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...
New here? I'm Roha — want a quick tour?
Nonsense. It's all against logic. Without logistics, dwarves are useless. Dark elves with magic is strange. Barbarians have a lot of special skills in education. Demons, on the contrary, are good at defense. Mages study martial arts. What's the point of possible and impossible skills!?
Humans - light
Elves - luck
Mages - education
Dwarves - defense
Orcs - leadership
Undead - darkness
Dark elves - magic
Demons - attack
The main reasons for developing this idea were: leadership for the necromancer and education for the barbarian. Barbarian education stands out from the general system (besides, it's bugged when using a mentor). All general bases have common perks, especially at level 1 (for example, in defense, everyone has: resilience, resistance, evasion). But barbarians don't have that in education. Instead, they have unique perks that would be perfect for a racial skill tree. Why was the "endurance" perk forgotten in education?
Well, I really dislike the "monolight" human. This isn't Heroes 6-7. And it's not a magical race, so why base it on a school of magic? Why should a knight have 20% primary skills in light if there's a paladin for that, and the knight is more of a combatant?
Leadership suits humans perfectly; even the racial perk, Prayer, increases morale.
The demons' racial ability is actually directly tied to logistics (the method of delivering troops to the battlefield), although not in a gameplay sense.
Demons, on the other hand, are good at defense. Mages study martial arts. What's with all these possible and impossible skills!?
"leader's order" is almost a duplicate of "inspiration."
Let me explain the numbers 20 and 10%. These numbers were chosen so that, firstly, there would be a significant difference between the groups (there is no significant difference between 10 and 12%). And secondly, to make it easier to calculate the chances of acquiring a new skill. For example, at the start, you have a racial +1 base (20%). This means that the chance of getting the primary base is 20/80 (80 = 100-20), and the secondary base is 10/80. If another popular base is acquired, the total will change from 80 to 60 or 70, which is also convenient for calculations (round numbers). If a rare base (2%) is acquired, the number is so small that it can be ignored. That is, I find the option 20*3 + 10*3 + 2*5 to be the most convenient, simple, and intuitive. The racial bonus is set to 0% because it is always present by default from the start.
I understand that the human special ability has changed – wasn't there a guardian angel?
You guys are such nags. The new name for the mod: "The Ideal Game". Yeah, some skills are very rare even in the standard game.