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	<updated>2026-04-08T03:19:56Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Heroes2&amp;diff=5107</id>
		<title>Heroes2</title>
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		<updated>2006-04-15T11:15:36Z</updated>

		<summary type="html">&lt;p&gt;Glenlui: Heroes moved to MUnsterifiC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;[[Encyclopedia]] | [[Units]] | [[Spells]] | [[Items]] | [[Heroes]] | [[Buildings]]&amp;lt;/center&amp;gt;&lt;br /&gt;
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{{stub}}&lt;br /&gt;
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For now, refer to the [http://www.the-reincarnation.com/encyclopedia/en_hero.html encyclopedia].&lt;br /&gt;
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== Headline text ==&lt;br /&gt;
Heros Abilities&lt;br /&gt;
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Alchemy (Alchemist 9): increases geld income by 6% + 3% per lvl (There are also hidden mana upkeep around 1% per lvl) &lt;br /&gt;
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Animal Taming (Shepherdess 14): - 5% AP/lvl to enemy animal &lt;br /&gt;
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Animate Dead (Crypt Keeper 9, Necromencer 16): %2+ 1%/lvl of undead units  will be resurected. &lt;br /&gt;
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Arcfire(Fire Elementalist 9): 80k fire damage HP/lvl. Hit one stack &lt;br /&gt;
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Beast Master (Amazon 14): + 5% AP/lvl for animals &lt;br /&gt;
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Berserk (Berserker 14, Amazon 18 ): 10% + 5%/lvl AP bonus to your troops, and 5% + 1%/lvl HP penalty to your troop &lt;br /&gt;
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Brewing (Witch 20): (Generate items) based on the number of guild. (Anyone know how it work?) &lt;br /&gt;
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Bulding (Engineer 9): 6% + 3%/Lvl Incress bulding rate &lt;br /&gt;
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Channeling (Shaman 16, Crept Keeper 18 ): Increase MP income by Base 2% + 1%/lvl &lt;br /&gt;
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Charisma (Barb 14, Warlod 16): Increase recruiting rate by Base 2% + 1%/lvl &lt;br /&gt;
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Chill Touch (Soul Reaper 9): Reduce AP/Counter of one target by base 2% + 1%/lvl &amp;amp; 4k + 2k/lvl COLD damage &lt;br /&gt;
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Cursing (Witch 9): 2%+1% accuracy penalty to one enemy stack &lt;br /&gt;
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Demon Hunter (Vampire Hunter 18 ): ? &lt;br /&gt;
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Dragon Rider (Dragon Knight 16): + 5%Primary AP/lvl for Dragon &lt;br /&gt;
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Enchant Item (Enchantress 18 ): Generate lesser item (based number of guild (Anyone know how it work?) &lt;br /&gt;
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Enchant Weapon (Enchantress 14):+4% base + 1% per lvl increase in AP, Counter and Accuracy to a random unit (can be the same or 3 separate stacks). &lt;br /&gt;
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Firestorm (Fire Elementalist 16): 40k fire damage to HP to all enemy units per lvl &lt;br /&gt;
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Healing (Priestess 9, Shieldmaiden 14): Heals base 4k + 2k HP/lvl &lt;br /&gt;
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Honor (White Knight 16): 5-9 Knight/turn at lvl 16 &lt;br /&gt;
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Ice Shield (Valkyrie 16): 2% + 1%/lvl fire resit (can anyone confirm?) &lt;br /&gt;
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Icicle (Valkyrie 14): 10k damage to hp + 5k/lvl (can anyone confirm?) &lt;br /&gt;
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Illusion (Illusionist 18 ): Creates a stack worth 200K NP/lvl &lt;br /&gt;
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Leadership (Mercenary 14): +5%/lvl for mercenary units &lt;br /&gt;
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Mind Blast (Illusionist 9): ?? Physic dmg per lvl &lt;br /&gt;
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Mind Shield (Illusionist 14): 2% + 1%/lvl psychic resit &lt;br /&gt;
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Necromancy (Necromencer 14): 2%+1% per level reduction in undead upkeep. &lt;br /&gt;
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Peace With Nature (Shepherdess 18 ): +50 food/farm + 15 food/farm/lvl &lt;br /&gt;
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Plant Control (SHaman 14): +5%/lvl AP &amp;amp; Counter increase on Treefolk unit &lt;br /&gt;
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Polymorph (Witch 16): It will turn a number of enemy basic units into frogs (Anyone know how it work?) &lt;br /&gt;
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Rally (Shieldmaiden 9): 2% + 1%/lvl HP bonus to your troops &lt;br /&gt;
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Researching (Sage 9): -6% - 3%/ lvl spell cost in research &lt;br /&gt;
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Selfressurection (Priestess 17): If the priestess die, she lost 1 lvl and resurect. &lt;br /&gt;
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Shepherding (Shepherdess 9): Summons sheep (anyone know how much/lvl?) &lt;br /&gt;
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Song (Bard 9): 2% + 1%/lvl AP bonus to your troops, plus 2% + 1%/lvl AP penalty to all opposing troops (opposing troops given &lt;br /&gt;
chance to resist) &lt;br /&gt;
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Soul Devor (Soul Reaper 14): Reduce AP/Counter/HP of all enemy units by base 2% + 1%/lvl. Can be resisted by the nether resistance of units. Demons &lt;br /&gt;
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Spell Lore (Sage 16): -3% spell casting cost at lvl 1, and -1% casting for each lvl above lvl 1&lt;br /&gt;
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Squirrel Dance (Summoner 9): Summons 20k+ 10k/lvl temp squirrels. Spells hit these squirrels (potentially wasting your&lt;br /&gt;
targeted spells/item &amp;amp; hero'll not lead them without loosing NP) &lt;br /&gt;
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Summoning (Summoner 14): Increase summoned units by base 3% + 3%/lvl &lt;br /&gt;
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Tactics (Warlord 14, Shieldmaiden 16): 2% + 1%/ lvl accuracy bonus to your troops &lt;br /&gt;
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Terror (Dread Knight 18 ): reduce enemy accuracy by 6% at lvl 1 &lt;br /&gt;
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Trading (Merchant 9): Increase geld income by Base: 20k + 20k/lvl &lt;br /&gt;
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Turn Undead (Vampire Hunter 9, Priestess 14): 10k damage to HP + 4k/lvl &lt;br /&gt;
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Unholy Aura (Dread Knight 16): Will grant all units some protection against holy attack &lt;br /&gt;
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Valor (Many at 9): 3% + 1%/lvl AP bonus to your troops (primary/counter only, secondary unaffected) &lt;br /&gt;
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Vampire Hunter (Vampire Hunter 16): Will kill some undead (improved version of turn undead??)&lt;br /&gt;
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Wall of Thorn (Shaman 18 ): -1 Initiative to random stack + psn dmg (Highess lvl may cause better chance of succes and highess psn dmg) &lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Glenlui</name></author>
		
	</entry>
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