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The approach to building a party is somewhat different from what was used in the latest games in the series. There are five heroes in total, but only one is a permanent member of the team. The rest of the adventurers will have to be recruited during the game. They will join the party upon fulfilling certain conditions. A list of possible companions is provided below. The main hero cannot be only a dragon, but don't be upset, because you can recruit the rest from the dragon tribe. However, in this case, not all the necessary skills will be available to your characters.
Might — strength; the higher it is, the more powerful the strike against a monster will be Intellect — intellect determines how large the mana pool will be for dragons, dark elves, and Necromancers Personality — charm; personal qualities are very important for clerics, minotaurs, and vampires Endurance — endurance; a universal and very important characteristic for all heroes, as a large reserve of vitality is necessary not only for a warrior but also for a mage Accuracy — accuracy; affects the hit chance of both ranged weapons (bows and crossbows) and melee weapons. Speed — the higher the speed, the less time passes between a hero's attacks. Also try to develop skills in shields and armor so that they do not slow down the hero's actions. Luck — a somewhat mysterious characteristic; luck has a small influence on many game events. For example, high luck improves a hero's resistance to magical attacks and reduces damage from triggered traps.
In the game, each class can be upgraded once. What does this give? Firstly, the ability to learn skills at a higher level, and secondly, an increase in health points (HP) and magical power (SP). Below is a list of upgrades with comments and the corresponding HP and SP values for each rank. For the starting class, the starting health, magical power, and bonuses per level are indicated, while for the advanced classes, only the bonuses are listed. Cleric (30, 15; 2, 3) upgrades to Priest of Light (3, 5) — can heal, destroy skeletons, magically enhance and protect the party. Very useful at low levels, especially against undead. The only one who can learn Light Magic. Dark Elf (20, 10; 3, 2) upgrades to Dark Elf Patriarch (4, 4) — a merchant, thief, excellent archer, and a decent elemental mage; Jadame is mostly populated by dark elves — draw your own conclusions. Dragon (40, 10; 4, 2) upgrades to Great Wyrm (7, 3) — remember, in previous games, there was a super weapon, blasters? Well, now they're gone. Instead, there are dragons. Terrifyingly powerful ranged and melee attacks, the strongest attacking magic, and the ability to carry your squad through the air. They don't use items, except for rings and amulets. Knight (30, 0; 5, 0) transforms into Champion (8, 0) — a knight is a knight, no matter where he is. Focus on melee combat, and he's the best at it, with almost any weapon and in any armor; the only one who can repair equipment without limitations. Minotaur (30, 5; 4, 1) becomes Minotaur Lord (6, 2) — a kind of analog to the paladin in previous games. A decent warrior, with some knowledge of clerical magic. Doesn't wear a headdress or shoes. Priority is the axe, although he is also proficient with other weapons. Necromancer (20, 25; 2, 3) upgrades to Lich (3, 5) — a full-fledged mage. Almost indispensable in the party. A properly developed Lich is easily comparable to a dragon in terms of total damage dealt to the enemy. Many GrandMaster-level skills are only available to him; in addition, the new rank brings with it immunity to clerical spells and increases resistance to elements to 20. Troll (45, 0; 5, 0) upgrades to War Troll (8, 0) — a large piece of meat that recovers from damage very quickly. Doesn't use magic, but is excellent with "blunt" weapons, and GM Leather is a definite plus for the troll. Vampire (30, 20; 3, 2) transforms into Nosferatu (5, 3) — a character unlike anything seen before in Xeen. With proper use (development, skills, equipment), he is comparable to a Knight in melee combat and a Cleric in magic. Immune to Mind magic.
Cleric Skills Cleric Новичок: Bow Warfare Bodybuilding Expert: Leather Armor Chain Mail Staff Alchemy Attention Item Repair Training Master: Shield Mace Spirit Mind Body Light Trade Meditation Sun Priest Новичок: Bow Warfare Bodybuilding Expert: Leather Armor Chain Mail Staff Alchemy Attention Item Repair Training Master: Shield Mace Trade Meditation Grand Master: Spirit Mind Body Light to Katrine P.s please insert party and hero into the topic
Axe: [N] Skill increases attack bonus [S] Skill reduces cooldown time [M] Skill increases damage dealt [V] Chance to halve the opponent's defense class
Bow: [N] Skill increases attack bonus [S] Skill reduces cooldown time [M] Allows firing two arrows per attack [V] Skill increases damage dealt
Dagger: [N] Skill increases attack bonus [S] Allows wielding a dagger in the left hand [M] Chance to deal triple damage [V] Skill increases damage dealt
Sword: [N] Skill increases attack bonus [S] Skill reduces cooldown time [M] Allows wielding a sword in the left hand [V] Skill increases defense class
Armor:
Leather: [N] Skill increases defense class [S] Cooldown penalty is removed [M] Skill increases defense class (effect is doubled) [V] Skill increases resistance to elemental effects (fire/earth/air/water)
Chain Mail: [N] Skill increases defense class [S] Cooldown penalty is reduced by half [M] Cooldown penalty is removed[V] Only 2/3 of physical attacks are received
Miscellaneous:
Weapon Proficiency: [N] Skill reduces cooldown time for all melee weapons [S] Skill increases attack bonus for all melee weapons [M] Skill increases damage dealt for all melee weapons [V] All of the above effects are doubled
Bodybuilding: [N] Increases the number of hit points [S] Effect of the skill is doubled [M] Effect of the skill is tripled [V] Effect of the skill is quadrupled
Monster Identification: [N] Skill allows determining the number of hit points and defense class [S] Allows determining the type of attack and damage dealt [M] Allows determining which spells are available to the monster [V] Allows determining resistance levels
Learning: [N] Skill increases the amount of experience gained [S] Effect of the skill is doubled [M] Effect of the skill is tripled [V] Effect of the skill is quadrupled
Trap Disarming: [N] Chance to disarm a trap [S] Effect of the skill is doubled [M] Effect of the skill is tripled [V] 100% success
Trading: [N] Allows bargaining [S] Effect of the skill is doubled [M] Effect of the skill is tripled [V] Allows selling and buying items at their real cost
Awareness: [N] Skill increases the chance to avoid traps and notice hidden treasures [S] Effect of the skill is doubled [M] Effect of the skill is tripled [V] 100% success
Regeneration: [N] Lost hit points are restored faster [S] Effect of the skill is doubled [M] Effect of the skill is tripled [V] Effect of the skill is quadrupled
Item Repair: [N] Ability to repair items [S] Effect of the skill is doubled [M] Effect of the skill is tripled [V] 100% success
P.S. For convenience, yellow color has been replaced with orange