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HEROES DOCUMENTATION

HAVEN:


DUNCAN : Demagogue - Knight

  • Neutral creatures are more likely to join this hero. The hero has a +10% per level bonus to his army power evaluation for diplomatic calculations.
  • The Leadership skill tranfers more creatures in the caravan after battles, adding 1% per hero level.
  • Victories provide this hero with gold and resources.

Starting Skills

  • Courage
  • Leadership
  • Diplomacy

VITTORIO : Siege Engineer - Knight

  • Ballista receive +1 to their Attack for every level of the hero.
  • Ballista fire a salvo at random enemies at the start of combat. The amount of shots depends on hero level.
  • The Ballista Commander ability makes the creature shoot a random enemy instead of defending.

Starting Skills

  • Courage
  • Army Support
  • Ballistics

DOUGAL : Archer Commander - Knight

  • All Archers in hero's army gain +1 to their Attack and Defense for every two levels of the hero.
  • Archers play first in combats.
  • Hero can train Peasants into Archers for free when standing in the entrance of a Haven town. The amount is equal to the town's Training Grounds capacity per week.

Starting Skills

  • Courage
  • Offence
  • Archery

LASZLO : Infantry Commander - Knight

  • All Footmen in the hero's army gain +1 to their Attack and Defense for every two levels of the hero.
  • Footmen use Warm-Up at the start of combat, increasing their initiative.
  • Hero's attacks decrease target's morale by 2.

Starting Skills

  • Courage
  • Combat
  • Expert Trainer

GABRIELLE : Sky Rider - Knight

  • All Griffins in the hero's army gain +1 to their Attack and Defense for every two levels of the hero.
  • Unevolved Griffins get Battle Dive ability and all Griffins dive instantly.
  • Hero gains movement points based on the amount of Griffins in her army.

Starting Skills

  • Courage
  • Shatter Magic
  • Expert Trainer

KLAUS : Cavalry Commander - Knight

  • Cavaliers in hero's army get an additional jousting damage bonus equal to 10% + 1% per level.
  • Hero uses Retaliation Strike on the largest stack of Cavalier in his army at the start of combat. The damages of the ability are increased by +5% per hero level.
  • Every week, new Cavaliers will join the heroes army depending on his level.

Starting Skills

  • Courage
  • Logistics
  • Recruitment

FREYDA : White Knight - Saint

  • At the start of combat, hero casts Prayer. The effect of the ability is increased depending on hero level.
  • All Light Magic spells cost 1 less mana.
  • Starts with innate skill Divine Blessing.

Starting Skills

  • Courage
  • Light Magic
  • Prayer
  • Divine Blessing

ISABEL : Chosen by Gods - Saint

  • All troops of the hero are permanently affected by the Bless spell, increasing their minimum damages.
  • Hero has a permanent +2 Luck.

Starting Skills

  • Courage
  • Learning
  • Intelligence

GODRIC : Protector of Elrath - Saint

  • When the hero casts a light magic spell on a friendly creature, there is a chance that the Celestial Shield spell will be cast freely upon the affected unit. The chance is 20% + 1% per level.
  • Hero casts Endurance on a random friendly creature for free each turn in combat.

Starting Skills

  • Courage
  • Light Magic
  • Aura of Protection

NICOLAI : Suzerain - Saint

  • Hero contributes 250 golds per level in kingdom treasury per day.
  • Training costs are reduced by 1% per hero level.
  • Hero gains experience at the start of the week depending on the stock of golds.
  • Gain +1 to all primary stats every 5 levels.

Starting Skills

  • Courage
  • Governance
  • Expert Trainer

MAEVE : Beloved of the People - Saint

  • Peasants in hero's army always act immediatly after hero's turn in combat.
  • Peasants Tax Payer ability is doubled if they are in hero's army.
  • A bonus amount of Peasants is available for recruitment in your Haven towns and Peasant Huts each week.

Starting Skills

  • Courage
  • Training
  • Toughness

ALARIC : Arch Bishop - Saint

  • When an enemy hero casts any spell, there is a chance that this spell fails and gets blocked for the rest of the combat. The probability increases with hero level.
  • Build or upgrade the Monastery in the town where the hero is recruited.
  • Convert a Peasant in hero's army into a Priest after every victory.

Starting Skills

  • Courage
  • Light Magic
  • Aura of Energy

PRESERVE:


WYNGAAL : Tracker - Ranger

  • Increases the number of hero’s movement points by 1% for every 3 levels and reduces movement penalty from foreign terrain by 2% per hero level.
  • The weekly production bonus of the Logistics skill is increased by 5% per hero level.
  • At the start of combat, friendly creatures that are not in the back row move 3 tiles forward (if there is no obstacle there).

