@@@@@@@@@@@ @@@@@@@@@ @@@ @@@ @@@ @@@@@@@@@ @@@@@@@@@ @@@@@@@@@@@ @@@@@@@@@@@ @@@@@@@@ @@@@ @@@@ @@@ @@@@@@@@@@ @@@@@@@@@@ @@@@@@@@@@@ @@@@@@@@@@@@ @@@@ @ @@@@@ @@@@@ @@@ @@@@@@@@@@ @@@@@@@@@@ @@@@@@@@@@@@ @@@@ @@@@@ @@@@ @@@@@@@@@@@ @@@ @@@ @@@ @@@ @@@@ @@@@@ @@@@ @@@@@ @@@@ @@@ @@@ @@@ @@@ @@@ @@@@ @@@ @@@ @@@@ @@@@@ @@@@ @@@@@ @@@@ @@@ @ @@@ @@@ @@@ @@@ @@@ @@@ @@@@ @@@@@ @@@@ @@@@@ @@@@ @ @@@ @@@ @@@ @@@@@@@@@@ @@@@@@@@@@ @@@@ @@@@@ @@@@@@@@@@@ @@@@@@@@ @@@ @@@ @@@ @@@@@@@@@@ @@@@@@@@@@ @@@@@@@@@@@ @@@@@@@@@@ @@@@@@@@@ @@@@ @@@@ @@@ @@@@@@@@@@@ @@@@@@@@@ @@@@@@@@@@ @@@@@@@@@ ======================== @@@ ======================= @@@@@@@@ @@@@@@@@@@@@@@@ @@@ @@@@@@@@@@@@@@@ @@ @@@ @@ @ @@@ @ @@@ @@@ @@@ @ Written by: RedXIII304 Version: 1.2 ASCII by: tccXeroX =============================================================================== New in the Latest Update =============================================================================== In version 1.2, I've added the Base Statistics for each Demigod, added a few awards, and updated Erebus's Bite skill to match the latest version of the game. =============================================================================== Table of Contents =============================================================================== The text in brackets can be used to jump to a section with your browser's find function ('Ctrl+F' on PCs). You can jump to the specific skill level by adding a level number after the character code, eg. [CODEx], [CODE1], [CODE10], etc. 1.0 Boring Legal Stuff 2.0 Introduction 3.0 Assassins [ASNS] 3.1 Torch Bearer [TRCH] 3.2 Unclean Beast [UNST] 3.3 Regulus [RGLS] 3.4 The Rook [THOK] 4.0 Generals [GNRL] 4.1 Oak [TREE] 4.2 Queen of Thorns [QTNS] 4.3 Sedna [SENA] 4.4 Lord Erebus [ERBS] 5.0 Awards [AWDS] 6.0 Version History and Misc. [VRSN] 7.0 Contact Info and Credits [CTCT] =============================================================================== 1.0 Boring Legal Stuff =============================================================================== This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other website or as a part of any public display is strictly prohibited, and a violation of copyright. This guide is Copyright 2009, Stephen Galatro, aka RedXIII304. The ability descriptions are property of their respective creators. www.Gamefaqs.com will always have the most up to date version of this FAQ. =============================================================================== 2.0 Introduction =============================================================================== Welcome to my first FAQ! Y'gotta start somewhere. I wrote this because (at the time of its writing) the only way to check what abilities your Demigod had, and what they did, was during a battle. I found it very hard to make strategies and builds while not playing the game when I didn't know exactly what every ability and item did. This guide has the descriptions for all the abilities in the game Demigod for the PC. I've also included my personal thoughts on each of the Characters I am familiar with. I was going to make an item guide as well, but was pre-empted by wolf33, who has made a very good item list on GameFAQs. Now for some basic terminology: Active Ability - A skill you have to use to have any effect. Most Characters have four active abilities. Passive Ability - A skill that is always active or activates when you meet certain requirements, like using another skill or being low on Health. Skill Tree - The menu where you buy abilities; All the abilities for one character (eg. Torch Bearer's Skill tree) Skill Branch - One group of abilities in which all of the lower level abilities are required to purchace the next higher ability (eg. Snipe I, II, III, IV and Deadeye) Form Change - The characters that have more than four abilities (Torch Bearer and Queen of Thorns) have their six Active Abilities divided into groups of three, they are given a fourth ability that allows them to switch between these to groups by changing their physical form (setting himself on fire or dousing his flames for Torch Bearer, and opening and closing her rose chariot for Queen of Thorns. Drain - Damages target(s) health and gives it to your Demigod DPS - Damage per Second DoT - Damage over Time HP - Health Points AoE - Area of Effect LE - Lord Erebus QoT - Queen of Thorns UB - Unclean Beast TB - Torch Bearer Abilities will be listed by level in the following format: [Ability Name] [Prerequisite Ability (for the ones that aren't obvious)] [Ability cost] [Range] [Cast Time] [Cooldown time] [Ability Description] If the ability is passive it will have 'Instant' for the ability cost. For all abilities that are numbered (I,II,III,IV etc.) the abilities with the same name that have a lower number are needed to purchase that ability. eg. Fireball I is a prerequisite for Fireball II, and you need to have Fireball II before you can buy Fireball III. If you wish to see the abilities listed by branch, I can e-mail you a .txt file that has the abilities listed by branch/rows for a specific character (or characters). If enough people e-mail me about this, I'll update the guide to include an ability list by branch/row =============================================================================== 3.0 Assassins [ASNS] =============================================================================== Assassins are individually stronger than Generals but they cannot summon minions to aid them in combat. Assassins tend to be better at killing other Demigods. Every Assassin has access to the following abilities. It is the same ability, but can be taken up to six times. Enhanced Attributes I-VI levels 2, 4, 6, 8, 10, and 15 Instant +115 Health +0.18 Heath per second +2% Attack Speed +25 Armor +105 Mana +0.32 Mana per second +6 Weapon Damage +-----------------------------------------------------------------------------+ | | | 3.1 Torch Bearer [TRCH] | | | +-----------------------------------------------------------------------------+ Base Stats: Health - 1410 Mana - 1100 Armor - 240 (8.8%) Weapon Damage - 133-147 (94.5 DPS) Attack Time - 1.47 (0%) Range - 15 Movement Speed - 6.0 A master of Fire and Ice. Torch Bearer has six active abilities and must switch form to use them. His ice abilities are in one form, and his fire abilities in the other. When switching to fire form from ice form he gains an increase in his Mana Per Second, when to ice form from fire form his Weapon Damage goes up. TB is one of my favorite Demigods, he is fragile but when he is used correctly he can kill a Demigod of equal level in just a few seconds. I like to use TB's fire abilities to inflict massive damage, then switch to Ice form to finish the Demigod/enemy wave off and afterwards switch back to Fire form to regenerate Mana. Ol' Torchy has 31 unique skills. +-------------------+ |Level One Abilities| [TRCH1] +-------------------+ Rain of Ice I 500 Mana 20 yd range 0.1 sec cast 14 sec cooldown A maelstrom of hail and sleet pelts the target area dealing 200 damage and slowing Attack Speed by -10% for 3 seconds. Deep Freeze I 350 Mana 18 yd Range 0.1 sec cast 15 sec cooldown Torch Bearer blasts a target with intense cold. Interrupts abilities and increases target's cooldown by 130%. Lasts for 5 seconds. If the target is affected by Frost Nova or Rain of Ice, Deep Freeze consumes each effect and deals 100 damage for each effect. Fireball I 300 Mana 20 yd range 1.0 sec cast 7 sec cooldown Hurls a fiery ball at a target dealing 300 damage. Circle of Fire I 450 Mana 0.8 sec cast 10 sec cooldown Torch Bearer conjures a circle of fire around him, burning anything that stands in it for 600 damage over 10 seconds. +-------------------+ |Level Two Abilities| [TRCH2] +-------------------+ Permafrost I Instant Torch Bearer exudes an aura of extreme cold, reducing the Attack Speed and Movement Speed of nearby enemies Fire Aura I Instant Torch Bearer channels the energy of the flame around him, increasing the Attack Speed and Movement Speed of his allies. +--------------------+ |Level Four Abilities| [TRCH4] +--------------------+ Rain of Ice II 700 Mana 20 yd range 0.1 sec cast 14 sec cool down A maelstrom of hail and sleet pelts the target area dealing 400 damage and slowing Attack Speed by -20% for 5 seconds. Deep Freeze II 475 Mana 18 yd Range 0.1 sec cast 15 sec cooldown Torch Bearer blasts a target with intense cold. Interrupts abilities and increases target's cooldown by 160%. Lasts for 6 seconds. If the target is affected by Frost Nova or Rain of Ice, Deep Freeze consumes each effect and deals 175 damage for each effect. Fireball II 380 Mana 20 yd range 1.0 sec cast 7 sec cooldown Hurls a fiery ball at a target dealing 525 damage. Circle of Fire II 600 Mana 0.8 sec cast 10 sec cooldown Torch Bearer conjures a circle of fire around him, burning anything that stands in it for 900 damage over 10 seconds. +--------------------+ |Level Five Abilities| [TRCH5] +--------------------+ Frost Nova I 750 Mana 0.9 sec cast 15 sec cooldown Releases a wave of frost, freezing all enimies around