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Personally, I see two logical options for how to handle the skill tree:
1. Don't touch the skill tree at all, as it's a tangled mess, but considering the reworked factions, completely ignoring it isn't an option, which leads to the second option...
2. Revamp the skill tree and finally make it sensible – equalize the number of perks, remove confusing connections between skills, and make the progression of general skills uniform for everyone. Considering that there are 4 elemental magic schools, we can create something significantly different from other projects. Furthermore, hero progression is a part of role-playing the character – it's an important and far from insignificant aspect. Adapting this part of the game to the new factions will only be beneficial – it provides room for creativity, again emphasizes the individuality of the project, and allows for a more immersive experience in the atmosphere of the new events.
... И древний лес, роскошен и печален,
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...
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...