Hero Quest +
Mount&Blade = Hero & Blade
Hero & Blade 808 Z:*Choose between the Human and the ElfHuman: "A human from a barbarian tribe. Your weapon upgrades as you gain levels (by defeating enemies and quests), but you have no magical abilities (Starting Stats: STR:14, AGI:12, INT:4, CHA:4, Weapon proficiencies: 100-130, & level 2 Ironflesh, Power-strike, Atheletics, and Weapon Master).",
Elf: "An elven warrior-mage. Your magic upgrades through INT and skill points, but your weapons do not upgrade on leveling up (Starting Stats: STR:10, AGI:10, INT:10, CHA:4, Weapon proficiencies: 100-130, & level 2 Weapon Master).",
*Human's Weapon UpgradesHuman: "Upon talking to Mentor, you will select your primary weapon (To increase the power, speed and reach of this weapon, ask Mentor to 'Evaluate your skill.') and then choose your secondary weapon: a shield or ranged. Your weapon proficiency will upgrade accordingly with your weapon of choice."
*Ron Losey's Realistic Combat Model for Native is used for all of Native's items.*The Primary Weapon you choose is the native version, and the enhanced versions are below.
*Elf's Magic SkillsElf: "Upon talking to Mentor, you will select your primary weapon and then choose your secondary weapon: a shield or ranged. Your weapon proficiency will upgrade accordingly with your weapon of choice; furthermore, receive your magic by asking Mentor to 'Evaluate your skill.'"
*New Magic Skills replace unused skills from Native (such as Riding and Tracking)Mana: The Power which fuels Magic. Allows you to recast spells.
Fire Spells: The destructive power of fire. Spells learned at level 3:Fire of Wrath, 5:Courage, 7:Fireball.
-Fire of Wrath takes a moment of concentration before it is unleashed, but can be used an unlimited amount of times. It is reasonably powerful.
-Courage enhances your fighting ability (power-strike, draw and throw) to its upmost level. Its rage-like effects only wear off when there are no enemies left alive.
-Fire Ball on the other hand, is incredibly powerful: able to fell any foe if it hits solidly. Like healing it can be replenished with mana.
Earth Spells: The strength of the earth. Spells learned at level 3:Rock skin, 5:Heal Body.
-The Rock Skin spell raises your ironflesh to its maximum level, reducing the damage dealt from enemies for half a minute.
-Heal Body is the greatest healing magic, restoring all your health.
Water Spells: The manipulative properties of water. Spells learned at level 3:Water of Healing, 5:Weightless Weapon, 7:Excalibur.
-Water of Healing is a minor healing spell which recovers half your health.
-The Weightless Weapons spell almost makes weapons float (weapon proficiencies max), allowing you to attack quickly for one quarter of a minute.
-Excalibur summons this great weapon for use during quests.
Air Spells: The mysterious ability of the air. Spells learned at level 3:Swift Wind, 5:Forcewind, 7:Genie.
-Swift Wind increases your running speed for one quarter of a minute.
-Forcewind is not used to deal damage, but to hinder. It can be shot repeatedly to immobilize an enemy.
-Having enough skill in Air Spells will allow a Genie to accompany you on your quests.
*There are potions which can be used by both the Human and the Elf, are found during quests, and have the same effects as the Courage, Rock Skin, Weightless Weapons, Swift Wind, Water of Healing, & Heal Body spells.*Quest 3"Prince Magnus has ordered that the Orc Warlord, Ulag, who was responsible for the imprisonment of Sir Ragnar, be sought out and destroyed. After Ulag is destroyed, return through the spiral staircase for your reward of 180 gold coins."
*Quest 4"A treasure chest has been stolen while being taken to the Emperor. A reward of 240 gold coins has been offered to any Hero who returns with the chest and its contents. The thieves are a well-known band of Orcs whose lair is in the Black Mountains. They are led by Gulthor, a Chaos Warrior."
*Spear and Pit TrapsDetect Spear Traps by seeing their tips out of a wall:


Detect Pit Traps by hearing a creaking noise if you are close:


*To climb out a pit, hold down UP for a moment.*Miscellaneous-Monsters are once again variable!
-All of Native's armors have been split between the Human and Elf and are available to buy.
-Defeating a room of monsters gives you experience, so you don't necessarily have to beat a quest in one shot.
-Most rooms have up-right caskets which can be attacked open, with good or bad results (replaces Tab system).
*Thanks in modding-As always, to armagan and TaleWorlds for making M&B and it's modability
-Thorgrim for making M&B easier to mod!
-Janus for the Repository
-Winter for especially helpful comments around the boards (oh, so that's how you move sceneprops...)
-Yoshiboy for helpful module systems (I check RPGmod & Pirates! to make sure I use operations correctly)
-Ron Losey for RCM
*DownloadHero & Blade 808 Z on M&B repository