the Torch Bearer, stunning them for 6 seconds. Demigods are stunned for 1 second. Permafrost II Instant Torch Bearer exudes an aura of extreme cold, reducing the Attack Speed and Movement Speed of nearby enemies The Chill energizes his allies, increasing their Mana Per Second. Fire Aura II Instant Torch Bearer channels the energy of the flame around him, increasing the Attack Speed and Movement Speed of his allies. Torch Bearer's Weapon Damage is increased. Fire Nova I 775 Mana 0.5 sec cast 15 sec cooldown A wave of fire radiates outward from the Torch Bearer, dealing 400 damage and throwing smaller units into the air. +---------------------+ |Level Seven Abilities| [TRCH7] +---------------------+ Rain of Ice III 900 Mana 20 yd range 0.1 sec cast 14 sec cool down A maelstrom of hail and sleet pelts the target area dealing 600 damage and slowing Attack Speed by -30% for 7 seconds. Deep Freeze III 600 Mana 18 yd Range 0.1 sec cast 15 sec cooldown Torch Bearer blasts a target with intense cold. Interrupts abilities and increases target's cooldown by 190%. Lasts for 7 seconds. If the target is affected by Frost Nova or Rain of Ice, Deep Freeze consumes each effect and deals 250 damage for each effect. Fireball III 460 Mana 20 yd range 1.0 sec cast 7 sec cooldown Hurls a fiery ball at a target dealing 850 damage. Circle of Fire III 700 Mana 0.8 sec cast 10 sec cooldown Torch Bearer conjures a circle of fire around him, burning anything that stands in it for 1200 damage over 10 seconds. +---------------------+ |Level Eight Abilities| [TRCH8] +---------------------+ Permafrost II Instant Torch Bearer exudes an aura of extreme cold, reducing the Attack Speed and Movement Speed of nearby enemies The Chill energizes his allies, increasing their Mana Per Second. Fire Aura II Instant Torch Bearer channels the energy of the flame around him, increasing the Attack Speed and Movement Speed of his allies. Torch Bearer's Weapon Damage is increased. +-------------------+ |Level Ten Abilities| [TRCH10] +-------------------+ Frost Nova II 1000 Mana 0.9 sec cast 15 sec cooldown Releases a wave of frost, freezing all enimies around the Torch Bearer, stunning them for 8 seconds. Demigods are stunned for 2 second. Rain of Ice IV 1100 Mana 20 yd range 0.1 sec cast 14 sec cool down A maelstrom of hail and sleet pelts the target area dealing 800 damage and slowing Attack Speed by -40% for 10 seconds. Deep Freeze IV 725 Mana 18 yd Range 0.1 sec cast 15 sec cooldown Torch Bearer blasts a target with intense cold. Interrupts abilities and increases target's cooldown by 220%. Lasts for 7 seconds. If the target is affected by Frost Nova or Rain of Ice, Deep Freeze consumes each effect and deals 325 damage for each effect. Fireball IV 540 Mana 20 yd range 1.0 sec cast 7 sec cooldown Hurls a fiery ball at a target dealing 1050 damage. Circle of Fire IV 800 Mana 0.8 sec cast 10 sec cooldown Torch Bearer conjures a circle of fire around him, burning anything that stands in it for 1500 damage over 10 seconds. Fire Nova II 1075 Mana 0.5 sec cast 15 sec cooldown A wave of fire radiates outward from the Torch Bearer, dealing 600 damage and throwing smaller units into the air. +-----------------------+ |Level Fifteen Abilities| [TRCH15] +-----------------------+ Frost Nova III 1250 Mana 0.9 sec cast 15 sec cooldown Releases a wave of frost, freezing all enimies around the Torch Bearer, stunning them for 10 seconds. Demigods are stunned for 3 second. All units have -20% Movement Speed for 5 seconds Biting Chill (Requires Rain of Ice IV) Instant Torch Bearer's chill cuts to the bone. Enemies affected by Rain of Ice have their Heath Per Second and Mana Per Second reduced by 75% for 10 seconds. This effect can be consumed by Deep Freeze for additional damage. Fire and Ice (Requires Fireball IV and Deep Freeze IV) Instant Torch Bearer weaves his elemental powers into a cataclysmic force. Fireball's damage is increased by 300. Deep Freeze deals 100 additional damage for each effect consumed. Inspirational Flame (Needs Circle of Fire IV) Instant Torch Bearer draws power from the flame, gaining 15% Mana and 200% Mana Per Second. Fire Nova III 1375 Mana 0.5 sec cast 15 sec cooldown A wave of fire radiates outward from the Torch Bearer, dealing 800 damage and throwing smaller units into the air. +-----------------------------------------------------------------------------+ | | | 3.2 Unclean Beast [UNST] | | | +-----------------------------------------------------------------------------+ Base Stats: Health - 1550 Mana - 1092 Armor - 475 (16.0%) Weapon Damage - 160-176 (120.4 DPS) Attack Time - 1.39 (0%) Range - Melee Movement Speed - 6.3 A horrible, disease-ridden, nightmare of a creature, Unclean Beast specializes in massive melee damage and poison attacks. UB is a powerhouse! He can rip through enemy Demigods like a hot knife through butter; well, more like a chainsaw through an average sized oak tree, but still very fast. You'll want to maximize his high Attack Speed and Movement Speed by buying AS and MS boosting equipment. His Venom Spit ability does major DoT. The Beast has 27 unique skills. +-------------------+ |Level One Abilities| [UNST1] +-------------------+ Venom Spit I 500 Mana 15 yd range 0.3 sec cast 7 sec cooldown Spews a corrosive venom at its target, dealing 50 damage and an additional 450 damage over 10 seconds. Ooze I 0 Mana Instant Unclean Beast oozes virulent bodily fluids. While active, nearby enemies take 35 damage per second and their Attack Speed is slowed by 10%. Unclean Beast loses 20 Health per second Bestial Wrath I 550 Mana 0.5 sec cast 15 sec cooldwon Unclean Beast enters a frenzy for 7 seconds. Weapon Damage increased by 25%. +-------------------+ |Level Two Abilities| [UNST2] +-------------------+ Inner Beast I Instant Unclean Beast taps into its latent power, increasing Attack Speed by 3% and Movement Speed by 3% Diseased Claws I Instant Unclean Beast's claws reduce the target's Movement Speed by 5%. Lasts 4 seconds. +--------------------+ |Level Four Abilities| [UNST4] +--------------------+ Venom Spit II 650 Mana 15 yd range 0.3 sec cast 7 sec cooldown Spews a corrosive venom at its target, dealing 100 damage and an additional 800 damage over 10 seconds. Ooze II 0 Mana Instant Unclean Beast oozes virulent bodily fluids. While active, nearby enemies take 70 damage per second and their Attack Speed is slowed by 20%. Unclean Beast loses 30 Health per second Bestial Wrath II 700 Mana 0.5 sec cast 15 sec cooldwon Unclean Beast enters a frenzy for 7 seconds. Weapon Damage increased by 35%. +--------------------+ |Level Five Abilities| [UNST5] +--------------------+ Inner Beast II Instant Unclean Beast taps into its latent power, increasing Attack Speed by 7% and Movement Speed by 7% Foul Grasp I 800 Mana 10 yd range Instant 15 sec cooldown Unclean Beast clutches a target in its claws, stunning them and draining 332 life over 2 seconds. Diseased Claws II Instant Unclean Beast's claws reduce the target's Movement Speed by 7%. Lasts 4 seconds. Post Mortem Instant When Unclean Beast attacks, enemies are afflicted with a disease. When they die, they will explode, dealing 150 damage and sending smaller units into the air. +---------------------+ |Level Seven Abilities| [UNST7] +---------------------+ Venom Spit III 800 Mana 15 yd range 0.3 sec cast 7 sec cooldown Spews a corrosive venom at its target, dealing 50 damage and an additional 1150 damage over 10 seconds. Ooze III 0 Mana Instant Unclean Beast oozes virulent bodily fluids. While active, nearby enemies take 105 damage per second and their Attack Speed is slowed by 30%. Unclean Beast loses 40 Health per second Bestial Wrath III 850 Mana 0.5 sec cast 15 sec cooldwon Unclean Beast enters a frenzy for 7 seconds. Weapon Damage increased by 45%. +---------------------+ |Level Eight Abilities| [UNST8] +---------------------+ Inner Beast III Instant Unclean Beast taps into its latent power, increasing Attack Speed by 10% and Movement Speed by 10% Diseased Claws III Instant Unclean Beast's claws reduce the target's Movement Speed by 10%. Lasts 4 seconds. +-------------------+ |Level Ten Abilities| [UNST10] +-------------------+ Venom Spit IV 950 Mana 15 yd range 0.3 sec cast 7 sec cooldown Spews a corrosive venom at its target, dealing 50 damage and an additional 1500 damage over 10 seconds. Foul Grasp II 1100 Mana 10 yd range Instant 15 sec cooldown Unclean Beast clutches a target in its claws, stunning them and draining 500 life over 2 seconds. Ooze IV 0 Mana Instant Unclean Beast oozes virulent bodily fluids. While active, nearby enemies take 140 damage per second and their Attack Speed is slowed by 40%. Unclean Beast loses 50 Health per second Bestial Wrath IV 1000 Mana 0.5 sec cast 15 sec cooldwon Unclean Beast enters a frenzy for 7 seconds. Weapon Damage increased by 55%. Plague I (Requires Post Mortem) Instant When Unclean Beast deals damage, it has a chance to start a plague, dealing 300 damage over 30 seconds and spreading to nearby units. Anything that survives the plague becomes immune to it for 180 