So I have been thinking about possible ways to make sovereigns more unique and differentiated so they play a little more uniquely. IN this mod I have created a bunch of new traits and items for existing and custom sovereigns. Also I have spiced up the existing champion histories by giving them more effects and some unique spells. I don't like a lot of the sovereign items as I think spending points on items you can replace later or pick off the ground is kinda lame. I prefer items and traits that would be useful all game and unique like the enchanted crown.
This isn't a mod just to improve the dlc sovereigns but I feel like that's a good place to start, as they make for good inspiration. Below is what I have finished so far. When I create enough cool new traits I might add a bunch of unique recruitible champions that use them as well.
Asha Furnaceborn
Inner Fire: When this unit casts a spell it is enveloped in fire for 2 turns and units that attack it in melee take 5 fire damage.
General Tarth
Vendetta: Grants caster +33% physical attack versus a random enemy unit in combat.
Madame Dhana
Enthralling Mirror: An accessory that beguiles all units who attack the holder, and grants +5 dodge and spell resistance.
Renge the Aphotic
Spiderbody: This item now gives +1 Movement, +1 Initiative, +2 Defense, +1hp per level, and grants the Entrap Ability.
Entrap: Jump to target tile with range 4 and do half your total damage to and web all enemies within 1 radius. Has a cast time of 1.
Sanjo
Theocrat: Profession that grants +1 spell mastery, +1 spell resistance per level, and +1 essence in stationed city.
Dark Heart: Grants the ability to cast the Well of Darkness spell, which grants Death Power equal to player's Life Power and +1 Mana per Essence in the enchanted city. Can only be cast on one city at a time.
Serrane
Architect: Profession that grants +1 production per material in every city. Unit reduces the build time of improvements by 15% in stationed city.
Theorist: +1 Wisdom per turn when in a city, which can be used to cast the Experimentation spell for experience.
Shirayn
Fated Path: Unit sometimes is guided by fate and receives a random stat bonus in combat. Options are +15 accuracy, +15 dodge, +2 initiative, or nothing with equal probability.
Verga Reborn
Numb: +3 Health Regeneration and +8 Defense when under 25% Hit Points.
Unclaimed
Rune Master: Grants Spell Mastery equal to unit's Spell Resistance.
Momentum: Adds Attack equal to a unit's Movement.
Latent: Casting a spell grants +3 spell mastery in combat.
Additions to Professions: I wanted to add something to each profession that would directly effect how you used that unit, instead of some of them being bonus faction traits.
Adventurer: +10% Attack versus Beasts, Dragons, Undead, Twisted, Constructs, Elementals and Bandits.
Armorer: Grants Patch Armor ability. Heals target unit by a quarter of their total health, and grants them 4 defense. 1 Range.
General: Grants Rally ability. All units in your Army are healed for 4 + caster's level, and gain +1 Initiative. Cast time 1.
Hunter: Grants Hunter's Strike ability. Attack that does damage equal to 1/3 of the target's current health.
Warlord: Grants Mass Charge ability. All units in your Army gain +20% Attack and +1 Movement for 1 Turn.
Noble: -15% Unit Training cost in stationed city.
Scholar: Unlocks the Expose spell. Reduces all enemies Defense and Dodge by 50% for 3 turns unless they resist. Casting time 1.
Download: Here.
Version 0a.
Just unzip the files in the archive to your mods folder in Documents\My Games\LegendaryHeroes\Mods.
If you Don't have the Leader DLC delete the SovCus.xml file.