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Please provide a more precise link. This statistical data is missing from the vast majority of reference materials, and therefore it is necessary to examine the research methodology. For example, I only know that wisdom is offered to heroes no later than level 6.
By level 10, the Earth magic spell will be available to approximately 90% of the game's heroes, Air magic to about 70%, Water to 50%, and Fire to 50%. This percentage will increase as the game progresses, with the exception of castles/heroes that cannot learn Water or Fire magic.
Where is the link to these studies? Because this data is completely unfamiliar to me, and my own experience doesn't really confirm it. That's why I wanted to know about the research methodology...
Where is the link to these studies? Because I am completely unfamiliar with this data, and my own experience doesn't really confirm it. That's why I wanted to know about the research methodology...
I probably won't be able to find it; I read it a long time ago and don't even remember which website it was on. However, based on personal experience, it's probably around + or - 10%.
Любовь которая ежедневно не возраждается, ежедневно умирает.(с)
A topic for discussing hero movement speed! ;) Please stick to the topic, and save the rest for the general chat...
As you wish, sticking to the topic means sticking to the topic...
1. The race does NOT affect the hero's speed.
2. Speed depends on the following factors:
- the slowest unit in the hero's army (provides a base movement of 1300 to 2000 mp - move points) - logistics +10/+20/+30% mp - pathfinding (reduces the penalty for moving across rough terrain - which includes four types of terrain - rocks, sand, snow, and swamp; i.e., when moving across grass, Pathfinding does not provide any advantage) - navigation (if absent - 1500 mp, then 2250/3000/3750 mp) - hero specialization, which increases the logistics and sailing skills by 5% per level - the presence of artifacts (for infantry: boots +600 mp, gloves +300 mp; for sailors, a hat +500 mp and a necklace +1000 mp). A second pair of gloves does NOT provide an additional bonus. No other artifacts change the hero's speed. - beacon (for sailors +500 mp) - oasis +800 mp - watering hole, fountain of youth, flag of unity +400 mp - stables +400 mp - when moving across terrain that is "native" to the units, there is no terrain penalty (this only applies to the four types of terrain mentioned above), which reduces speed by 20-33-42%
3. To obtain a correct result, you must:
- NOT conduct the test on the first day after hiring a hero in the tavern, because on that day, he has not yet received his movement calculation, which is only done during "night rest." However, previously dismissed or defeated heroes (retreat and surrender do not count) have a base movement of 2000 mp on the day of hiring. - provide all heroes with an identical army before resting - test all heroes on terrain without penalties; in other words, if you tested all heroes on snow, swamp, or sand, you initially put them in an unequal position - all heroes must be at Level 1 of their development to eliminate the bonus for logistics specialists.
4. Please also consider the fact that when moving vertically/horizontally in one turn (an arrow), 100 mp is spent, and for one turn diagonally - 141 mp. Also, the hero's mp is deducted when you take chests, artifacts, and other objects on the map. It is always best to do this NOT diagonally... If the hero has less than 100 mp of movement remaining, he will remain standing in place. If the hero does not have enough mp for a diagonal step (141), but has enough for a horizontal or vertical step (i.e., 141≥mp≥100), he can still take a diagonal step, but only if there are no movement penalties (roads, army composition, and the Flight spell are not taken into account).
Everything else is up to you. Knowing the initial data, you can easily calculate the number of steps your hero will take, even without testing on the map.
Try to review your calculation, following these rules established by the game developers. I think you will be pleasantly surprised. :)
Sincerely, AmberSoler
Added 22 hours 28 minutes ago VDV_forever;16384
I agree :) And yet, if you put them all in a row and give them the same monster, the Monere will run the farthest, on the same terrain, of course. You can check it. ;)
This will only be true for the first day after hiring a hero in the tavern. He has a starting movement of 1760 mp. After that, the chances are equal. By the way, Pasis should run just as fast, although I haven't checked myself.
In general, the fastest heroes at the start are Dragon and Jelu (SoD). They have a movement of 1900 mp. I think no one runs faster. But it takes a long time to test this. If anyone has checked, let me know.
Dessa, Kyrre, and Gunnar, all level 99, will run the farthest. They have boots of swiftness and gloves of speed, and after visiting the stables, they travel along a straight path through the grass, with an army consisting only of phoenixes. They periodically visit oases, general assembly flags, and fountains of youth located directly on the road.
Dessa, Kyrre, and Gunnar, all level 99, wearing boots of swiftness and gloves of speed, will travel the farthest by visiting the stables and then taking a direct route across the grass, with an army consisting only of phoenixes, and periodically visiting oases, general rally flags, and fountains of youth located directly on the road. :)
1. If there is a road, the type of terrain doesn't matter. Even if it's a swamp... 2. The maximum hero level is not 99. In reality, it's 108. :) 3. The oasis only works after the first visit. Subsequent visits will not change anything until the first battle. The flag and fountain only work once per day...
From the start, Moner has the longest movement range, as others have probably mentioned before. Also, any decent logistics hero should have around 5,000 movement points by the middle of the game.
Абстрактной истины нет, истина всегда конкретна. (Ленин) ICQ 671097837