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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Advanced Classes Mod
Thread: Advanced Classes Mod This thread is 23 pages long: 1 2 3 4 5 ... 10 ... 19 20 21 22 23 · «PREV / NEXT»
Azure_Dragon
Azure_Dragon

Tavern Dweller
posted March 20, 2023 12:57 AM

Ok. Yhank you for your answers.
So far I managed to do so :
1. I solve the issue with the Death Stare and I deleted the  dlg_npc3.def folder but no change of icon happened. I also deleted the folder entry dlg_npc2.def but also this icon of poison did NOT change with the original Death stare icon.

2. I couldn't locate the option "Maximum Commander Skills". Where is that option ? How to activate "Maximum Commander Skills" and from where ?

3. Can you tell me how to post pictures ? I cannot find the button that allows a picture from the PC to be uploaded to the post ?


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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted March 20, 2023 07:35 AM
Edited by RerryR at 07:36, 20 Mar 2023.

Azure_Dragon said:
Ok. Yhank you for your answers.
So far I managed to do so :
1. I solve the issue with the Death Stare and I deleted the  dlg_npc3.def folder but no change of icon happened. I also deleted the folder entry dlg_npc2.def but also this icon of poison did NOT change with the original Death stare icon.

2. I couldn't locate the option "Maximum Commander Skills". Where is that option ? How to activate "Maximum Commander Skills" and from where ?

3. Can you tell me how to post pictures ? I cannot find the button that allows a picture from the PC to be uploaded to the post ?


1.)
looks like this file is still present in the advanced classes mod.pac file. Please also delete from there, I will do the same for the next release.

2.)
If you are using the lastest update with H3 Launcher this option is located in the third tab: Skills, Monsters and Hereos...

3.)
You need a picture hoster and upload your files there, then post the link here. I use https://abload.de/ for example.

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Azure_Dragon
Azure_Dragon

Tavern Dweller
posted March 20, 2023 03:44 PM
Edited by Azure_Dragon at 15:52, 20 Mar 2023.

Here are the pictures that I saved from the game with the bugs :








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Azure_Dragon
Azure_Dragon

Tavern Dweller
posted March 20, 2023 04:46 PM
Edited by Azure_Dragon at 20:30, 20 Mar 2023.

No such thing like the option "Maximum Commander Skills" appeares in the third tab. Look at what I have :





Is this screen supposed to show specificly text like "Maximum Commander Skills" or you meant ENHANCED COMMANDERS ? If you had in mind ENHANCED COMMANDERS, should I turn this option ON ? But if I turn it on, it would replace "Death Stare"...

If you hadn't in mind ENHANCED COMMANDERS, this means that the screen doesn't look like this and I DO NOT have the latest version of Heroes 3 Launcher.

But I update it regularly. So the launcher shows that my current version is 2.916 ( It is shown when I click on Game control, then on Update.)
Is my version the latest ? If not - what is the last version and where I can download it from ?

Edit : I tried to download the Era Launcher again, reinstall it v.2.58 from here (https://heroes3wog.net/era-3-launcher-edition-update-v2-58/) but it didn't work. It still shows me just the options that are on the picture posted above.I also tried to activate enhanced commanders again, but it changed Death Stare to Poison, then I turned it off as it was.

I opened the advanced classes mod.pak via the PAC Editor from the Era Launcher Tools menu,and deleted the file, also deleted it from the backup folder that was created by the computer. But still the POISON icon is shown in the commander screen and not the original Death Stare Icon.
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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted March 20, 2023 10:06 PM

Its strange.
Your WoG options are not up to date, despite latest assembly update 2.916
The only explanation I have is, that some old files remained in your installation. Please delete whole mod folder and patch again with "Update" button.

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Azure_Dragon
Azure_Dragon

Tavern Dweller
posted March 21, 2023 01:08 AM






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Azure_Dragon
Azure_Dragon

Tavern Dweller
posted March 21, 2023 01:17 AM
Edited by Azure_Dragon at 01:27, 21 Mar 2023.

Aaahhh, FINALLY !
I did exactly what you told me to do - deleted the MOD folder, reinstalled it+patching and then followed your instructions from yesterday to make changes to scripts.
Now the WOG OPTIONS are shown correctly, Death Stare works, Death Stare's original icon is in place (as shown on the pictures above), Maximum commander skills are OK. I added my other mods and now everything is running OK.

THANK YOU !!! THANK YOU !!!  THANK YOU !!!



I am so happy !

Now, if you have a little more patience with me :
The only 2 issues now are :
1. The icon of the sharpshooter's bow that stands on the screen over the top of the square with Kingdom overview. It happens only when the Bounty Hunter mode is ON. You sais that I must delete it from the mod itself and delete the section of code in the erm file. You said that Sal had made some decent comments on how to locate it.
Can you help me locate it or find Sal's thread with this explanation (could you send a link?) And if I am successful in removing it, would this act make the artifact unusable or create a bug if the file for the icon is missing ?

2. As you can see on one of the pictures above, the Death Stare icon is back, but discription is still for Poison. Can this be changed back to the Death Stare explanation message dialogue ?

3. We are going to wait for the Upgrade Silos mode and Bounty Hunter mod without such a visual bug.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 21, 2023 08:00 AM

I am not aware of such bugs. Usually they occur when multiple mods replacing similar assets are used, but here from what I understand is new Era version who breaks compatibility. Starting with Era 3.0 previously done mods are unplayable, that's it.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted March 21, 2023 09:02 PM

@Azure_Dragon
about this visual bug, I don't know... maybe as Sal said and smt used a similar resource. I suggest you wait for the updates of these mods.

The description from Poison is stored in the znpc00.txt which can be found in the .pac file. Edit it and place it back in. It might make sense to make a separate mod of these files, so they won't get replaced when you use the assembly update.

What is your take on the commanders and com classes? Some say to me commanders are way too strong and for others, they are not powerful enough. I guess a good middle way as compromise has to be taken.

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Azure_Dragon
Azure_Dragon

Tavern Dweller
posted March 26, 2023 01:46 PM

Sorry for the late response. Been busy for a while.  
Salamandre, I completely deleted ALL my files and directories of Heroes 3 Era and Reinstalled the game from scratch. To be sure that nothing causes problems. However, I am used to playing with some mods that I am not ready to abandon yet. I put the Mod directory of the newly installed game the following mods (some of them were made before Era 3):





Here is a look at the Era Mod Manager and the Additional game options that I use for you to see :





I also use maximum secondary skills (28) and made a change in the .ini.file and Maximum commander skills.
So far I hadn't experienced serious problems. The game crashes unexpectedly from time to time, and when it does, I use the report button to announce the issue. For the moment I am OK with this settings. Of course, if it starts to be very annoying, I'll remove the old mods. But I will definitely eagerly wait for the new revised and made compatible era 3 mods for Upgradeable silos and Bounty Hunter. Before deleting my whole H3 directory, I tested every single mod by removing and including the old mods shown in the pictures above ONE by ONE and it came out to be that the old Mithril Smelter mod causes the issues and because of it my setting were not properly updated !! The visual bug is caused by the Bounty Hunter mod.

I hope that you and your kindly friends will make changes to Mithril Smelter mode as well.

