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Heroes and Their Abilities
Death Knight: Extremely powerful hero, various helpful abilities, a little slower than the Death Hunters (Boots of Speed can be bought).
Abilities: Ghost Walk, Vampiric Strike, Spirit Plague.
Level 6 Ultimate, Vampire Bat: Summons a blood thirsty Vampire Bat from the nooks of the river that passes through this village. The Vampire Bat, the alternate form of the Vampire, has a hunger for blood and can sense your enemies positions with Echo-Location. Also has Feast and Truesight.
Level 12 Ultimate, Nether Prison: The most dark of any spell in the Death Knight's book; Nether Prison sends a target enemy Hero into an abysmal plane of the Twisting Nether. Here, the Hero's spirit withers in a cell where it is hampered relentlessly with demonic spells and attacked from all sides by Nether Spires. After 10 seconds, the Hero is pulled back into the world, but suffers from Insanity for 10 more seconds.
Architect: Strength based, melee hero. The Architect can build many structures that are extremely helpful in creating a good defense against the Death Knight.Your primary job is to provide a place of shelter to your teammates. Make sure that you're ready for the job though, because at the first sign of trouble your allies may run to your base.
Strucutres Built: Technology Center, Light Barricade (Upgrades), Bow Defense (Upgrades), Wheat Storage, Ancient of Healing, Trading Outpost, Recruitment Tent, House of Knowledge.
Abilities: Greed Smite, Golden Strike, Bravery Aura.
Ultimate, Archichaos: Creates 4 invulnerable Archichaos Magic Towers around the Architect that attack 2 times a second for 16 chaos damage each. Each tower has a 6% chance to stun an enemy unit for 2 seconds. The Architect does not turn invulnerable. Lasts 25 seconds.
Frozen Archer: Agility based, ranged Hero. The Frozen Archer is extremely quick, eveasive, and can slow enemies with her freezing abilities. However, she has very limited hitpoints and a relatively weak attack.
Abilities: Iced Arrow, Vanish, Swift Shot.
Ultimate, Frozen Blast: Summons 12 powerful blasts of frost that radiate outward from the Frozen Archer, slowing units caught in their path by 30%. Each blast wave damages for 150 hiptoints. Crippling Frost lasts 10 seconds.
Nature Mage: Intelligence based, ranged hero. Has many offensive abilities, and is a very good hero to use if you are planning on creeping solo. The Mage also has the ability to escape the powerful attacks of the Death Knight by binding himself to nearby trees.
Abilities: Nature's Protection, Nature's Fury, Storm Ward.
Ultimate, Lunar Owls: Summons 10 Lunar Owls to attack near by enemy units. The owls will follows the Nature Mage around revealing invisible units and dealing the mage’s intelligence in damage.
Medicine Doctor: Intelligence based, ranged hero. Has many helpful team healing abilities. A great supporting Hero whom is often very necessary in order to outlast the Death Knight. A great advantage to using the Medicine Doctor is that you'll be able to heal yourself when in need of valuable hitpoints!
Abilities: Wave of Restoration, Leech, Aura of Regeneration.
Ultimate, Sun Totem: Summons an immovable totem that heals 4% of a nearby friendly non-mechanical unit's hit points per second and burns nearby enemies for 40 damage per second. Lasts 15 seconds.
Hunter: Strength based, ranged Hero. The Hunter has several hitpoints, a strong attack, and is an extremely useful Hero to use if you are planning to go solo. If used correctly, this Hero has a great chance there is to survive continuous attacks from a Death Knight, but all the same is slower than the other Hunters.
Abilities: Tracking, Hunting Wolf, Drunken Rocket.
Ultimate, Beast Trap; The Hunter creates an immovable trap that binds 6 nearby units in an ethereal, unbreakable rope, dragging them towards the center of the trap where their life will be drained by a crippling poison.
Battle Mage: Agility based, melee Hero. The Battle Mage has a very strong and persistent attack, but low hitpoints and armor. This hero is best suited for quick in and out combat and dealing high amounts of damage in a short amount of time.
Abilities: Great Cleave, Lightning Fury, Arcane Thunder Clash.
Ultimate, Thirst of the Highborne: The Battle Mage, a descendant of the Highborne elves, takes on a insatiable urge to learn arcane magics. When learned, this ability adds a permanent bonus of 6 to the Intelligence of the Mage and gives an 8% chance to gain a permanent bonus to the Strength, Agility, and Intelligence from every kill made thereafter.
Scientist: A very powerful, Strength based melee Hero--as many would say, the "tank" of the Hunters. The Scientist is able to withstand the Death Knight's attacks for a fairly long period of time and is by far the best Hero to use if you crave close-up combat. Very helpful in creating potions for self-support and confusing the Death Knight with holograms.
Abilities: Alchemy, Mechanical Hologram, Supercharge.
Ultimate, Halt Time: The Scientist enters a trance, lifting from the ground and gradually gathering energy from the air around him. He then slams the ground, unleashing all of the collected energy in a circular radius around him with such force that it stops time around him. Lasts 15 seconds, 10 on heroes.