Starting Skills

  • Avenger
  • Logistics
  • Recruitment

KYRRE : Battle-hardened - Ranger

  • Experience that hero gains after battles is increased by 2% per hero level.
  • At the start of each week, gain an amount of experience proportional to the amount of won battles.
  • Starts with innate skill Talented Warrior (same as Mentoring).

Starting Skills

  • Avenger
  • Leadership
  • Imbue Arrow

TALANAR : Elven Fury - Ranger

  • Blade Dancers, Hunters, and Druids (and upgrades) get Spiteful ability.
  • When an enemy creature is killed in combat, one of the sylvan creatures with Spiteful ability gets an ATB boost and Righteous Might. Each creature in hero's army can only get this boost once per combat.

Starting Skills

  • Avenger
  • Training
  • Toughness

JENOVA : Lone Hunter - Ranger

  • All hero’s attacks deal +6% damage for every level of the hero.
  • Hero can perform an attack right at the beginning of combat.
  • Hero's turn comes faster in combat. Chances of ATB boost is increased by level.

Starting Skills

  • Avenger
  • Combat
  • Deadeye Shot

FINDAN : Master of Archery - Ranger

  • All Hunters in hero's army gain +1 to their Attack and Defense for every two levels of the hero.
  • The largest stack of Hunters in hero's army shoots a random enemy when combat starts.
  • Increase the weekly production of Hunters in Sylvan towns by 10% every 3 levels of the hero.

Starting Skills

  • Avenger
  • Offence
  • Archery

IVOR : Wolf Tamer - Ranger

  • New Wolves are added to hero's army every week depending on his level.
  • The Houndmasters skill summons 2 packs of Wolves instead of 1.
  • When friendly Wolves dies in combat, up to 2 other Wolves attack the enemy closest to the dead Wolves position.

Starting Skills

  • Avenger
  • Warfare
  • Anatomy

DIRAEL : Swarm Queen - Guardian

  • Wasp Swarm spell is more effective depending on hero level. Damage is increased by 5% per hero Level. Reduction of ATB value is increased by 2% every 3 levels.
  • Hero spawns 2 Hives nearby enemy positions when combat starts.
  • The hero and Sprites in her army are in symbiosis. Each hero turn in combat regenerates 1 mana every 5 levels (starting at 1) to all Sprites, and on Sprites turn they regenerate hero mana equal to 10% of their amount.

Starting Skills

  • Avenger
  • Natural Magic
  • Imbue Arrow

VINRAEL : Windwalker - Guardian

  • Hero automatically casts Mass Haste for free when combat starts.
  • The effect of Haste spell is increased by 1% per hero level.
  • Gains artifact Legendary Boots (immunity to slow) when reaching level 20.

Starting Skills

  • Avenger
  • Light Magic
  • Master Of Wrath

TIERU : Ring Leader - Guardian

  • A group of Druids of the Council joins hero's side at the start of combats. The amount depends on hero level. They cast Channeling and Mana Feed if the hero has missing mana.
  • All Druids in the hero's army have an ATB boost each turn of the hero.

Starting Skills

  • Avenger
  • Learning
  • Intuition

YLTHIN : Unicorn Maiden - Guardian

  • All Unicorns in hero's army gain +1 to their Attack and Defense for every two levels of the hero.
  • At the start of each week, Unicorns that should be available for recruitment in Sylvan towns directly join hero's army instead. The amount depends on hero level.
  • After 25 battles won, the hero obtains the unique artifact Unicorn Horn Bow.

Starting Skills

  • Avenger
  • Training
  • Expertise

ELLESHAR : Elven Sage - Guardian

  • Every 6 battles won, hero gains +1 Spellpower and Knowledge and a skill point in one of the Magic Schools.
  • Hero has a permanent +1 Initiative.

Starting Skills

  • Avenger
  • Sorcery
  • Imbue Arrow

MELODIA : Lady of the forest - Guardian

  • Creature's in hero's army start battles with the effect of the Regeneration spell. After a few hero turns in combat, she casts Regeneration on all friendly creatures, ending their prior permanent buff. The amount of turns is 5 + 1 every 5 hero levels.
  • Sylvan creatures inflict 10% + 2% per level bonus damage to favoured enemies.

