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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Advanced Classes Mod
Thread: Advanced Classes Mod This thread is 24 pages long: 1 2 3 4 5 ... 10 ... 20 21 22 23 24 · NEXT»
RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted August 10, 2019 06:12 PM bonus applied by Maurice on 11 Aug 2019.
Edited by RerryR at 12:40, 17 Dec 2023.

Advanced Classes Mod



Advanced Classes Mod 1.09

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!

Link to 1.09 Update post
Link to 1.08 Update post
Link to 1.073 Update post
Link to 1.07 Update post
Link to 1.06 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

Discord Server Support

Installation Tutorial:
This mod requires the latest ERA 3.9 version.
Download the assembly here at HC and the mod: ModDB Downloads
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 Heroes 3 WoG 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:
Download on ModDB
If you like the mod you can leave a review on ModDB!
Current Version 1.08 (for full changelog see post here.)



   

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 10, 2019 09:16 PM
Edited by Salamandre at 21:48, 10 Aug 2019.

Sagamosa 2?

Really nice screens, congrats to all three involved.

@edit: I can't get the 10 skills option, still 8 displaying (used trainer mod for level up, maybe conflicts?). I have Era 2.84, do we need more recent?

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted August 11, 2019 12:44 AM
Edited by RerryR at 01:03, 11 Aug 2019.

Salamandre said:
Sagamosa 2?


We obviously borrowed some graphics from Sagamosa but the mod itself is different. Sagamosa arts, graphics and ideas are unrivaled.
AC Mod gives you more choices and lets you built your own class, has less bugs and will be supported

Salamandre said:

Really nice screens, congrats to all three involved.

@edit: I can't get the 10 skills option, still 8 displaying (used trainer mod for level up, maybe conflicts?). I have Era 2.84, do we need more recent?


Thanks

The mod is designed for 8 skills, but ofc we know you cannot take the candy away from the spoiled children, so there is the option to use 10 skills.
Playing this mod heavily supports a playstyle to pick your class skills, by doing this you make sure to reach the GM rank. Picking less favored skills also makes it more likely to reach hybrid classes. Dont expect to reach GM in every game you play. Just like in vanilla H3 you will not end up with the perfect hero every game.

If you plan to play with 10 skills, please use 9-10 skill option from "Map Rules" or 10 Skill plugin from Igrik and select the corresponding option at map start if you choose this option it will require more class points to reach Master and Grandmaster.

For the ERA version I think any, that supports namend function, should work.

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Gandalf196
Gandalf196


Disgraceful
Supreme Hero
posted August 11, 2019 01:03 AM

Does it requires WOG/ERA?
Is it HotA friendly?
____________

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted August 11, 2019 01:04 AM
Edited by RerryR at 01:07, 11 Aug 2019.

Gandalf196 said:
Does it requires WOG/ERA?
Is it HotA friendly?


Hota friendly yes but it only works with ERA
as a side note especially to Gandalf, now Wizard class will scale
roughly 15/15/35/35 with every level, even after 10  

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Gandalf196
Gandalf196


Disgraceful
Supreme Hero
posted August 11, 2019 01:13 AM

Hmmm, what about the other magi (warlocks, elementalists, witches...) ?
____________

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted August 11, 2019 09:25 AM

Gandalf196 said:
Hmmm, what about the other magi (warlocks, elementalists, witches...) ?


Same same... while in normal H3 it doesnt make to much sense to change the primary skill points for mages, because it would screw them even more, in this mod spell power is acctually very useful because it improves ALL spells.

Edit: Added some screens to the first post

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Bersy
Bersy


Honorable
Supreme Hero
posted August 11, 2019 09:42 AM

We've got another great mod, wonderful
Thankx to the whole team!
____________
Heroes 3 Era and everything for it. Releases folder for releases.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted August 11, 2019 11:14 AM

Gave a QP. If Alfwithcake and anti-victor can make a post here too, I can give them a QP as well (rather than giving them one for a random post off-thread somewhere else ).
____________
The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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anti-victor
anti-victor


Adventuring Hero
Disciples 2 Map Creator
posted August 11, 2019 12:53 PM bonus applied by Maurice on 11 Aug 2019.

