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{{Heronav}}
  
For now, refer to the [http://www.the-reincarnation.com/encyclopedia/en_hero.html encyclopedia].
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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_Favour|God]] (small % chance)
 +
*A high level hero (20+) can be obtained by getting into [[God_Favour#Most_Favoured|Lucifer's Most Favored]] List
 +
*[[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
 +
 
 +
= 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|Regular]] and [[Siege|Siege]]), heroes will lead any stack (even 1 [[Militia|militia]] or 1 [[Sheep|sheep]]).
 +
*On OFFENSE ([[Regular|Regular]] and [[Siege|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'' [[:category:races|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|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.
 +
 
 +
*Example: Level 16 [[Fire_Elementalist|Fire Elementalist]] commands stack of [[Efreeti|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 [[Spells#Heroes'_spells|spell]] or uses an [[#Hero_Abilities|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|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 =
 
= 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.
 
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 ==
 
== 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:  
+
'''Battle Heroes:'''
* Slow servers (Apprentice): 18 experience per turn  
+
 
* Normal servers (Guild): 12 experience per turn  
+
*Slow servers (Arch 1/12 min): 9.6 experience per turn + 24 experience for leading a stack in a battle (win or not)
* Fast servers (Blitz): 6 experience per turn
+
*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 ==<br>
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== Leveling ==
{| border=1 cellspacing=0 cellpadding=5
 
| 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 =
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*For a hero to go up a level, it requires 1,000 * (current level) experience points for each additional level.  
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 {{efficiency}}.
+
<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.
  
MikeClough :
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== Gods testing heroes ==
(Note: For the hero to die, there needs to be enough damage left over
 
after the stack is killed, to kill the hero also. It is possible to
 
have a hero-lead stack completely die, but the hero survive, provided
 
the damage left over is not enough to kill the hero also.)
 
  
 +
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.'' 
 +
<center>
 +
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.
 +
</center>
 
= Hero Abilities =
 
= Hero Abilities =
 +
<center>''Note'': The '''[[Hero_Abilities|annotated list]]''' of hero abilities has moved.</center>
 +
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.
  
The hero and the level of the hero when the ability of gained is listed in the parentheses next to the ability.
+
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}}
 
 
Whena 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.
 
  
Alchemy (Alchemist 9):  
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[[Category:Main Pages]]
* Increases geld income by 6% + 3%/lvl.
 
* Reduces MP income by 1%/lvl.
 
----
 
Animal Taming (Shepherdess 14):
 
* Reduces Primary and Counter AP of all enemy Animal units by 5%/lvl.
 
----
 
Animate Dead (Crypt Keeper 9, Necromencer 16):
 
* Resurrects 2% + 1%/lvl of your slain undead units at the end of each battle.
 
----
 
Arcfire (Fire Elementalist 9):
 
* Deals 80k/lvl FIRE damage to one random enemy stack.
 
----
 
Beast Master (Amazon 14):
 
* Increases Primary and Counter AP of all your Animal units by 5%/lvl.
 
----
 
Berserk (Berserker 14, Amazon 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 20):
 
* Generates items based on the number of guild. (Anyone know how it works?)
 
----
 
Bulding (Engineer 9):
 
* Increases building rate by 6% + 3%/lvl.
 
----
 
Channeling (Shaman 16, Crept Keeper 18):
 
* Increases MP income by 2% + 1%/lvl.
 
----
 
Charisma (Bard 14, Warlord 16):
 
* Increases recruit rate by 2% + 1%/lvl.
 
----
 
Chill Touch (Soul Reaper 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.
 
----
 
Cursing (Witch 9):
 
* Reduces Accuracy of one random enemy stack by 2% + 1%.
 
----
 
Demon Hunter (Vampire Hunter 18):
 
* Increases damage dealt by your units to enemy Demon units by 10% + 5%/lvl.
 
----
 
Dragon Rider (Dragon Knight 16):
 
* Increases Primary and Counter AP of all your Dragon units by 5%/lvl.
 
----
 
Dragonslayer (White Knight 20):
 
* Increases damage dealt by your units to enemy Dragon units by 10% + 5%/lvl.
 