RerryR,for me the commanders are not too powerful without the Death Stare skill. I am not familiar with the SECRET COMMANDER SKILL-I haven't experienced it because I'd never advanced in the game so far. Commander classes are well balanced to me. It would be nice if you add a dialogue option to postpone the choosing of commander class such as it is for heroes classes. (At the moment, with all 28 secondary skills activated, I can develop every skill and the game gives me the option to choose between classes but I don't choose and delay the choice for 5 hero levels. I'll choose in the late stages of the game a hybrid class). The same may apply to the commander. It also be nice if there was an option that allows you if you play without hero classes, like I do, to use the original commanders' specifications and mastery that were disabled by the script that runs before everything else when ACM is being played.
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orc
orc


Famous Hero
posted March 31, 2023 01:12 PM

I think discord invitation link in OP is broken. My friends cannot join through the invite.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted March 31, 2023 02:26 PM

orc said:
I think discord invitation link in OP is broken. My friends cannot join through the invite.


here you go: https://discord.gg/GpmrcJrw
Invite to ERA modding discord

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Azure_Dragon
Azure_Dragon

Tavern Dweller
posted April 30, 2023 08:59 PM
Edited by Azure_Dragon at 21:09, 30 Apr 2023.

Hello again !
Since my last post I have noticed some graphical differences in the ACM and TUM variants of the game mods. I do not know whether it is made intentionally or needs to be fixed, but I'd like to share them :
1. When playing with different races in the classic WOG version of Heroes 3 (v.3.58) when trying to recruit a creature from the Castle town screen and when clicking on the buildin picture, a new dialogue window opens and you are given a choice between the upgraded and non-upgraded version of the creature and back then by default the upgraded version of the creature was chosen by the cursor. Now, using this mods, I noticed that for some creatures the default cursor is on the upgraded version, while for others it is on the non-upgraded version. And I need to click manually every time when I want to purchase the upgraded versio first on its picture,then on the button for maximum number of creatures to be bought, then - on the purchase buttom. This graphical thing happens BEFORE building the special building in every town for the third upgrade creatures to appear.Example : If I play with Inferno, when I ant to recruit familiars and I open the castle screen, the picture for imps is marked in red and I need to switch manually to the picture with the familiar, in order to buy it. Can this be fixed so that the cursor marks always by default the upgraded version of the creature ?
2. I use the option "Fourth upgrades in town "ENABLED !!! AFTER I build the special building in every town for the third upgrade creatures to appear, when trying to buy creatures, opening the screen, the third upgrade creature has a picture as a backgroung always of the Conflux town behind the creature graphics, instead of the background of respective town. For example : Behind the Lord of Thunder there is a green background with a picture of a Conflux town. Behind the Guardian of Zeus, there is a white (snow) background with a picture of a Tower town. It happend ONLY for level 7 creatures. Can these backgrounds for all third upgrade level creatures be changed so that THE RESPECTIVE TOWN picture where this creature is from to appear ?
3. I do not like the current graphics for these 2 creatures (but I love playing with them) - Lord of Thunder and Guardian of Zeus. Is it possible the old graphic of the Heroes 3 WOG for the creature LORD of Thunder (it looked like the Titan, but the armor was in a colour between red and pink) to be brought back and replace the current purple graphic of the creature Guardian of Zeus. And for the current creature Lord of Thunder a red armor to be used instead of this bronze  colour that is now ? If the creators do not intend to do so, or if it requires a lot of work, is it possible for me to replace some files manually and bring the old picture back so that to make at least the Guardian of Zeus to look like the old Lord of Thunder?
4. Is it also possible to make this to appear by default : when trying to buy creatures maxumum quantity you could afford at the given time to be available automatically for purchase instead of needing to hit the "buy all creatures button" in order to set this to maximum ?
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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted May 01, 2023 09:43 AM
Edited by RerryR at 09:46, 01 May 2023.

Hi Azure Dragon,

thanks for the input. To be honest I have not really an idea how to change any of what you suggested. It also has nothing to do with ACM.
You might want to check the HD-Mod settings in the HD Launcher under tweaks.
<UI.Ext.TownMgr> = 1 , 1
<UI.Ext.TownMgr.AvailableInsteadGrowth> = 1

this should set the creatures to recruit always to max instead of 1.

Edit: Point 3) is ofc possible for you. You must make yourself familiar with def files for creatures and where they are stored. You can replace them in TUM mod to have the old look for the Titans upgrade.

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tutututu12345
tutututu12345

Tavern Dweller
posted May 11, 2023 08:47 AM

RerryR said:


Advanced Classes Mod 1.08

A Mod by Perry R, AlfWithCake and anti-victor


We're happy to present you Advanced Classes Mod, a gameplay enhancing mod, that features revamped skill and spell systems, new artifacts and artifacts set, 2 dozens
of new and reworked specialities, 6 new subclasses with unique abilities and more. The idea of this mod was to create 2 new skill ranks — Master and Grandmaster, which are gained right after Expert rank,
as well as a completely new hero class — adventurer.

This mod offers:
- New Master and Grandmaster level for every secondary skill;
- New unique effects for every combat spell;
- One new main hero class — Adventurer, along with classic Warrior and Mage;
- 3 completely new hybrid subclasses (Battlemage, Hunter and Druid);
- New unique abilities for every class at Master and Grandmaster level;
- Reworked nearly all hero specializations, including creature, spell and skill specialists, new unique specialities, specialities for brand new Adventurer class;
- Reworked Primary and Secondary skill point chance at level up for each class;
- Completely reworked the magic system, now all spells scale with Spell Power and much more;
- Greatly improved usefulness of weaker skills;
- Reworked Commander abilities, they are now much more combat active;
- Most artifacts are improved and are part of a set with interesting bonuses;
- Added 3 new secret class sets;
- New settings for the increased difficulty of neutrals and computer players (AI);
- Good compatibility with WoG options;
- Documentation with all changes!

[url=http://heroescommunity.com/viewthread.php3?TID=45868&pagenumber=19]Link to 1.08 Update post[/url]
[url=http://heroescommunity.com/viewthread.php3?TID=45868&pagenumber=18]Link to 1.073 Update post[/url]
[url=http://heroescommunity.com/viewthread.php3?TID=45868&pagenumber=16]Link to 1.07 Update post[/url]
[url=http://heroescommunity.com/viewthread.php3?TID=45868&pagenumber=15]Link to 1.06 Update post[/url]
[url=http://heroescommunity.com/viewthread.php3?TID=45868&pagenumber=12]Link to 1.05 Update post[/url]
[url=http://heroescommunity.com/viewthread.php3?TID=45868&pagenumber=7]Link to 1.04 Update post[/url]
[url=http://heroescommunity.com/viewthread.php3?TID=45868&pagenumber=4]Link to 1.03 Update post[/url]
[url=http://heroescommunity.com/viewthread.php3?TID=45868&pagenumber=2]Link to 1.02 Update post[/url]

[url=https://discord.gg/SdPnxggp]Discord Server Support[/url]

Installation Tutorial:
This mod requires the latest ERA 3.9 version.
Download the assembly [url=http://wforum.heroes35.net/showthread.php?tid=5817]here at HC[/url] and the mod: [url=https://www.moddb.com/mods/advanced-classes-mod/downloads]ModDB Downloads[/url]
For HD Launcher settings I use the following settings:
(stretchable) 32-bit OpenGL by Verok
For resolution, I recommend 1180x664 or 1280x720
and any filter.

Activate the mod in the ERA Mod Manager.


All changes are very thoroughly described in .txt files in "Help and Readme files" folder. Here all changes are preserved to be as simple as possible.
All skills are divided between 3 groups: Adventurer skills, Mage skill and Warrior skills. Each skill gives class points which then will determine class
of the hero. Mastering skills earns you additional 2 class points in respective class. Neutral skills can get Master rank and GM rank from any master/GM class, but mastering them doesn't give any additional points.

