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Dragon Level Up information
Crushing Blow
Basic: Damage: 90-100 Rage: 4 Experience: 3 Pushback: 1 Damage 1 Upgrade: Damage: 130-150, Rage: +1, Experience: 5 Damage 2 Upgrade: Damage: 200-300, Rage: +2, Experience: 8 Damage 3 Upgrade: Damage: 400-500, Rage: +3, Experience: 13, Pushback: 2 Damage 4 Upgrade: Damage: 800-900, Rage: +4, Exp: 19 (Requires Level 10) Damage 5 Upgrade: Damage: 1300-1400, Rage: 5, Experience: 26 (Requires Level 14) Damage 6 Upgrade: Damage: 1900-2000, Rage: 6, Exp: 34, Pushback: 3 Rest: +1 (Requires Level 18 ) Rage 1 Upgrade: Rage: -5 (Requires Costs rage> 18 ) Rest 1 Upgrade: Rest: -1 (Requires Rest > 1) Hunt Basic Chest: 1 Altar: 0 Rage: 4 Exp: 5 Rest: 1 (Requires level 2) Treasure 1 Upgrade: Chest: 2 Altar: 0 Rage: +2 Experience: 8 Treasure 2 Upgrade: Chest: 2 Altar: 1 Rage: +3 Experience: 12 Treasure 3 Upgrade: Chest: 3 Altar: 2 Rage: +4 Experience: 17 Rage 1 Upgrade: Rage: -5 (Requires Rage Cost > 9) Ball Lightning Basic Damage: 10-15%, chance of shock: 20%, Rage: 15, Experience: 10, Rest: 1 (Requires Level 9) Damage 1 Upgrade: Damage: + [0-5]%, chance of shock: +2%, Rage: +2, Experience: +4 Damage 2 Upgrade: Damage: + [0-7]%, chance of shock: +2%, Rage: +3, Experience: +6 Damage 3 Upgrade: Damage: + [10-15]%, chance of shock: +2%, Rage: +5, Experience: +8 Rest: 2 (Requires Level 26) Shock 1 Upgrade: Damage: + [0-2]%, chance of shock: +6%, Rage: +2, Experience: +4 Shock 2 Upgrade: Damage: + [0-2]%, chance of shock: +8%, Rage: +3, Experience: +6 Shock 3 Upgrade: Damage: + [0-2]%, chance of shock: +10% Rage: +5, Experience: +8 (Requires Level 21) Mana Accelerator Basic Mana: 7 Action Points: 1 Rage: 8 Exp: 10 Rest: 1 (Requires Level 6) Mana 1 Upgrade: Mana: 10, Rage: +3, Experience: +2 Mana 2 Upgrade: Mana: 14, Rage: +5, Experience: +3 Mana 3 Upgrade: Mana: 19, Rage: +7, Experience: +4 (Requires Level 18 ) Mana 4 Upgrade: Mana: 25, Rage: +9, Exp: +5 (Requires Level 23 ) Action Points 1 Upgrade: AP: 2, Rage: +3, Experience: +5 Rage 1 Upgrade: Rage: -10 (Requires Rage Cost > 25) Mystic Egg Basic Leadership: 100 +50% of Hero, Troop Level: 1-2, Rage: 15, Experience: 10 Rest: 2 (Requires Level 4) Leadership 1 Upgrade: Leadership: 300, Rage: +3, Experience: +2 Leadership 2 Upgrade: Leadership: 700, Rage: +4, Experience: +3 Leadership 3 Upgrade: Leadership: 1300, Rage: +5, Experience: +4 (Requires Level 16) Hero Percent 1 Upgrade: Leadership of Hero: 70%, Rage: +5 Experience: +3 (Requires Level 9) Hero Percent 2 Upgrade: Leadership of Hero: 90%, Rage: +7 Experience: +4 (Requires Level 13) Creatures 1 Upgrade: Level of Creatures: 1-4, Rage: +2, Experience: +3 Creatures 2 Upgrade: Level of Creatures: 2-5, Rage: +3, Exp: +4 (Requires Level 16) Wall of Stone Basic Health: 150, Defense: 20, Rage: 6, Exp: 7, Rest: 2 (Requires Level 2) Health 1 Upgrade: Health: 250, Rage: +1, Experience: +2 Health 2 Upgrade: Health: 500, Rage: +2, Experience: +3 ( Requires Level 11) Health 3 Upgrade: Health: 1000, Rage: +3, Experience: +4( Requires Level 14) Health 4 Upgrade: Health: 2000, Rage: +4, Experience: +5 ( Requires Level 17) Health 5 Upgrade: Health: 5000, Rage: +5, Experience: +6 (Requires Level 23) Defense 1 Upgrade: Defense: 30, Rage: +2, Experience: +3 Defense 2 Upgrade: Defense: 40, Rage: +3, Experience: +4 (Requires Level 13 ) Defense 3 Upgrade: Defense: 50, Rage: +4, Experience: +5 (Requires Level 18 ) Dragon Dive Basic Damage: 300-600 Rage: 20 Experience: 10 Rest: 