Starting Skills

  • Avenger
  • Natural Magic
  • Deadeye Shot

FORTRESS:


INGVAR : Fortress Protector - Mountain Lord

  • All Defenders in hero's army gain +1 to their Attack and Defense for every two levels of the hero.
  • Defenders in hero's army gain +1 HP for every 10 levels of the hero.
  • New Defenders join the hero's army every day. The amount is half hero level.

Starting Skills

  • Runelore
  • Training
  • Toughness

KARLI : Sharp Blade - Mountain Lord

  • All Spearwielders in hero's army gain +1 to their Attack and Defense for every two levels of the hero.
  • Hero starts with Advanced Combat skill and the Coordination perk.
  • Each turn of a friendly Spearwielder during combat, the hero uses Coordination on it.

Starting Skills

  • Runelore
  • Combat (2)
  • Get Wiser
  • Coordination

ROLF : Mountain Rider - Mountain Lord

  • All Bear Riders in hero's army gain +1 to their Attack and Defense for every two levels of the hero.
  • After a won battle, the hero revives some of the Bear Riders that died. The amount depends on hero level.
  • Hero gains bonus movement points for each Bear Rider in his army.

Starting Skills

  • Runelore
  • Logistics
  • Recruitment

HANGVUL : Governor of the Mines - Mountain Lord

  • Flame Lords and Thunder Thanes cast their special ability on a random enemy creature at the start of combat.
  • Every new week, Dwarven Workers are added in garnison of player's resource production buildings. The amount increases with hero level.
  • Dwarven Workers increase the daily production of resources by 1% per worker in the building. When garnisoned in a town, they increase the daily production of golds by 1 per unit and the weekly production of Thanes by 1 per 100 units.

Starting Skills

  • Runelore
  • Governance
  • Estates

TAZAR : Imperious - Mountain Lord

  • Hero starts with innate skill Imperious, granting friendly creatures bonus Attack and Speed, but does not have access to Runelore.
  • The Initiative of all creatures in hero's army is increased by 1% per hero level.

Starting Skills

  • Blood Rage
  • Voice
  • Leadership
  • Motivation

WULFSTAN : Workshop Expert - Mountain Lord

  • Ballista receive +1 to their Attack for every level of the hero.
  • Ballista always plays first in combat.
  • Hero wears the Ring of Machine Affinity that improves War Machines efficiency.

Starting Skills

  • Runelore
  • Warfare
  • Ballistics

TOLGHAR : King of the Stone Halls - Runemage

  • All creatures in hero’s army have Rune of Thunderclap effect permanently active (chance to stun enemy when attacking).
  • Starts with innate skill Royal Charge, giving creatures in hero's army Rune of Charge activated of their first turn in battles.
  • Hero has permanent +1 Morale and Luck.

Starting Skills

  • Runelore
  • Offense
  • Offensive Formation
  • Royal Charge

ERLING : Grand Patriarch - Runemage

  • All Rune Priests in hero's army gain +1 to their Attack and Defense for every two levels of the hero.
  • Rune Priests in hero's army play first in combat.
  • Build or upgrade the Runic Shrine in the town where the hero is recruited.

Starting Skills

  • Runelore
  • Learning
  • Intuition

EDWIG : Dwarven Formation - Runemage

  • Less damage is suffered from distant attacks. Damage reduction is 10% + 2% per hero level.
  • Hero gains doubled stats from the Defense skill.
  • Dwarven creatures in hero's army always execute Defend order after their action during combat.

Starting Skills

  • Runelore
  • Defense
  • Defensive Formation

BRAND : Flamboyant - Runemage

  • Effective Spellpower of the hero is increased when casting the Fireball spell. The increase is equal to 3 + 1 per 3 levels.
  • The hero summons a Fire Wall line at the start of combat.
  • After 10 victories, gain the Blazing Spellbook.

Starting Skills

  • Runelore
  • Destructive Magic
  • Blaze Power

EBBA : Rune Artist - Runemage

  • Chances of success with Fine Rune feat are increased by 20% + 1% per hero level (base is 30%).
  • Learn a new Runic spell each week, and for every Runic spell learnt, the hero gains +1 permanent Spellpower and learns a spell of the same tier (updates at the start of each day).
  • Starts with artifact Rune of Flame.

Starting Skills

  • Runelore
  • Sorcery
  • Fine Rune

INGA : World Breaker - Runemage

  • Hero automatically casts Earthquake at the start of combats and enemy War Machines are removed from the battlefield.
  • Starts with innate skill Master of Earth.

