Intelligence - increases normal maximum spell points by +20%/+35%/+50%. Mysticism - recover +2/+5/+9 spell points per day. This may seem a lot, but it is not - a hero with basic/advanced/expert learning would roughly have 2/4/6 levels above another hero that would gain the same amount of experience (3/6/9 if he also has learning specialty).įirst aid - heals up to 50/100/200 hit points. Also, stronger skills have a lower chance of appearing. Most spell costs and power have been modified to be either less useless or overpowered (where possible).ĭimension Door - can only teleport up to 2 times at advanced and expert, and 1 time otherwise.Īlmost all heroes have had their starting primary skilles rebalanced and the chance to gain specific primary skills on level up has a similar proportion to the starting ones, but only up to level 10.Īll heroes have access to all secondary skills (the exceptions being Necromancy and Diplomacy), with might heroes having a higher chance of gaining might skills but lower chance of gaining magic skills (vice-versa for magic heroes). Most spells have shifted levels (ex: Fly is now level 4 and Town Portal is level 5). It is stable and you can also play it with others in hotseat or LAN/Online, as long as the people you play with also have this mod installed.Ĭheck the raw files for the changelog and check out the "All official campaigns" addon available for download here.Īll spells have an equal chance of appearing in, virtually, any Magic Guild, except for those that affect only undead/living and Armageddon. It changes many aspects (primary skills, secondary skills, spells and some descriptions) with the purpose of having more valid ways of playing the game as you progress through it. It is recommended you also use the HD mod, and the 1.5.4 version of Horn of the Abyss to avoid any unforseen issues. This is a mod for Heroes of Might and Magic 3 Complete, with the Horn of the Abyss mod.
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