![]() As a concrete example: my last run through The Legend had Zerock ram into the level cap before I'd even really hit the endgame, Sleem ended up 2 levels short of the level cap, Reaper also ended up 2 levels short (Even though he's the last Spirit you acquire, keep in mind), and Lina ended up ten levels short. On the flipside, it's a torturous grind to get Lina's experience up because she can't get kill-based experience bonuses. And since you get the biggest experience from your first usage, having Underground Blades be Zerock's first move in a battle really is a lot of experience. This phenomenon is why you can, for example, get Evil Shoal on Sleem and end up with Sleem pulling several levels ahead of your Hero: Evil Shoal's ability to inflict massive casualties means it reaps massive experience gains! By a similar token, Zerock's Underground Blades will actually tremendously accelerate his growth, even if you find yourself not using it that often: Smashing Sword just cannot compete with Underground Blades' ability to rack up experience via kills. It also has the implication that raising damage on direct attacking skills should basically always be prioritized, as it doubles as an experience booster. By a similar token, if for instance there's two Knight stacks and one of them is wounded such that your predicted kills are 2-3 while the predicted kills on the other stack is 1-2, you should ideally target the 2-3 predicted kills stack for additional experience. (Reaper's percentile kills via Soul Draining is obviously pretty agnostic on this point, and so it should be aimed at Peasants over Archdemons to maximize the raw damage output and thus help the most in the actual combat) Also note that this means inflicting Plague is de-facto a Spirit experience multiplier (Necromancers are a Spirit's best friend), and so too is Pygmy. (Assuming you're getting any kills in the first place, obviously) Dishing out 666 damage to an Archdemon will net you 1600 Leadership worth of bonus experience: dishing out 666 damage to Peasants will net you 660-670 (Depending on what their Health was at) Leadership worth of Experience. First and foremost, since the Leadership-to-Health ratio tends to get worse as Leadership rises, high Leadership units are generally a better target for generating experience on your Spirits of Rage. The kill-based experience bonus has a few implications. As such, you're better off using every Spirit in a battle if at all reasonable, rather than spamming a 1-Rest skill on a single Spirit or even alternating between 2 Spirits, in terms of overall Rage experience generation. Spirits also have diminishing returns for repeated use in a battle. (This effect caps out at the enemy army having 3 times as much Leadership as the player's army) How many members of the stack were killed also factors in when the skill kills units (This only counts for kills at use: Sleem's Poison Cloud and Lina's Gizmo and Ice Ball making kills doesn't count), based also on the Leadership. Similarly, Spirits of Rage gain experience when used, with the experience influenced by how large the enemy army is relative to the player's army. It's more relevant to later games)Īn incidental effect of this is that increasing your maximum Rage capacity also improves your Rage generation. though this barely matters in The Legend in specific. (Unfortunately, this has the odd consequence that the Mage is less bad with Rage than they should be and the Warrior less good with it than they should be, since the Mage tends to have smaller armies and be able to use Spell-slinging to beat noticeably larger armies than what they're fielding. ![]() If they massively outnumber you, Rage generation goes much better. If your army is larger than the enemy's army in terms of total Leadership, you'll tend to struggle to generate Rage. Without getting overly technical, Rage generation is broadly influenced by army size considerations and especially comparisons. (The big one is that Magic Immunity doesn't block Rage effects) When out of combat, Rage rapidly drains to 0, in contrast to Mana slowly regenerating out of combat. Rage builds as units take damage -whether your own or enemies- and especially when stacks are finished off, and is expended on your 'Spirits of Rage' (Once you get to the point in the plot where the Chest of Rage is given to you, anyway) to do various things that are broadly like Spells but in key ways are not Spells. So this first post is going to be especially long. It doesn't scale to a stat on your Hero, it doesn't operate on the normal Mana economy model, it's weird and different all-around. In King's Bounty: The Legend, Rage is a mechanic with no antecedent in the classic King's Bounty game or in the Heroes of Might and Magic games.
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