Below all skill effects that are separated by "/" sign lists bonuses for all 5 ranks. For example, 4/6/10/12/15% means that basic rank will be 4%,
advanced 6%, expert 10%, master 12% and grandmaster 15%.

Adventurer skills.


First Aid

First Aid Tent heals up to 50/75/100/200/300 HP + 10*HeroLevel, able to revive dead creatures. Also, revives dead units of random stack after combat by up to (1-25+5*Lvl)x1/2/3/4/5 HP total.
Increases hp of all stacks by 2/4/6/8/10%.

Pathfinding

Decrease penalty when moving on rough terrain by 25/50/75/75/75% (negate all penalty at Expert rank and above).
At Master rank increase speed of stacks in battle by 1 during first round and get 100 movement point (1 tile) each day. At Grandmaster rank speed bonus lasts for the battle and movement bonus is increased to 200.

Scouting

Scouting allows your hero to see 1/2/3/4/5 squares further into the shroud.
Also gives your hero a chance to discover hidden treasures and other stuff. Chance is 1.8/2/2.3/2.7/3.2%, Pendant of Second Sight increases chance by 0.2%, scouting specialists and heroes with adventurer class set by 0.4% each.
Possible events:
1) Hero gains 10-20 mana
2) Gain 750-1750 + 0 to 250*lvl gold
3) Gain small amount of resource. 1-3 random resource, 50% more for wood/ore.
4) Gain considerable amount of resource. 4-6 random resource, 50% more for wood/ore.
5) Gain 1-2 mithril.
6) Get random monster event. Gain 1 week growth of a random monster, now better chance to match your lineup.
7) Gain 1 extra morale remporarily until next battle
8) Gain 1 extra luck remporarily until next battle
9) Gain 0-500 + 250 per level experience, doubles at levels 16, 21, 31, 41 each.
10) Gain 400 movement points (4 tiles)
11) Reveal area around you with a radius of 10 +3 per scouting rank (up to expert) tiles.
12) Fight event. Fight random units and get 1 random primary skill after battle. Don't be surprised if you're proposed to fight 50 archangels at day 1
Fighting monsters gives random primary skill.
2 new events:
13) Get random artifact. 66.7% chance for treasure and 33.3% for minor.
14) Get random 1-4 not banned spell.

Logistics

Increases movement points over land by 15/20/25/30/35%.
At Master/Grandmaster rank increase speed of stacks in battle by 1 during first round.

Diplomacy

After each battle you have 15/20/25/35/50% chance to attract new creatures to one of your stacks, for a cost. That stack is chosen randomly and for a cost of creatures. You attract 2-8% of this stack, but at least 1 creature.
Chance to attract, gold cost discount and max amount of creature can be further improved by diplomacy artifacts and specialty.

Eagle Eye

Chance to learn spells in combat is 50/65/75/85/100%.
Learning spells gives +1SP.
Your hero gets additional information about adventure objects.
Deals damage prior to combat with (1-50+SP*4)x1/2/3/4/5. Basically an Artillery skill for Mages with SP scaling.
Allows to visit some objects from afar.

Learning

Increases experince gain by 20/30/40/60/75%.
When visiting certain map objects you have a 25/28/33/35/40% chance to get additional attribute.

Estates

Gain gold daily in amount of 250/500/750/1000/2000 gold.
Get bonus random resources each won fight. 15% chance to get 1/1-2/1-3/2-4/3-5 random resource and 1 extra each 10 levels, 15% chance to get 0-300/0-400/250-500/500-750/750-1000 gold and 250 per 10 levels, 10% chance to get 1-2 mythril.
Advanced Estates increases resources in picked up resource piles. Wood and ore are increased by 1 per 6 levels, crystal, mercury, gems, sulfur and mythril by 1 per 8 levels, gold by 100 per 6 levels, but at least 1 (100 for gold) bonus resource, Expert rank and above increases resources further by 1 more.

Navigation
See 'ya in the graveyard!

Nobility (replaces Navigation)

New skill, borrowed from Heroes 4. Once a week when you visit a town you increase current creatures amount by 20/30/40/80/100% of total growth considering you've built castle. Also, increases value of picked up treasure chests by 500/500/1000/1000/1000.


Mage skills.


Spell system has been reworked. All buff/debuff spells and summon spells use Magic Strength (MS) to increase their effect. MS is equal to Spell Power, but can be increased by skills, some specialities and artifacts.

Sorcery

Increases damage of offensive spells by 10/20/30/40/50%.
Gives bonus 2/4/6/8/10% critical strike chance, 5/10/15/20/25% critical damage and increases MS by 3/5/8/12/16.
Increases spell points required by all spells by 1/2/3/4/5.

Intelligence

Increases max spell points by 25/50/100/125/150%.
Bonus 1/2/3/4/5% critical strike chance, 6/8/10/15/20% critical damage and increases MS by 1/2/3/5/8.

Wisdom

Gives bonus 5/10% critical strike chance, 10/20% critical damage on Master and Grandmaster ranks accordingly and increases MS by 1/2/3/5/8.

Mysticism

Restores 4/7/10/15/25 spell points daily.
Gives bonus 3/4/5/7/10% critical strike chance, 6/8/10/15/20% critical damage and increases MS by 2/3/4/6/10.

Scholar

When you meet other heroes, now you also replenish mana points by 3/4/5/7/10 for both of you, once per day.
At Grandmaster level also teaches Level 5 spells.
Increases critical strike chance by 6/8/10/15/20%, critical damage by 5/10/15/20/25% and increases MS by 3/4/5/7/10.

Schools of Magic

Increases MS by 2/3/4/6/9.
Master/Grandmaster ranks provides 10/25% damage bonus to offensive spells of corresponding elements.
Unlocks special bonuses for all spells of corresponding elemental school (for more information see Spells section).

Warrior skills.


Offense

Increases hand-by-hand damage by 10/20/30/35/40%.

Armorer

Decreases physical damage received by 5/10/15/20/25%.

Archery

Increases ranged damage by 10/25/50/65/75%.

Warfare (Tactics)

Now gives 1/1/2/3/4 attack and defense bonus and 1 speed. On Master rank gives 2 bonus speed total and on Grandmaster 1 bonus damage to all troops.

Leadership
Now gives 1/2/3/4/5 Morale.
Gives 10/25% extra damage of stack that had moral.

Luck
Now gives 1/2/3/4/5 Luck.
Luck increases the damage of Luck strikes by +10/15/20/25/30% damage

Ballistics

Now increases HP of War Machines by 50/75/100/150/200%, gives 2/3/4/4/4 attack during sieges and 1 (2 on GM) maximum damage bonus to ranged creatures in hero's army.

Artillery

Ballista shoots 1/2/2/3/4 times with a 50/75/100/100/100% chance to inflict double damage each. Also, shoots once at the enemies before combat with (1-50 + 2*Lvl + 3*Attack)x1/2/3/4/5.
Increases ballista's HP by 50/100/150/250/500 flat (after Ballistics HP increase).

Resistance

10/15/20/23/25% magic resistance (dwarf type).
Decreases all (normal or critical) spell damage of enemy hero by 10/15/20/25/30% (golem type).


Neutral skills.

Necromancy

Ressurects 5/10/15/15/15% of defeated creatures as skeletons.
On Master rank ressurected undeads are zombies, and on Grandmaster rank — wights.



