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Changes in SoldierLevels

Editor Comment

Fixed typos and translation, re-wrote some sentences for clarity, removed superfluous "more facts" entry.

Revision Differences of Revision 14

# Soldier levels, training and fighting ¶

##Soldier levels ¶
A soldier starts with level 0 in each category. In the training buildings (see table), they can be trained in four categories: Attack (=AT), Defense (=DE), Evade (=EV), Health (=HP). ¶
Which category is trained up to which level in which training building is shown in the table. For example the Empire Evade is trained in the Arena from level 0 to level 1 and in the Colosseum from level 0 to level 1 to level 2. ¶

You can see the
levels of a soldier's levels when he is in a military building: The levels are shown by the emblems and explained when you mouse over a soldier in the soldier slot of a military building window with your mouse. ¶

##Training ¶

[![20161115trainingsgebaeude.png](/wlmedia/wlimages/20161115trainingsgebaeude.png)](/wlmedia/wlimages/20161115trainingsgebaeude.png) ¶

##Fighting ¶
Every fight between two soldiers is a calculation of their levels: ¶

* Attack is the potential damage which is inflicted on the other soldier
* Defense
procentual reduces the potential damage (aso defense value of 5 mpeans only 95% damagrce is inflictaged).
* Evade is the
prchance tob abvoilityd an atotack ncomplet bely, hitas a percent allge, ign % (soring attack and defense means nothing in this case) .
* Health is the
mactximual account, from whichHP thea resuolt wdill be subtr hacteds. There are two types of HP: HP level and acurrentual HP. The HP level (is shown byas thean emblem) is, the maximum HP whicha is actuaol bdiefore has, fwigtht or afther curecreation. The actual HP (shown by the bar in thes player colobar under neathe emblems) is the actual healthinvess ofl the sombldierms. If the acurrentual HP rearches 0, the soldier is dead. Actual HP areis restored when the soldier heals/recovers in a own military building., with larger buildings healing soldiers more quickly.

For example: A
fully healed/recovered Barbarian with full HP and:
Attack level 2 (value 29-33, in this example we take 31),

Defense level 0 (value 3, only 97% of damage is taken),

Evade level 1 (40%),

Health level 3 (value 214)

...attacks a fully healed/recoveredn Atlantean with full HP and:
Attack level 2 (value 28-32, in this example we take 30),

Defense level 1 (value 14, only 86% of damage is taken),

Evade level 1 (47%),

Health level 0 (value 135).

The fight consists of several s
tagections:. When the Barbarian is the aggressor, he iattacks the first to try to hit the Atlantean. In the next stagection, the Atlantean tries to hit the Barbarian. This continues until one of them has no more actual HP.
So let
‘'s look on the calculations: ¶
The Barbarian tries to hit the Atlantean: ¶

* 47% chance
ftor not hmittingss, which means no loss in actual healthHP for the Atlantean. ¶
* 53% (=100%-47%) chance for hitting:
actual HealthP of the Atlantean is 135 - round_downwards(31 * 0.86) = 109. ¶

The next s
tagection of the fight is btakegun by the Atlantean and goes the same way: ¶

* 40% chance for the Barbarian to
kevadep being allhit actu al HPl.
* 60% chance to have 214 - round_downwards(30 * 0.97) = 185. ¶
The fight is over when one of the
m soldiers' =HP hais no more aduced tuo zero alnd HPdies. ¶

##Some more facts to note ¶
* The levels are tribe
-specific. So aAn evade level 2 means 55% chance to evade for a bearish Barbarian, but 64% chance to evade for an agile Atlantean (see table). ¶
* Attack has a random value within the interval shown in the table. So in every section of the battle, there is some hazard, if there is a lighter or stronger attack.

* The healing/ recreation in the military buildings corresponds with the actual HP. So the „heal per second“ given in the conf files has the unit actual HP/sec. ¶