Starting Skills

  • Runelore
  • Natural Magic
  • Scorching Earth
  • Master of Earth

ACADEMY:


HAVEZ : Gremlin Master - Artificier

  • All Gremlins in hero's army gain +1 to their Attack and Defense for every two levels of the hero.
  • Every hero turn in combat, all Gremlins in his army shoot at a random enemy creature.
  • New Gremlins are provided to all other heroes each day (provided that they have some in their army). The amount is equal to this hero's level.

Starting Skills

  • Artificier
  • Logistics
  • Recruitment

RAZZAK : Golem Crafter - Artificier

  • All Golems in the hero's army gain +1 to their Attack and Defense for every two levels of the hero.
  • At the start of each week, the hero assembles 2 Gargoyles of his army into 1 Golem. Can craft a maximum of 1 Golem per hero level.
  • After combat, the hero fixes destroyed Golem in exchange for 1 Gargoyle each.

Starting Skills

  • Artificier
  • Defense
  • Evasion

DAVIUS : Tawny Trainer - Artificier

  • All Rakshasas in hero's army activate their Warm-Up ability at the start of combat.
  • Build or upgrade the Silver Pavillon in the town where the hero is recruited.
  • Hero has access to the Training skill that gives combat bonuses to Rakshasas.

Starting Skills

  • Artificier
  • Training
  • Offence
  • Offensive Formation

NATHIR : Mad Chemist - Artificier

  • Ballista's shots under the hero's command have a Fireball effect. The damage of the Fireball increases with hero level.
  • The ballista's turn always comes after the hero's turn in combat.
  • Gain 1 Sulfur after every battle.

Starting Skills

  • Artificier
  • Sorcery
  • Artificial Glory

THEODORUS : Arcane Forge Master - Artificier

  • Starts with Ultimate Artificier directly, allowing hero to craft creature artifacts for half the cost.
  • When visiting an Academy town, the hero gains Knowledge points equal to his level to increase the power of the creatures artifacts.
  • Gain 1 resource upon leveling up. Cycles between all resources except Golds (equivalent to +1 to all resources every 6 levels).

Starting Skills

  • Artificier (4)
  • Consume Artifact

GALIB : Semi-God - Artificier

  • There is a higher chance that enemy spells redirected by Magic Mirror land on one of the enemy units instead of going in a random direction.
  • After every victory, an additional free Djinn joins hero's army, and hero uses 10 Mana to respawn each dead Djinn. The total Mana cost is reduced by 1 for every Djinn remaining in his army.
  • Djinns in hero's army generate Golds every day equal to hero level.

Starting Skills

  • Artificier
  • Shatter Magic
  • Protection

NUR : Mystic - Wizard

  • Hero is able to restore mana in combat gradually by herself. Restoration speed is 1 mana every 3 levels of the hero at each action.
  • Summon Arcane Crystals with reduced mana cost on enemy side at the start of combat.

Starting Skills

  • Artificier
  • Sorcery
  • Magic Insight

ZEHIR : Master of Elements - Wizard

  • Summons elementals at the start of combat.
  • The Summon Elementals and Conjure Phoenix spells are cast with 1 bonus Spellpower for every 3 levels of the hero.
  • Doubles the weekly reinforcements of elementals from the Warriors of the Sky/Mountain/Magma/Sea skills.

Starting Skills

  • Artificier
  • Natural Magic
  • Conjurer

CYRUS : Mentor - Wizard

  • All Mages in hero's army gain +1 to their Attack and Defense for every two levels of the hero.
  • At the start of combat, all Mages cast Fist of Wrath on a random enemy.
  • Starting at level 20, doubles the weekly production of Mages in your Academy towns.

Starting Skills

  • Artificier
  • Governance
  • Estates

MINASLI : Nest Watcher - Wizard

  • New Arcane Eagles join the hero's army every week depending on her level.
  • Gain an additional Arcane Eagle for every level up.
  • While in an Academy town garnison at the start of a day, the hero will spend her Mana and Crystals to upgrade Arcane Eagles into Phoenixes.

Starting Skills

  • Artificier
  • Natural Magic
  • Melt Artifact

RISSA : Time Shifter - Wizard

  • At the start of combat, hero can use Time Shift ability, increasing ATB of friendly units and reducing ATB of enemy units. The ATB shift intensity increases with hero levels.
  • Every hero turn in combat, there is a chance that a friendly creature gets an ATB boost and an enemy creature gets an ATB reduction. The probability is 40% + 1% per hero level.
  • Hero has an adventure map ability that increases movement points of all your other heroes. Costs 25 Mana and gives 500 + 50 * level movement points.