seconds. +-----------------------+ |Level Fifteen Abilities| [UNST15] +-----------------------+ Putrid Flow (Requires Venom Spit IV) Instant When Venom Spit lands, it leaves a toxic pool around the victim, dealing 500 damage over 5 seconds. Acclimation (Requires Inner Beast III) Instant Unclean Beast becomes more resistant to heavy blows. When an enemy deals 500 or more damage to Unclean Beast, it takes 40% less damage for 5 seconds. Foul Grasp III 1400 Mana 10 yd range Instant 15 sec cooldown Unclean Beast clutches a target in its claws, stunning them and draining 664 life over 2 seconds. Unrelenting Wrath (Requires Bestial Wrath IV) 1000 Mana 0.5 sec cast 20 sec cooldown Unclean Beast enters a frenzy for 10 seconds Weapon Damage increased by 65% His movement speed cannot be reduced in this state. Plague II Instant When Unclean Beast deals damage, it has a chance to start a plague, dealing 450 damage over 30 seconds and spreading to nearby units. Anything that survives the plague becomes immune to it for 180 seconds. +-----------------------------------------------------------------------------+ | | | 3.3 Regulus [RGLS] | | | +-----------------------------------------------------------------------------+ Base Stats: Health - 1420 Mana - 1016 Armor - 250 (9.1%) Weapon Damage - 123-135 (86.0 DPS) Attack Time - 1.45 (0%) Range - 15 Movement Speed - 6.0 An angelic Thelara that has lost his wings during his imprisonment, Regulus is a dead-eye sniper who wields a giant crossbow and can hit you from halfway across the arena with his Snipe ability branch. I usually build Regulus in one of two ways, either getting Snipe or Mines. Snipe is useful for picking off fleeing enemies, while Mines are better for setting traps and pure damage. Either way, Mark of the Betrayer is a definite must (and my favorite skill in Demigod). IMO Angelic Fury is the better choice over Maim, because it adds up to 100 extra damage per shot for only 40 mana per shot! I think of it as a passive DoT technique that (at maxed Attack Speed) does 200 DPS in addition to my regular attack, for only 80 mana per second. Maim can be useful for chasing down enemy Demigods, especially if you have Movement Speed boosting equipment, I find that it overlaps with Snipe, so if you have Snipe, Maim isn't as important (although, if you enjoy chasing down weakened enemies, getting both will make any Demigod think twice before engaging you). If you get Snipe, Tracking Device is a must. If you get Mines, TD isn't as important, but knowing where enemies are can be helpful in setting traps with your mines. This Angel has 25 unique skills. +-------------------+ |Level One Abilities| [RGLS1] +-------------------+ Snipe I level 1 450 Mana 90 yd range 2.0 sec cast 15 sec cooldown Regulus takes time to set up a devastating shot, piercing a target for 250 damage plus additional damage as it travels. Angelic Fury I Instant Regulus enters a divine rage. His bolts deal 25 extra damage and explode on contact. Costs 40 Mana per shot. Explosive Mine I 440 Mana 15 yd range 1.0 sec cast 10 sec cooldown Regulus sets an explosive proximity mine that deals 300 when it explodes. +-------------------+ |Level Two Abilities| [RGLS2] +-------------------+ Maim I Instant Regulus aims for the legs of his enemies, decreasing their Movement Speed by 5% when hit. Sniper's Scope I Instant Regulus tunes his crossbow, increasing its range by 2 +--------------------+ |Level Four Abilities| [RGLS4] +--------------------+ Snipe II 550 Mana 90 yd range 2.0 sec cast 15 sec cooldown Regulus takes time to set up a devastating shot, piercing a target for 400 damage plus additional damage as it travels. Angelic Fury II Instant Regulus enters a divine rage. His bolts deal 50 extra damage and explode on contact. Costs 40 Mana per shot. Explosive Mine II 540 Mana 15 yd range 1.0 sec cast 10 sec cooldown Regulus sets two explosive proximity mines that deals 350 when it explodes. Up to 6 mines may be active at a time. +--------------------+ |Level Five Abilities| [RGLS5] +--------------------+ Maim II Instant Regulus aims for the legs of his enemies, decreasing their Movement Speed by 7% when hit. Tracking Device Instant Regulus' bolts are rigged with tracking devices that allow him and his allies to see the enemies he struck for 20 seconds. Snipe will also implant a tracking device. Sniper's Scope II Instant Regulus tunes his crossbow, increasing its range by 4 Mark of the Betrayer I 600 Mana 20 yd range 0.1 sec cast 20 sec cooldown Regulus fires at a Demigod, marking them with a rune. When they perform an ability, they and their nearby allies take 400 damage. Also, the Demigods's Movement Speed is reduced by 20% for 5 seconds. +---------------------+ |Level Seven Abilities| [RGLS7] +---------------------+ Snipe III 650 Mana 90 yd range 2.0 sec cast 15 sec cooldown Regulus takes time to set up a devastating shot, piercing a target for 550 damage plus additional damage as it travels. Angelic Fury III Instant Regulus enters a divine rage. His bolts deal 75 extra damage and explode on contact. Costs 40 Mana per shot. Explosive Mine III 660 Mana 15 yd range 1.0 sec cast 10 sec cooldown Regulus sets three explosive proximity mines that deals 400 when it explodes. Up to 6 mines may be active at a time. +---------------------+ |Level Eight Abilities| [RGLS8] +---------------------+ Maim III Instant Regulus aims for the legs of his enemies, decreasing their Movement Speed by 10% when hit. Lasts 3 seconds Sniper's Scope III Instant Regulus tunes his crossbow, increasing its range by 6 +-------------------+ |Level Ten Abilities| [RGLS10] +-------------------+ Snipe IV 750 Mana 90 yd range 2.0 sec cast 15 sec cooldown Regulus takes time to set up a devastating shot, piercing a target for 700 damage plus additional damage as it travels. Angelic Fury IV Instant Regulus enters a divine rage. His bolts deal 100 extra damage and explode on contact. Costs 40 Mana per shot. Mark of the Betrayer II 600 Mana 20 yd range 0.1 sec cast 20 sec cooldown Regulus fires at a Demigod, marking them with a rune. When they perform an ability, they and their nearby allies take 600 damage. Also, the Demigods's Movement Speed is reduced by 40% for 5 seconds. Shrapnel Mine (Requires Explosive Mine III) 770 Mana 15 yd range 1.0 sec cast 10 sec cooldown Regulus sets three explosive proximity mines that deals 450 when it explodes and slow enemies by 30% when they explode. Up to 6 mines may be active at a time. +-----------------------+ |Level Fifteen Abilities| [RGLS15] +-----------------------+ Deadeye (Requires Snipe IV) Instant Regulus has a 3% chance of stopping his enemies dead in their tracks, stunning them for 0.3 seconds. Impedance Bolt (Requires Maim III) Instant Regulus' bolts have a 10% chance to cripple the flow of Mana, doubling the cost of abilities for 10 seconds. Vengeance (Requires Angelic Fury IV) Instant When Regulus uses Angelic Fury, he unleashes a nova of holy power around him, dealing 500 damage and sending nearby enemies flying. Mark of the Betrayer III 600 Mana 20 yd range 0.1 sec cast 20 sec cooldown Regulus fires at a Demigod, marking them with a rune. When they perform an ability, they and their nearby allies take 800 damage. Also, the Demigods's Movement Speed is reduced by 60% for 5 seconds. +-----------------------------------------------------------------------------+ | | | 3.4 The Rook [THOK] | | | +-----------------------------------------------------------------------------+ Base Stats: Health - 1900 Mana - 880 Armor - 240 (8.8%) Weapon Damage - 180-198 (107.1 DPS) Attack Time - 1.72 (0%) Range - Melee Movement Speed - 5.4 A giant castle that has sprouted legs and started walking around, The Rook wields a giant hammer and boasts the most health in the game. A powerhouse of a character, most enemies barely scratch your massive health bar. I found that this can sometimes lead to overconfidence, so remember: You CAN die. I usually play The Rook defensively, using Power of the Tower, The passive attacking abilities (Archer Tower branch), Structural Transfer, and Boulder Roll for crowd control, with any extra points into God Strength. The Moving Castle has 24 unique skills. +-------------------+ |Level One Abilities| [THOK1] +-------------------+ Hammer Slam I 360 Mana 9 yd range 1.5 sec cast 10 sec cooldown The Rook slams his hammer, dealing 500 damage in a small radius and 100 damage in a larger radius Power of the Tower I 400 Mana 5 yd range 0.1 sec cast 10 sec cooldown The Rook pulls a Tower of Light from the ground to defend the area. Up to 2 of these towers may be active. Structural Transfer I 265 Mana 10 yd range Instant 20 sec cooldown The Rook tears a structure apart, draining 800 Health over 10 seconds. +-------------------+ |Level Two Abilities| [THOK2] +-------------------+ Archer Tower Instant A squad of archers man The Rook's left shoulder, independently firing down upon enemies. +--------------------+ |Level Four Abilities| [THOK4] +--------------------+ Hammer Slam II 520 Mana 9 yd range 1.5 sec cast 10 sec cooldown The Rook slams his hammer, dealing 900 