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Another important parameter of a hero is Experience. Experience is an indicator that affects level growth. Leveling up leads to a one-unit increase in one of the four skills and one of the knowledge, unless they are all expert. Each type of hero corresponds to a certain set of basic skills and knowledge—that is, parameters that a first-level hero possesses.
Type
Att.
Def.
Sp. P.
Kn.
Knowledge
Magic
Barbarian
3
1
1
1
Advanced Pathfinding
No spellbook
Knight
2
2
1
1
Basic Ballistics and Basic Leadership
No spellbook
Sorceress
0
0
2
3
Basic Wisdom and Advanced Navigation
Bless
Necromancer
1
0
2
2
Basic Wisdom and Basic Necromancery
Haste
Wizard
0
1
2
2
Advanced Wisdom
Stoneskin
Warlock
0
0
3
2
Basic Wisdom and Advanced Scouting
Curse
Further increase of a hero's abilities also depends on their type. Which skills and knowledge will be increased upon leveling up is determined randomly. However, the probability is linked to the hero type and for skills it looks as follows:
Type
Level
Atttack Skill
Defence Skill
Spell Power
Knowledge
Barbarian
2-9
55%
35%
5%
5%
10 and above
30%
30%
20%
20%
Knight
2-9
35%
45%
10%
10%
10 and above
25%
25%
25%
25%
Sorceress
2-9
10%
10%
30%
50%
10 and above
20%
20%
30%
30%
Necromancer
2-9
15%
15%
35%
35%
10 and above
25%
25%
25%
25%
Wizard
2-9
10%
10%
40%
40%
10 and above
20%
20%
30%
30%
Warlock
2-9
10%
10%
50%
30%
10 and above
20%
20%
30%
30%
A similar dependency also exists for knowledge, and it looks as follows (the higher the number, the greater the probability of this parameter increasing; if 0 is specified, this parameter never increases upon leveling up):
Knowledge
Barbarian
Knight
Sorceress
Necromancer
Warlock
Wizard
Archery
3
2
3
1
1
1
Ballistics
3
4
3
3
3
3
Diplomacy
2
3
2
2
2
2
Eagle Eye
1
1
2
3
3
3
Estates
2
3
2
2
2
2
Leadership
3
5
1
0
1
2
Logistics
3
3
2
2
2
2
Luck
2
1
3
1
1
2
Mysticism
1
1
3
3
3
4
Navigation
3
2
4
2
2
2
Necromancery
0
0
0
5
1
0
Pathfinding
4
3
2
3
2
2
Scouting
4
2
1
1
4
2
Wisdom
1
2
4
4
5
5
A hero also has qualities such as morale and luck. High morale often allows warriors in battle to attack twice. With low morale, warriors may skip turns.
Sources that increase morale:
Permanent: All warriors from one Castle, artifacts, being in a town with a tavern and (or) coliseum. Additionally, the Leadership knowledge affects the amount of morale.
One-time: Visiting a buoy, oasis, Temple, where the latter increases morale by two units.
Sources that decrease morale:
Permanent: A hero has 3 groups of troops from different Castles, Fizbin of Misfortune artifact. Additionally, warriors from the Necromancer Castle, who have no morale themselves at all, are capable of lowering the morale of accompanying units, both their own and enemy ones.
One-time: Visiting an empty graveyard or shipwreck.
High luck allows warriors to sometimes deal double damage to enemies, while low luck can result in half damage.
Sources that increase luck:
Permanent: Artifacts and Luck knowledge.
One-time: Visiting an idol, fountain, or magic mushroom grove.
Here are a few more minor adjustments:
1) The Temple provides +2 morale only on day 7 (and +1 on all other days).
2) Morale is reduced by troops from 3 or more different cities (including neutral units).
Accordingly, the effect is: -1, -2, -3.
I think the esteemed Creator made a mistake with necromancy... because, apart from the Necromancer, only the Warlock has a very small chance (1) of getting this skill.... The Wizard has nothing to do with it (especially since he's good). And in general... I think the contents of the two last columns of secondary skills should be swapped (except for the names)... there are just too many inconsistencies with my opinion! What does Qwerty think?:smile42:
and if luck is high, a rainbow appears, but if it's low, nothing seems to happen?
It does show something, like rain with a hint of gloom and a cloud, generally resembling the image displayed on the hero's screen when their luck is negative.