The idea is to introduce racial and class bonuses to differentiate characters.
Currently, there are 10 races and 8 classes (classes will remain unchanged – we won’t be using the new .exe file).
Races:
1) Humans
2) Demons
3) High Elves
4) Dark Elves
5) Dwarfs
6) Orcs
7) Djinns
8) Angels
9) Faceless Ones
10) Nagas
General principle:
1) Initially, before applying racial and class bonuses, all hero stats are equal to one.
2) Then, depending on the character's affiliation, they receive bonuses (two stat points or one skill point per race and two stat points per class).
3) Specialization bonuses will be applied on top of the results obtained, so even heroes from the same city will start the game with different stats.
Explanation of the table:
Class - bonuses for the class
Race - bonuses for the race
Total - sum of bonuses for the class and the race
Total_2 - sum of the total and the base values of the stats (one for each parameter)
Keep in mind that in Ashan, there is no "Mage" or "Necromancer" race – characters like Zehir, Ora, Arantir, and Zoltan are humans. This creates a small problem: it turns out that at the start, they should have bonuses just like other representatives of this race, which are not magical abilities (starting bonus +1 to attack and defense), so I had to introduce an eleventh race: human-mages.
P.S.: The four races highlighted in blue are represented by a small number of characters, and their racial bonus is proficiency in one type of magic. Thus, any angel (4 heroes), including Belket (Necropolis) and Sarah (Inferno), must have light magic at the start; every djinn (3 heroes) has innate magic; the Faceless Ones race (1 hero), represented by the character Jorgen, possesses dark magic; and the Naga race (1 hero), represented by the character Osiro (Dungeon), wields Frost Nova from the Destruction school of magic.
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...