Archmage
Royal Knight
Paladin
Blood Mage
Statistics
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Name: Archmage – Belenus, the Last Archmage
Primary Attribute: Intelligence
Affilation: Coalition
Gender: Male
Race: Human
Role: Magician
Damage: 27 - 45
Armor: 3
Movementspeed: 320
Health-Regeneration: 0.25
Mana-Regeneration: 0.01
Weapon Type: Missile
Cooldown: 1.95
Range: 600
Start Health Points: 500
Start Mana Points: 360
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Story
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The creation of the Magi's Guild, over a hundred years ago, became the perfect solution to the 'Forsaken problem'. The best magi all around the Regnum were, for the first time, brought together to fight the necromantic cultists that called themselves 'The Forsaken', and brought their campaign of terror to the ground with overwhelming might. Yet, that victory was not enough. The wizard Cáligo, last of The Forsaken, has returned and overcame his enemies with his vast undead army.
Belenus, the last Archmage of the Guild, survived the aftermath just like the Wizard did before. A wise but deceptive man, of order and honor, that now seeks revenge as much as he seeks knowledge on a crusade fueled by anger. But now that the Guild is no more, he feels free. Free to learn from his nemesis. Free to learn the forbidden. Free to start anew, to exchange order for chaos, honor for power, to become a master of the Dark Art. His brothers in arms charge vigorously behind him, blinded by the facade.
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Abilities
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Holy Chains:
The Archmage casts Holy Chains in the targeted direction, damaging every enemy unit in the spells's path.
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Trappy Swap:
Belenus uses his powerful magic to trick and enemy's mind into attacking his peers, the Archmage's foes.
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Refreshing Aura:
The Aura gives all nearby friendly heroes a chance to fully replenish their mana when casting a spell.
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Fireworks:
The Last Archmage casts his ultimate spell, a massive explosion of colourful sparks that damage and blind his enemies.
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Statistics
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Name: Royal Knight – Darius Parthos
Primary Attribute: Strength
Affilation: Coalition
Gender: Male
Race: Human
Role: Slayer
Damage: 29 - 39
Armor: 5
Movementspeed: 280
Health-Regeneration: 0.25
Mana-Regeneration: 0.01
Weapon Type: Normal
Cooldown: 1.95
Range: Melee
Start Health Points: 775
Start Mana Points: 255
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Story
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The Kingdom d'Or, now home to the Forsaken, and it's elite 'Knights d'Or' proved the Regnum how a small regiment of expert warriors and tacticians could easily win when outnumbered by the peasants and militia that made up it's army, in a battle that secured the Kingdom's independence. The Regnum was then forced to make huge changes in it's military organization. One of them was the training and creation of an elite batallion of heavilly armored knights that, in the present, serve as a sort of special police and the King's personal guard. They are known as the 'Royal Knights'.
Used to bringing down rebellious nobles or dealing with simple bands of robers, Darius felt uneasy at the first sight of the Forsaken army. He was never a man of faith, but of logic and reason, and seeing such terrible creatures brought awe and fear to his heart. The way to the Forsaken's last Bastion has been long and dangerous. He became used to the smell of their black blood, hacking and slashing through their worm-infected dead flesh. But the feeling of dread, of anticipation, of a coming doom crawled deeper into his heart. Darius is ready to die, he accepts it, and although his hand will never tremble, nor will his mind know what makes his heart shrink and shiver with every step he makes.
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Abilities
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Battle Fury:
Darius enters a state of fury and deals bonus hero damage on every hit. Bonus damage is reduced everytime he gets hit. If he reaches the maximum of bonus damage it hold on for the same period of time.
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Shattering Javelin:
The Royal Knight throws a Javelin that deals piercing damage and shatters on impact. The shattered fragmets hit the units behind the target.
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Animal War Training:
The Knight's ride is a well trained horse, faster than the average and fearless. It improves his fighting abilities, granting bonus damage and improvements for all his skills.
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Charge:
Royal Knight Parthos launches himself into the enemy lines without fear. He gains bonus attack speed and deals damage to enemy units along the way.
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Statistics
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Name: Paladin – Edgar Shieldbearer
Primary Attribute: Strength
Affilation: Coalition
Gender: Male
Race: Human
Role: Defender
Damage: 28 - 38
Armor: 4
Movementspeed: 270
Health-Regeneration: 0.25
Mana-Regeneration: 0.01
Weapon Type: Normal
Cooldown: 1.9
Range: Melee
Start Health Points: 750
Start Mana Points: 285
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Story
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An institution older than the Regnum itself, The Church of the Twin Suns preaches the word of the the Father, and lords over the work of the Mother. The religion with the most followers in the Peninsula is organized in three major groups: The Monks, represented by a pair of begging hands; The Bishops, rulers of the church represented by the Sun; and the Paladins, the disciplined and well-thaught knight-friars represented by the warhammer, as of the last centuries splintered into several orders with different political and ideological positions due to the Crown having more and more Paladins under it's command.