Class bonuses and descriptions. You gain master class at 36 class points, grandmaster at 58 class points. You cannot If you get masters at 2 classes simultanneously you will become hybrid class. You can't get master at 3 classes or grandmaster one class and master another class.


Warrior. Fight, destroy, conquer. Power is everything and strength is a must to achieve the state of power. And strength is not in numbers, but in fighting skill and willpower. You will have impossibly strong army, maiming enemies with a single blow while shaking off any hit taken like a scratch.
Master bonus:
- Master Training
- Critical Strike I
Grandmaster:
- 50% damage reduction for all Retaliations,
- Critical Strike II
- Elite Soldiers
- Commander



Mage. Weaken you enemies, bless your allies, blast to pieces anyone you want, everything is possible for a mage. Shock those who think they're brave, block those who think they're fast, curse those who think they're strong, explode those who're fool enough to flock. Alter the battlefield; with immense flexibility of magic you can be creative and it will pay off, or you can be straightforward and implode vitals of everything that moves.
Master:
- 1 extra cast
- Elemental Resistance
Grandmaster:
- Multicast
- Elemental Resistance
- Channeling
- Arcane Prophet (you may get one random damaging ability to deal bonus damage. You will get notified which is amplified.)


Adventurer. What does strength mean when there're no people to fight for you? What does magic mean if you can't afford even a simple spell? Does it matter how strong you're if you get stuck in the swamp? For adventurers, simple rules do not apply. Locate resources where other will not, gather soldiers when others are not wise enought to do so, change your rules as you go, bind adventure map to your cause. Smother enemies with your numerous army before they have a chance to call to arms.
Master:
- Lord ability
- Plunder Ability (like in H5, removes movement cost of picking up resources, artifacts, capturing mines, attacking CB)
Grandmaster:
- Landlord ability
- Coordinated Attack
- Plunder II
- +3% creature growth per Week
We will note here, that adventurer class heroes have their own skill system, meaning that they have secondary skill chances, primary skill gains and starting secondary/primary skills unique to their class and faction. They can't be distinguished by class name, but can easily be distinguished by their speciality — their speciality is always associated with adventurer skill. Kyrre, classic logistics specialist, is now an adventurer. Fiona, that used to have cerberi speciality, now is a Scouting specialist and also an adventurer.


Battlemage. Those who can't ignore neither might nor magic will eventually learn how to use them both succefully. Decades of fighting made you realize how valuable it is to overwhelm your opponents and ways of doing so. Your magic will surprise, your warcry will make enemies falter.
- Warcry (reduce hp of enemies by 5-10%)
- Pre-Cast (casts 1 random damage ability when the fight starts)
- 1 extra cast
- Master Training


Hunter. Hunt down animals, hunt down enemies, everything is your prey. Long and numerous hunting sessions turned you into a quick and agile killer, merciless. You surrounded your prey, you negated any unusual moves, first strike is all that matters, wounded prey can't retaliate. And your results are surprising.
- First Shot Ability (your archers will act before everyone in first turn)
- Magic Block (prevents enemy spell casting at first turn)
- Plunder Ability
- 10% max Damage


Druid. You've used your wits, you've worked for brighter future, but you can't save them all. No amount of diplomacy can solve that, you were not quite stupid to believe that. Yet you always have searched for a way to protect everything what is precious to you. You were searching for years and found nothing; the answer always lied before you: Nature. It opened it's secrets to you, it taught you how to be as everlasting as it is, as durable, and it taught you magic. March with your immortal army to your dream: eternal peace.
- Natural Healer (resurrect 2 damage stacks after battles, First Aid skill is not required, but will increase the healing at Master and GM ranks)
- Hardened Skin (damage block equal to 5*HeroLevel)
- 1 extra cast
- Concentration


Specialists rework details.
Skill specialists.
First of all, now all classic skill specialists increase skill effect by 3% instead of 5% So at level 20 instead of doubling skill effect, it will be increased by 60%. All effects here are rounded up.

Nobility.
Heroes with speciality: Sylvia, Voy.
Increase creature bonus further by 3% per level. This increase is multiplication of current bonus, so at level 10 and expert Nobility this creature growth will be increased by 40%*1.3 = 52% instead of 40%.

Wisdom.
Heroes with speciality: Coronius.
Increases spell critical strike chance by 1% per level. Hero starts with Expert Wisdom in addition to one other basic secondary skill.

Diplomacy.
Heroes with speciality: Melodia, Daremyth, Sephinroth.
Diplomacy specialists increase attraction chance by 1% each 4 levels, max amount by 1% per 10 levels and gives 1% per 2 levels cost decrease.

Scholar.
Heroes with speciality: Thane.
Hero regenerate 1 extra per 5 levels spell points when meeting other heroes and gets 10% bonus to spell critical chance and damage. Hero starts with Advanced Scholar in addition to one other basic secondary skill.

Mysticism.
Heroes with speciality: Halon, Axsis, Jaegar, Rosic.
Hero regenerates 1 extra spell point per 2 hero levels. Along with Intelligence specialist, can increase strength of spell in combat, adding 20 MS for status spells and increasing damage by 25% for damage spells.

Intelligence.
Heroes with speciality: Elleshar, Ayden, Andra.
Still increases skill bonus, by 3% as all other skill specialists now. Along with Mysticism specialist, can increase the strength of spell in combat, adding 20 MS for status spells and increasing damage by 25% for damage spells.

Scouting.
Heroes with speciality: Fiona, Gundula.
Increases radus by an additional 1 per 10 levels, chance to encounter events is increased by ~0.4%. Events have increased effect:
1) Mana event gives 5 extra mana;
2) Gold gain event is increased by 1000;
3+4) Resource events gives 2 extra resources (3 for wood/ore);
5) Mythril event gain is increased by 1;
6) Get random monster event is changed. Fiona gains cerberi of hell hounds, Gundula random Citadel creatures;
7+8) No changes for morale/luck events;
9) Experience event gives extra 0-1000 exp;
10) No changes for movement event, sadly;
11) Area reveal event has extra 3 tiles radius;
12) Fight event is not changed
13) Artifact event is not changed
14) Spell event is not changed

Learning.
Heroes with speciality: Vidomina, Tiva, Gelare.
Hero gains second chance to increase primary skill point on level up, it's possible to get 2 bonus primary skill points if both chances are succesful. Second chance is halv to first. Also, 3% bonus to Learning experience increase per level.

Warfare (Tactics).
Heroes with speciality: Gerwulf, Lacus.
Gain 1 bonus attack and defence for creatures every 7 levels. At level 10 gain +1 bonus flat damage, at level 20 +1 speed.

Pathfinding.
Heroes with speciality: Merist, Calid.
Further decreases movement points cost on any rough terrain per hero level. Reminder, with no penalties/bonuses 1 tile equals 100 movement points, 141 for diagonal movement.

Estates.
Heroes with speciality: Clavius.
3% bonus and random resources per day.

Artillery.
Heroes with speciality: Christian, Torosar, Pyre, Arlach, Gurnisson.
Ballista gains bonus to defence, attack and damage per hero levels and shoots 1 extra time, additional 1 per 20 levels.

First Aid.
Heroes with speciality: Rion, Gem, Verdish.
First Aid tent is increased by 10% + lvl%, increases hp of all creatures by +1% per 15 levels in addition to standard First Aid bonus. At level 10 heals an additional time after combat (description doesn't say it). Heal after combat multiplier is also increased by 1.

