Разумеется, это называется "Герои 7,5". Кто бы сомневался? Что ж, как бы то ни было, это баланс-мод и выглядит он вроде бы неплохо. Балансирует в основном навыки и классы, в общем-то делает то, о чём я и сам мечтал: навыки-аутсайдеры становятся намного "вкуснее".
[Ancient Treant] Proximity attack 2 times 1 time only to attack to attack. This should not be a surprise to the melee fixed Melee when they receive, make sure to retaliation
[Dark Nova] Only 1 time damage done
[Hide] 2turn unless the damage generated shroud
[Coordination] NoRetaliation has MinotaurGuard attack 2 times
MagicGuild [Sylvan] Ban school: firemagic
[Stronghold] Ban school: primemagic
Building [Dungeon] SoulvenomCrucible Deals (Hero's levelб┐10) Earth damage to enemy creatures at the start of their turn for 3 turns in all combats of your heroes in this town's area of control.
Magic Skill Department of public Novice-Arcane knowledge+1 Expert-magic knowledge+4 Master-magical knowledge+7
Department of scholars Reduces mana cost of Department spells by 30%
[AirMagic] Gathering Storm +100% Magic for the first Air spell cast in combat.
Air Knowledge I Storm Arrows is now cast on creatures in target 5x5 area
Air Knowledge II Gust of Wind additionally deals (Magic x 20 + 25 ~ 200) to Y Air damage to the target creature.
Lightning Bolt additionally sets the target creature's Initiative to 1 for 1 turns and deals (Magic x 13 + 25 ~ 125) Air damage to adjacent enemy units.
Storm Lord Whenever an enemy unit is damaged by an attack, target enemy and all enemy units around it get (Magic x 5) Air damage.
[EarthMagic] Rock Solid +2 Defence for every Earth spell cast. Lasts until end of combat.
Earth Knowledge I Stone Skin is now cast on creatures in target 5x5 area and Regeneration is now cast on creatures in target 4x4 area.
Earth Knowledge II Entangle additionally deals (Magic x 15 + 75) Earth damage if the creature moves. Poison Spray is now cast on creatures in target 3x3 area.
Nature's Vitality Heals by (Magic x 10) Every friendly creature at the start of lasts until end of combat.
[FireMagic] Ardent Caster +2 Might for every Fire spell cast. Lasts until the end of combat.
Fire Knowledge I Burning Determination is now cast on creatures in target 5x5 area.
Fire Knowledge I, II, III Deals (Magic x 5) Fire damage to the creature at the start of its turn. Lasts for 3 turn. and Buff is possible to nest.
Fire Mantle Friendly creatures deal additional (Magic x 10) Fire damage when attacking in melee and they deal (Magic x 5) Fire damage when being attacked in melee.
[WaterMagic] Water knowledge II, III Creatures damaged by Frost Bolt or Ice Strike or Circle of Winter additionally get -2 Movement and -5 Initiative for 2 turns.
Frostbite At the start of an enemy creature's turn it (Magic x 15) Water damage for each negative water effect on it.
[LightMagic] Uplifting Light +1 Might and +1 Defence for every Earth spell cast. Lasts until end of combat.
Light knowledge II Celestial Armor is now cast on creatures in target 4x4 area. Cleansing Light is now cast on creatures in target 5x5 area.
Light knowledge III Retribution is now cast on creatures in target 5x5 area.
[PrimeMagic] Renewal The hero gains according to PrimeMagic rating 20/35/50 Mana after a combat.
Prime Knowledge I Fortune and Time Control are now cast on creatures in target 5x5 area.
Arcane Exaltation The hero gains according to PrimeMagic rating +2 Magic, +2 Spirit/+3 Magic, +3Spirit/+4 Magic, +4 Spirit
Prime Knowledge II Dispel Magic is now cast on creatures in target 4x4 area.
Prime Knowledge III The number of elementals summoned with Summon Elemental increases at start of the next combat round by 50%.
[Paragon] DragonBlood The hero gains according to Paragon rating +2 Magic, +2 Spirit/+3 Magic, +3Spirit/+4 Magic, +4 Spirit
Fighter The hero gains according to Paragon rating +2 Might, +2 Defence/+3 Might, +3 Defence/+4 Might, +4 Defence
Arcane Intuition +8 Arcane Knowledge. The hero has a 100% chance to learn spells cast by enemy heroes during combat. The Arcane Knowledge requirement of the spells must still be fulfilled.
Magic Affinity +50% maximum Mana
Mentor Raises the experience points of other friendly heroes to 25% of the hero's experience points and teaches them all spells the hero knows, if they have the required skills when they meet.
