11.08.2019, 11:18
Advanced Classes Mod 1.073

A Mod by Perry R, AlfWithCake, anti-victor, Sandris and Berserker
Теперь также доступно на русском языке
Переведено Daemon_n
Link to 1.073 Update post
Link to 1.07 Update post
Link to 1.05 Update post
Link to 1.04 Update post
Link to 1.03 Update post
Link to 1.02 Update post
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 increased difficulty of neutrals and computer players (AI);
- Good compatibility with WoG options;
- Documentation with all changes!
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 the 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.
Spoiler (Click to View)

First Aid

First Aid Tent heals 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.

Pathfinding

Decrease penalty when moving on rough terrain by 25/50/75/75/75% (negate all penalty at Expert rank and above).

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.
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



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%.

Diplomacy


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 directly in combat is 50/65/75/85/100%. Your hero gets additional information about adventure objects.


Learning

Increases experince gain by 20/30/40/60/75%.

Estates

Gain gold daily in amount of 250/500/750/1000/2000 gold.


Navigation

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.
Spoiler (Click to View)

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%.


Intelligence

Increases max spell points by 25/50/100/125/150%.

Wisdom


Mysticism

Restores 4/7/10/15/25 spell points daily.

Scholar



Schools of Magic







Warrior skills.
Spoiler (Click to View)

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)


Leadership

Now gives 1/2/3/4/5 Morale

Luck

Now gives 1/2/3/4/5 Luck

Ballistics


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.

Resistance

10/15/20/23/25% magic resistance (dwarf type).

Neutral skills.
Necromancy

Ressurects 5/10/15/15/15% of defeated creatures as skeletons.

Class bonuses and descriptions. You gain master class at 35 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.
Spoiler (Click to View)
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 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 equal 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.
Increases movement points by 10 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 5% bonus to defence, attack and damage per 5 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!
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.

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.

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

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.

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.

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.

Still increases skill bonus, by 3% as all other skill specialists now. Along with Mysticism specialist, can increase strength of spell in combat, adding 20 MS for status spells and increasing damage by 25% for damage spells.
Scouting.

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.

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 equal to first. Also, 3% bonus to Learning experience increase per level.
Warfare (Tactics).

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.

Increases movement points by 10 per hero level. Reminder, with no penalties/bonuses 1 tile equals 100 movement points, 141 for diagonal movement.
Estates.

3% bonus and random resources per day.
Artillery.

Ballista gains 5% bonus to defence, attack and damage per 5 hero levels and shoots 1 extra time, additional 1 per 20 levels.
First Aid.

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.




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.

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.
Spoiler (Click to View)

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.


Cost: 8/6/6/12.
Mirth

Increases morale of an allied creature by 1/1/2/2.


Cost: 10/8/8/10.
Protection from Water

Decreases damage done by water spells by 20/20/30/35%.


Cost: 8/6/6/12.
Level 2
Ice Bolt

Does 0/10/20/40 + 20*SP damage.

Cost: 12/9/9/9.
Bless

Changes minimum damage to maximum damage. Advanced rank also increases maximum damage by 1.


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.

Cost: 8/6/6/12.
Weakness

Reduces the attack rating of affected units by 2/2/4/3.


Cost: 8/6/6/10.
Level 3
Frost Ring

Does 0/15/30/60 + 15*SP damage.

Cost: 12/9/9/9.
Forgetfulness

50/50/100/100% of the targetted stack will forget to shoot.

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.

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.


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.

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.


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.


Cost: 8/6/6/10.
Fortune

Increases luck of an ally target by 1/1/2/2.


Cost: 9/6/6/9.
Protection from Air

Decreases damage done by air spells by 20/20/30/35%.


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.


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%.


Cost: 9/7/7/14.
Counterstrike

Increases number of retaliations by 1/1/2/2 each battle round for target ally stack.


Cost: 12/11/10/16.
Destroy Undead

All undead creatures receive 0/10/20/40 +10*SP damage.

Cost: 20/18/18/18.
Level 3
Lightning bolt

Does 0/15/30/60 + 30*SP damage.

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.


Cost: 15/16/18/20.
Haste

Increases stack's speed by 2/2/3/3.

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.

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.


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.

Cost: 25/30/35/40.
TITAN'S Lightning Bolt!


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.

Cost: 10/8/8/8.
Stone Skin

Increases allied stack defence rating by 2/2/4/4.


Cost: 8/6/6/10.
Sorrow

Reduces the morale of an enemy by 1/1/2/2.


Cost: 11/8/8/11.
Protection from Earth

Decreases damage done by earth spells by 20/20/30/35%.


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.

Cost: 12/10/10/10.
Shield

Decreases hand-to-hand damage taken by an ally by 10/10/20/20%.


Cost: 9/7/7/14.
Earthquake

Randomly damages 2/2/3/4 sections of castle wall in combat.

Cost: 16/14/12/10.
Level 3
Death Ripple

All creatures, except undead troops, take 0/10/20/40 +SP*12 damage.

Cost: 20/18/18/18.
Slow

Decreases speed of enemy by 30/30/30/20%.


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).

Cost: 20/15/15/15.
Level 4
Meteor Shower

Does 0/25/50/100 + 25*SP damage.

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.

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.

Cost: 20/16/16/16.
Level 5
Implosion

Does 80*SP damage.

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.


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.


Cost: 12/10/10/10.
Bloodlust

Increases hand-to-hand attack rating inflicted an allied stack by 2/2/4/3 points.


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.

Cost: 8/7/6/3.
Misfortune

Decreases luck of the targetted stack by 1/1/2/2.


Cost: 8/6/6/8.
Protection from Fire

Decreases damage done by fire spells by 20/20/30/35%.


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.

Cost: 14/12/11/10.
Curse

Changes maximum damage to minimum damage. Advanced rank also decreases minimum damage by 1.

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.

Cost: 12/12/12/12.
Level 3
Fireball

Does 0/15/30/60 + 15*SP damage.

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.

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.


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.


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.


Cost: 14/12/12/10.
Inferno

Does 0/20/40/80 + 20*SP damage.

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.

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.

Cost: 30/30/35/40.
Armageddon

Does 50*SP damage.


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 Heroes 3 WoG was so kind to create a preview, you can check it out for some nice screens. Heroes 3.5 WoG
Thanks to Bersy for releasing a new ERA version with increased memory just in time to make this mod work together with ERA scripts. Igrik and Algor for providing essential code functions which without this mod would not be possible, Daemon for testing and complete Russian Translation, 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.
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