Schools of Magic.
Heroes with speciality: Sanya (Water), Malcom (Water), Serena (Air), Nimbus (Air), Oris (Fire).
These heroes deal 15% additional damage with damage spells of corresponding school of magic and get 14%+lvl% chance to get bonus water spell cast up to 1 time (2 times from level 25, 3 from 40, 4 from 60, 5 from 80)

Sorcery.
Heroes with speciality: Zydar, Sandro, Gird, Styg, Malekith.
In addition to nasty damage bonus from speciality (3% per level, even though tooltip says 5%), get 14%+lvl% chance to get bonus damage spell cast up to 1 time (2 times from level 25, 3 from 40, 4 from 60, 5 from 80)

Creature specialists
Reworked. Increases attack and defence by 1+1 per 7 levels, health by 9% + +1% per hero level, damage by 1 per 10 levels, levels for damage calculation are increased by 3 for each specialised creature level over 1.
These heroes speciality was changed to creature:
Rissa specialises in Gremlins;
Aenain specialises in Air/Storm Elementals.

Spell Specialists
In addition to normal specialist bonus, damage spell specialists get bonus spell casts for their special spell. Number of times depends on level and on spell itself:
Magic arrow: each 6 (Ciele)
Ice Bolt: 8 (Alagar)
Lightning: 10 (Saurug)
Fire Wall: 10 (Luna)
Ice Ring: 10 (Adelaide)
Fireball: 10 (Inteus)
Death Ripple: 15 (Septienne)
Meteor Shower: 12 (Aislinn, Deemer)
Inferno: 13 (Xyron)
Chain Lightning: 20 (Solmyr)

Status spell specialists (like Stone Skin, Prayer, Bless) get increased effect depending on level and spellpower. Effect is increased by 1 each x SP+Lvl:
15 for Stone Skin, Bloodlust, Precision, Weakness, Bless.
20 for Haste and Prayer.

Resurrection, Animate Dead and Cure specialists also have increased effect for these spell. Resurrection and Animate Dead restore additional 20*(SP+Lvl) HP, while Cure specialists double Cure Master rank Bonus, effectively healing additional (30 + SP*5) HP and it's possible to heal bonus 240+40*SP HP per cast!
Thunar is a brand new spell specialist. His special is Summon Earth Elementals spell, he can cast it without Wisdom and if he casts it in fight, after the battle 1-3 earth elementals +1 per 7 SP will join his army.

New specialties:
Another addition to specialties is Xarfax, who specialises in spell critical damage, increasing crit damage by 1% per level, and Ignissa, who increases Firebird growth in town by 1.
Last, but not least, is new speciality that features commanders. Torosar, Vey and Pasis have more powerful commander, increasing all commanders HP by 9% +lvl%, damage by 2*lvl% and speed by 1 +1 per 10 levels. They also get 33% to strike an additional time. Be ready for some tough commander in mid game!


Spell system.


Almost all spells, that didn't scale whatsoever, like buff and debuff spells, now scale with the new parameter called Magic Strength (MS). MS equals to Spellpower, but is also increased by all mage secondary skills and some specialties or artifacts. Moreover, all combat spells now gained a bonus effect that's unlocked by gaining Master rank at corresponding school of magic and most spells are further amplified by Grandmaster rank. To compensate for high values spells got mana costs got increased and starting effect got decreased.
Scalings. Every value here and in spells is rounded down.
Percentage: extra 3% per 10 MS.
Fire Shield: 2% per 10 MS.
Attack/Defence: 1 per 10 MS.
Damage: 1 per 33 MS.
Morale/Luck/Retals: 1 per 33 MS.
Haste/Prayer: 1 per 25 MS.
Summons: 1 per 20 MS.


Combat spells.




School of Water Magic.

Level 1

Cure

Heals target by 10/10/20/30 + 5*SP hit points and removes negative effects.
Heals an additional 30/130 + 5*SP HP, effectively doubling healing.
At Master/GM can reincarnate allies. Doesn't affect dead allies.
Cost: 8/6/6/12.

Mirth

Increases morale of an allied creature by 1/1/2/2.
After an allied stack gets good morale, next attack will deal additional SP/2 %, damage. GM rank gives additional 15% dmg to good morale damage.
Scales as Morale/Luck/Retals.
Cost: 10/8/8/10.

Protection from Water

Decreases damage done by water spells by 20/20/30/35%.
Has a SP/2 +10% chance (+20% with GM) to shake off negative water effects at the end of every battleround.
Scales as Percentage.
Cost: 8/6/6/12.

Level 2

Ice Bolt

Does 0/10/20/40 + 20*SP damage.
Ice spells leave affected enemies frostbitten, decreasing speed by -1/-2 until the end of the battle.
Cost: 12/9/9/9.

Bless

Changes minimum damage to maximum damage. Advanced rank also increases maximum damage by 1.
The next attack deals bonus damage based on your current spell points.
Scales as Damage.
Cost: 8/6/6/10.

Dispel

Removes spell effects from units on battlefield. Works only on allied units on None/Basic rank, enemies from Advanced, magic-based terrain from Expert.
Allied units keep positive effects for one turn.
Cost: 8/6/6/12.

Weakness

Reduces the attack rating of affected units by 2/2/4/3.
Decreases damage dealt of affected enemies by 4% per battle round, maximum of 10 instances or 40% total damage reduction.
Scales as Attack/Defence.
Cost: 8/6/6/10.

Level 3

Frost Ring

Does 0/15/30/60 + 15*SP damage.
Ice spells leave affected enemies frostbitten, decreasing speed by -1/-2 until the end of the battle.
Cost: 12/9/9/9.

Forgetfulness

50/50/100/100% of the targetted stack will forget to shoot.
Enemies are so confused that they forget who is friend or enemy. Targets have 15/20% + SP/2% chance to berserk.
Cost: 12/10/10/20.

Teleport

Target allied troop instantly moves to an unoccupied target hex, except over walls or moats. Advanced effect allows teleport over moats, Expert anywhere and allows teleporting enemies.
Surround teleported stack with mines. These mines do 130 invariable damage (sorry!), that also get Master/GM Landmine effects.
Cost: 14/13/12/12.

Summon Water Elemental

Creates 1/1/2/3*SP water elementals. Once cast, no other elemental types may be summoned.
Summoned elementals grow by 0/10+SP% of current amount each battleround for 3 turns or until killed.
Scales as Summons.
Cost: 15/16/18/20.

Level 4

Clone

Creates a duplicate of target, allied troop level 1-4/1-5/1-6/1-7. The duplicate can attack but is dispelled if it receives any damage.
All your clones will increase in quantity by 25/35%.
Cost: 20/15/15/15.

Level 5

Prayer

Target an allied troop to increase it's attack, defence, and speed ratings by 2/3/4/3.
Gives extra against undead troops, increasing damage by 0/5% +(2*SP/5)%. Maxes out at 25% extra damage.
Scales as Haste/Prayer.
Cost: 15/12/12/24.


School of Air Magic.

Level 1

Precision

Targetted allied ranged troop has its attack rating increased by 2/2/4/4 when executing ranged attacks.
The next attack deals 25% damage as AOE to surrounding units.
Scales as Attack/Defence.
Cost: 8/6/6/10.

Fortune

Increases luck of an ally target by 1/1/2/2.
Allows to steal stats from attacked enemies. The chance is 20/30%+ SP/2%. Steal either 5 attack, 5 defence, 2 speed or 4 damage.
Scales as Morale/Luck/Retals.
Cost: 9/6/6/9.

