

I haven’t counted the number of new abilities I created for this mod, but you can be assured that they are plenty ) removed the class-dependent starting items

removed some of the old hero upgrades (they still show up in the tome of wonders even though they shouldn’t)

defense, melee and ranged damage upgrades increase in cost by 2 per level (was 1) hero upgrades unlocking spells cost 1 less (now 4 was 5) – racial hero upgrades feature a total of 7 race dependent skills – in addition there is a pool of class skills that are learnable regardless of the chosen specialization for leaders tier I-III unlock 1 skill less (spells) tier IV unlocks 2 skills, available at lvl 13 tier III unlocks 3 skills, available at lvl 9 tier II unlocks 4 skills, available at lvl 5 tier I unlocks 4 skills, available at lvl 1 – each specialization consists of 4 tiers following the scheme below (with some exceptions): – 3 specializations per class, usually one of them with a melee focus, ranged focus or support focus / melee and ranged mix For further diversification I introduced racial hero upgrades, which while less important than class or specialization add some nice utility and style. So I introduced 3 specializations to each class that a hero of that corresponding class could learn and would provide a different “route” of available hero upgrades which usually aimed at making the hero more suitable for a specific combat role. What I mean by this is that I wanted to get away from my usual routine, which usually was “make every hero a ranged dps unless it is a warlord”. The goal of this mod is to make hero development more interesting and diverse.