1 (Requires Level 12) Damage 1 Upgrade: Damage: 600-900, Rage: +9, Experience: 13 Damage 2 Upgrade: Damage: 900-1300, Rage: +10, Experience: 17 (Requires Level 21) Damage 3 Upgrade: Damage: 1300-1700, Rage: +11, Experience: 22 (Requires Level 26) Damage 4 Upgrade: Damage: 1900-2400 Rage: +12 Experience: 28 Rest: +1 Rage 1 Upgrade: Rage: -10 (Requires Rage Cost > 35) Rest 1 Upgrade: Rest: -1 (Requires Rest > 1) Fiery Phantoms Basic Damage: 1600-1900: (Allies take 80%), Rage: 50, Experience: 10, Rest: 1 (Requires Level 25 ) Damage 1 Upgrade: Damage: 1900-2300, Rage: +10, Experience: +3 Damage 2 Upgrade: Damage: 2300-2700, Rage: +10, Experience: +4, Rest: +1 (Requires Lvl 31) Damage 3 Upgrade: Damage: 2700-3300, Rage: +10, Experience: +5, Rest: +1 (Requires Level 36) Damage 4 Upgrade: Damage: 3000-3700, Rage: +10, Experience: +6, Rest: +1 (Requires Level 41) Rollback 1 Upgrade: Damage to Allies: 60%, Experience: +2 Rest: -1 (Requires Rest > 1) Rollback 2 Upgrade: Damage to Allies: 40%, Experience: +3 Rest: -1 (Requires Rest > 1) Rollback 3 Upgrade: Damage to Allies: 20%, Experience: +4 Rest: -1(Requires Rest > 1) Rage 1 Upgrade: Rage: -10 (Requires Rage Cost > 50) Call Lava Basic Damage: 1000-1200, Targets: 3, Rage: 35, Experience: 10, Rest: 2 (Requires Level 17) Damage 1 Upgrade: Damage: 1300-1500, Rage: +5 Experience: +2 Damage 2 Upgrade: Damage: 1800-2000, Rage: +6 Experience: +3 (Requires level 26) Damage 3 Upgrade: Damage: 2300-2600, Rage: +7 Experience: +4 (Requires Level 31) Damage 4 Upgrade: Damage: 2900-3200, Rage: +8 Experience: +5 (Requires Level 36) Damage 5 Upgrade: Damage: 3600-3800, Rage: +9, Exp: +6, Rest: 3 (Requires Level 41) Targets 1 Upgrade: Targets: 4, Rage: +8, Exp: +1 Targets 2 Upgrade: Targets : 5 Rage: +7 Experience: +2 Targets 3 Upgrade: Targets : 6 Rage: +6 Exp: +3 Targets 4 Upgrade: Targets : 7 Rage: +5 Experience: +4 Rage 1 Upgrade: Rage: -10 (Requires Rage Cost > 60) |
Some Interesting Notes
1) Hunt and Wall of stone are the only new skills you can learn at level 2. 2) Picking up some skills as your initial dragon ability may mean that you can start using them and levelling them up significantly earlier. Ball lightning is the most noticeable. -- This isn't true, you can't level up an ability until you get to its first level's level requirement. 3) Fiery Phantoms, which you may shy away from increasing the rest on, has THREE different upgrades that decrease the rest.. and those upgrades also decrease the damage it does to your team. You cannot get the ally damage bonus abilities unless you increased the rest to 2! 4) Increasing a Ball Lightning's Rage for 15 to 20 can increase it's experience value by 100%! One other thing of note, all experience you gain is multiplied by a "K" value, where K = Total Current Leadership of Enemy Army / Total Current Leadership of Your army This means that If you have less leadership than the opponent, you get more experience (Potentially a lot more) and if you have MORE leadership... say because they are down to just one imp left, you will get less (Potentially almost none). This in turn means that rage spent early on in combat is more experience heavy than later on in combat, and is a huge benefit to the player who starts combat with rage. I think this should also mean that if you want to 'farm' experience for your dragon, you should take a small efficient force into some battles, preferably one that can generate rage well, and then use your dragon twice per turn the entire combat to cast, say, ball lightnings. Another good trick would be to use control spells like Fear to lock down a large stack of low level units, and while they are afraid, use a lot of rage. |