Starting Skills

  • Artificier
  • Destructive Magic
  • Consume Artifact

MAAHIR : Researcher - Wizard

  • All experience that hero gains after battles is increased by 2% per hero level.
  • Every other hero gains daily experience equal to 1% of this hero's total experience.
  • Gain +1 Knowledge per 10 levels at the start of each week.

Starting Skills

  • Artificier
  • Learning
  • Intuition

DUNGEON:


VAYSHAN : Black Hand - Beastmaster

  • All Scouts in hero's army gain +1 to their Attack and Defense for every two levels of the hero.
  • Scouts in hero's army act first in combat.
  • The hero generates an amount of golds per day for each Scout in his army. The amount is 1 per 5 levels of the hero, starting at level 5.

Starting Skills

  • Arcanism
  • Logistics
  • Pathfinding

YRWANNA : Blood Mistress - Beastmaster

  • All Blood Witches in hero's army gain +1 to their Attack and Defense for every two levels of the hero.
  • Build the Sacrificial Pit in the town where the hero is recruited.
  • Starts with Innate skill Vampirism.

Starting Skills

  • Arcanism
  • Training
  • Toughness
  • Vampirism

DARKSTORM : Minotaur General - Beastmaster

  • All Minotaurs in the hero's army gain +1 to their Attack and Defense for every two levels of the hero.
  • Minotaurs in hero's army always act immediatly after hero's turn.

Starting Skills

  • Arcanism
  • Leadership
  • Motivation

SORGAL : Beastmaster - Beastmaster

  • The Rider's Beat Up ability deals more damage, depending on hero level.
  • Each turn of a Rider in hero's army in combat, there is a chance to boost the ATB of allied Hydras. Chance is 20% + 2% per hero level.
  • New Riders join the hero's army every day depending on his level.

Starting Skills

  • Arcanism
  • Offence
  • Offensive Formation

SYLSAI : Corrupter - Beastmaster

  • At the start of combat, the hero inflicts Berserk on enemy creatures. The amount of targets increases by 1 every 20 hero levels.
  • When an enemy creature dies, it is resummoned on hero's side. The amount of raised creatures depends on hero level.

Starting Skills

  • Arcanism
  • Dark Magic
  • Master Of Curses

RAELAG : Draconic Prophet - Beastmaster

  • After every victory, the hero has a chance to drop an artifact of the Dragon set he doesn't already have. Chances depends on hero level and value of the defeated army.
  • When fully equipped with the Dragon artifact set, the largest Dragon stack in hero army directly blasts a random enemy creature at the start of combat.

Starting Skills

  • Arcanism
  • Governance
  • Gear Up

SINITAR : Catalyst - Sorcerer

  • Empowered spells mana cost is reduced by 5% + 1% per hero level.
  • When leveling up, hero's Knowledge points above his level are converted to Spellpower.

Starting Skills

  • Arcanism
  • Sorcery
  • Empowered Spells

RANLETH : Enlightened - Sorcerer

  • Experience and Knowledge bonuses granted by the Learning skill are doubled.
  • Intelligence and Exaltation perks grant 50% more stats and Meditation can restore mana beyond limit.
  • Hero starts with hidden skill Enlightened, giving +2 Knowledge and 1000 experience points.

Starting Skills

  • Arcanism
  • Learning
  • Enlightened

ERUINA : Coven Mistress - Sorcerer

  • Shadow Witches in hero's army have a chance to make a free additional shot at the hero's spell target.
  • Their mana has a chance to be totally refreshed each turn of the hero in combat.
  • Hero has +1 permanent Luck and reduce enemy creatures Luck by 1.

Starting Skills

  • Arcanism
  • Sorcery
  • Arcane Initiation

SHADYA : Witch Queen - Sorcerer

  • At the start of combat, the hero casts Deep Freeze on a random ennemy creature for free.
  • Gains an additionnal level up every 5 levels.
  • At the start of each week, recruits in your Dungeon towns are transformed to Witches. Scouts are upgraded to Blood Witches (max is Level * 1.25) and Riders to Shadow Witches (max is Level / 4).

Starting Skills

  • Arcanism
  • Destructive Magic
  • Frost Power

LETHOS : Poisoner - Sorcerer

  • Enemy units may enter the combat already poisoned. Chances are 40% + 2% per level, for each enemy unit.
  • The damages of the Plague spell is increased by 5% per hero level.
  • Manticores join the hero's army each week, depending on his level.