damage in a small radius and 200 damage in a larger radius Power of the Tower II 400 Mana 5 yd range 0.1 sec cast 10 sec cooldown The Rook pulls a Tower of Light from the ground to defend the area. This tower is more powerful than the one made by Power of the Tower I. Up to 4 of these towers may be active. Structural Transfer II 375 Mana 10 yd range Instant 20 sec cooldown The Rook tears a structure apart, draining 1200 Health over 10 seconds. +--------------------+ |Level Five Abilities| [THOK5] +--------------------+ Tower Of Light (Requires Archer Tower) The Rook installs a Tower of Light on his shoulder, independently firing upon enemies. The damage of The Rook's Archer Tower is increased Boulder Roll I 560 Mana 35 yd range 0.4 sec cast 15 sec cooldown The Rook rips a chunk of the earth and hurls it at enemies ahead of him, dealing 200 damage, stunning for 1.5 seconds, and throwing smaller units into the air. God Strength I Instant The Rook calls upon divine strength, increasing Weapon Damage by 50. +---------------------+ |Level Seven Abilities| [THOK7] +---------------------+ Hammer Slam III 680 Mana 9 yd range 1.5 sec cast 10 sec cooldown The Rook slams his hammer, dealing 1300 damage in a small radius and 300 damage in a larger radius Power of the Tower III 400 Mana 5 yd range 0.1 sec cast 10 sec cooldown The ruook pulls a Tower of Light from the ground to defend the area. This tower is more powerful than the one made by Power of the Tower II. Up to 6 of these towers may be active. Structural Transfer III 490 Mana 10 yd range Instant 20 sec cooldown The Rook tears a structure apart, draining 1600 Health over 10 seconds. +---------------------+ |Level Eight Abilities| [THOK8] +---------------------+ Trebuchet (Requires Tower of Light) Instant The Rook builds a trebuchet on his head, which sieges independently from long range. The damage of The Rook's Tower of Light is increased. +-------------------+ |Level Ten Abilities| [THOK10] +-------------------+ Hammer Slam IV 840 Mana 9 yd range 1.5 sec cast 10 sec cooldown The Rook slams his hammer, dealing 1700 damage in a small radius and 400 damage in a larger radius Boulder Roll II 800 Mana 35 yd range 0.4 sec cast 15 sec cooldown The Rook rips a chunk of the earth and hurls it at enemies ahead of him, dealing 300 damage, stunning for 2 seconds, and throwing smaller units into the air. Power of the Tower IV 400 Mana 5 yd range 0.1 sec cast 10 sec cooldown The ruook pulls a Tower of Light from the ground to defend the area. This tower is more powerful than the one made by Power of the Tower III. Up to 8 of these towers may be active. Structural Transfer IV 610 Mana 10 yd range Instant 20 sec cooldown The Rook tears a structure apart, draining 2000 Health over 10 seconds. God Strength II Instant The Rook calls upon divine strength, increasing Weapon Damage by 100. +-----------------------+ |Level Fifteen Abilities| [THOK15] +-----------------------+ Dizzying Force (Requires Hammer Slam IV) Instant Enemies that survive The Rook's Hammer Slam are dazed, their Movement Speed reduced by 50% for 3 seconds. Poisoned Arrows (Requires Trebuchet) Instant The Rook's archers dip their arrows in poison. They have a 15% chance to slow their target by 10% for 3 seconds. Boulder Roll III 1064 Mana 35 yd range 0.4 sec cast 15 sec cooldown The Rook rips a chunk of the earth and hurls it at enemies ahead of him, dealing 400 damage, stunning for 2.5 seconds, and throwing smaller units into the air. God Strength III Instant The Rook calls upon divine strength, increasing Weapon Damage by 150. Energizer (Requires Structural Transfer IV) Instant The Rook drains the energy of structures. When he uses Structural Transfer, his Mana Per Second is increased by 150% for 10 seconds. =============================================================================== 4.0 Generals [GNRL] =============================================================================== Generals can summon minions to attack enemies and take damage in their place. They tend to be weaker on their own, but can potentially overpower Assassins through sheer numbers. Every General has access to the following abilities. It is the same ability, but can be taken up to six times. Morale I-VI levels 2, 4, 6, 8, 10, and 15 Instant +50 Minion Health +0.5 Minion Health per second +2% Minion Attack Speed +50 Minion Armor +4 Minion Weapon Damage +-----------------------------------------------------------------------------+ | | | 4.1 Oak [TREE] | | | +-----------------------------------------------------------------------------+ Base Stats: Health - 1700 Mana - 832 Armor - 400 (13.8%) Weapon Damage - 152-168 (109.3 DPS) Attack Time - 1.45 (0%) Range - Melee Movement Speed - 6.0 An immortal warrior who is known for guarding a fortress in a hostile land, Oak uses his ax and the spirits of the fallen to combat enemies. I don't use Oak that often, but he is generally used either as a battery for the souls he summons with his Raise Dead Wards, or a sort of pseudo-assassin, using his other abilities and not the ones that boost his minions. Our stalwart friend has 26 unique abilities +-------------------+ |Level One Abilities| [TREE1] +-------------------+ Raise Dead Ward I 200 Mana 5 yd range 0.2 sec cast 5 sec cooldown Oak places a ward that attracts the souls of the fallen. Units that are slain near the ward have a 30% chance to be converted to a spirit under Oak's control Oak can have 3 spirits active. Oak can maintain 1 ward. Penitence I 450 Mana 20 yd range 0.1 sec cast 7 sec cooldown Oak fills a target with holy remorse, dealing 200 damage, reducing their Movement Speed by 7% and increasing all damage taken by 7% for 5 seconds. Shield I 400 Mana 20 yd range 0.1 sec cast 35 sec cooldown Oak grants a shield to a target, making them immune to damage for 3 seconds. +-------------------+ |Level Two Abilities| [TREE2] +-------------------+ Soul Power I Instant Oak's determination to his cause grows, increasing Weapon Damage by 20. Also, Oak gains additional Weapon Damage based on the number of spirits he has. Divine Justice I Instant When Oak kills a target, he and his allies receive Health and Mana equal to 10% of the unit's maximum Health +--------------------+ |Level Four Abilities| [TREE4] +--------------------+ Raise Dead Ward II 200 Mana 5 yd range 0.2 sec cast 5 sec cooldown Oak places a ward that attracts the souls of the fallen. Units that are slain near the ward have a 30% chance to be converted to a spirit under Oak's control Oak can have 5 spirits active. Oak can maintain 2 wards. Spirits have +4 Weapon Damage and +75 Health Penitence II 550 Mana 20 yd range 0.1 sec cast 7 sec cooldown Oak fills a target with holy remorse, dealing 400 damage, reducing their Movement Speed by 10% and increasing all damage taken by 10% for 5 seconds. Shield II 500 Mana 20 yd range 0.1 sec cast 35 sec cooldown Oak grants a shield to a target, making them immune to damage for 4 seconds. +--------------------+ |Level Five Abilities| [TREE5] +--------------------+ Soul Power II Instant Oak's determination to his cause grows, increasing Weapon Damage by 40. Also, Oak gains additional Weapon Damage based on the number of spirits he has. Divine Justice II Instant When Oak kills a target, he and his allies receive Health and Mana equal to 15% of the unit's maximum Health Surge of Faith I 500 Mana 1.0 sec cast 10 sec cooldown Oak releases a wave of holy power, dealing 300 damage to enemies. Increases allied unit attack Speed by 10% and Movement Speed by 10% for 7 seconds. +---------------------+ |Level Seven Abilities| [TREE7] +---------------------+ Raise Dead Ward III 200 Mana 5 yd range 0.2 sec cast 5 sec cooldown Oak places a ward that attracts the souls of the fallen. Units that are slain near the ward have a 30% chance to be converted to a spirit under Oak's control Oak can have 7 spirits active. Oak can maintain 3 ward. Penitence III 650 Mana 20 yd range 0.1 sec cast 7 sec cooldown Oak fills a target with holy remorse, dealing 600 damage, reducing their Movement Speed by 13% and increasing all damage taken by 13% for 5 seconds. Shield III 600 Mana 20 yd range 0.1 sec cast 35 sec cooldown Oak grants a shield to a target, making them immune to damage for 6 seconds. This more powerful variant of Shield also removes debuffs. +---------------------+ |Level Eight Abilities| [TREE8] +---------------------+ Soul Power III Instant Oak's determination to his cause grows, increasing Weapon Damage by 60. Also, Oak gains additional Weapon Damage based on the number of spirits he has. Divine Justice III Instant When Oak kills a target, he and his allies receive Health and Mana equal to 20% of the unit's maximum Health +-------------------+ |Level Ten Abilities| [TREE10] +-------------------+ Raise Dead Ward IV 200 Mana 5 yd range 0.2 sec cast 5 sec cooldown Oak places a ward that attracts the souls of the fallen. Units that are slain near the ward have a 30% chance to be converted to a spirit under Oak's control Oak can have 10 spirits active. Oak can maintain 4 ward. Spirits have +12 Weapon Damage and +250 Health Last Stand I 0 Mana Instant The spirit of Oak refuses to leave a battle unfinished. Should he fall, he will enter an invincible berserker fury, increasing his Damage, Move Speed and Attack Speed by 30% for 10 seconds before finally dying Penitence IV 750 Mana 20 yd range 0.1 sec cast 7 sec cooldown Oak fills a target with holy remorse, dealing 800 damage, reducing their Movement Speed by 16% and increasing all damage taken by 16% for 5 seconds. Shield IV 700 Mana 20 yd range 0.1 sec cast 35 sec cooldown Oak grants a shield to a target, making them immune to damage for 6 seconds. Also, this powerful version of Shield removes debuffs and heals for 600. Surge of Faith II 675 Mana 1.0 sec cast 10 sec cooldown Oak releases a wave of holy power, dealing 450 damage to enemies. Increases allied unit attack Speed by 15% and Movement Speed by 15% for 7 seconds. +-----------------------+ |Level Fifteen Abilities| [TREE15] +-----------------------+ Soul Frenzy (Requires Raise Dead Ward IV) Instant Oak has a 5% chance of inciting his Spirits into a berserker rage, increasing their Attack Speed by 25% and letting their attacks throw smaller units into the air. This effect lasts for 10 seconds. Last Stand II 0 Mana Instant The spirit of Oak refuses to leave a battle unfinished. Should he fall, he will enter an invincible berserker fury, increasing his Damage, Move Speed and Attack Speed by 50% for 10 seconds before finally dying Rally (Requires Divine Justice III) Instant When Oak kills a Demigod, he and his allies +500 Armor and heal 1000 Health over 5 seconds. Purity (Requires Shield IV) Instant When Oak uses Shield on an ally, all of his negative effects are removed, and he is immune to all negative effects for 6 seconds. Surge of Faith II 850 Mana 1.0 sec cast 10 sec cooldown Oak releases a wave of holy power, dealing 600 damage to enemies. Increases allied unit attack Speed by 20% and Movement Speed by 20% for 7 seconds. +-----------------------------------------------------------------------------+ | | | 4.2 Queen of Thorns [QTNS] | | | +-----------------------------------------------------------------------------+ Base Stats: Health - 1450 Mana - 936 Armor - 330 (11.7%) Weapon Damage - 128-142 (92.25 DPS) Attack Time - 1.45 (0%) Range - 15 Movement Speed - 6.0 An evil Faerie who delights in controlling others, Queen of Thorns (which is her name, not a title) attacks enemies with thorny vines and summoned Shamblers. I've barely used Queen of Thorns. She is one of the two characters that can change form and thus has six active abilities. One of her forms has the bud on her rose-chariot open and is more offensive, while the other has the bud closed and is more defensive. In offensive mode she can use Ground Spikes, Spike Wave, and Uproot. Defensive form enhances her Armor, Mana Per Second, Health Per Second, and splash damage, and grants her the use of Summon Shambler, Mulch Shambler, and Bramble Shield. This Bramble Beauty has 31 unique skills. +-------------------+ |Level One Abilities| [QTNS1] +-------------------+ Summon Shambler I 450 Mana 0.5 sec cast 5 sec cooldown Queen of Thorns summons 1 Shambler from her thorns to protect her. She may have 2 Shamblers active Bramble Shield I 400 Mana 20 yd range Instant 7 sec cooldown Thorns form a shield around an allied unit, absorbing 700 damage. Only one absorption effect per unit may be active at a time. Ground Spikes I 500 Mana 0.5 sec cast 6 sec cooldown Queen of Thorns radiates a forest of spikes around her, dealing 250 damage and reducing armor by 375 for 5 seconds. Uproot I 425 Mana 20 yd range 0.5 sec cast 15 sec cooldown Queen of Thorns sends her vines deep beneath the earth to destroy target structure's foundation, dealing 500 damage over 10 seconds. +-------------------+ |Level Two Abilities| [QTNS2] +-------------------+ Entourage I Instant Increases Shambler Health by 250 and damage by 10. Compost I Instant As nearby enemies die, their bodies nourish Queen of Thorns. For every 3 enemies killed, Uproot increases in damage. Her Shamblers gain Weapon Damage and Health. The effects cap at 9 enemies killed, and the effects diminish over time. +--------------------+ |Level Four Abilities| [QTNS4] +--------------------+ Summon Shambler II 625 Mana 0.5 sec cast 5 sec cooldown Queen of Thorns summons 2 Shamblers from her thorns to protect her. She may have 2 Shamblers active Bramble Shield II 560 Mana 20 yd range Instant 7 sec cooldown Thorns form a shield around an allied unit, absorbing 950 damage. Only one absorption effect per unit may be active at a time. Ground Spikes II 500 Mana 0.5 sec cast 6 sec cooldown Queen of Thorns radiates a forest of spikes around her, dealing 375 damage and reducing armor by 750 for 5 seconds. Uproot II 585 Mana 20 yd range 0.5 sec cast 15 sec cooldown Queen of Thorns sends her vines deep beneath the earth to destroy target structure's foundation, dealing 1000 damage over 10 seconds. +--------------------+ |Level Five Abilities| [QTNS5] +--------------------+ Mulch Shambler I 250 Mana 5000 yd range 0.1 sec cast 7 sec cooldown Queen of Thorns absorbs an allied shambler, killing it and restoring 750 Health. Enemies near the Shambler takes 250 damage. Entourage II Instant Increases Shambler Health by 500 and damage by 20. Compost II Instant As nearby enemies die, their bodies nourish Queen of Thorns. For every 3 enemies killed, Uproot increases in damage. Her Shamblers gain Weapon Damage and Health. The effects cap at 9 enemies killed, and the effects diminish over time. Spike Wave I 750 Mana 20 yd range 0.4 sec cast 10 sec cooldown Queen of Thorns sends out a powerful wave of spikes, dealing 350 damage to anyone skewered and slowing enemies by 15% for 5 seconds. +---------------------+ |Level Seven Abilities| [QTNS7] +---------------------+ Summon Shambler III 625 Mana 0.5 sec cast 5 sec cooldown Queen of Thorns summons 2 Shamblers from her thorns to protect her. She may have 4 Shamblers active Bramble Shield III 720 Mana 20 yd range Instant 7 sec cooldown Thorns form a shield around an allied unit, absorbing 1200 damage. Only one absorption effect per unit may be active at a time. Ground Spikes III 675 Mana 0.5 sec cast 6 sec cooldown Queen of Thorns radiates a forest of spikes around her, dealing 500 damage and reducing armor by 1125 for 5 seconds. Uproot III 745 Mana 20 yd range 0.5 sec cast 15 sec cooldown Queen of Thorns sends her vines deep beneath the earth to destroy target structure's foundation, dealing 1500 damage over 10 seconds. +---------------------+ |Level Eight Abilities| [QTNS8] +---------------------+ Entourage III Instant Increases Shambler Health by 750 and damage by 30. Compost III Instant As nearby enemies die, their bodies nourish Queen of Thorns. For every 3 enemies killed, Uproot increases in damage. Her Shamblers gain Weapon Damage and Health. The effects cap at 9 enemies killed, and the effects diminish over time. +-------------------+ |Level Ten Abilities| [QTNS10] +-------------------+ Summon Shambler IV 975 Mana 0.5 sec cast 5 sec cooldown Queen of Thorns summons 4 Shamblers from her thorns to protect her. She may have 4 Shamblers active Mulch Shambler II 250 Mana 5000 yd range 0.1 sec cast 7 sec cooldown Queen of Thorns absorbs an allied shambler, killing it and restoring 1500 Health. Enemies near the Shambler takes 500 damage. Bramble Shield IV 840 Mana 20 yd range Instant 7 sec cooldown Thorns form a shield around an allied unit, absorbing 1450 damage. Only one absorption effect per unit may be active at a time. Ground Spikes IV 750 Mana 0.5 sec cast 6 sec cooldown Queen of Thorns radiates a forest of spikes around her, dealing 625 damage and reducing armor by 1500 for 5 seconds. Spike Wave II 1000 Mana 20 yd range 0.4 sec cast 10 sec cooldown Queen of Thorns sends out a powerful wave of spikes, dealing 500 damage to anyone skewered and slowing enemies by 20% for 5 seconds. Uproot IV 905 Mana 20 yd range 0.5 sec cast 15 sec cooldown Queen of Thorns sends her vines deep beneath the earth to destroy target structure's foundation, dealing 2000 damage over 10 seconds. +-----------------------+ |Level Fifteen Abilities| [QTNS15] +-----------------------+ Mulch Shambler III 250 Mana 5000 yd range 0.1 sec cast 7 sec cooldown Queen of Thorns absorbs an allied shambler, killing it and restoring 2250 Health. Enemies near the Shambler takes 750 damage. Tribute (Requires Entourage III) Instant Queen of Thorns demands tribute from her subjects. Gold production increased by 4. Goddess of Thorns (Requires Ground Spikes IV and Bramble Shield IV) Instant Queen of Thorns gains further mastery over nature. When she uses Ground Spikes, thorns encircle her, reducing damage taken by 15% for 10 seconds. Whenever she uses Bramble Shield, thorns encircle her and her army, dealing 35 damage or 20 seconds. Spike Wave III 1250 Mana 20 yd range 0.4 sec cast 10 sec cooldown Queen of Thorns sends out a powerful wave of spikes, dealing 650 damage to anyone skewered and slowing enemies by 25% for 5 seconds. Violent Siege (Requires Uproot IV) Instant When the Queen of