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For now, refer to the [http://www.the-reincarnation.com/encyclopedia/en_hero.html encyclopedia].
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{{Heronav}}
  
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= Getting Heroes =
  
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There are a number of ways to gain heroes and these are listed below
  
== Headline text ==
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*They can be bought from the Tavern in the Black Market
Heros Abilities
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*They can be given by getting favor from a [[God_Favour|God]] (small % chance)
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*A high level hero (20+) can be obtained by getting into [[God_Favour#Most_Favoured|Lucifer's Most Favored]] List
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*[[Love_Potion#9|Love Potion #9]], [[Lipstick_of_Enslavement|Lipstick of Enslavement]] and [[The_Magic_Mirror|The Magic Mirror]] are unique items that can grant you one hero
  
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= Joining the Battle =
  
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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 and the damage dealt is sufficient to completely take off the hitpoint of the hero. e.g. level 17 Illusionist leads Phoenix. A stack of Red Dragon deals a final blow of 226000 damage to the remaining 3 Phoenix(with 70000 hp). The stack will be wiped off but the hero survives as a level 17 Illusionist has a hp of 18000 while 3 Phoenix have a total of 210000 hp. So the total amount of damage needed to clear the stack and kill that hero should be 228000. Therefore, with only 226000, the hero survives.
  
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== Leading a Stack ==
  
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*On DEFENSE ([[Regular|Regular]] and [[Siege|Siege]]), heroes will lead any stack (even 1 [[Militia|militia]] or 1 [[Sheep|sheep]]).
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*On OFFENSE ([[Regular|Regular]] and [[Siege|Siege]]),
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**If you send a very small stack (less then 10% of your total power), the hero will ''not'' lead it.
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**If you send a big stack in company with small stacks, heroes can lead all stacks.
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***Note that very small stacks may not be targeted if they are under a certain % of your NP.   
  
Alchemy (Alchemist 9): increases geld income by 6% + 3% per lvl (There are also hidden mana upkeep around 1% per lvl)
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Animal Taming (Shepherdess 14): - 5% AP/lvl to enemy animal
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*When color ''AND'' [[:category:races|race]] of a stack match that of the hero, a hero will prefer to lead that stack.
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*In any other case (no match, only color matches, only race matches), the hero prefers to lead the highest powerranked stack
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**If you have two heroes of the same Race and Color, the highest level hero chooses stack preference first.
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**If you have several heroes, the most experienced (highest level) hero is matched first. 
  
Animate Dead (Crypt Keeper 9, Necromencer 16): I found out its something like 1% of undead units per level that will be resurected.  
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*If there are more battle heroes than stacks,
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**the not-preferred stack hero stays home (if there is a preferred hero-stack match in the army send to battle),  
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**the lowest level hero stays home.  
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***long ago multiple heroes could jointly lead one and the same stack - that was abandoned in TR.   
  
Arcfire(Fire Elementalist 9): 80k fire damage HP/lvl. Hit one stack
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= When In the Battle =
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Beast Master (Amazon 14): + 5% AP/lvl for animals
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=== Efficiency Bonus when leading preferred stack ===
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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
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If a Hero commands a stack of the same colour and race as the hero this stack receives a bonus to [[Efficiency|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|Fatigue]] effect comes in to play.
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Brewing (Witch 20): (Generate items) based on the number of guild. (Anyone know how it work?)  
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*Example: Level 16 [[Fire_Elementalist|Fire Elementalist]] commands stack of [[Efreeti|Efreeti]].
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**Efreeti start with 100% efficiency + 16% bonus = 116% efficiency (100% default)  
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**After their primary attack (init 4) they lose 15% as normal = 101% efficiency (85% default)  
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**After one hit they again lose 15% = 86% efficiency (70% default) 
  
Bulding (Engineer 9): 6% + 3%/Lvl Incress bulding rate
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== Attack of the hero ==
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Channeling (Shaman 16, Crept Keeper 18 ): Increase MP income by Base 2% + 1%/lvl
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*Right after the primary or secondary attack of the stack, to the same stack.
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Charisma (Barb 14, Warlod 16): Increase recruiting rate by Base 2% + 1%/lvl
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=== Heroes' spells and resistance ===
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Chill Touch (Soul Reaper 9): Reduce AP/Counter of one target by base 2% + 1%/lvl & 4k + 2k/lvl COLD damage
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*If one of your heroes casts a [[Spells#Heroes'_spells|spell]] or uses an [[#Hero_Abilities|ability]], that can be resisted, just as any other spell.
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*Hero colour determines the colour of the spell/skill.
  
Cursing (Witch 9): 2%+1% accuracy penalty to one enemy stack
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=== How Heroes are Lost in Combat: ===
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Demon Hunter (Vampire Hunter 18 ): ?
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*[[Stack_wiping|Stack wiping]] the hero led stack will usually kill a hero
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**but... for the hero to die, there needs to be enough damage left over after the stack is killed, to kill the hero also.
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**In a close call, it thus ''is'' possible to have a hero-lead stack completely die, while the hero manages to survive. 
  