Starting Skills

  • Arcanism
  • Dark Magic
  • Master Of Pain

SEPHINROTH : Elementalist - Sorcerer

  • Doubles the damage inflicted by elemental chains.
  • Hero starts with hidden skill Forbidden Power, giving +2 Knowledge and a random damaging spell.
  • Each Hall of Intrigue built in your Dungeon towns give an additional +2 Spellpower to the hero.

Starting Skills

  • Arcanism
  • Destructive Magic
  • Blaze Power
  • Forbidden Power

NECROPOLIS:


VLADIMIR : Shroud of Fear - Deathknight

  • Hero's army gain bonus Attack when an enemy stack is killed. The amount is 1 per 3 levels of the hero per killed stack. This bonus lasts until the end of combat.
  • At the start of combat, the hero spawns an enemy Skeleton and immediately destroys it.
  • Each level up grants the hero additional movement points (50 per level).

Starting Skills

  • Necromancy
  • Logistics
  • Recruitment

ARANTIR : Death Lord - Deathknight

  • Neutral creatures are more likely to join this hero. The hero has a +10% per level bonus to his army power evaluation for diplomatic calculations.
  • The Leadership skill tranfers an additional 50% of the defeated Undead creatures to the caravans.
  • Victories provide this hero with golds and resources.

Starting Skills

  • Necromancy
  • Leadership
  • Diplomacy

ORSON : Zombie Alpha - Deathknight

  • All Zombies in the hero's army gain +1 to their Attack and Defense for every two levels of the hero.
  • Packs of Zombies spawn at random positions on the battlefield each hero turn. The amount depends on hero level.
  • Revive lost Zombies after battles. The maximum amount is equal to hero level.

Starting Skills

  • Necromancy
  • Offence
  • Offensive Formation

LUCRETIA : Vampire Princess - Deathknight

  • All Vampires in hero's army gain +1 to their Attack and Defense for every two levels of the hero.
  • Some Vampires recruits in your Necropolis towns are transfered to the hero's army at the start of the week. The maximum amount depends on hero level.
  • Starting at level 20, the weekly production of Vampires in your Necropolis towns is doubled.

Starting Skills

  • Necromancy
  • Governance
  • Chilling Bones

XERXON : Reaver - Deathknight

  • New Black Knights join the hero's army every week, depending on his level.
  • After each won battle, some Black Knights in hero's army are upgraded to Terror Knights, the amount increases with hero levels.

Starting Skills

  • Necromancy
  • Defense
  • Evasion

KASPAR : Embalmer - Deathknight

  • The First Aid Tent will heal more hit points per hero level. The damage of Plague Tent ability is also increased.
  • If the hero has the skill Plague Tent, the tent will cast it on a random enemy creature at the start of combat.
  • Hero regenerates 1 mana per turn in combat if he has a First Aid Tent, plus 1 additional mana point per level of his Dark Magic skill.

Starting Skills

  • Necromancy
  • Warfare
  • Anatomy

RAVEN : Reanimator - Reaver

  • The Raise Dead spell has increased effect. The spellpower of this spell is increased by +1 for every 3 levels of hero.
  • The weekly production of Skeletons, Zombies and Ghosts in your Necropolis towns is increased based on hero level.

Starting Skills

  • Necromancy
  • Sorcery
  • Arcane Initiation

ARCHILUS : Avatar of Death - Reaver

  • The hero summons a mysterious creature upon the battlefield to fight on his side. The creature's power depends on the hero's level and spellpower.
  • If the creature dies, enemy creatures are sorrowed and hero loses all his mana.
  • Builds the Dragon Tombstone in the town where the hero is recruited.

Starting Skills

  • Necromancy
  • Learning
  • Intelligence

THANT : Maledictor - Reaver

  • The Weakness spell does not only lower creature's damage, but also reduces creature's Defense by -1 for every 3 levels of the hero.
  • The hero casts Mass Weakness at the start of combat.
  • New Mummies join hero's army every day, the amount depend on her level.

Starting Skills

  • Necromancy
  • Dark Magic
  • Master Of Curses

SANDRO : Great Lich - Reaver

  • Enemy creatures that die during battles are raised as their undead equivalent on hero's side.
  • New Liches join hero's army on level up based on his Knowledge stat (1 Lich per 4 points).
  • Start with unique artifact Sandro's Cloak and tier 5 spell Mind Control.

Starting Skills

  • Necromancy
  • Natural Magic
  • Banshee Howl

ORNELLA : Frost Mage - Reaver

  • Hero casts Ice Bolt on a random ennemy creature each turn in combat (requires mana).
  • Hero gets artifacts of the Frost Lord set after reaching certain amounts of victories.

