Heroes2

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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)