Heroes2

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Revision as of 22:22, 19 January 2007 by 66.53.213.148 (talk) (Hero Abilities)
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Getting Heroes

There are a number of ways to gain heroes and these are listed below

  • They can be bought from the Tavern in the Black Market
  • They can be given by getting favor from a God (small % chance)
  • A high level hero (20+) can be obtained by getting into Lucifer's Most Favored List
  • Love Potion #9, Lipstick of Enslavement and The Magic Mirror are unique items that can grant you one hero

Joining the Battle

Heroes will lead stacks according to their power, so the highest level hero in your army will lead your most powerful stack and so on; however, heroes will lead units that are the same race and color (for instance, even if you only have a Berserker, it will lead Dwarven Deathseekers even if Red Dragons are your top stack). Heroes will die in battle when the stack that they command is completely destroyed.

Leading a Stack

  • On DEFENSE (Regular and Siege), heroes will lead any stack (even 1 militia or 1 sheep).
  • On OFFENSE (Regular and Siege),
    • If you send a very small stack (by % of total army), the hero will not lead it.
    • If you send a big stack in company with small stacks, heroes can lead all stacks.
      • Note that very small stacks may not be targeted if they are under a certain % of your NP.


  • When color AND category:races of a stack match that of the hero, a hero will prefers to lead that stack.
  • In any other case (no match, only color matches, only race matches), the hero prefers to lead the highest powerranked stack
    • If you have two heroes of the same Race and Color, the highest level hero chooses stack preference first.
    • If you have several heroes, the most experienced (highest level) hero is matched first.
  • If there are more battle heroes than stacks,
    • the not-preferred stack hero stays home (if there is a preferred hero-stack match in the army send to battle),
    • the lowest level hero stays home.
      • long ago multiple heroes could jointly lead one and the same stack - that is abandoned in TR.

Single stack effects useless? I don't think so..

Note that single stack effects are more likely to hit higher NP stacks than lower NP stacks. The same actually goes for spells/items/etc.. This means, in most cases, that the ability is actually more useful than you think. Example: Witch. Only one unit gets cursed. But since it's more likely to be (either a linear or even parabolic correlation) hit on your enemy's top stack, which is his most powerful stack, it can actually have a huge effect on the battle outcome!

When In the Battle

Efficiency Bonus

If a Hero commands a stack of the same colour and race as the hero this stack receives a bonus to efficiency equal to the heros level in percent. This goes for the start of the battle. Soon as the unit hits and or is hit, the Fatigue effect comes in to play.

  • Example: Level 16 Fire Elementalist commands stack of Efreeti.
    • Efreeti start with 100% efficiency + 16% bonus = 116% efficiency (100% default)
    • After their primary attack (init 4) they lose 15% as normal = 101% efficiency (85% default)
    • After one hit they again lose 15% = 86% efficiency (70% default)

Attack of the hero

  • Right after the primary attack of the stack, to the same stack.

Heroes' spells and resistance

  • If one of your heroes casts a spell or uses an ability, that can be resisted, just as any other spell.
  • Hero colour determines the colour of the spell/skill.

How Heroes are Lost in Combat:

  • Stack wiping the hero led stack will usually kill a hero
    • but... for the hero to die, there needs to be enough damage left over after the stack is killed, to kill the hero also.
    • In a close call, it thus is possible to have a hero-lead stack completely die, while the hero manages to survive.


Hero Experience

With every turn you spend, your hero gains experience points. When you collected enough experience, your hero raises a level. The latter may switch on new abilities and increase the effect of already acquired abilities.

Experience gain

Battle Heroes:

  • Slow servers (Apprentice): 12 experience per turn + 24 experience for leading a stack in a battle (win or not)
  • Normal servers (Guild): 8 experience per turn + 16 experience for leading a stack in a battle (win or not)
  • Fast servers (Blitz): 4 experience per turn + 8 experience for leading a stack in a battle (win or not)

Non-Battle Heroes:

  • Slow servers (Apprentice): 18 experience per turn
  • Normal servers (Guild): 12 experience per turn
  • Fast servers (Blitz): 6 experience per turn

Leveling:
Formula's for hero leveling are:

Experience_To_Next_Level = Current_Level*1000
(example: Level 8 (XP:28000) : 28000+8000 = 36000, XP required for level 9 is 36,000 or "8,000 XP to level 9 from level 8"
Total_Experience_to_reach_next_level = Current_Level*Next_Level*500
(example: Level 8 is reached at XP:28000; 7*8*500 = 28000)
(example: Level 9 is reached at XP:36000; 8*9*500 = 36000)



Section 7 - Heroes and Heroins of Alzorath's FAQ v0.2 shows a table format of the hero levels from zero up to 40; however, the lowest level heroes available start from level 8 as most heroes have thier first abilities when they reach level 9.