Starting Skills

  • Necromancy
  • Destructive Magic
  • Frost Power

DEIRDRE : Banshee - Reaver

  • The effect of Banshee Howl ability increases as hero gains levels.
  • New Revenants join the hero's army at the start of each week. The amout depends on the hero level.

Starting Skills

  • Necromancy
  • Dark Magic
  • Banshee Howl

INFERNO:


GROK : Rusher - Demon Lord

  • Hero's movement points are increased by 5% + 1% every two levels.
  • The weekly production of Nightmares in Inferno towns is increased by 1.
  • Starts with Teleport spell and its cost is reduced by half.
  • Hero always acts first in combat.

Starting Skills

  • Gating
  • Logistics
  • Pathfinding

SHELTEM : Bombardier - Demon Lord

  • Ballista's shots under the hero's command have a Fireball effect. The damage of the Fireball increases with hero level.
  • At the turn of each enemy creature in combat, the ballista uses 3 mana of the hero to attack it. The ballista cannot be controlled.
  • Restore mana equal to hero level after every victory.

Starting Skills

  • Gating
  • Destructive Magic
  • Blaze Power

GRAWL : Hound Master - Demon Lord

  • All Hell Hounds in hero's army gain +1 to their Attack and Defense for every two levels of the hero.
  • When an enemy creature dies in combat, a Hell Hounds stack in hero's army gets an ATB boost, once per stack per combat.
  • New Hell Hounds will join the hero's army at the start of every week depending on his level.

Starting Skills

  • Gating
  • Offence
  • Hellfire

ASH : Pounder - Demon Lord

  • All hero’s attacks deal +6% damage for every level of the hero.
  • Hero can perform an attack right at the beginning of combat and every time a friendly creature dies in combat.
  • Hero gains +1 Attack every 5 levels.

Starting Skills

  • Gating
  • Combat
  • Get Stronger

NYMUS : Master of Gating - Demon Lord

  • The number of creatures called through the Gating increases by 1% per hero level.
  • Starts with Ultimate Gating directly, allowing to gate all demonic creatures.

Starting Skills

  • Gating (4)

MALUSTAR : Overheater - Demon Lord

  • Every Inferno creature in hero's army explodes at the start of their turn in combat, dealing fire damage to surrounding enemies.
  • Hero's attacks explode in a Fireball effect. The effective spellpower increases with hero level.
  • The Consume Corpse ability has an explosion effect, dealing a few Fire damages to surrounding creatures.

Starting Skills

  • Gating
  • Shatter Magic
  • Hellfire

AGRAEL : Incendiary - Warlock

  • Effective spellpower of the hero is increased when casting the Fireball spell.
  • The hero always casts Fireball for 3 mana at a random enemy when his turn comes in combat. Before level 20, the ATB of the hero is set to half after casting. After level 20, the ATB is totally reset.
  • After 25 victories, learn and teach Armaggedon to all other heroes.

Starting Skills

  • Gating
  • Destructive Magic
  • Blaze Power

MARBAS : Mindreaver - Warlock

  • The Confusion spell has an additional effect of decreasing target's mana on one point per hero level.
  • The Shatter Magic skill removes double mana from enemy hero.
  • Starts with innate skill Darkness Affinity, granting mass effect to Slow and Confusion spells.

Starting Skills

  • Gating
  • Shatter Magic
  • Swift Gating
  • Darkness Affinity

ORLANDO : Conqueror - Warlock

  • Victories provide hero bonus Experience and Golds based on the value of defeated army.
  • When standing in an Inferno town's gate at the start of the day, the hero can complete a building in exchange for Golds. Original Wood and Ore costs are converted to 250 Golds cost each, and other resources to double this value.

Starting Skills

  • Gating
  • Governance
  • Gear Up

BIARA : Temptress - Warlock

  • All Succubus in hero's army gain +1 to their Attack and Defense for every two levels of the hero.
  • They use 30% less ATB when shooting during combat.
  • New Succubi join hero's army after every level up. The amount is equal to hero level.

Starting Skills

  • Gating
  • Sorcery
  • Magic Insight

DELEB : Volcanic - Warlock

  • Hero casts Land Mines around enemy positions at the start of combat.
  • Spawns multiple Earth Elementals at random positions every hero turn in combat. The amount increases with hero level.
  • Hero generates Sulfur every day depending on her level.
  • Starts with innate skill Master of Earth.