Dragon Rider (Dragon Knight 16): + 5%Primary AP/lvl for Dragon
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= Hero Experience =
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Enchant Item (Enchantress 18 ): Generate lesser item (based number of guild (Anyone know how it work?)
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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.
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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).
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== Experience gain ==
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Firestorm (Fire Elementalist 16): 40k fire damage to HP to all enemy units per lvl
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'''Battle Heroes:'''
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Healing (Priestess 9, Shieldmaiden 14): Heals base 4k + 2k HP/lvl
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*Slow servers (Arch 1/12 min): 9.6 experience per turn + 24 experience for leading a stack in a battle (win or not)
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*Normal servers (Guild, Solo 1/7min): 6 experience per turn + 11 experience for leading a stack in a battle (win or not)
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*Fast servers (Beta 1/5 min): 4 experience per turn + 8 experience for leading a stack in a battle (win or not)
  
Honor (White Knight 16): 5-9 Knight/turn at lvl 16
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'''Non-Battle Heroes:'''
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Ice Shield (Valkyrie 16): 2% + 1%/lvl fire resit (can anyone confirm?)  
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*Slow servers (Arch 1/12 min): 14.38 experience per turn
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*Normal servers (Guild, Solo 1/7min): 8.4 experience per turn
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*Fast servers (Beta 1/5 min): 6 experience per turn
  
Icicle (Valkyrie 14): 10k damage to hp + 5k/lvl (can anyone confirm?)
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== Leveling ==
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Illusion (Illusionist 18 ): Creates a stack worth 200K NP/lvl
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*For a hero to go up a level, it requires 1,000 * (current level) experience points for each additional level.
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Leadership (Mercenary 14): +5%/lvl for mercenary units
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<br/> [[Section_7_-_Heroes_and_Heroins|Section 7 - Heroes and Heroins]] of [[Alzorath's_General_FAQ|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.
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Mind Blast (Illusionist 9): ?? Physic dmg per lvl
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== Gods testing heroes ==
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Mind Shield (Illusionist 14): 2% + 1%/lvl psychic resit
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When a god turns from favour to disfavour, one of your heroes may be tested by a God. The possible outcomes are: your hero gains one level, your hero stays, your hero dies.
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Necromancy (Necromencer 14): 2%+1% per level reduction in undead upkeep.  
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:
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::''Example: Gaining Sun's favour while having Moon's favour. Get a hero, and get it leveled right after.'' 
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<center>
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You offered 30,000,000 gold to Sun, the Father of the Sky.<br/> Sun, the Father of the Sky seems to be very pleased by your generous donation.<br/> Inner strength filled your spirit.<br/> Your action has gained you the favour of Sun, the Father of the Sky.<br/> The hero Vendu Clatian Berserker came to you and offered to serve under your command.<br/> You sense a heavenly conflict between Sun, the Father of the Sky and Moon, the Light in the Night.<br/> You hear roar in anger. You are now disfavoured by Moon, the Light in the Night.<br/> Moon, the Light in the Night tested your hero Vendu Clatian Berserker.<br/> Vendu Clatian Berserker passed Moon, the Light in the Night's test.<br/> Moon, the Light in the Night is pleased with Vendu Clatian's performance.<br/> <br/> Sat Mar 15 18:24:43 2008<br/> Vendu Clatian Berserker became level 18.
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</center>
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= Hero Abilities =
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<center>''Note'': The '''[[Hero_Abilities|annotated list]]''' of hero abilities has moved.</center>
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Above some minimum level of experience, heroes unlock their [[:Category:Hero_abilities|abilities]]. When the hero increases in level, the unlocked ability also becomes more powerful. Most heroes have two abilities, one unlocking in the level 8-10 range, and one unlocking in the level 13-17 range. The abilities are briefly described in the [[Hero_Abilities|encyclopedia]]. Two types of hero abilities exist: battle and non-battle. Non-battle heroes only have non-battle abilities, battle heroes can have both.
  
Peace With Nature (Shepherdess 18 ): +50 food/farm + 15 food/farm/lvl
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Note that some hero abilities can be turned off (click ''audience'' in the main menu). This removes any hidden upkeep associated with that specific ability. {{navigation}}
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Plant Control (SHaman 14): +5%/lvl AP & Counter increase on Treefolk unit
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[[Category:Main Pages]]
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Polymorph (Witch 16): It will turn a number of enemy basic units into frogs (Anyone know how it work?)
 
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Rally (Shieldmaiden 9): 2% + 1%/lvl HP bonus to your troops
 
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Researching (Sage 9): -6% - 3%/ lvl spell cost in research
 
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Selfressurection (Priestess 17): If the priestess die, she lost 1 lvl and resurect.
 