Death Knight: Extremely powerful hero, various helpful abilities, a little slower than the Death Hunters (Boots of Speed can be bought).
Abilities: Ghost Walk, Vampiric Strike, Spirit Plague.
Level 6 Ultimate, Vampire Bat: Summons a blood thirsty Vampire Bat from the nooks of the river that passes through this village. The Vampire Bat, the alternate form of the Vampire, has a hunger for blood and can sense your enemies positions with Echo-Location. Also has Feast and Truesight.
Level 12 Ultimate, Nether Prison: The most dark of any spell in the Death Knight's book; Nether Prison sends a target enemy Hero into an abysmal plane of the Twisting Nether. Here, the Hero's spirit withers in a cell where it is hampered relentlessly with demonic spells and attacked from all sides by Nether Spires. After 10 seconds, the Hero is pulled back into the world, but suffers from Insanity for 10 more seconds.
Architect: Strength based, melee hero. The Architect can build many structures that are extremely helpful in creating a good defense against the Death Knight.Your primary job is to provide a place of shelter to your teammates. Make sure that you're ready for the job though, because at the first sign of trouble your allies may run to your base.
Strucutres Built: Technology Center, Light Barricade (Upgrades), Bow Defense (Upgrades), Wheat Storage, Ancient of Healing, Trading Outpost, Recruitment Tent, House of Knowledge.
Abilities: Greed Smite, Golden Strike, Bravery Aura.
Ultimate, Archichaos: Creates 4 invulnerable Archichaos Magic Towers around the Architect that attack 2 times a second for 16 chaos damage each. Each tower has a 6% chance to stun an enemy unit for 2 seconds. The Architect does not turn invulnerable. Lasts 25 seconds.
Frozen Archer: Agility based, ranged Hero. The Frozen Archer is extremely quick, eveasive, and can slow enemies with her freezing abilities. However, she has very limited hitpoints and a relatively weak attack.
Abilities: Iced Arrow, Vanish, Swift Shot.
Ultimate, Frozen Blast: Summons 12 powerful blasts of frost that radiate outward from the Frozen Archer, slowing units caught in their path by 30%. Each blast wave damages for 150 hiptoints. Crippling Frost lasts 10 seconds.
Nature Mage: Intelligence based, ranged hero. Has many offensive abilities, and is a very good hero to use if you are planning on creeping solo. The Mage also has the ability to escape the powerful attacks of the Death Knight by binding himself to nearby trees.
Abilities: Nature's Protection, Nature's Fury, Storm Ward.
Ultimate, Lunar Owls: Summons 10 Lunar Owls to attack near by enemy units. The owls will follows the Nature Mage around revealing invisible units and dealing the mage’s intelligence in damage.
Medicine Doctor: Intelligence based, ranged hero. Has many helpful team healing abilities. A great supporting Hero whom is often very necessary in order to outlast the Death Knight. A great advantage to using the Medicine Doctor is that you'll be able to heal yourself when in need of valuable hitpoints!
Abilities: Wave of Restoration, Leech, Aura of Regeneration.
Ultimate, Sun Totem: Summons an immovable totem that heals 4% of a nearby friendly non-mechanical unit's hit points per second and burns nearby enemies for 40 damage per second. Lasts 15 seconds.
Hunter: Strength based, ranged Hero. The Hunter has several hitpoints, a strong attack, and is an extremely useful Hero to use if you are planning to go solo. If used correctly, this Hero has a great chance there is to survive continuous attacks from a Death Knight, but all the same is slower than the other Hunters.
Abilities: Tracking, Hunting Wolf, Drunken Rocket.
Ultimate, Beast Trap; The Hunter creates an immovable trap that binds 6 nearby units in an ethereal, unbreakable rope, dragging them towards the center of the trap where their life will be drained by a crippling poison.
Battle Mage: Agility based, melee Hero. The Battle Mage has a very strong and persistent attack, but low hitpoints and armor. This hero is best suited for quick in and out combat and dealing high amounts of damage in a short amount of time.
Abilities: Great Cleave, Lightning Fury, Arcane Thunder Clash.
Ultimate, Thirst of the Highborne: The Battle Mage, a descendant of the Highborne elves, takes on a insatiable urge to learn arcane magics. When learned, this ability adds a permanent bonus of 6 to the Intelligence of the Mage and gives an 8% chance to gain a permanent bonus to the Strength, Agility, and Intelligence from every kill made thereafter.
Scientist: A very powerful, Strength based melee Hero--as many would say, the "tank" of the Hunters. The Scientist is able to withstand the Death Knight's attacks for a fairly long period of time and is by far the best Hero to use if you crave close-up combat. Very helpful in creating potions for self-support and confusing the Death Knight with holograms.
Abilities: Alchemy, Mechanical Hologram, Supercharge.
Ultimate, Halt Time: The Scientist enters a trance, lifting from the ground and gradually gathering energy from the air around him. He then slams the ground, unleashing all of the collected energy in a circular radius around him with such force that it stops time around him. Lasts 15 seconds, 10 on heroes.
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