Thorns uses Uproot, the force shakes loose debris from the structure. Enemies standing near the structure take 100 damage while Uproot is active. +-----------------------------------------------------------------------------+ | | | 4.3 Sedna [Sena] | | | +-----------------------------------------------------------------------------+ Base Stats: Health - 1600 Mana - 884 Armor - 380 (13.2%) Weapon Damage - 147-163 (103.3 DPS) Attack Time - 1.49 (0%) Range - Melee Movement Speed - 6.0 A healer from a frozen climate, Sedna rides atop her snow leopord companion, Sila, together they fight enemies with spear and claw. Sedna has many healing abilities and can summon Yetis to help her in battle, she can also silence foes, preventing the use of abilities for a short time. She can get an godly amount of health regeneration, making her incredibly hard to kill. Sedna has 27 unique skills +-------------------+ |Level One Abilities| [SENA1] +-------------------+ Pounce I 400 Mana 9 yd range 0.3 sec cast 7 sec cooldown Sedna commands her cat to pounce on an enemy, interrupting them and dealing 400 damage. Horn of the Yeti I 550 Mana 0.5 sec cast 7 sec cooldown Sedna summons a Yeti to defend her. She may have 2 Yetis active. Heal I 375 Mana 20 yd range 0.5 sec cast 7 sec cooldown Sedna heals a friendly target for 600 Health. +-------------------+ |Level Two Abilities| [SENA2] +-------------------+ Inner Grace I Instant Sedna focuses her divine grace. +5% Movement Speed +10 Health Per Second Healing Wind I Instant A soothing wind washes over nearby allies. +12 Health Per Second Aura +--------------------+ |Level Four Abilities| [SENA4] +--------------------+ Pounce II 525 Mana 9 yd range 0.3 sec cast 7 sec cooldown Sedna commands her cat to pounce on an enemy, interrupting them and dealing 600 damage. Horn of the Yeti II 750 Mana 0.5 sec cast 7 sec cooldown Sedna summons 2 Yetis to defend her. Yetis are more powerful than Horn of the Yeti I. She may have 2 Yeti active. Heal II 500 Mana 20 yd range 0.5 sec cast 7 sec cooldown Sedna heals a friendly target for 900 Health. +--------------------+ |Level Five Abilities| [SENA5] +--------------------+ Inner Grace II Instant Sedna focuses her divine grace. +10% Movement Speed +15 Health Per Second Healing Wind II Instant A soothing wind washes over nearby allies and nearby priests have increased healing power. +24 Health Per Second Aura Silence I 800 Mana Instant 15 sec cooldown Howling winds erupt around Sedna, preventing enemy Demigods from casting in the area for 3 seconds. Magnificent Presence I Instant Sedna's presence inspires nearby allies. Ability coldown time reduced by 7%. +100 Minion Health +5% Minion Attack Speed +---------------------+ |Level Seven Abilities| [SENA7] +---------------------+ Pounce III 650 Mana 9 yd range 0.3 sec cast 7 sec cooldown Sedna commands her cat to pounce on an enemy, interrupting them and dealing 800 damage. Horn of the Yeti III 950 Mana 0.5 sec cast 7 sec cooldown Sedna summons 2 Yeti to defend her. Yetis are more powerful than Horn of the Yeti II. She may have 4 Yeti active. Heal III 625 Mana 20 yd range 0.5 sec cast 7 sec cooldown Sedna heals a friendly target for 1200 Health and cleanses their negative effects. +---------------------+ |Level Eight Abilities| [SENA8] +---------------------+ Inner Grace III Instant Sedna focuses her divine grace. +15% Movement Speed +20 Health Per Second Counter Healing (Requires Healing Wind II) Instant Sedna's presence counters enemy healing. Enemy priests are unable to heal when they are near Sedna. +-------------------+ |Level Ten Abilities| [SENA10] +-------------------+ Pounce IV 775 Mana 9 yd range 0.3 sec cast 7 sec cooldown Sedna commands her cat to pounce on an enemy, interrupting them and dealing 1000 damage. Horn of the Yeti IV 1150 Mana 0.5 sec cast 7 sec cooldown Sedna summons 4 Yeti to defend her. Yetis are more powerful than Horn of the Yeti III. She may have 4 Yeti active. Silence II 900 Mana Instant 15 sec cooldown Howling winds erupt around Sedna, preventing enemy Demigods from casting in the area for 4 seconds. Heal IV 750 Mana 20 yd range 0.5 sec cast 7 sec cooldown Sedna heals a friendly target for 1500 Health, cleanses their negative effects, and damages nearby enemies for 200 damage. Magnificent Presence II Instant Sedna's presence inspires nearby allies. Ability cooldown time reduced by 12%. +150 Minion Health +10% Minion Attack Speed +-----------------------+ |Level Fifteen Abilities| [SENA15] +-----------------------+ Inspiring Roar (Requires Pounce IV) Instant When Sedna uses Pounce, her army's Movement Speed is increased by 15% and their Evasion is increased by 15% for 5 seconds. Wild Swings (Requires Horn of the Yeti IV) Instant Sedna's Yetis strike with wide swings, damaging nearby enemies for 75% damage. Silence III 1000 Mana Instant 15 sec cooldown Howling winds erupt around Sedna, preventing enemy Demigods from casting in the area for 5 seconds. Life's Child (Requires Heal IV) Instant The forces of life guard Sedna. Whenever she is under 30% health, her Health Per Second increases by 50. Magnificent Presence III Instant Sedna's presence inspires nearby allies. Ability cooldown time reduced by 17%. +200 Minion Health +15% Minion Attack Speed +-----------------------------------------------------------------------------+ | | | 4.4 Lord Erebus [ERBS] | | | +-----------------------------------------------------------------------------+ Base Stats: Health - 1650 Mana - 780 Armor - 220 (8.1%) Weapon Damage - 152-168 (106.7 DPS) Attack Time - 1.49 (0%) Range - Melee Movement Speed - 6.3 A narcissistic, vampiric Night Walker, Lord Erebus floats above the ground and assaults enemies with his mace. While he is my favorite Demigod in concept, I'm a rather mediocre Erebus player. Bat Swarm is one of my favorite skills in this game. The Vampire Lord has 27 unique skills +-------------------+ |Level One Abilities| [ERBS1] +-------------------+ Bite I 350 Mana 8 yd range 0.0 sec cast 7 sec cooldown Lord Erebus bites a target, draining 250 Health. For 3 seconds after the bite, the target's Armor is reduced by 250 and Movement Speed is decreased by 15%. Mist I Instant Lord Erebus transforms into mist, draining 50 life per second from his foes while they are in the mist and transferring it to his allies. While Mist is active Lord Erebus loses 125 Mana per second and cannot move, capture flags, be healed or use abilities. Entering Mist removes all negative effects. Mass Charm I 450 Mana 1.0 sec cast 20 sec cooldown Stuns enemies around Lord Erebus for 3 seconds. Demigods are stunned for 1 second. +-------------------+ |Level Two Abilities| [ERBS2] +-------------------+ Improved Conversion Aura I Instant Lord Erebus has a 50% chance to convert infantry into Night Walkers when they die. His Night Walkers have +100 Health. Coven I Instant Lord Erebus' control over his coven increases, allowing him to control up to 6 night Walkers with their damage increased by 6. +--------------------+ |Level Four Abilities| [ERBS4] +--------------------+ Bite II 500 Mana 8 yd range 0.0 sec cast 7 sec cooldown Lord Erebus bites a target, draining 425 Health. For 3 seconds after the bite, the target's Armor is reduced by 400 and Movement Speed is decreased by 20%. Mist II Instant Lord Erebus transforms into mist, draining 75 life per second from his foes while they are in the mist and transferring it to his allies. While Mist is active Lord Erebus loses 125 Mana per second and cannot move, capture flags, be healed or use abilities. Entering Mist removes all negative effects. Mass Charm II 600 Mana 1.0 sec cast 20 sec cooldown Stuns enemies around Lord Erebus for 5 seconds. Demigods are stunned for 1.5 second. +--------------------+ |Level Five Abilities| [ERBS5] +--------------------+ Bat Swarm I 750 Mana 20 yd range 0.1 sec cast 15 sec cooldown Lord Erebus transforms into a swarm of bats, teleporting him to a new location and doing 300 damage to everything in his path. Range of 20. Improved Conversion Aura II Instant Lord Erebus has a 65% chance to convert infantry into Night Walkers when they die. His Night Walkers have +250 Health. Coven II Instant Lord Erebus' control over his coven increases, allowing him to control up to 8 night Walkers with their damage increased by 12. Poisoned Blood I Instant Lord Erebus' vampiric blood gains the ability to heal him and poison others +15 Health Per Second. +---------------------+ |Level Seven Abilities| [ERBS7] +---------------------+ Bite III 300 Mana 8 yd range 0.0 sec cast 7 sec cooldown Lord Erebus bites a target, draining 600 Health. For 3 seconds after the bite, the target's Armor is reduced by 550 and Movement Speed is decreased by 25%. Mist III Instant Lord Erebus transforms into mist, draining 100 life per second from his foes while they are in the mist and transferring it to his allies. While Mist is active Lord Erebus loses 125 Mana per second and cannot move, capture flags, be healed or use abilities. Entering Mist removes all negative effects. Mass Charm III 750 Mana 1.0 sec cast 20 sec cooldown Stuns