Great work indeed!!! :) That will help a lot of people.
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Awesome! :grin: Thanks a lot!
I had no idea about the leadership thing. Will try an see what can be done next time i start! |
I have finished translate my mod
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Do the innate stats level up as well, IE +1 attack +1 Defense, +5 Rage to a higher amount of those or is it just a one time stat adjustment from the beginning on?
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No. They simply remain as a bonus to the hero's stats.
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thank you...that makes more sense to me becuase that would obviously be the biggest choice of the entire game and you make it before you even played! Imagine a +60, or +30 attack bonus
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Where did the experience numbers come from? The reason I ask is because they aren't entirely accurate as far as I can tell. Or is there some modifier I am unaware of?
Crushing Blow: gives 34 xp, listed as 34 xp Hunt: gives 9, listed as 17 Lightning (not fully upgraded): gives 17, listed as 30 Mana (not fully upgraded): gives 13, listed as 24 Egg (not fully upgraded): gives 9, listed as 17 Dive (not fully upgraded): gives 28, listed as 17 Wall, Phantoms, and Lava: untested Results are from an impossible game (70% dragon xp) with 1 level in Dragonslayer (+10% dragon xp) and Training (+20% dragon xp). Assuming the Crushing Blow numbers are accurate, this implies the dragon xp bonuses are additive (70+10+20=100). For all the results, leadership of army was well below that of the enemy which, again assuming the Crushing Blow numbers are correct, implies the (enemy Leadership)/(your leadership) modifier maxes at 1, which seems sensible. Are the OP's numbers incorrect or am I missing something? Edit: Interestingly, everything is off by about the same percentage amount Hunt:53% Lightning:57% Mana:54% Egg:53% Dive:164%, which is 60% the other way. |
There is. The is a correlation between the CURRENT total leadership of your army and the CURRENT total leadership of the enemy army. If the enemy has higher current leadership, the XP gained from dragon abilities will increase and vice versa. If your level is higher than the dragon's, the XP gained will increase, and again, vice versa. There is also a modifier based on killed enemy troops.
Besides, the numbers that were used in this calculation are the ones found in the game files and formulas, so they must be accurate, unless the game has decided to cheat you somehow :) |
I was aware of the leadership modifier being determined by the current leadership, but not of the other two. Is there more specific information about those anywhere?
I wasn't thinking the computer was cheating (at least not in this particular instance, you have to keep an eye on them) but typos are a possibility that can and do happen. Or maybe the numbers are from the russian version which might be different from the english, who knows. Thanks |
They're not, otherwise the game would jave been different. You can open the loc_ses.kfs file with winzip or winrar and peruse the text files for various formulae. It's a lot of material, but ALL the formulas are there.