Protection from Air

Decreases damage done by air spells by 20/20/30/35%.
Has a SP/2 +10% chance (+20% with GM) to shake off negative air effects at the end of every battleround.
Scales as Percentage.
Cost: 8/6/6/12.

Level 2

Magic Mirror

Enemy spell casts on targeted, allied troop has a 10/20/30/40% chance of being redirected to a random enemy troop.
Also redirects mass spell casts.
Scales as Percentage.
Cost: 10/10/10/10.

Air Shield

Shields an allied stack, reducing the amount of damage received from ranged attacks by 15/15/20/25%.
Gives 5/8+(SP/10)% chance to completely dodge an attack.
Scales as Percentage.
Cost: 9/7/7/14.

Counterstrike

Increases number of retaliations by 1/1/2/2 each battle round for target ally stack.
Increases retaliation damage based on your MS.
Scales as Morale/Luck/Retals.
Cost: 12/11/10/16.

Destroy Undead

All undead creatures receive 0/10/20/40 +10*SP damage.
Casts gives all living creatures +1 morale for the current battle round.
Cost: 20/18/18/18.

Level 3

Lightning bolt

Does 0/15/30/60 + 30*SP damage.
Lightnings inflict a state of shock, increasing critical magic chance by 10% and critical magic damage by 20%.
Cost: 15/12/12/12.

Summon Air Elemental

Creates 1/1/2/3*SP air elementals. Once cast, no other elemental types may be summoned.
Summoned elementals grow by 0/10+SP% of current amount each battleround for 3 turns or until killed.
Scales as Summons.
Cost: 15/16/18/20.

Haste

Increases stack's speed by 2/2/3/3.
Increases speed of all affected units by +1 during the first turn after being casted.
Cost: 9/7/7/14.

Level 4

Chain Lightning

Creates lightning bolt that strikes target enemy troop for 0/25/50/100 + 45*SP damage and chains to up to 4/4/5/5 troops.
Lightnings inflict a state of shock, increasing critical magic chance by 10% and critical magic damage by 20%.
Cost: 25/20/20/20.

Disrupting Ray

Decrease defence of the target enemy by 3/5/6/7 until the end of the battle. Stacks and dispells Stone Skin.
Increases flat damage against targets by 1/2.
Scales as Attack/Defence.
Cost: 12/10/10/10.

Level 5

Hypnotize

Target an enemy stack, if it's total HP is less than 150/500/1000/1500 + 150*SP. This stack is under your control now.
Makes hypnotized targets attacks blind for 2 turns with a 20/40+SP% chance.
Cost: 25/30/35/40.

TITAN'S Lightning Bolt!

Lightnings inflict a state of shock, increasing critical magic chance by 10% and critical magic damage by 20%.


School of Earth Magic.

Level 1

Quicksand

Randomly places 4/4/6/8 small patches of quicksand on the battlefield. Walking into quicksand ends a stack's movement for the turn and makes it visible to all. Doesn't work on flying troops.
Also places one additional patch of quicksand in front of all your shooting troops.
Cost: 10/8/8/8.

Stone Skin

Increases allied stack defence rating by 2/2/4/4.
Doubles defence gained for the round casted and extra 1 undispellable defence each 2 hits taken. Dispel Stone Skin before it gets too late!
Scales as Attack/Defence.
Cost: 8/6/6/10.

Sorrow

Reduces the morale of an enemy by 1/1/2/2.
Your enemies deal less damage if they attack bigger creatures. 5% less damage for every level difference.
Scales as Morale/Luck/Retals.
Cost: 11/8/8/11.

Protection from Earth

Decreases damage done by earth spells by 20/20/30/35%.
Has a SP/2 +10% chance (+20% with GM) to shake off negative earth effects at the end of every battleround.
Scales as Percentage.
Cost: 8/6/6/12.

Level 2

Force Field

Places a 2/2/3/3-hex wide Force Field on the battlefield at a point specified by the caster.
Creatures standing next to the Force Field drain magic energy from it, massively increasing their combat power. Increases hp by 50% and damage by CreatureLevel+2.
Cost: 12/10/10/10.

Shield

Decreases hand-to-hand damage taken by an ally by 10/10/20/20%.
Also shield allies for 10/15 *(SP+10) HP, preventing any damage.
Scales as Percentage.
Cost: 9/7/7/14.

Earthquake

Randomly damages 2/2/3/4 sections of castle wall in combat.
Extra 15+(3*SP)/10% chance (max 30%) that enemy creatures will not act in the current battle round and 50% chance for shooters loose 3 shots.
Cost: 16/14/12/10.

Level 3

Death Ripple

All creatures, except undead troops, take 0/10/20/40 +SP*12 damage.
Casts decreases morale of all living creatures by 1 for the current battle round.
Cost: 20/18/18/18.

Slow

Decreases speed of enemy by 30/30/30/20%.
Affected enemies lose {-1} extra speed for the current battle round.
Scales as Percentage.
Cost: 9/7/7/14.

Anti-magic

Protects the selected stack from level 1-2/1-3/1-4/1-5 spells. Additionally, it removes negative spell effects (e.g. Weakness).
Once active it grants additional Magic Resistance to all your units (+10%)
Cost: 20/15/15/15.

Level 4

Meteor Shower

Does  0/25/50/100 + 25*SP damage.
Earth spells crush enemies, decreasing armor of affected units by -3/-5.

Resurrection

Target, allied troop with dead creatures has 0/40/80/160 + SP*50 health worth of creatures restored to life for the duration of the current battle. Advanced rank and above resurrects creatures permanently.
Additional random buff for resurrected stack for 2 turns.
Cost: 25/20/20/20.

Animate Dead

Reanimates 0/20/40/80 + SP*45 hit points worth of killed undead creatures in target, allied troop.
Once per combat Animated stacks can leech SP% hit points of their dealt damage, +5/15% bonus if they kill the complete stack.
Cost: 20/16/16/16.

Level 5

Implosion

Does 80*SP damage.
Earth spells crush enemies, decreasing armor of affected units by -3/-5.
Cost: 35/30/30/30.

Summon Earth Elemental

Creates 1/1/2/3*SP earth elementals. Once cast, no other elemental types may be summoned.
Summoned elementals grow by 0/10+SP% of current amount each battleround for 3 turns or until killed.
Scales as Summons.
Cost: 15/16/18/20.


School of Fire Magic.

Level 1

Land Mine

Does 25/25/50/100 + 10*SP damage, spawning 4/4/6/8 mines per cast.
Mines are crippling. Stepping on mine will decrease troop's speed by 1-2/1-3/2-5 for monster levels 1-3/4/>5 accordingly.
Mines have 12.5% chance to be big ones, dealing 1000 + (10 + SP/2)%TotalHP unresistable damage. Each Land Mine and Master/GM Teleport cast increases amount of big ones by 1.
Cost: 12/10/10/10.

Bloodlust

Increases hand-to-hand attack rating inflicted an allied stack by 2/2/4/3 points.
Doubles extra attack rating for your affected troops for the current battle round and increased attack rating by 3 for every enemy stack slain.
Scales as Attack/Defence.
Cost: 8/6/6/10

Remove Obstacle

Removes one, non-magic obstacle from the battlefield. Advanced rank affects Fire Walls, Expert any magic-based obstacle. Integrated obstacles, such as cliffs, are not affected.
After casting there's a 30+SP% chance to be able to cast again.
Cost: 8/7/6/3.