enemies around Lord Erebus for 7 seconds. Demigods are stunned for 2 second. +---------------------+ |Level Eight Abilities| [ERBS8] +---------------------+ Improved Conversion Aura III Instant Lord Erebus has a 80% chance to convert infantry into Night Walkers when they die. His Night Walkers have +400 Health. Coven III Instant Lord Erebus' control over his coven increases, allowing him to control up to 10 night Walkers with their damage increased by 18. +-------------------+ |Level Ten Abilities| [ERBS10] +-------------------+ Bite IV 300 Mana 8 yd range 0.0 sec cast 7 sec cooldown Lord Erebus bites a target, draining 775 Health. For 3 seconds after the bite, the target's Armor is reduced by 700 and Movement Speed is decreased by 30%. Mist IV Instant Lord Erebus transforms into mist, draining 125 life per second from his foes while they are in the mist and transferring it to his allies. While Mist is active Lord Erebus loses 125 Mana per second and cannot move, capture flags, be healed or use abilities. Entering Mist removes all negative effects. Bat Swarm II 925 Mana 30 yd range 0.1 sec cast 15 sec cooldown Lord Erebus transforms into a swarm of bats, teleporting him to a new location and doing 450 damage to everything in his path. Range of 30. Mass Charm IV 900 Mana 1.0 sec cast 20 sec cooldown Stuns enemies around Lord Erebus for 9 seconds. Demigods are stunned for 3 second. Poisoned Blood II Instant Lord Erebus' vampiric blood gains the ability to heal him and poison others +20 Health Per Second. +-----------------------+ |Level Fifteen Abilities| [ERBS15] +-----------------------+ Bloody Haze (Requires Mist IV) Instant Lord Erebus becomes naturally more insubstantial. Evasion increased by 10%. While Lord Erebus is in Mist form, he and his nearby allies receive +500 Maximum Health and an additional +30 Health Per Second. Bat Swarm III 1275 Mana 30 yd range 0.1 sec cast 15 sec cooldown Lord Erebus transforms into a swarm of bats, teleporting him to a new location and doing 300 damage to everything in his path. Range of 30. Muddle (Requires Mass Charm IV) Instant Mass Charm leaves lingering effects on Demigods. Any Demigod affect by Mass Charm has their cooldowns increased by 100% for 7 seconds. Army of the Night (Requires Improved Conversion Aura III and Coven III) Instant Lord Erebus leads his Night Walkers as a bloodthirsty pack. Their Attack Speed is increased by 5% and their attacks drain life. Vampiric Aura (Requires Poisoned Blood II) Instant Lord Erebus gains a Life Steal Aura =============================================================================== 5.0 AWards [AWDS] =============================================================================== Wondering who has the most damaging skill? least damaging? How about which skill has the shortest cooldown? If yes then you're in the right place. Here are the most notable (and laughable) skills in the game! In (maybe not so) convenient award show format. Awards are followed by a blurb on the reasoning behind the award and general comments on the skill. [Note: I am accepting submissions for awards (see contact for my e-mail) if you include winners, I will definitely add it to the guide (barring inapropriate awards). If you don't include winners, I'll try my best to get it in the guide.] ------------------------------------------------------------------------- The 'Overkill' Award for most damage in one use (against a unit, no DoT): ------------------------------------------------------------------------- ~~~ ~~~ ~~~ ~~~ ~~~ The Rook's Hammer Slam IV with 1700 Runner up: Torch Bearer's Fireball IV w/ Fire and Ice with 1350 My Opinion: Hammer Slam is slow to start up, but if you're caught in the short radius of the attack, it's time to start running! 1700 is usually about a third of a Demigod's health when you get the skill, so with The Rook's high DPS a center shot with the Hammer is devestating, good thing (for the non-castle Demigod's) it's so slow! Fireball has a long range (20 yds) awesome damage (as it's placement in this award shows) and relatively short cool down (7 seconds), these combined do wonders for Torch Bearer's DPS; Fireball is a great all-around skill. ------------------------------------------------------------------------------- The 'Fire And Forget' Award for highest Damage Over Time (DoT, against a unit): ------------------------------------------------------------------------------- ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ Unclean Beast's Venom Spit IV w/ Putrid Flow with 1500 over 10s and 500 over 5s Runner up: Torch Bearer's Circle of Fire IV with 1500 over 10s Honorable Mention: Lord Erebus's Mist with 125 life/s My Opinion: Venom Spit is deadly, one of the best ranged attacks, if not the best. So much damage done, the only other skills that do 2000 damage aren't allowed to attack units! (Structural Transfer IV and Uproot IV) This skill is just awesome, and a definite Unclean Beast staple. Circle of Fire has great damage potential, but rarely will a Demigod stay inside the circle for the full 10 seconds. This reduces it's effectiveness on Demigods, but it is still a great Reinforcement killing skill. It also serves as a kind of buffer to melee Demigods, they won't want to get close if there's fire in the way :) Mist CAN out damage Venom Spit and Circle of Fire but you need to spend over 2000 Mana to do that, the enemy also has to stay inside the cloud for 16 seconds, which is a very long time in this game. The impracticality of the skill gives it an honorable mention. ---------------------------------------------------------- The 'But A Flesh Wound' Award for least damage in one use: ---------------------------------------------------------- ~~~ ~~~ ~~~ ~~~ ~~~ TIE: Torch Bearer's Rain of Ice I The Rook's Boulder Roll I Oak's Penitence I with 200 damage My Opinion: Rain of Ice starts out weak, but it is part of one of my favorite, and most damaging, combos and it does get stronger with a few points. A full Shatter Combo, Rain of Ice IV->Frost Nova III->Deep Freeze IV with Fire and Ice and Biting Chill does 1775 damage (and is a lot more likely to hit than The Rook's Hammer Slam unless you use...). Boulder Roll, it may only do 200 damage, but it also stuns for 1.5 seconds, which is also the cast time of Hammer Slam. Coincidence? I think not! A Boulder Roll->Hammer Slam combo is a brutal, effective way to do massive (2100) damage to an enemy Demigod. Penitence slows the target and increases the damage the target takes for 5 seconds, making it a skill I always get with Oak. It's good for catching fleeing Demigod's when they're running away, as you can slow them down and maybe close the gap for a hit or two with your ax, adding to the decent damage and possibly killing them. ------------------------------------------------ The 'How About Now?' Award for longest cooldown: ------------------------------------------------ ~~~ ~~~ ~~~ ~~~ ~~~ Oak's Shield skills with 35 seconds Runner ups: Too many to count (all the 20 sec cooldowns) Honorable mention: Oak's Last Stand My Opinion: Shield has a long cooldown for a reason, invulnerability is (to use an appropriate term) GODLIKE! Shield is one of only THREE ways to become invulnerable, Oak himself is in possesion of TWO of those (Shield and Last Stand) while the third one (Orb of Defiance) prevents you from moving, attacking, and using skills. OoD is only good if you have a high Health per Second *coughSEDNAcough* and can regen most of your Health bar in 5 seconds. Shield on the other hand gives you up to 6 seconds of fully functioning invulnerability and (at max level) heals you 600 points as well. Last Stand is mentioned because, while not having a specific cooldown, it will probably be the skill you activate the least (unless suicide runs are your thing, getting yourself killed to kamekazi a structure or Demigod can be a very useful, unexpected tactic). Depending on the Death Penalty for the game you're playing, Last Stand -could- have a longer cooldown than Shield (not to mention you have to go find somehting to kill you). -------------------------------------------- The 'Tommy Gun' Award for shortest cooldown: -------------------------------------------- ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ TIE: Oak's Raise Dead Ward and Queen of Thorns' Summon Shambler with 5 seconds Runner up: QoT's Ground Spikes w/ 6 seconds My Opinion: Minions are helpful. Oak's Angels increase his damage (if you have Soul Power) and Queen of Thorns' Shamblers can be used as portable Health potions, a Summon Shambler->Mulch Shambler combo can be a life saver. Ground Spikes is really the spiritual winner of this award, as the actual winners don't do direct damage. Ground Spikes can slaughter grunts, and severely cripple Demigods due to it's armor reduction secondary effect. -------------------------------------------------------------- The 'Construct Additional Pylons' Award for highest Mana cost: -------------------------------------------------------------- ~~~ ~~~ ~~~ ~~~ ~~~ Unclean Beast's Foul Grasp III with 1400 Runner