Before someone post about it^^ Plunder ability have different value depends on terrain if your hero didn't pick up Pathfinding skill, we're working on this(read update soon)
____________
Live and Die by the Blade/In WoG we trust

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AlfWithCake
AlfWithCake


Known Hero
posted August 11, 2019 09:58 PM bonus applied by Maurice on 12 Aug 2019.
Edited by AlfWithCake at 22:00, 11 Aug 2019.

Updated main post, now it looks like a proper announcement. Also, I want to note here that this mod is not a balance mod, but a gameplay mod. Some things may be way too overpowered, some may still be underpowered, even after all buffs (looking at you, Eagle Eye!) and any feedback regarding balance, any suggestions or even typos reports are welcome!

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portus
portus


Adventuring Hero
posted August 12, 2019 01:07 AM

I.....am....so speechless. The only thing I can do is kneel before you guys! There are so many features I've craved for! Thanks a lot!
____________
Ssssshhhhhhhpp!! Ah! (crimson cloud and I'm gone)

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted August 12, 2019 07:11 AM

Holy snow Alf, what an awesome update to the first post, thanks a lot!

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xericsin
xericsin


Famous Hero
posted August 12, 2019 12:15 PM
Edited by xericsin at 10:56, 14 Aug 2019.

Clap,Clap. Very nice!

edit:
Just one thing. I can't accept that Tactics can no longer reposition troops.

edit2:
@PerryR I cant find the location where you disabled tactics phase. Can you tell me? Edit3: I found it. Now I know HE:R4 can remove tactics control.

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Zoggerger
Zoggerger

Tavern Dweller
posted August 12, 2019 12:58 PM

I played/tested this mod with perryR, I can only say brilliant!
A class system brings a nice deep into the heroes development. Especially when, like us, you're always focused on one hero.

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VampMarcie
VampMarcie


Hired Hero
posted August 13, 2019 06:28 PM
Edited by VampMarcie at 18:29, 13 Aug 2019.

I feel like this -27 Speed isn't supposed to happen...




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AlfWithCake
AlfWithCake


Known Hero
posted August 14, 2019 06:59 PM
Edited by AlfWithCake at 19:04, 14 Aug 2019.

 Hello, thank you for this report and sorry for this bug, you can download the fix here, this rar archive will contain 2 scripts, one will fix any future errors, another will fix prayer spell in your game so you can continue playing. Put them in Data/s folder of "Advanced Classes Mod", overwrite file when you're asked to. In game, press F12 to update script and after you enter any battle your Prayer will be fixed, you can delete "Prayer Specialists fix.erm" after this. Should be no problems after this, but let us know if something is wrong or any other spells is broken.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted August 15, 2019 12:31 AM
Edited by RerryR at 00:34, 15 Aug 2019.

@ portus & xericsin thanks
We can add an options.ini which brings back original tactics if set.

@ VampMarcie
Seems you are using HD mod, if you change game resolution to a native one you can bring back the colors for skills/spells/artifacts or just play around a bit with the 32 bit options in HD luncher.

Also at which difficulty do you play and do you notice any increased strenght of AI? for the worse, for the better?

How did you get these new hero pictures ?

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Bersy
Bersy


Honorable
Supreme Hero
posted August 15, 2019 10:03 PM

Added mod to WoG mods list
____________
Heroes 3 Era and everything for it. Releases folder for releases.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted August 15, 2019 10:50 PM
Edited by RerryR at 08:38, 16 Aug 2019.

Bersy said:
Added mod to WoG mods list



First bug reports are coming in, we are fixing and will deliver a new version soon.

Edit: Applied Spell Hotfix to download link, (V.1.01)

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