Расщелина по склону ниспадала. О, никогда под бледною луной Так пышен не был тот уют лесной...
I can barely see Urgash. It blends in with the background.
And, as I see, the background color itself is different – but it doesn't help much.
Perhaps, it would be worth making the background color uneven, a gradient. Like the background on creature icons during combat. Then, against an uneven background, it would be difficult to lose sight of the image.
No. Demons are more geared towards brute force than luck, logically speaking... they should go through combat or chaos...
Chaos magic (Destruction magic in Harmony) already serves as a base for two specializations – for the Elves through three lords and for the Dwarves through the fire branch, and demons don't have much magic to begin with for using chaos. Furthermore, demons already have the "Attack" skill as a path to specialization (Ur-Gash's Call is developed through attack and logistics), so the second specialization will inevitably go through luck; the question is just which perks – in principle, "Hellish Step" (Specialization 2) is a semi-magical perk – the hero's army is always under the effect of the "Haste" spell (+20% initiative), and damage to summoned units is also increased – therefore, the path through the magical branch of luck is not so out of place. In general, the problem of distributing skills (related to specializations) among races arose due to inconsistencies, such as the "brilliant" idea of Nival to give Dwarves summoning magic on their path to their specialization, when it doesn't suit them in any way. They didn't give them summoning magic in the city (the Dwarven guild is light + chaos, which is logical), but on the other hand, this only amplified the absurdity. Summoning magic, like any other skill, will become a base for two specializations, but now it's not the Necromancers and Dwarves, but the Necromancers and the Elves (the Elven guild is light + summoning)
... И древний лес, роскошен и печален, Блистает там воздушностью прогалин. Но между кедров, полных тишиной, Расщелина по склону ниспадала. О, никогда под бледною луной Так пышен не был тот уют лесной...
The Urgash icon (Call of Urgash) has been edited – now it’s 128x128, the hue has been slightly adjusted to be closer to orange, and a contour has been added (I completely forgot about it). In general, several perks will later change their icon and name – I try to do this as little as possible (for example, “Death’s Pace” will turn into “Siege Master,” “Dwarven Luck” into “Unstable Magic,” and “Runic Shield” into “Aegis of Elrath”). I probably won’t change the icon for Elven Luck, but I will change the name to “Critical Hit” – someone suggested it, but I don’t remember who – sorry!
... И древний лес, роскошен и печален, Блистает там воздушностью прогалин. Но между кедров, полных тишиной, Расщелина по склону ниспадала. О, никогда под бледною луной Так пышен не был тот уют лесной...
derived from the concept of a critical hit, but you can suggest your own options; however, it will still need to be renamed because the perk is universally available. In Heroes 7, this perk is called "crushing blow," but that's not quite right – firstly, it doesn't fit, and secondly, there's an ability with that name for the creatures, so let's avoid confusion.
... И древний лес, роскошен и печален, Блистает там воздушностью прогалин. Но между кедров, полных тишиной, Расщелина по склону ниспадала. О, никогда под бледною луной Так пышен не был тот уют лесной...
"Perfect Accuracy." The idea is that a critical/successful hit is essentially an accurate strike at the opponent's vulnerable spot (as one of the interpretations).