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Ideas and suggestions.

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#836
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I like it. In general, from what I've read in the thread about "keen eye," and from what comes to mind, several options seem somewhat reasonable:
1) Uran's option above: a certain probability of learning a spell during a battle with neutral creatures. I would add that the percentage could be lowered. Also, allow "duplicate" spells to drop. And, if this is done, it could even be allowed for spells like "town portal" to drop, as it won't drop too early anyway.
2) Also Uran's option above, but with a table of spells that drop from specific creatures. Of course, the player would have to remember a lot of new information, but why not...
3) (Far-)sightedness: let the hero learn spells not only in battle, but also (with a small probability) when any opponent uses them anywhere on the map. Something like "[Hero's name] felt an unusual magical disturbance at night. After carefully recording and analyzing his sensations, [hero's name] learns a new spell." Interesting consequences are possible with this mechanic. For example, Player 1 learns "town portal," but knows that Player 2 is unlikely to have learned "town portal" in their faction (Castle with a small chance of the spell dropping). With the "keen eye" described above, Player 1 will try to limit the use of this spell when it is not critical, in order to reduce the chances of Player 2 learning the spell through "keen eye."
An obvious weakness is the computer-controlled player. It will definitely have a specific AI for using spells, and it will be difficult to balance.
4) Make "keen eye" a combat skill. For example, after each time an enemy hero uses a spell in battle, the hero with "keen eye" has a certain chance of getting a free cast of that same spell. Or not free, but instead of their usual cast (by choice), but with an increased magic parameter.
 

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