up: Torch Bearer's Fire Nova III with 1375 My Opinion Foul Grasp stuns and heals you, very good for keeping a Demigod you just Venom Spit inside the Putrid Flow and not running away. Coupled with Unclean Beast uber DPS, this skill just adds to his pwnage. Fire Nova, because who doesn't like large amounts of AoE damage? It can kill large groups of just about any reinforcement almost instantly, very usefull for that last push towards the Citadel, when there is a mob of reinforcements, of both sides, clashing; go in pop a Fire Nova, and watch the carnage (and levels, I've gone from 15 to 17 doing this just one time). Best crowd control for Fire specced Torch Bearer. --------------------------------------------- The 'WTF Was that!?' Award for longest range: --------------------------------------------- ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~ Queen of Thorns' Mulch Shambler with 5000 yds (!) Runner up: Regulus' Snipe with 90 yds My Opinion Yes, that does read 5000 yards. No, that is not a typo. Too bad Mulch Shambler will almost never be needed to be used at such long ranges. Shambler's are much more useful nearby with a Bramble Shield on them absorbing damage so the Queen doesn't have to take any. Snipe can kill you just as you teleported back to your base (just out of reach of the Crystal, due to frantic clicking once you realized just how much trouble you got yourself into). Out of no where, psst, dimmed screen and a countdown clock with crossbones. As long as you're within 90 yds when ol' Regulus activates Snipe, you can go anywhere and (as long as it's not canceled) it will hit you. Just be happy it doesn't do even MORE damage, or else you'd really be screwed. ----------------------------------------------------- The 'Too Close For Comfort' Award for shortest range: ----------------------------------------------------- ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ TIE: The Rook's Power of the Tower and Oak's Raise Dead Ward with 5 yds My Opinion: Good thing Power of the Tower and Raise Dead Ward both summon things that have a much higher range than 5 yds. 5 yds is pathetic. Power of the Tower is very good for holding a position (usually a flag, sometimes your Citadel if your losing), not much can withstand 8 towers pounding on them. Also note, even though graphically it seems like towers closer together get boosted somehow, the lights connecting the towers have no affect on the damage output of the towers themselves; it does look cool though. Raise Dead Ward is Oak's way of summoning minions from fallen enemies. Oak's minions can boost his attack as well as damaging enemies directly, and they can fly! ----------------------------------------------------- The 'MC Hammer' Award for best defensive skill (IMO): ----------------------------------------------------- ~~~ ~~~ Oak's Shield Runner up: QoT's Bramble Shield My Opinion: For Shield, see my rant on invulnerability in the 'How About Now' Award. Using Bramble Shield is like adding hit points to your Health bar. Very useful considering how frail QoT can be. ------------------------------------------------------------------- The 'Get Over Here' Award for best 'hit the fleeing Demigod' skill: ------------------------------------------------------------------- ~~~ ~~~ Regulus' Snipe Runner up: Torch Bearer's Fireball Honorable Mention: Oak's Last Stand My Opinion: Snipe was MADE to hit Demigod's who are running. It is the period to your victory, usally killing an enemy you've already forced to flee. For more see my blurb in the 'WTF Was That' Award. I've already said what a wonderful skill Fireball is, with a range 5 yds longer than TB's regular attack (and the fact it doesn't matter how far they go after you initiate the skill), Fireball is perfect to cast just after they start running, you'll catch them with your highest single shot attack when they're already low on Health, very good for Torchy's kill count. Ahhh, Last Stand; It would be awesome if it didn't have the biggist price of any skill, you must die first. More damage, faster movement faster attack speed, and invulnerability turn Oak into X-Men's Juggernaut (bitch)! As the ultimate payback for killing you, you get to go after the nearest Demigod with full fury. It's not so much 'Hit the fleeing Demigod' so much as 'Make the Demigod flee,' but it still fits the spirit of the category. Intead of the period on your victory, like Snipe, Last Stand is the exclaimation mark on your death. --------------------------------------------------------- The "You're Doing It Wrong" Award for least useful skill: (Submitted by chauncey) --------------------------------------------------------- ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~ Unclean Beast's Foul Grasp II and III. "Spend a skill point (or two!) to significantly increase the mana cost for the skill and add on a laughably paltry amount of life drain." -chauncey My Opinion: Foul Grasp is a very useful skill, mostly for it's stun and interupt effects, rather than it's life drain. 800 Mana for a 2 second stun is very useful, especially since UB is a DoT powerhouse with Venom Spit and Ooze. 664 damage for a level 15 skill is indeed laughable, but if it did any more damage it would be way overpowered. 664 is an odd number, so I think the development team tested the hell out of this skill and found that to be the best damage without making UB even more powerful than he already is. ---------------------------------------------------------------------- The �I Think I Stepped In Something� award for Best grunt killer move: (Submitted by SoloWing) ---------------------------------------------------------------------- ~~~ ~~~ ~~~ ~~~ The Rook's Hammer Slam Runner Up: QoT's Ground Spikes Honorable Mention: UB's Post Mortem (With Plague) My Mention: Regulus' Angelic Fury My Opinion: Hammer Slam is vicious and versatile (and probably a few other V adjectives). It not only is the winner of the 'Overkill' Award for most damage, but it has an AoE! Perfect for killing those grunts. It's other uses include: Damaging towers, Crippling Demigods, Catching fleeing Demigods, comboing with Boulder Roll. 1.5 seconds of hefting the hammer and bringing it down, and you've got a dead wave of grunts; a very good skill indeed. Ground Spikes create a circle of pointy thorns to stab anything surrounding QoT, while the damage isn't as high as Hammer Slam,it still gets the job done very well. The poor grunts don't stand a chance With Post Mortem UB can run in, kill a grunt, and spawn a Plague to devour the entire wave in a matter of seconds. Very useful for endgame massive grunt fights, because as long as it has something to jump to it will keep doing damage. Angelic Fury (which I added to SoloWings other winners) can let Regulus kill a wave of grunts (without archers) in 3-4 attacks, and this is right at level 1! Being able to kill so quickly so early, for a minimal mana cost is beyond useful. With AF Regulus can stay in the lane longer, as opposed to The Rook or QoT (and TB with Rain of Ice) because he doesn't rely on as much mana to kill grunts quickly. =============================================================================== 6.0 Version History and Misc. [VRSN] =============================================================================== Assume all updates have some minor corrections I did not list, probably to do with formatting or spelling. 1.0 4/18/09 First Release 1.01 4/21/09 Fixed errors 1.1 4/26/09 Fixed errors, Added some skills I had omitted, added level by level search, added Award section. 1.2 5/17/09 Added Base Statistics for each Demigod, updated Awards Updated Erebus's Bite skill, which was patched. Added new ASCII Art Title graphic. Taking Submissions For: Awards (humorous titles encouraged) Skill Combos For Submissions: Please give me the name you want to be used, so I can give you credit =============================================================================== 7.0 Contact Info and Credits [CTCT] =============================================================================== You can e-mail at: REDXIII304 (at) GMAIL (dot) COM General E-mail Guidelines: 1) Please put "Demigod FAQ" in the subject field 2) Please don't send me hate mail 3) Please do your best to write in a comprehensible manner. 4) Read what you write before you send it. This one's important. You should E-mail me if: You have/want to make an ASCII art for me to use in this guide You don't understand something in this guide You've found errors in this guide (nobody's perfect) You want to thank me for this guide You have a suggestion on how to make this guide better You know the formula for the vague parts of the damage dealing skills (eg. Regulus' Snipe, or Oak's Soul Power) --- Thanks to everyone who made Demigod. Thanks to CJayC for creating gamefaqs. Thanks to the creators and managers of the sites that host this guide. Thanks to you, the reader, for taking time to read this FAQ Special thanks to contributors to the guide: Chauncey (Award) Devouroringone (Award Idea) SoloWing (Award) tccXeroX (ASCII Art)