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After fiddling with addon_pet.lua and with the help of this post, I've come up with the following:
Code:
experience gained = (xpskill*(1+xpbonusskill+xpbonusmedal)+.017*enemykilledldr)*(1+xpbonusskill)*(herolvl/petlvl)*(enemyldr/heroldr)*herotype*.5 xpbonusskill is the bonus from the training skill, 0/.2/.4/.6 for skill levels 0/1/2/3 xpbonusmedal is the bonus from the dragonslayer medal, 0/.1/.3/.5 for medal levels 0/1/2/3 enemykilledldr is the total leadership of the number of enemies killed by the skill, Ball of Lightning does NOT count for this herolvl is the level of your hero petlvl is the level of your pet enemyldr is the total leadership of the enemy army at the time the skill is used heroldr is the total leadership of your army at the time the skill is used the leadership ratio is always 1 for the first skill use and can never be greater than 1 herotype is 1/.9/.7 for warrior/paladin/mage A few observations: Difficulty has nothing to directly do with experience gained, only how much you need to level. The info at the start of a new game is misleading and not even correct anyhow. It should be 200%/100%/87%/77% if you wanted to view it that way. The training skill affects the experience twice, essentially it is a 44%/96%/156% bonus (not exactly but close enough). The dragonslayer medal only affects the base experience of the skill and not that gained from doing damage. |
Also, given there are larger leadership stacks on higher difficulties, the penalty to dragon experience on those difficulties is further alleviated. It ends up just not being as big of a problem as you expect.
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An interesting thing to note is that there is no modifier for length of combat and that your pet doesn't level up inside of combat. Put these together and you have an intriguing thought.
If one wanted to game the system, they could create a situation where a high lvl hero (say 14, easily done with map kiting) with a low lvl pet (1, even more easily done) with 1 troll and 1 inquisitor enters into a fight, at evening or night, with at least 20 royal snakes (or equivalent no retaliation troop). Phantom the inquisitor (15 mana), use holy anger (6.5 average rage per turn, 19.5 per phantom), use lvl 1 mana accelerator (8 rage > 7 mana), repeat ad nauseam. This more than breaks even over time, but not by much. Use bigger rage and mana pools to lessen the chance of bad luck screwing things up. Each accelerator would earn 70(!) experience per cast and per turn as long as you could handle the tedium. This compares quite favorably to experience earned later in the game. One could argue playing the game, having fun, and earning levels naturally is better. They are probably right, but that's not particularly interesting to talk about. |
Yes, I have somewhere around here talked about the above strategy. You'll need more than one inquisitor however, since you can't phantom just one (Unless you have ridiculous intelligence).
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Yup, that's true. Your K value is never greater than one. Having less troops only means that you'll be getting the maximum experience, not that you'll get bonus experience.
Seriously though, if it were any different, you'd get thousands of % boosts to dragon experience by having a single stack army, and would level up ridiculously fast. |
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There should be a way to dismiss summoned units during battle! |
Yes, it does. In battle, everything counts, even the leadership of the summoned creatures. So in essence, if you want to capitalize on your dragon most efficiently, use fewer units (or several stacks only) and do not summon :)
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Is it true that the pet dragon doesnt get any experience from hero fights? I noticed that my pet was not keeping up with my level. Im level 44 and my pet is level 32(not like I use him much anyway, mainly for treasure/mana accell/ball lightning) but I decided to give him a few levels since he was so far behind. I went to the lecture hall to get my diploma, and I ABUSED of the phantom/inquisitor/mana accell combo, I could go on like that forever, its an infinite loop. I went through about 40 rounds, after that I discovered my pet didnt get a single level i was like wtf.... while I leveled, now im lvl 45 and my pet is still 32, I guess Ill have to do the combo on a regular opponent.....
ps: I just checked and the infinite loop didnt work on a regular opponent also, my pet didnt get any experience at all while doing the combo. After that I reloaded and beat the same guy as fast I could using the dragon only a few times, and he got experience(very little though) so I guess the amount of exp ur pet gets is related to the amount of troops ur opponnent has? Im lost here, I guess Ill just forget about the pet, he is rather useless other than using ball lightning or giving me mana(another 2 steps too). |
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