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Add new profession proposals document (#4900)
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# New Profession Proposals
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This document proposes 5 new hero professions for Eagle0. Each profession has abilities for both the Eagle (strategic) and Shardok (tactical) game layers.
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## Current Professions Reference
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| Profession | Eagle Ability | Shardok Abilities |
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|------------|---------------|-------------------|
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| **Mage** | Control Weather | Lightning Bolt, Meteor, Freeze Water, Start Fire (enhanced) |
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| **Necromancer** | Start Epidemic | Raise Dead, Fear |
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| **Engineer** | (general) | Repair, Fortify, Build Bridge, Reduce (siege) |
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| **Paladin** | Alms (prioritized) | Holy Wave |
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| **Ranger** | Recon | Scout, Hide (enhanced), Brave Water (enhanced) |
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| **Champion** | (general) | Challenge Duel |
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---
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## Proposed New Professions
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### 1. HERALD (Morale & Communication Specialist)
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**Fantasy:** The inspiring leader who rallies troops and carries messages across the battlefield.
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**Eagle Ability: "Rally Province"**
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- Spend vigor to boost recruitment in a province for one turn, or reduce unrest
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- Synergy: Pairs well with provinces in turmoil or after losses
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**Shardok Ability: "Inspire"**
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- Target friendly unit within 3 hexes gains +1 action point this turn
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- Creates interesting tactical choices about when to act vs. when to buff allies
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- Cannot target self (prevents simple optimization)
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---
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### 2. ALCHEMIST (Fire & Transformation Specialist)
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**Fantasy:** The mad scientist who manipulates the elements through science, not magic.
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**Eagle Ability: "Transmute"**
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- Convert one resource type to another in a province (gold to food or vice versa, at a loss)
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- Provides economic flexibility during shortages
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**Shardok Ability: "Wildfire"**
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- Start a fire that spreads to 2 additional adjacent hexes immediately (not just at end of round)
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- More aggressive than Mage's Start Fire but less controlled
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- Cannot freeze water (that's magic, not science)
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---
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### 3. WARDEN (Defensive Specialist)
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**Fantasy:** The stalwart defender who holds the line and protects allies.
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**Eagle Ability: "Garrison"**
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- A province with a Warden-led unit gets +1 to defense when attacked
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- Encourages strategic placement of defensive heroes
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**Shardok Ability: "Intercept"**
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- Once per turn, when an adjacent friendly unit is attacked, the Warden's unit can take the hit instead
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- Creates a "bodyguard" mechanic that protects valuable units
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- Costs action points to maintain readiness
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---
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### 4. INQUISITOR (Anti-Magic & Intelligence)
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**Fantasy:** The witch-hunter who counters supernatural threats and uncovers secrets.
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**Eagle Ability: "Expose"**
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- Reveal hidden information about enemy heroes in a province (stats, profession, vigor)
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- Counter to Ranger's stealth/recon advantages
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**Shardok Ability: "Dispel"**
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- Cancel an active magical effect: stop a meteor cast, remove Fear from friendly unit, or reveal a hidden unit
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- Direct counter to Mage and Necromancer abilities
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- Creates meaningful profession rock-paper-scissors
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---
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### 5. BEASTMASTER (Animal Control)
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**Fantasy:** The wild one who commands beasts and understands nature's fury.
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**Eagle Ability: "Suppress Beasts" (Enhanced)**
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- Already exists in game, but Beastmaster does it at reduced vigor cost
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- Additionally: Can redirect beast attacks to enemy provinces instead of just suppressing
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**Shardok Ability: "Beast Call"**
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- Summon a wolf pack (weak undead-style unit) that attacks the nearest enemy
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- Wolves act immediately but disappear at end of round
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- Provides disposable units for screening or harassing archers
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---
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## Design Philosophy
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These professions were designed to:
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1. **Fill mechanical gaps**: Warden provides defensive depth, Inquisitor counters magic-heavy strategies
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2. **Create counterplay**: Inquisitor vs Mage/Necromancer, Beastmaster vs Rangers (nature vs nature)
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3. **Avoid overlap**: Each has a unique niche not covered by existing professions
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4. **Support both layers**: Each ability is meaningful in its respective game mode
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5. **Enable interesting decisions**: Intercept creates bodyguard tactics, Inspire creates action economy choices
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