en:rpd:hero_level
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| + | ====== Hero Level ====== | ||
| + | {{ rpd: | ||
| + | **Hero Level** refers to the experience level of the player character in Remixed Dungeon. The hero level affects various game mechanics, character capabilities, | ||
| + | |||
| + | ==== Experience and Leveling ==== | ||
| + | |||
| + | Experience is gained primarily from defeating enemies. The amount of experience required to reach the next level depends on the game difficulty: | ||
| + | |||
| + | * **Normal/ | ||
| + | * **Easy Difficulty (difficulty = 0)**: 5 + (current level × 4) experience per level | ||
| + | |||
| + | This means on normal difficulty: | ||
| + | * Level 1 → 2: 10 EXP | ||
| + | * Level 2 → 3: 15 EXP | ||
| + | * Level 3 → 4: 20 EXP | ||
| + | * Level 10 → 11: 55 EXP | ||
| + | * Level 20 → 21: 105 EXP | ||
| + | |||
| + | On easy difficulty, requirements are slightly lower (4 EXP per level instead of 5). | ||
| + | |||
| + | ==== Level-Up Benefits ==== | ||
| + | |||
| + | Upon leveling up, the hero gains: | ||
| + | * **+5 maximum HP** (ht increases by 5) | ||
| + | * **Immediate heal of 5 HP** | ||
| + | * **Increased awareness** (chance to detect hidden traps/ | ||
| + | * **+1 skill point** (every level if max skill points > 0) | ||
| + | * **Skill point accumulation** (max skill points / 3 added to current skill points) | ||
| + | |||
| + | ==== Class-Specific Level-Up Effects ==== | ||
| + | |||
| + | * **Gnoll**: Gains a skill level every 5 levels (levels 5, 10, 15, etc.) | ||
| + | * **Warlock**: | ||
| + | * **Lich**: If at max skill points when dying, can resurrect once (consumes all skill points) | ||
| + | |||
| + | ==== Mechanics Affected by Hero Level ==== | ||
| + | |||
| + | * **HP**: Base HP increases by 5 per level (modified by class starting HP) | ||
| + | * **Awareness**: | ||
| + | * **Spell scaling**: Some spells scale with caster' | ||
| + | * **Kunai Throw**: Damage scales with caster level | ||
| + | * **Enemy scaling**: Some enemy stats scale relative to dungeon depth/hero level | ||
| + | * **Death statistics**: | ||
| + | |||
| + | ==== Skill Points and Magic Level ==== | ||
| + | |||
| + | * **Skill Points (SP)**: Used for learning skills/ | ||
| + | * **Magic Level (skillLevel)**: | ||
| + | * **SP accumulation**: | ||
| + | |||
| + | ==== Code References ==== | ||
| + | |||
| + | * Hero class: [[https:// | ||
| + | * Level-up implementation: | ||
| + | * Awareness calculation: | ||
| + | * Class-specific effects: [[https:// | ||
| + | |||
| + | ==== String Resources ==== | ||
| + | |||
| + | * [[https:// | ||
| + | * [[https:// | ||
| + | |||
| + | ==== Content Verification ==== | ||
| + | |||
| + | * **Source**: Java class `Hero.java` in `com.watabou.pixeldungeon.actors.hero` | ||
| + | * **EXP formula verified**: `expToLevel()` returns 5 + lvl() * 5 (difficulty > 0) or 5 + lvl() * 4 (difficulty = 0) | ||
| + | * **Level-up benefits verified**: +5 max HP, heal 5, awareness update, skill points | ||
| + | * **Class specifics verified**: Gnoll skill level every 5 levels, Warlock heal/ | ||
| + | * **Awareness formula**: `1 - (class_factor)^((1 + min(lvl, 9)) * 0.5)` where class_factor = 0.85 for Rogue, 0.90 for others | ||
| + | * **Last updated**: Based on code analysis | ||
| + | |||
| + | ==== See Also ==== | ||
| + | |||
| + | * [[en: | ||
| + | * [[en: | ||
| + | * [[en: | ||
| + | * [[en: | ||
| + | * [[en: | ||
| + | * [[mr: | ||
| + | |||
| + | {{tag> rpd mechanics progression leveling}} | ||
en/rpd/hero_level.txt · Last modified: by 127.0.0.1