Hero Abilities

The hero and the level of the hero when the ability of gained is listed in the parentheses next to the ability.

When an ability is denoted as (Does Something/LVL), it does NOT mean the hero level, but the level of the skill. EXAMPLE: A level 10 Alchemist has 2 skill points in Alchemy. The easy way to derive the skill level is to take the level of the hero then subtract the level that you get the skill, then add one. Back to the Alchemist, Level 10 - Level 9 (Skill onset level) = 1. 1 + 1 = 2. Thus level 2 of Alchemy.

Hero abilities can also be turned off by accessing the audience link from the main menu page of the game.

Alchemy (Alchemist [Human] 9):

  • Increases geld income by 6% + 3%/lvl.
  • Reduces MP income by 1%/lvl.

Animal Taming (Shepherdess [Animal] 14):

  • Reduces Primary and Counter AP of all enemy Animal units by 5%/lvl.

Animate Dead (Crypt Keeper [Undead] 9, Necromancer [Undead] 16):

  • Resurrects 3% + 1%/lvl of your slain undead units at the end of each battle.

Arcfire (Fire Elementalist [Elemental] 9):

  • Deals 80k/lvl FIRE damage to one random enemy stack.
  • Is an Eradication spell thus can be resisted.

Beast Master (Amazon [Human] 14):

  • Increases Primary and Counter AP of all your Animal units by 5%/lvl.

Berserk (Berserker [Dwarf] 14, Amazon [Human] 18):

  • Increases Primary and Counter AP of all your units by 10% + 5%/lvl.
  • Decreases HP of all your units by 5% + 1%/lvl.

Brewing (Witch [Elf] 20):

  • Generates items based on the number of guild. (Anyone know how it works?)

Building (Engineer [Human] 9):

  • Increases building rate by 6% + 3%/lvl.

Channeling (Shaman [Treefolk]16, Crypt Keeper [Undead]18):

  • Increases MP income by 2% + 1%/lvl.

Charisma (Bard [Sprite] 14, Warlord [Human] 16):

  • Increases recruit rate by 2% + 1%/lvl.

Chill Touch (Soul Reaper [Demon] 9, Necromancer 9):

  • Deals 4k + 2k/lvl COLD damage to one random enemy stack.
  • Reduces Primary and Counter AP of the damaged stack by 2% + 1%/lvl.
  • This is a Nether spell and thus can be resisted.

Cursing (Witch [Elf] 9):

  • Reduces Accuracy of one random enemy stack by 2% + 1%/lv.

Demon Hunter (Vampire Hunter [Astral] 18):

  • Increases damage dealt by your units to enemy Demon units by 10% + 5%/lvl.

Dragon Rider (Dragon Knight [Dragon] 16):

  • Increases Primary and Counter AP of all your Dragon units by 5%/lvl.

Dragonslayer (White Knight [Human] 20):

  • Increases damage dealt by your units to enemy Dragon units by 10% + 5%/lvl.

Enchant Item (Enchantress [Elf] 18):

  • Generates lesser items. The generation rate is independent of the number of Guilds.

Enchant Weapon (Enchantress [Elf] 14):

  • Increases Accuracy, Primary and Counter AP of one of your stacks by +5% + 1%/lvl.

Firestorm (Fire Elementalist 16):

  • Deals 40k/lvl FIRE damage to each enemy stack.
  • Is an Eradication spell thus can be resisted.

Healing (Priestess [Angel] 9, Shieldmaiden 14 [Human]):

  • Resurrects a number of units worth 4k + 2k/lvl HP in each of your stacks at the end of each battle.

Honor (White Knight [Human]16):

  • Creates 1-2 Knight/turn at lvl 16

Ice Shield (Valkyrie [Elemental] 16):

  • Increases all your units' FIRE resistance by 5% + 1%/lvl.

Icicle (Valkyrie [Elemental] 14):

  • Deals 10k + 5k/lvl COLD damage to one random enemy stack. (can anyone confirm?)
  • This is a Phantasm spell and thus can be resisted.

Illusion (Illusionist [Mindripper] 18):

  • Creates a stack of illusionary units worth 200k NP/lvl.
    • The illusion stack contains the same type of units as one of your real stacks chosen at random, and can be affected by spells, items, and abilities in the same manner as real stacks.
    • The illusion stack is never commanded by a hero, and does not count towards total army power or total power loss.

