Heroes2
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 already 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
This part needs an update. On blitz my hero gained 8 experience leading my army in a Failed Defence. Same just occured for winning on defence.
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 ==
Level | Experience 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 |
In 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 (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.
If Heroes command an on-color stack, this stack recieves a bonus to Template:Efficiency.
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. 5% + 5% per level. Increases damage done, not attackpower/accuracy.
Wall of Thorn (Shaman 18 ): -1 Initiative to random stack + psn dmg (Highess lvl may cause better chance of succes and highess psn dmg)