Bash The hero attack deals additional 4 damage per hero level. The hero attack do enemy -5 Initiative for 1 turns.
Accuracy +1 to the base Minimun Damage of friendly ranged creatures. Unit level гл1гпгл1гпгл2гпгл3гпгл6 to the base Maximum Damage of friendly ranged creatures.
Battle frenzy +1 to the base Minimun Damage of friendly melee creatures. Unit level гл1/+ 2/+ 3/+ 5/+ 10 to the base Maximum Damage of friendly melee creatures.
Archery All friendly ranged creatures shoot with full range. Unit level гл1гпгл1гпгл2гпгл3гпгл6 to the base Maximum Damage of the original full range friendly creatures.
LeadingByExample The hero attack deals additional 6 damage per hero level. After the hero attacks an enemy creature, all friendly creatures get +10 Attack while attacking the same creature during this combat round.
DefensiveStance Every turn of the all friendly creature before the start of each turn Defenseгл5.
CounterAttack All friendly creature that used the defend get Attackгл5 the start of its next turn.
Evasion All Friendly creatures get +10 Defence against ranged attacks.
MagicDefense All Friendly creatures magic damage reduced by 30%.
PreemptiveStrike If a friendly creature did not attack or use an active ability during its normal turn or Morale turn action will retaliate preemptively the start of its next turn.
Vitality Unit level гл3гпгл6гпгл10гпгл30гпгл100 Health for friendly creatures during combat.
[Leadership] Novice-increases the hero's leadership, the military, the neutral hero 5 suggest the odds are joined by 10%. Increases hero's leadership-a specialist 10, neutral forces joined to propose a 20% probability of a hero. Mastery-increases, neutral military hero of the hero's leadership joined to a 15 to 30 percent more likely to offer. Step 1: a necessary ally, determination, tactics Step 2: Golden tongue, the predominant number Step 3: buy a cheer The ultimate machine: augmentation of military
Tactical The battle at the start of the bag can be placed in two lines, three lines into place. In addition, you can freely surrender during the battle.
Golden tongue Jinny Kern flux and the magic animal related to the employment, the amount of gold you need neutral forces reduced by half. Also, when you offer a neutral military hero, the amount of gold that require joining a 35% reduction.
Cheer private Led force of troops and armor and 5 friendlies.
[Good luck] Step 1: soldiers of fortune, traveler's, treasure seekers Step 2: chaos magic, the perfect attack Step 3: fatal blow The ultimate machine: change magic
Soldiers of Fortune Fires when the fly is detrimental for the special ability to crit, you don't have a chance to trigger.
Fatal blow Friendly units when attacking with magic to cause costly and detrimental to not trigger twice as much damage to the ship when the coat is 1.5.
Change magic Never ever write orders and a hero unit to write magical effect a 25% chance to fail.
[War cry] Curiosity, Location shooter! Moving the affected troops unrolled a war shout.
Opportunism Following the war the hero shout turns all friendly forces until fate 5 increases.
The overwhelming Go ahead! War led the forces of troops affected shout spiked 5.
The allies invasion Battle commences! The war spiked troops affected by the blitz and shout perfect blitz when it is added to the damage by 25%.
The first blow Attack launched! Friendly forces are affected by a war shout crossroad is at maximum.
Bombardment support In the spotlight! Friendly units that are affected by a war shout back the attack of an enemy if you've spiked to automatically fire the war units.
General The duration of the castle is a three-turn battleship.
[Of war] Village defense This technique is mastered when appointed Governor General village village hero local National Guard troops base limits of troops 60, elite forces will increase to 20. In addition, strike the enemy like this always towards the turret on display three times.
[Explore] Beginner-hero this power 2. This power of the hero-a specialist 4. Mastery-the hero's this power 6. Step 1: pioneers, direction, he grabbed the machine Step 2: Scout, Rover Step 3: the familiar terrain The ultimate machine: fast
Reconnaissance of Heroes 4 heroes of sight, sight in strengthening the status of heroes and the enemy troops will be able to know the exact configuration of the.
Quick 1, this power-driven power of the troops spiked 5.
Promotes 1 out of every timber and ore.
Town planners With this technology you can appoint the Governor-General a hero town twice a day will be able to build the building. In addition to the town of viceroy of the hero, it also supports other technical effect is friendly. However, only one other villages the Governor General Award.
Drafted Hall With this technology you can appoint the Governor-General in a village a village hero Corps when hiring a 15-percent decline in gold consumption. In addition, 50% of the basic unit of the town residence of the production increases.
War machine Recovery is possible on the resurrection
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