Starting Skills

  • Gating
  • Natural Magic
  • Scorching Earth
  • Master Of Earth

SOVEREIGN : Sovereign - Warlock

  • All Inferno creatures in hero's army gate at random positions at the start of combat.
  • Every day, Inferno creatures in hero's army increase in number. The amount and maximum tier increase with hero level.
  • Enemy creatures have -1 Morale.

Starting Skills

  • Gating
  • Leadership
  • Swift Gating

STRONGHOLD:


KRAGH : Battle Commander - Barbarian

  • Creature's in hero's army have a 40% + 1% per hero level bonus to their initiative on the start of combat.
  • Hero uses Ralling Cry to boost army Morale and rage points every turn in combat.
  • After every victory, gain an amount of orc creatures that have participated in the battle. The amount dépends on creature's tier and hero level.

Starting Skills

  • Blood Rage
  • Leadership
  • Motivation

GOTAI : The New Khan - Barbarian

  • Hero knows all Warcries.
  • Warcries have their costs decreased by 1 every 4 levels and grant an additional amount of rage points equal to the hero’s level.
  • Shouts a Battlecry at the start of combat, granting +1 movement to your creatures.

Starting Skills

  • Blood Rage
  • Voice
  • Voice Training

KILGHAN : Goblin King - Barbarian

  • At the start of each week, additional Goblins or upgrades will join the hero's army. The amount is equal to 10 * Level.
  • New Goblins will join the combat each turn of the hero.

Starting Skills

  • Blood Rage
  • Governance
  • Gear Up

TELSEK : Fist of the Khan - Barbarian

  • Warriors in hero's army gain +1 to their Attack and Defense for every two levels of the hero.
  • Hero boosts all Warriors in his army with Call of Blood when combat starts.

Starting Skills

  • Blood Rage
  • Combat
  • Get Stronger

GARUNA : Centaur Commander - Barbarian

  • Centaurs in hero's army gain +1 to their Attack and Defense for every two levels of the hero, and get +2% to their starting initiative for every level of the hero.
  • The weekly production of Centaurs in Stronghold towns in increased by 20%.
  • Starts with artifact Centaur Crossbow.

Starting Skills

  • Blood Rage
  • Offence
  • Archery

GORSHAK : Blade of the Khan - Barbarian

  • Slayers in hero's army gain +1 to their Attack and Defense for every two levels of the hero.
  • The hero gains +1 Attack and Defense every 10 battles won.
  • Build or upgrade the Chamber of Wrath in the town where the hero is recruited.

Starting Skills

  • Blood Rage
  • Defense
  • Evasion

SHAK KARUKAT : Wyvern Tamer - Shaman

  • Wyverns in hero's army gain +3 to their Hit Points for every level of the hero.
  • Every week, new Wyverns will join the hero's army depending on his level.

Starting Skills

  • Spiritism
  • Natural Magic
  • Scorching Earth

HAGGASH : Burning Blood - Shaman

  • All creatures in hero's army gain 10% magic proof and + 1% per hero level.
  • Hero troops have 50% fire resistance.
  • Hero gets an ATB boost when a creature reaches a rage level.

Starting Skills

  • Spiritism
  • Shatter Magic
  • Back to the Void
  • Burning Blood

MUKHA : Daughter of Thunder - Shaman

  • Lightning-based spells deal 5% more damage per hero level and cannot be avoided.
  • The hero casts a Lightning Bolt each turn in combat on a random enemy creature (requires mana).
  • Starts with special skill Thunder Power, adding lightning damage to hero troops attacks.

Starting Skills

  • Spiritism
  • Destructive Magic
  • WitchCraft
  • Thunder Power

URGHAT : Exhauster - Shaman

  • Enemy units have their Speed reduced by 1 and their Initiative reduced by 1% per hero's Level.

Starting Skills

  • Spiritism
  • Dark Magic
  • Master Of Curses

ZOULEIKA : Potion Brewer - Shaman

  • The First Aid Tent heals more hit points per hero level. The damage in case of Plague Tent ability is also increased.
  • Hero turns in combat will boost the ATB of the First Aid Tent.

Starting Skills

  • Spiritism
  • Light Magic
  • Master of Abjuration

KUJIN : Shaman Matriarch - Shaman

  • Shamans in hero's army have double Spellpower and Mana.
  • The hero and Shamans in her army regenerate mana during battles.
  • Every day, the hero sacrifices a Goblin in her army to produce a Shaman in your Stronghold towns. After level 10, also produce an Orc Warrior.

Starting Skills

  • Spiritism
  • Sorcery
  • Arcane Initiation