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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

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)

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)

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

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

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

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