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Let's discuss this game element and any questions you have in this thread. 1) Do you use classes in the game? If so, which ones do you ban and why? 2) Which classes do you consider the most valuable/useless? 3) How often do you choose a skill based on obtaining a specific class? 4) Do you remember which hero easily obtains a particular class? List of Classes: 1) Warrior - Armored + Offense + Archery + Resistance bonus: +1 Attack/Defense (+3 if all are at least Advanced, +6 if all are Expert). 2) Sage - Wisdom + Intelligence + Scholar + Sorcery bonus: +(1, 3, 6) to Knowledge/Spell_Power. 3) Explorer - Scouting + Navigation bonus: +(200, 400, 600) Movement Points on land and at sea; if the hero is also a Terraformer, the movement point cost for transforming terrain is (100, 50, 0) MP’s. 4) Speedy - Pathfinding + Scouting bonus: moves at a speed of (0.5*MaxS + 0.5*MinS, 0.75*MaxS + 0.25*MinS, MaxS), where MinS is the speed of the slowest unit and MaxS is the speed of the fastest unit in the army. 5) Sniper - Archery + Ballistics bonus: + (10, 20, 30)% to damage from ranged attacks. This also applies to ballista shots. Currently, it is not taken into account when "aiming" at an enemy, and the damage bonus is written in the Battle Log as a separate line. 6) Marauder - Estates + Leadership or Necromancy bonus: receives an amount equal to (25, 50, 100)% of the experience gained after winning a battle. 7) Healer - Wisdom + First Aid + Mysticism + 7th level bonus: adds the spell (Cure, Animate Dead, Resurrect) to the Spell Book (if it exists), if it is not prohibited on the map. 8) Merchant - First Aid + Estates bonus: the hero can buy mana – up to (5, 10, 20)% of the maximum, for 50g/mana_point; experience for 2g/exp, no more than (5, 10, 20)% of the current experience; and also movement – up to (200, 400, 600) Movement Points, for 2g/MP. At the same time, the hero can only perform one trade operation per turn. That is, either experience, or mana, or movement points. 9) Governor - Diplomacy + Leadership + Luck + 7th level bonus: +(10, 20, 30)% to the player's income from all resources (cumulative with all other bonuses), and the growth of monsters up to level (2, 4, 6) increases in all of his cities. The growth (per level) is (10, 6, 4, 3, 2, 1) creatures. Only the bonus of one hero of this class (preferably the most developed one) is taken into account for the player. 10) Leprechaun - Estates + Luck bonus: +(1, 2, 2) random resource (wood/stone - 2/4/4, money - 200/400/400) per day; by developing the class to Expert, the player can choose which resource the hero brings (through the class menu). By default, an Expert Leprechaun brings gold. 11) Terraformer - Pathfinding + Ballistics bonus: the hero can change the type of terrain, if it is not cliffs or water. At the basic level, the hero can transform the terrain into a type native to him or into sand; at the advanced level – into any type except water and cliffs; at the expert level, not only the cell under the hero can be changed (at the player's choice), but also all adjacent cells or two cells in a row (starting from the one adjacent to the hero) in a given direction. The cost of the operation is 500g + 150 Movement Points (see the Explorer class). 12) ArtificerEagle Eye + Luck + 7th level bonus: the hero can transform any artifact into a non-prohibited artifact of the same level or lower. The level of the resulting artifact does not exceed (Treasure, Minor, Major). The cost of the operation is equal to the cost of the received artifact. The target cannot be a part of a composite artifact or an artifact prohibited on the map. --------------------------------------------------------------------------------------------------------------------------------------------- 1) I recently unbanned classes in TE.ini. 2) Those that increase the hero's mobility: Speedy and Explorer. The Warrior class looks good, Sage is weak compared to it because it requires Scholar + Sorcery. I would also include Sniper among the strong ones. I will take Leprechaun for a secondary hero if possible. Terraformer seems useful, but I haven't figured out how to transform the terrain yet. I have nothing to say about the others, I haven't used them yet. 3) After obtaining skills such as Logistics, Earth Magic/Air Magic. 4) In Fortress, a specialist in wyverns in my last two games easily obtained Speedy + Explorer. Heroes with the starting skill Archery can easily obtain Sniper, for example, Ivore. So, the question is: how to transform the terrain having the Terraformer class?
Барук Казад! Казад аи-мену! => "Гномы ням-ням."- сказал дракон. :smile19: Люди пейте гномояд!:smile51:
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blind'ik


So, the question is: how to transform a territory using the "Terraformer" class?
Ctrl+click on the window with the desired hero, select "classes and secondary skills", then "change terrain".
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1) I always use them. 2) Explorer is a must; it's like logistics. Speedy is also good; I almost always take it if it's offered. The rest are rarely taken. I've only leveled up Warrior out of desperation or for fun a couple of times. The same goes for Sniper. These classes make sense to level up if the endgame, in the form of the final battle, is about to begin. Once, I went on a rush with a terraformer – ballistics for the assault, passfight to get there faster, and, of course, to change the battlefield (including at night) to make it easier to fight. Marauder for Castle is sometimes assembled, as knights have a good chance of getting Estates. But in the long run, this hero needs to be replaced with a more suitable one. For low-tier heroes, it makes sense to grab Eagle – for scouting, and also because it focuses on the artificer. In the late game, you can level it up and create good artifacts – boots/gauntlets, a speed cloak, elemental orbs, bracers, etc. 3) For the main hero, I focus on Explorer and Speedy. For low-tier heroes, I focus on support classes (leprechaun, artificer, governor, marauder). 4) Yes. For example, barbarians have a low chance of navigation and a high chance of scout, so I often take navigation even if they don't have a scout. The opposite is true for knights.

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