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Shepherding (Shepherdess 9): Summons sheep (anyone know how much/lvl?)
 
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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
 
chance to resist)
 
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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
 
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Spell Lore (Sage 16): -2%, -1%/lvl casting cost?
 
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Squirrel Dance (Summoner 9): Summons 20k+ 10k/lvl temp squirrels. Spells hit these squirrels (potentially wasting your
 
targeted spells/item & hero'll not lead them without loosing NP)
 
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Summoning (Summoner 14): Increase summoned units by base 3% + 3%/lvl
 
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Tactics (Warlord 14, Shieldmaiden 16): 2% + 1%/ lvl accuracy bonus to your troops
 
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Terror (Dread Knight 18 ): reduce enemy accuracy by 6% at lvl 1
 
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Trading (Merchant 9): Increase geld income by Base: 20k + 20k/lvl
 
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Turn Undead (Vampire Hunter 9, Priestess 14): 10k damage to HP + 4k/lvl
 
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Unholy Aura (Dread Knight 16): Will grant all units some protection against holy attack
 
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Valor (Many at 9): 3% + 1%/lvl AP bonus to your troops (primary/counter only, secondary unaffected)
 
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Vampire Hunter (Vampire Hunter 16): Will kill some undead (improved version of turn undead??)
 
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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)
 
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Latest revision as of 03:59, 4 June 2021

Encyclopedia | Units | Spells | Items | Heroes | Skills | Buildings | Guides
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Icon ERADICATION.gif Eradication Heroes | Icon VERDANT.gif Verdant Heroes | Icon ASCENDANT.gif Ascendant Heroes | Icon PHANTASM.gif Phantasm Heroes | Icon NETHER.gif Nether Heroes | Icon PLAIN.gif Plain Heroes
Non-battle Heroes | Battle Heroes | Valor Heroes | Hero Abilities | Hero Spells

Getting Heroes

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

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 and the damage dealt is sufficient to completely take off the hitpoint of the hero. e.g. level 17 Illusionist leads Phoenix. A stack of Red Dragon deals a final blow of 226000 damage to the remaining 3 Phoenix(with 70000 hp). The stack will be wiped off but the hero survives as a level 17 Illusionist has a hp of 18000 while 3 Phoenix have a total of 210000 hp. So the total amount of damage needed to clear the stack and kill that hero should be 228000. Therefore, with only 226000, the hero survives.

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 (less then 10% of your total power), 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 race of a stack match that of the hero, a hero will prefer 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 was abandoned in TR.

When In the Battle

Efficiency Bonus when leading preferred stack

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 or secondary 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 (Arch 1/12 min): 9.6 experience per turn + 24 experience for leading a stack in a battle (win or not)
  • Normal servers (Guild, Solo 1/7min): 6 experience per turn + 11 experience for leading a stack in a battle (win or not)
  • Fast servers (Beta 1/5 min): 4 experience per turn + 8 experience for leading a stack in a battle (win or not)

Non-Battle Heroes:

  • Slow servers (Arch 1/12 min): 14.38 experience per turn
  • Normal servers (Guild, Solo 1/7min): 8.4 experience per turn
  • Fast servers (Beta 1/5 min): 6 experience per turn

Leveling

  • For a hero to go up a level, it requires 1,000 * (current level) experience points for each additional level.


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.

Gods testing heroes

When a god turns from favour to disfavour, one of your heroes may be tested by a God. The possible outcomes are: your hero gains one level, your hero stays, your hero dies.

Example: Gaining Sun's favour while having Moon's favour. Get a hero, and get it leveled right after.

You offered 30,000,000 gold to Sun, the Father of the Sky.
Sun, the Father of the Sky seems to be very pleased by your generous donation.
Inner strength filled your spirit.
Your action has gained you the favour of Sun, the Father of the Sky.
The hero Vendu Clatian Berserker came to you and offered to serve under your command.
You sense a heavenly conflict between Sun, the Father of the Sky and Moon, the Light in the Night.
You hear roar in anger. You are now disfavoured by Moon, the Light in the Night.
Moon, the Light in the Night tested your hero Vendu Clatian Berserker.
Vendu Clatian Berserker passed Moon, the Light in the Night's test.
Moon, the Light in the Night is pleased with Vendu Clatian's performance.

Sat Mar 15 18:24:43 2008
Vendu Clatian Berserker became level 18.

Hero Abilities

Note: The annotated list of hero abilities has moved.

Above some minimum level of experience, heroes unlock their abilities. When the hero increases in level, the unlocked ability also becomes more powerful. Most heroes have two abilities, one unlocking in the level 8-10 range, and one unlocking in the level 13-17 range. The abilities are briefly described in the encyclopedia. Two types of hero abilities exist: battle and non-battle. Non-battle heroes only have non-battle abilities, battle heroes can have both.

Note that some hero abilities can be turned off (click audience in the main menu). This removes any hidden upkeep associated with that specific ability.

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