----
 
Enchant Item (Enchantress 18):
 
* Generates lesser items. The generation rate is independent of the number of Guilds.
 
----
 
Enchant Weapon (Enchantress 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.
 
----
 
Healing (Priestess 9, Shieldmaiden 14):
 
* Resurrects a number of units worth 4k + 2k/lvl HP in each of your stacks at the end of each battle.
 
----
 
Honor (White Knight 16):
 
* Creates 5-9 Knight/turn at lvl 16
 
----
 
Ice Shield (Valkyrie 16):
 
* Increases all your units' FIRE resistance by 5% + 1%/lvl.
 
----
 
Icicle (Valkyrie 14):
 
* Deals 10k + 5k/lvl COLD damage to one random enemy stack. (can anyone confirm?)
 
----
 
Illusion (Illusionist 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 (Mercenary 14):
 
* Increases Primary and Counter AP of all your Mercenary units by 5%/lvl.
 
----
 
Mind Blast (Illusionist 9):
 
* Deals 20k/lvl PSYCHIC damage to one random enemy stack.
 
----
 
Mind Shield (Illusionist 14):
 
* Increases all you units' PSYCHIC resistance by 5% + 1%/lvl.
 
----
 
Necromancy (Necromencer 14, Crypkeeper 16):
 
* Reduces upkeep of your undead units by 2% + 1%/lvl.
 
----
 
Peace With Nature (Shepherdess 18):
 
* Increases Food Production per Farm by 50 + 15/lvl
 
----
 
Plant Control (Shaman 14):
 
* Increases Primary and Counter AP of all your Treefolk Units by 5%/lvl.
 
(is this bonus additive or multiplicative with plant growth?) - Additive.
 
----
 
Polymorph (Witch 16):
 
* Turns a number of enemy basic units into frogs (Anyone know how it work?)
 
** 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 9):
 
* Increases HP of all your units by 3% + 1%/lvl.
 
----
 
Researching (Sage 9):
 
* Reduces research cost of each spell by 6% + 3%/lvl.
 
----
 
Selfressurection (Priestess 17):
 
* If the priestess is killed in battle, she loses 1 level and resurrects.
 
----
 
Shepherding (Shepherdess 9):
 
* Summons sheep into your army. (anyone know how much/lvl?)
 
----
 
Song (Bard 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 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 (Sage 16):
 
* Reduces casting cost of each spell by 2% + 1%/lvl.
 
----
 
Squirrel Dance (Summoner 9):
 
* Summons a stack of 20k + 10k/lvl squirrels which lasts for the duration of each battle.
 
** 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 14):
 
* Increases amount of units summoned by 3% + 3%/lvl.
 
----
 
Tactics (Warlord 14, Shieldmaiden 16):
 
* Increases Accuracy of all your units by 2% + 1%/lvl.
 
----
 
Terror (Dread Knight 18):
 
* Reduces Accuracy of all enemy units by 5% + 1%/lvl.
 
----
 
Trading (Merchant 9):
 
* Increase Geld Income by 20k + 20k/lvl.
 
----
 
Turn Undead (Vampire Hunter 9, Priestess 14):
 
* Deals 5k + 2k/lvl HOLY damage to each enemy Undead stack.
 
----
 
Unholy Aura (Dread Knight 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 16):
 
* Increases damage dealt by your units to enemy Undead units by 10% + 5%/lvl.
 
----
 
Wall of Thorn (Shaman 18):
 
* Reduces Initiative of one random enemy stack by 1.
 
* Deals POISON damage to the affected stack. (Higher levels may have better chance of success and greater poison dmg)?
 
----
 

Latest revision as of 03:59, 4 June 2021

Encyclopedia | Units | Spells | Items | Heroes | Skills | Buildings | Guides
Wiki categories | Units | Spells | Items | Heroes | Skills | Resources | All lists
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.

Encyclopedia | Units | Spells | Items | Heroes | Skills | Buildings | Guides
Wiki categories | Units | Spells | Items | Heroes | Skills | Resources | All lists