# New Profession Proposals

This document proposes 5 new hero professions for Eagle0. Each profession has abilities for both the Eagle (strategic) and Shardok (tactical) game layers.

## Current Professions Reference

| Profession | Eagle Ability | Shardok Abilities |
|------------|---------------|-------------------|
| **Mage** | Control Weather | Lightning Bolt, Meteor, Freeze Water, Start Fire (enhanced) |
| **Necromancer** | Start Epidemic | Raise Dead, Fear |
| **Engineer** | (general) | Repair, Fortify, Build Bridge, Reduce (siege) |
| **Paladin** | Alms (prioritized) | Holy Wave |
| **Ranger** | Recon | Scout, Hide (enhanced), Brave Water (enhanced) |
| **Champion** | (general) | Challenge Duel |

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## Proposed New Professions

### 1. HERALD (Morale & Communication Specialist)

**Fantasy:** The inspiring leader who rallies troops and carries messages across the battlefield.

**Eagle Ability: "Rally Province"**
- Spend vigor to boost recruitment in a province for one turn, or reduce unrest
- Synergy: Pairs well with provinces in turmoil or after losses

**Shardok Ability: "Inspire"**
- Target friendly unit within 3 hexes gains +1 action point this turn
- Creates interesting tactical choices about when to act vs. when to buff allies
- Cannot target self (prevents simple optimization)

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### 2. ALCHEMIST (Fire & Transformation Specialist)

**Fantasy:** The mad scientist who manipulates the elements through science, not magic.

**Eagle Ability: "Transmute"**
- Convert one resource type to another in a province (gold to food or vice versa, at a loss)
- Provides economic flexibility during shortages

**Shardok Ability: "Wildfire"**
- Start a fire that spreads to 2 additional adjacent hexes immediately (not just at end of round)
- More aggressive than Mage's Start Fire but less controlled
- Cannot freeze water (that's magic, not science)

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### 3. WARDEN (Defensive Specialist)

**Fantasy:** The stalwart defender who holds the line and protects allies.

**Eagle Ability: "Garrison"**
- A province with a Warden-led unit gets +1 to defense when attacked
- Encourages strategic placement of defensive heroes

**Shardok Ability: "Intercept"**
- Once per turn, when an adjacent friendly unit is attacked, the Warden's unit can take the hit instead
- Creates a "bodyguard" mechanic that protects valuable units
- Costs action points to maintain readiness

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### 4. INQUISITOR (Anti-Magic & Intelligence)

**Fantasy:** The witch-hunter who counters supernatural threats and uncovers secrets.

**Eagle Ability: "Expose"**
- Reveal hidden information about enemy heroes in a province (stats, profession, vigor)
- Counter to Ranger's stealth/recon advantages

**Shardok Ability: "Dispel"**
- Cancel an active magical effect: stop a meteor cast, remove Fear from friendly unit, or reveal a hidden unit
- Direct counter to Mage and Necromancer abilities
- Creates meaningful profession rock-paper-scissors

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### 5. BEASTMASTER (Animal Control)

**Fantasy:** The wild one who commands beasts and understands nature's fury.

**Eagle Ability: "Suppress Beasts" (Enhanced)**
- Already exists in game, but Beastmaster does it at reduced vigor cost
- Additionally: Can redirect beast attacks to enemy provinces instead of just suppressing

**Shardok Ability: "Beast Call"**
- Summon a wolf pack (weak undead-style unit) that attacks the nearest enemy
- Wolves act immediately but disappear at end of round
- Provides disposable units for screening or harassing archers

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## Design Philosophy

These professions were designed to:

1. **Fill mechanical gaps**: Warden provides defensive depth, Inquisitor counters magic-heavy strategies
2. **Create counterplay**: Inquisitor vs Mage/Necromancer, Beastmaster vs Rangers (nature vs nature)
3. **Avoid overlap**: Each has a unique niche not covered by existing professions
4. **Support both layers**: Each ability is meaningful in its respective game mode
5. **Enable interesting decisions**: Intercept creates bodyguard tactics, Inspire creates action economy choices