Leadership Veteran [Human] 14):

  • Increases Primary and Counter AP of all your Mercenary units by 5%/lvl.

Mind Blast (Illusionist [Mindripper] 9):

  • Deals 20k/lvl PSYCHIC damage to one random enemy stack.
  • Is a Phantasm spell thus can be resisted.

Mind Shield (Illusionist [Mindripper] 14):

  • Increases all your units' PSYCHIC resistance by 5% + 1%/lvl.

Necromancy (Necromancer [Undead] 14, Crypt Keeper [Undead] 16):

  • Reduces upkeep of your undead units by 2% + 1%/lvl.

Peace With Nature (Shepherdess [Animal]18):

  • Increases Food Production per Farm by 50 + 15/lvl

Plant Control (Shaman [Treefolk] 14):

  • Increases Primary and Counter AP of all your Treefolk Units by 5%/lvl.

Polymorph (Witch [Elf] 16):

  • Turns around 2000 enemy recruited units into frogs. (Exact numbers and formula?)

level 20 witch have kill 5000 enemy unit.The amount die is not likly by hp but by number.See my url.

see my topic the one i have tested 3 age ago http://ubb.the-reincarnation.com/viewtopic.php?p=145402&highlight=witch#145402


-this spell can be resist. -amount kill is random.there a max and min amount to be kill.

    • The created frogs temporarily join your army as an additional stack for the duration of the battle.
    • Polymorphed units are considered killed in battle and cannot be resurrected.

Rally (Shieldmaiden [Human] 9):

  • Increases HP of all your units by 3% + 1%/lvl.

Researching [Human] (Sage 9):

  • Reduces research cost of each spell by 6% + 3%/lvl.

Selfressurection (Priestess [Angel] 17):

  • If the priestess is killed in battle, she loses 1 level and resurrects (i.e. comes back to your army after about 48 hours).
    • If the priestess leave your country because of mana problem (mana crash), the hero won't come back.

Shepherding (Shepherdess [Animal] 9):

  • Summons sheep into your army by 30-60/lvl per turn. On average 45/lvl.
    • Seems not to be influenced by Summon skills/modifiers.

Song (Bard [Sprite] 9):

  • Increases Primary and Counter AP of all your units by 2% + 1%/lvl.
  • Reduces Primary and Counter AP of all enemy units by 2% + 1%/lvl.

Soul Devour (Soul Reaper [Demon] 14):

  • Reduces HP, Primary and Counter AP of all enemy units by 2% + 1%/lvl.
  • Increases HP, Primary and Counter AP of all your Demon units by 2% + 1%/lvl.

Spell Lore [Human] (Sage 16):

  • Reduces casting cost of each spell by 2% + 1%/lvl.

Squirrel Dance (Summoner [Elemental] 9):

  • Summons a stack of 20 + 10/lvl Squirrels, that will last for the duration of the battle only.
    • The squirrel stack can be affected by spells, items, and abilities in the same manner as real stacks.
    • The squirrel stack is never commanded by a hero, and does not count towards total army power or total power loss.

Summoning (Summoner [Elemental] 14):

  • Increases amount of units summoned by 3% + 3%/lvl.

Tactics (Warlord [Human] 14, Shieldmaiden [Human] 16):

  • Increases Accuracy of all your units by 2% + 1%/lvl.

Terror (Dread Knight [Demon] 18):

  • Reduces Accuracy of all enemy units by 5% + 1%/lvl.

Trading (Merchant [Human] 9):

  • Increase Geld Income by 20k + 20k/lvl.

Turn Undead (Vampire Hunter [Astral] 9, Priestess [Angel] 14):

  • Deals 5k + 2k/lvl HOLY damage to each enemy Undead stack. However, since Undead are weak to holy, damage is doubled.

Unholy Aura (Dread Knight [Demon] 16):

  • Increases all your units' HOLY resistance by 5% + 1%/lvl. (?)

Valor (many at level 9):

  • Increases Primary and Counter AP of all your units by 3% + 1%/lvl.

Vampire Hunter (Vampire Hunter [Astral] 16):

  • Increases damage dealt by your units to enemy Undead units by 10% + 5%/lvl.

Wall of Thorn (Shaman [Treefolk] 18):

  • Reduces initiative of one random enemy stack by 1.
  • Deals 4k + 2k/lvl POISON damage to the affected stack.
  • Is a Verdant spell thus can be resisted.
Encyclopedia | Units | Spells | Items | Heroes | Skills | Buildings | Guides
Wiki categories | Units | Spells | Items | Heroes | Skills | Resources | All lists