Son of the late Eoghan Shieldbearer and Knight Master of the Order of the Sun -the original order that united every Paladin under it's banner- Edgar has set himself with the mission of uniting all of the orders once again and declaring it's independence from the state. A daunting task he was sure he would complete, but the tragic death and ultimate revival of Edmund, his brother in blood and in arms, has weakened his will and his conviction. Duty, sadness and justice have brought Edgar to the Bastion's gates. His eyes stare into the future: the inevitable battle, the blood stained soil and the painful mission of honoring his brother's life by beating his dead corpse to a pulp.
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Abilities
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God's Seal:
Blesses an allied unit with the seal of the Sun, reducing any damage it receives and increasing its health regeneration. The seal breaks when after receiving a certain amount of damage, hurting enemy units around by the same amount of damage received. If the seal is not broken, it will heal all allied units around the target for 50% of the base regeneration. And if the target receives lethal damage, the seal will block it. It expires after 9 seconds or when broken.
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Star Impact:
Edgar calls down a Falling Star that, on impact, damages and stuns all enemy units, and splits into several smaller stars that deal less damage. The Star takes 1.5 seconds to summon.
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Holy Strike:
The Paladin enchances his mace with holy power, causing his next attack to deal bonus percentage magic damage to enemies around the target. Holy Strike will be activated automatically once the cooldown is over.
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Holy Cross:
The Paladin creates a Holy Cross at the target location. Enemies that enter the Cross will be silenced for 2 seconds and will receive damage over time if they stay too long. Allies will receive less damage and an increased life regeneration. The cross lasts 7.5 seconds.
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Statistics
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Name: Blood Mage – Joos Ignis, Firelord
Primary Attribute: Intelligence
Affilation: Coalition
Gender: Male
Race: High Elf
Role: Magician
Damage: 21 - 27
Armor: 2
Movementspeed: 300
Health-Regeneration: 0.25
Mana-Regeneration: 0.01
Weapon Type: Missile
Cooldown: 2.0
Range: 600
Start Health Points: 500
Start Mana Points: 285
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Story
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"The man with true power" is what people calll the King, but ever since the creation of the Regnum, the Crown has been contending the Nobility for the real "true power" , as they fight each other even over the most meaningless of things. Ironically, this age-long rivalry has maintained a political balance. In the Regnum, anyone who owns a piece of land is considered a nobleman, yet there are very few and rarely do they share or give away their property. And just like the King, they need a court of advisors to rule such pieces of land.
Joos Ignis is a courtsman to one of the Regnum's Lords. He is his most trusted servant, his right hand, and also a former member of the Magi's Guild and, as such, a powerful magician himself. At his peak, he was a master magician, unbeatable and cunning. His specialised in offensive magic and became the title of Firelord for his supreme control over the Fire element. The title became a part of him even as he drifted from his studies in the Guild to politics and diplomacy. Joos' cunning in this field is as strong as his cunning in battle, and he's respected by politicians as much as he's respected by all magi for his gifts. Acting as his Lord's main advisor and personal bodyguard, he has earned his trust. That of an old heirless noble, father only to the most prized bride-to-be who's ready to open her heart only to one man, Joos. But his Lord demands proof of his honour, something he can only get fighting in the warfront, facing death for the realm and the woman he's fallen for. He must return bearing the scars of countless battles, a proof of his courage and nobility, or not return at all.
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Abilities
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Fire Blast:
The Blood Mage launches a Fire Blast that spits smaller fireballs at the closest enemy unit. When the Blast lands, it fires one last wave of fireballs at all nearby enemies.
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Boon and Bane:
The Fire Master encourages an ally unit to increase it's damage output by 35% and reduce it's damage received by 50%. Alternatively, Joos intimidates an enemy unit to reduce it's damage output by 20% and increase it's damage received by 30%. The buff lasts for 15 seconds.
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Burning Skin:
FireLord Ignos covers himself with fire. Attacking enemies are hurt by a portion of the damage they deal to Ignos over a short period of time.
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Fire Storm:
Joos Ignos proves he's a master of magic by summoning a raging Storm of fire that damages his enemies. The Storm lasts for 6 seconds.
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