Misfortune

Decreases luck of the targetted stack by 1/1/2/2.
Enemies also have 25% chance that your enemies deal 20/25% +SP/2% less damage with attacks, with a maximum of 50/60% reduction.
Scales as Morale/Luck/Retals.
Cost: 8/6/6/8.

Protection from Fire

Decreases damage done by fire spells by 20/20/30/35%.
Has a SP/2 +10% chance (+20% with GM) to shake off negative fire effects at the end of every battleround.
Scales as Percentage.
Cost: 8/6/6/12.

Level 2

Fire Wall

Places wildfire on the battlefield at a point specified by the caster. Any stacks passing through the wall take 10/10/20/50 + 10*SP damage.
Creatures walking multiples times through your Fire Wall will take double or even quadruple damage.
Cost: 14/12/11/10.

Curse

Changes maximum damage to minimum damage. Advanced rank also decreases minimum damage by 1.
Affected enemies deal 5% less damage for every active debuff on their stacks.
Cost: 8/6/6/10.

Frenzy

Selected allied troop intentionally lowers its defence to 0 to increase the ferocity of its attack. Attack rating is increased by 50/100/150/200% of the sacrificed defence.
Gives a chance to dodge counterattacks.
Cost: 12/12/12/12.

Level 3

Fireball

Does 0/15/30/60 + 15*SP damage.
Fire spells burn with everlasting hellfire, not loosening hold on enemies easily. Burning creatures take extra 26.7/40% of original damage at the end of a round.
Cost: 13/10/10/10.

Blind

Target, enemy troop is frozen until attacked, dispelled or effect wears off. Deactivating attack is retaliated at 75/50/25/0% of base attack rating.
Blind withstands one heal or dispel attempt, decreasing duration to 1 turn left instead of being removed.
Cost: 20/16/16/16.

Slayer

Target, allied troop's attack rating is increased by 7/8/9/10 against behemoths, dragons, and hydras. Advanced rank also increases attack rating against devils and angels, Expert against titans.
20/30 +SP/2% of Crushing Blow, which reduces Attack (-5), Defence (-5) or Speed (-3) of any level 7 creature. Mupltiple stats may be selected.
Scales as Attack/Defence.
Cost: 12/10/10/10.

Level 4

Summon Fire Elemental

Creates 1/1/2/3*SP fire elementals. Once cast, no other elemental types may be summoned.
Summoned elementals grow by 0/10+SP% of current amount each battleround for 3 turns or until killed.
Scales as Summons.
Cost: 15/16/18/20.

Fire Shield

15/15/20/20% of hand-to-hand damage inflicted on target, allied troop is counter-inflicted on attackers of the troop.
Troops attacking Fire Shield enhanced stacks with close combat have 10/20% + SP/2% chance to summon SP fire elementals. Caps at 50/65%.
Scales as Fire Shield (Finally!).
Cost: 14/12/12/10.

Inferno

Does 0/20/40/80 + 20*SP damage.
Fire spells burn with everlasting hellfire, not loosening hold on enemies easily. Burning creatures take extra 26.7/40% of original damage at the end of a round.
Cost: 20/18/18/18.

Sacrifice

Target, living troop is sacrificed (destroyed). Then another ex-living target dead troop has (SP + destroyed troop's base health + 3/3/6/10) * (N of creatures sacrificed) in health total of creatures returned to life.
Once per combat, sacrificed stack gets revived as martyr, that has one third of original total HP (before battle) and max damage as high as original amount of creatures in stack by max damage.
Cost: 30/25/25/25.

Level 5

Berserk

Target attacks nearest troop. All stacks in 0/0/1/2 hex radius around the target hex are affected.
Applies 50% Expert Slow for 3 turns after affected stacks attack.
Cost: 30/30/35/40.

Armageddon

Does 50*SP damage.
Applies expert Protection from Fire to your troops before Armageddon cast, that will reduce damage by 35%. Applied spell will last for 1 turn.
Rains magma instead of fire, thus is not affected by M/GM bonus to fire spells.
Cost: 40/35/35/35.




Adventure Spells. Sadly, no new effects, but mana costs, levels and element alignment are changed for some spells.

Something you have waited for:

Magic Arrow

Level 1, aligns with every school of magic.
Does 30/33/37/40 + 10*SP.
Any Master or Grandmaster rank in schools of magic will give Magic Arrow the Bloodbound ability. Increases damage by 5% per killed stack, up to 10% per combat.
Cost: 8/7/7/6.
Try Ciele with adventure cave's mass Magic Arrow, suddenly it will feel like an Armageddon blade that hurts more than Implosion while having 7.



Liso from [url=http://heroes3wog.net/advanced-classes-mod-beta-preview/]Heroes 3 WoG[/url] was so kind to create a preview, you can check it out for some nice screens.

Thanks to all people how have contributed knowingly or unknowingly to this mod and special thanks to AlfWithCake and anti-victor with which I have been chatting and emailing the last half year nearly every day on discord, scripting/testing and repeat . Thanks to Daemon for help and contributing, thanks to Berserker the restless creator of ERA mod. Thanks for Sandris for providing amazing graphics.

Download Link:
[url=https://www.moddb.com/mods/advanced-classes-mod/downloads]Download on ModDB[/url]
If you like the mod you can leave a review on ModDB!
Current Version 1.08 (for full changelog see post [url=http://heroescommunity.com/viewthread.php3?TID=45868&pagenumber=18]here.[/url])

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I have confused these text, someone can please explain more!!!

Almost all spells, that didn't scale whatsoever, like buff and debuff spells, now scale with the new parameter called Magic Strength (MS). MS equals to Spellpower, but is also increased by all mage secondary skills and some specialties or artifacts. Moreover, all combat spells now gained a bonus effect that's unlocked by gaining Master rank at corresponding school of magic and most spells are further amplified by Grandmaster rank. To compensate for high values spells got mana costs got increased and starting effect got decreased.
Scalings. Every value here and in spells is rounded down.
Percentage: extra 3% per 10 MS.
Fire Shield: 2% per 10 MS.
Attack/Defence: 1 per 10 MS.
Damage: 1 per 33 MS.
Morale/Luck/Retals: 1 per 33 MS.
Haste/Prayer: 1 per 25 MS.
Summons: 1 per 20 MS.



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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted May 11, 2023 09:14 PM

Hi tutututu12345,

I will quote from the readme file found in the Help folder of the Advanced Classes mod. I hope this solves your confusion.

PS: Please Edit your post and remove the complete opening page. It's unnecessary. Thanks ;-)

Quote:
Changes to the Magic System


Have you ever felt that it made no sense that a level 5 hero can cast Stoneskin with the same effect than a mighty level 50 wizard?
This Mod gives nearly all spells a scaling with spell power which hadn't one before! The effect of the spell is now based on your heroes total "Magic Strength" [MS]
MS is a combination of the hero spell power and his magic-based secondary skills!
Check your current value of Magic Strength by right-clicking the Experience icon in your hero screen. The value will be indicated in the top left corner.
If you now pick Sorcery as a secondary skill it will give you +10 MS at expert level. +10 to MS will most likely result in one extra level for most of your spells. So no more buffing damage spells only.
A lot of other magic skills as wisdom, scholar or the magic schools will give you a certain amount to you MS. This system prevents strong might heroes, which happen to have high spell power,
from gaining the same strong spells as a pure magic hero will get!

To keep balance all spells start at a lower level. At around 20 to 30 MS factor you will get the same values as original H3 spells. But after that value, your spells will become stronger the more spell power you have.
Most spells cost more spell points than before, this makes it more important for casting heroes to take care of their spell points.

