
Differences from the original:
Paladin: Engineering -2%, Magic of Light +2%
Archdemon: Defense +2%, Leadership +3%, Logistics -7%, Engineering +5%, Sorcery -3%, Darkness +2%, Chaos -2%
Necromancer: Racial -5%, Attack +2%, Defense +5%, Leadership -2%, Logistics -6%, Luck +6%, Engineering +6%, Darkness -5%, Chaos -6%, Summoning +5%
Ranger: Attack +2%, Defense -2%, Logistics -7%, Education -2%, Sorcery +1%, Light +2%, Summoning +6%
Warlock: Attack -5%, Defense +6%, Engineering -6%, Education +2%, Darkness +8%, Summoning -5%
Wizard: Sorcery +5%, Light -2%, Chaos +2%, Summoning -5%
Rune Priest: Attack +7%, Logistics +6%, Engineering -13%, Education +2%, Light +2%, Chaos -2%, Summoning -2%
Barbarian: no changes
Interesting points:
- possible skill chance values: 2, 5, 8, 10, 15
- all factions have a 10% chance for a racial skill
- Necromancers cannot acquire Leadership
- Rangers have an easier time acquiring Summoning
- Warlocks have an easier time acquiring Defense and Darkness
There are no special ideas for the skill wheel, except perhaps removing useless skills and simplifying the path to the center perk (more useful skills and abilities on the way to it)
P.S. The creatures and skills table has been updated: link
ColouredText - список заклинаний и их уровень в описании существ-колдунов