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Revision as of 11:15, 8 June 2006
For now, refer to the encyclopedia.
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 allready acquired abilities.
Experience gain
Battle Heroes :
- Slow servers (Apprentice): 12 experience per turn + 24 experience for leading a stack in a successful battle
- Normal servers (Guild): 8 experience per turn + 16 experience for leading a stack in a successful battle
- Fast servers (Blitz): 4 experience per turn + 8 experience for leading a stack in a successful battle
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
Lvl -- Exp required to achieve the level 1--0 2--1000 3--3000 4--6000 5--10000 6--15000 7--21000 8--28000 9---36000 10--45000 11--55000 12--66000 13--78000 14--91000 15--105000 16--120000 17--136000 18--153000 19--171000 20--190000
Hero Abilities
- Alchemy (Alchemist 9): increases geld income by 6% + 3% per lvl (There is also a hidden mana upkeep around 1% per lvl)
- Animal Taming (Shepherdess 14): - 5% AP/lvl to enemy animal
- Animate Dead (Crypt Keeper 9, Necromencer 16): %2+ 1%/lvl of undead units will be resurected.
- Arcfire(Fire Elementalist 9): 80k fire damage HP/lvl. Hits one stack
- Beast Master (Amazon 14): increases AP by 4% + (3% per skill lvl) for animals
Berserk (Berserker 14, Amazon 18 ): 10% + 5%/lvl AP bonus to your troops, and 5% + 1%/lvl HP penalty to your troops
Brewing (Witch 20): (Generate items) based on the number of guild. (Anyone know how it works?)
Bulding (Engineer 9): 6% + 3%/Lvl Increase building rate
Channeling (Shaman 16, Crept Keeper 18 ): Increase MP income by Base 2% + 1%/lvl
Charisma (Barb 14, Warlod 16): Increase recruiting rate by Base 2% + 1%/lvl
Chill Touch (Soul Reaper 9): Reduce AP/Counter of one target by base 2% + 1%/lvl & 4k + 2k/lvl COLD damage
Cursing (Witch 9): 2%+1% accuracy penalty to one enemy stack
Demon Hunter (Vampire Hunter 18 ): It gives all your units attack bonus on demons.
Dragon Rider (Dragon Knight 16): + 5%Primary AP/lvl for Dragon
Enchant Item (Enchantress 18 ): Generate lesser item (based number of guild (Anyone know how it work?)
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).
Firestorm (Fire Elementalist 16): 40k fire damage to HP to all enemy units per lvl
Healing (Priestess 9, Shieldmaiden 14): Heals base 4k + 2k HP/lvl
Honor (White Knight 16): 5-9 Knight/turn at lvl 16
Ice Shield (Valkyrie 16): 2% + 1%/lvl fire resit (can anyone confirm?)
Icicle (Valkyrie 14): 10k damage to hp + 5k/lvl (can anyone confirm?)
Illusion (Illusionist 18 ): Creates a stack worth 200K NP/lvl
Leadership (Mercenary 14): +5%/lvl for mercenary units
Mind Blast (Illusionist 9): ?? Physic dmg per lvl
Mind Shield (Illusionist 14): 2% + 1%/lvl psychic resit
Necromancy (Necromencer 14): 2%+1% per level reduction in undead upkeep.
Peace With Nature (Shepherdess 18 ): +50 food/farm + 15 food/farm/lvl
Plant Control (SHaman 14): +5%/lvl AP & Counter increase on Treefolk unit
Polymorph (Witch 16): It will turn a number of enemy basic units into frogs (Anyone know how it work?)
Rally (Shieldmaiden 9): 2% + 1%/lvl HP bonus to your troops
Researching (Sage 9): -6% - 3%/ lvl spell cost in research
Selfressurection (Priestess 17): If the priestess die, she lost 1 lvl and resurect.
Shepherding (Shepherdess 9): Summons sheep (anyone know how much/lvl?)
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)
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
Spell Lore (Sage 16): -3% spell casting cost at lvl 1, and -1% casting for each lvl above lvl 1
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)
Summoning (Summoner 14): Increase summoned units by base 3% + 3%/lvl
Tactics (Warlord 14, Shieldmaiden 16): 2% + 1%/ lvl accuracy bonus to your troops
Terror (Dread Knight 18 ): reduce enemy accuracy by 6% at lvl 1
Trading (Merchant 9): Increase geld income by Base: 20k + 20k/lvl
Turn Undead (Vampire Hunter 9, Priestess 14): 10k damage to HP + 4k/lvl
Unholy Aura (Dread Knight 16): Will grant all units some protection against holy attack
Valor (Many at 9): 3% + 1%/lvl AP bonus to your troops (primary/counter only, secondary unaffected)
Vampire Hunter (Vampire Hunter 16): It gives all your units attack bonus on all undead.
Wall of Thorn (Shaman 18 ): -1 Initiative to random stack + psn dmg (Highess lvl may cause better chance of succes and highess psn dmg)