[eWIP] Legendary Sovereigns (pre-alpha)
Legendary Sovereigns
Professions and Talents
This mod is currently under production. More information to follow.
Synopsis
In Legendary Heroes and Fallen Enchantress, creating one's own Sovereign to potentially unite all Kingdoms and Empires under a single banner is an exciting and enduring part of the game. Choosing traits, professions, starting equipment, etc. should be an enriching experience to the player which ought to have both strategic and role-playing implications during the course of a game. To me, this process as it is implemented in the vanilla version of the game is underwhelming as the different professions and traits seem to have little impact on the game itself, often falling short in either the strategic or role-playing (or both) aspects of the game in its current state.
Legendary Sovereigns attempts to modify the existing Professions and Traits of FE:LH to increase differentiation between the two and also to provide a deeper strategic and role-playing experience for the player. An intended side-effect of the changes is that Sovereigns will be degrees more powerful than a hired hero champion, and will have a direct impact on strategic and tactical decisions made throughout the course of a game.
Professions. In LS professions determine the Sovereigns governing ability. Each profession grants two abilities, from any two of three groups - Empire, Stationed, or Army. For instance if you choose the Mystic profession the player's Sovereign will gain +3 Mana per turn (Empire) and +50% Mana per turn for the city in which he or she is stationed (Stationed).
Talents. The talents in LS will be altered to be innate abilities for the Sovereign herself. Many of the current (in FE:LH) professions will be moved into the Trait category, the current talents will be reviewed and either kept, altered, or eliminated. New Talents will also be developed.
It should be noted that this mod will result in different balance issues with the main game, and may or may not alter the difficulty of the game.
| Profession | Empire Bonus | Stationed Bonus | Army Bonus |
| Armorer | -25% Labor From Equipment Training Cost | +50% Trained Unit Armor | |
| Blacksmith | -33% Unit Training Metal Cost | +2 Production per Metal | |
| Elementalist | +25% Elemental Shard Bonus | +33 Resist all Elemental attacks | |
| Enchanter | -50% Unit Training Crystal Cost | +2 Production per Crystal | |
| Gemologist | +50% Crystal | +4 Gildar per Crystal | |
| General | +1 Trained Unit Level | +3 Initiative | |
| Governor | +25% Growth | -10% Unrest | |
| High Priest | +3 Growth | +2 Tactical Health Regeneration | |
| Mason | +1 Production per Material | -25% Building Production Time | |
| Merchant | -25% Unit Upgrade Cost | +1 Gildar per Grain and Material | |
| Mystic | +3 Mana | +50% Mana | |
| Scholar | +1 Research | +50% Research | |
| Sergeant | +3 HP per Trained Unit | +10 Accuracy | |
| Sorcerer | +1 Production per Mana | +25% Elemental Damage | |
| Tactician | +25% Swarm Bonus for Trained Units | +1 Moves | |
| Tax Collector | +100% Gildar from Taxes | +50% Gildar | |
| Troubadour | +1 Fame; +10 Fame per Quest | -100% Production Penalty from Unrest | |
| Tutor | +1 Research per 50 population | +10% Experience | |
| Warlord | -25% Unit Training Time | +10% Attack | |