This page (revision-24) was last changed on 29-Apr-2021 11:48 by Administrator

This page was created on 29-Apr-2021 11:36 by Administrator

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Version Date Modified Size Author Changes ... Change note
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23 29-Apr-2021 11:36 4 KB Administrator to previous | to last
22 29-Apr-2021 11:36 4 KB Administrator to previous | to last
21 29-Apr-2021 11:36 2 KB Administrator to previous | to last

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At line 1 changed 2 lines
(В разработке, появятся в ближайшее время. Будет возможность нанимать героев, развивать навыки своих героев, покупать или завоевывать для них артефакты, захватывать героев других игроков в плен, требовать выкуп.)
[{Image src='wiz_bad.jpg' width='..' height='..' align='center' style='..' class='..' }]
!In order to hire a Hero you need to:
* study the ["Heroes Managing"|ScienceDescription] science,
* construct the [Tavern|Tavern] building,
* and be of Captain rank.
* notice that Heroes cannot be hired if the Capital is being under attack.
\\
If a Player having Hero loses the Captain rank, the Hero will not obey the player until the player obtains the Captain rank again. In such case the Hero behaves as [Stunned|Stunned]. \\
\\
Click a Hero’s image in order to see the Hero’s parameters, artefacts, scroll, spell and skills.\\
At line 11 added 93 lines
A player can have __maximum 7 heroes__:
* 5 heroes can be obtained by studying science Hero Managing (__each level__ of the science increases the number of available heroes, the total maximum number of heroes = 5)
* 1 hero can be obtained by studying science Hero Commander (__the whole science__ gives +1 one hero)
* + 1 hero can be obtained if the player has a special set of artifacts.
!Each Hero has:
* a random __Name __from the list (which can be changed after the Hero is hired), \\
* [Class|HeroClasses], \\
* [Specialty |HeroClasses],\\
* some Mana,\\
* some Experience,\\
* Level. \\
\\
!__Mana __is used to cast Spells.
It has a property of regeneration or it can be replenished with [bottles of Mana|ManaBottles].\\
Mana is not regenerating if hero is stunned, in the Sanctuary or in mission.\\
\\
!__Level__ depends on __Experience __ and can be increased.
Level is restricted by the ["Hero Managing"|ScienceDescription] science.\\
Once the highest level has been reached, the experience can no longer be accumulated.\\
\\
Heroes gain Experience from killed enemy troops.
The amount of experience depends on the value of slain enemy troops. The amount of killed units is calculated after the round of resurrection. \\
\\
Experience calculation:\\
\\
%%tabbedSection
%%tab-Slain_Troops
__Mining server__:\\
If the attacker wins, his hero gains experience = gold value of slain enemy troops * 0.0002\\
\\
__War server__:\\
If the attacker wins, his hero gains experience = gold value of slain enemy troops * 0.0005\\
\\
__Mining server__ and __War server__:\\
If the attacked wins, his hero gets experience = gold value of slain enemy troops * 0.00005\\
\\
If the attacker is defeated, the hero gains experience = gold value of slain enemy troops * 0.000005\\
If the attacked is defeated, the hero gains experience = gold value of slain enemy troops * 0.000003\\
\\
\\
__EXAMPLE:__\\
On the War server Player1 attacked and killed 10 000 mercenaries of 1 level belonging to Player2 (value of 1 mercenary = 75 Gold).\\
Player1`s hero experience = 75 * 10 000 * 0.0005= 375\\
/%
%%tab-Slain_Monsters
__Mining server__:\\
If the attacker wins over monsters, his hero gains experience = gold value of slain monsters * 0.0004\\
If monsters win over the attacker, the hero gains experience = gold value of slain monsters * 0.00001\\
\\
If player attacked by monsters wins, his hero gains experience = gold value of slain monsters * 0.0001\\
If player attacked by monsters loses, the hero gains experience = gold value of slain monsters * 0.000006\\
\\
__War server__:\\
If the attacker wins over monsters, his hero gains experience = gold value of slain monsters * 0.0002\\
If monsters win over the attacker, the hero gains experience = gold value of slain monsters * 0.00002\\
\\
If player attacked by monsters wins, his hero gains experience = gold value of slain monsters * 0.00002\\
If player attacked by monsters loses, the hero gains experience = gold value of slain monsters * 0.0000012\\
\\
__EXAMPLE:__\\
In a attack on War server 10 000 monster carriers of level 3 were killed, and the attacker hero gained:\\
10000 * 1* 0.0002 = 2 Experience\\
\\
/%
%%tab-Slain_Clan_castle_Monsters
\\
__Mining server__:\\
If the attacker wins over CC monsters, his hero gains experience = gold value of slain monsters * 0.0002*0.005\\
If CC monsters win over the attacker, the hero gains experience = gold value of slain monsters * 0.000005*0.005\\
\\
\\
__War server__:\\
If the attacker wins over CC monsters, his hero gains experience = gold value of slain monsters * 0.0005 * 0.001\\
If CC monsters win over the attacker, the hero gains experience = gold value of slain monsters * 0.00005 * 0.001\\
\\
Please, notice that value of CC monsters differs from that of common monsters.
\\
/%
/%
\\
If the calculation results in fraction number, only full number is taken into account.\\
In these calculations experience bonus from scrolls and artifacts is not considered.\\
\\
If several players fight on one side, the Experience will be distributed proportionally among the players according to the cost of their troops for the moment of the battle start. \\
If a player does not use Hero in battle, the player’s portion of Experience simply disappears.\\
\\
Stunned Hero do not gain any Experience.\\
\\
Attacking Hero will lose a battle without troops, even if there is no defending army too. This is because Heroes do not have such parameter as "Attack".\\