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'''Heroes''' are a feature introduced in [[Round 32]], giving a small but scaling passive bonus to a Dominion. No resources are required to generate one, though a small investment is required to start gaining a benefit. | '''Heroes''' are a feature introduced in [[Round 32]], giving a small but scaling passive bonus to a Dominion. No resources are required to generate one, though a small investment is required to start gaining a benefit. | ||
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== Types, Scaling, and Experience == | == Types, Scaling, and Experience == | ||
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| '''Bonus Type''' | | '''Bonus Type''' | ||
| '''Scaling per level''' | | '''Scaling per level''' | ||
− | | | + | | Notes |
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| Alchemist | | Alchemist | ||
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The third method of experience gathering is invasion. For every acre gained during an invasion, including generation, your hero gets 1 XP. This experience is applied immediately upon successful invasion; failing an attack will not grant any experience. | The third method of experience gathering is invasion. For every acre gained during an invasion, including generation, your hero gets 1 XP. This experience is applied immediately upon successful invasion; failing an attack will not grant any experience. | ||
− | + | Experience can also be lost in two different ways. The most conventional way to lose experience on a hero is to be invaded: for every acre lost, a hero loses 1 xp, to a floor of whatever experience they need to retain their level. Heroes will never lose levels through invasion. Additionally, selecting a new type of hero, e.g. switching out an Alchemist for a Blacksmith, halves experience. This method does lower hero levels: a level 5 hero at 2020 XP would become a level 4 hero at 1010 XP. | |
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− | Experience can also be lost in two different ways. The most conventional way to lose experience on a hero is to be invaded: for every acre lost, a hero loses 1 | ||
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− | + | <insert level and XP requirements here> | |
− | + | [To be finished] |