How to calculate Magic Strength value:
MS=(Spell_Power+SecSkills_Bonus)*Map_Modifier*Spell_Trainer

Map coefficient
[+20% Bonus on S size map]
[+10% Bonus on M size map]
[0 penalty on L size map]
[-15% penalty on XL size map]
[-20% penalty on XXL size map]

If Spell Trainer Mod is active you get -25% Magic Strength value

Scalings. Every value here and in spells is rounded down.
Percentage: 15->3, 25->8, 50->15, 50->17, 85->20, 100->25, extra 3 per 10 MS after. (Shield27, Air Shield28, 4 Protections from Element30-33, Magic Mirror36, Slow54.)
Slow: 2% per 5MS
Attack/Defence: 25->1, 30->2, 35->3, 45->4, 55->5, 70->6, 90->7, 105->8, extra 1 per 10 MS after.
Bless Curse Damage: 25->1, 60->2, 100->3, 150->4 MS.
Morale/Luck/Retals: 40->1, 70->2, then 3 after 110 MS.
Haste/Prayer: 35->1, 45->2, 75->3, then 4 after 110 MS.
Summons: +20HP per Magic Strength.
Fire Shield: 10%-melee-damage +10*SP+(Level of Fire Magic) damage is returned




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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted December 17, 2023 12:38 PM



ACM Version 1.09
Nearly one year has passed since the last content update for this mod, you can view the full changelog in the mod folder. This update mostly revolves around an extended commander class and skill system, here is how it works: In addition to the 9 commander base classes, 18 new promotion classes have been introduced. Making a total of 27 commander classes available. Next to the level advancement of each commander, they can also collect {Kill Counts} during combat, giving access to the new classes and increased attributes. To collect a kill count, you must finish off a stack with your commander or use the commanders native cast. When reaching 30 kill counts you are offered a promotion during combat. You can select the promotion or stay in your base class. All base classes do scale with one of the eight primary attributes, while promotion classes get a different and unique scaling. Your job is to find a good hero and commander combination to make the best out of the new system.

Edit: When playing with the Third Upgrade mod, two new commander classes, the Arch Mage and the Warden won't function properly, we must wait for a TUM update.


Changelog 1.09
When updating please delete the old version before installing 1.09

Patch 1.09 requires an updated ERA 3.95 including the newest ERA ERM Framework mod! Otherwise, you will be presented with tons of ERM errors at map start.

New:
- added 18 additional commander classes, including a new secret class that must be unlocked with an in-game riddle
- transferred class pictures of heroes from pcx to png images, meaning no more half-transparent pictures in the advanced class screen
- changed hero secondary skills or spells will now show correctly when selecting a random map and viewing the hero (thanks to Daemon for the plugin)
- Heroes with commander speciality now the values will show in the commander bonus list
- Summoner Specialists (Alamar and Thunar) now have a new and more fitting icon (thanks to ???)
- Removed Eagle Eye skill ability to visit objects from a distance. Restored possibility to use Sorcery I WoG option. The remade version from Daemon is much better. Still, the option seems OP
- added extended artifact set descriptions (thanks to Kongsuni)
- Alternative Necro Option. Implemented native Necromancy mechanic, Alternative Necromancy option will now only raise the given value, ignoring all other sources like specializations, artifacts or skill. (thanks to Archer)
- When selecting a new commander class it will not give additional information about special perks in the info bar of that dialogue.
- changed code to apply additional damage during combat and how it is shown: for Sniper, Paladin, Dragonslayer commander. For Grandmaster Adventurer Stand united ability, Gnolls Fail, Drakshard sword and that Cherry Bow. Damage will now be indicated in mouse hover


Balance:
- Ignissa free Firebird starts from level 5 instead from level 1
- slightly lowered Heal Capacity
- Dragon Fire Set +1 att and +1 def set bonus
- Dif Mod: increased computer player starting units if the neutral stack size is enabled
- increased Fire Shield return damage to 20% (from 10%). Like with basic fire magic in SoD
- Druids Adv class Concentration perk now has increased duration of buffs taken to the next battle round
- balance changes to commander skills. Strikes All Enemies around reduces commander damage by 15%. Block ability changed to reduce damage by only 50% instead of 100%.
- Regeneration ability's regenerates 50+5% of max commander health
- slightly reduced commander specialist power (Pasis, Vey, Torosar)
- Scout com class now only generates res and no more gold, because that is Brute stuff
- Commanders can now gain kill count when casting buffs/debuffs, to not only rely on damage to advance
- reduced caster commander damage scaling in early and late-game


Fix:
- Bonus damage from the Improved Magic Arrow M/GM perk now not counted as extra damage
- spell trainer max level up now does not reset when replay battle
- Mystic/Intelligence specialists fix for dropping below zero mana
- Fire Mage cannot deal negative damage at level 1 (thanks to aldzzz)
- fixed missing extra shield bonus from Dragon Scale Shield (thanks to stonem)
- fixed Defender Commander passive now works as intended
- fixed wrong passive calculation for Brute Commander in battle
- fixed rare bug that commanders could get zero speed at new battle round with Hunter perk
- fixed visual glitch in hero advanced level screen (thanks to polebeer)
- with Eagle Eye pre damage creatures cannot drop below zero health
- Emblem of Cognizance now protects from damage and makes battle log entry
- digging for Grail now works better with M/GM Logistics
- corrected HP bonus from Adv Ballistics skill (thanks to TymanDyrman)
- Hunter Magic Block perk corrected description (+50MR in First Battle Round)
- corrected Hunter First Shot ability not working for first unit
- ACM now checks for newest ERA 3 version
- Casting Fireball with commander only reduces spell points once, instead of for every target
- small fix for First Aid tent erm error (thanks to wafs)
- disabled Land Navigation option
- more multiplayer improvements
- selecting the commander class in MP matches now should work better (thx to Yosh for the hint)
- fixed Master Quicksand spell now is placed before two hex shooters also
- fixed wrong placement of mines from master teleport spell if more than 10 creatures are standing on the battlefield



If you like the mod and the update you can leave a positive review on ModDB:
ModDB Downloads


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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted December 18, 2023 03:09 PM

My face when I no longer have Navigation:



Most of the changes are good, however I don't like no navigation or the Scouting bonuses.

My criticism of navigation is because I like water maps and not having a water-specific skill seems like fail, could have given more bonuses such as incleasing ATK and DEF of creatures in combat (like H4) and reducing the embark/disembark penalty.

Another thing that I dislike is the "WoG scouting". For some it may seem exciting, but to me the popups are annoying. They also break some maps that depend on resource scarcity, quests which force you to get some resources by getting a mine or defeating certain monster, etc. Also your scouting heroes are conditioned to run around endlessly for "bonuses"...

But on the rest, good work
____________
Never changing = never improving

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rerryr
rerryr


Promising
Supreme Hero
Researching Magic
posted December 23, 2023 10:19 AM

Hi Nimo,

thanks for the feedback.
I guess I never played enough water maps, so the skill was useless for me, so was the feedback from other players. Technically when picking Nobility you should still get increased movement on water, because it's just a skill replacement.
As for Scouting it is like you say. Some find it very exciting to have the chance for a random bonus. In the current form the skill has a purpose in the late game by offering the hero the chance to make hughe fights for a reward and experience.

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Khadras
Khadras


Famous Hero
posted December 28, 2023 05:57 AM

Hi! Alternative Necromancy is not working with TUM. Please corect it! Thanks!

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