Hero Stats
|
|
Player Health:
|
Increases the Heroes Health at a diminishing rate.
|
|
|
Player Attack:
|
Modifies the damage of the non-elemental portion of a Heroes weapon by a diminishing percent.
|
|
|
Player Speed:
|
Increases the Heroes walking speed. Points past 99 have no effect.
|
|
|
Player Cast Rate:
|
Increases the speed that Heroes heal themselves or create, repair, and upgrade towers.
|
|
Tower Stats
|
|
Tower Health:
|
Increases the Health of Heroes Towers at a diminishing rate.
|
|
|
Tower Attack:
|
Modifies the damage of the Heroes towers by a diminishing rate.
|
|
|
Tower Range:
|
Increases the attack range of the heroes towers by a diminishing rate.
|
|
|
Tower Speed:
|
Increases the attack speed of the heroes towers by a diminishing rate.
|
|
Hero Skills
|
|
Circular Slice:
|
The Squire spins in 3 circles doing 3 quick attacks. All attacks get a damage and knockback modifier of about 2-3 times normal.
|
|
|
Blood Rage:
|
Increases the Squires attack and walking speed, at the cost of mana. The Squires damage resistances are reduced for the duration.
|
|
|
Joust:
|
The Countess rushes forward with her weapon in front of her knocking back all enemies except bosses.
|
|
|
Call To Arms:
|
The Countess increases her speed and attack damage and the attack damage of nearby allies.
|
|
|
Tower Boost:
|
Constantly draining mana at an ever increasing rate, this aura repairs towers while boosting all of its stats when in range.
|
|
|
Hero Boost:
|
Constantly draining mana at an ever increasing rate, this aura heals Heroes while boosting all of their stats when in range.
|
|
|
Remote Defense Boost:
|
The Initiate increases the effectiveness of all towers of herself and nearby allies.
|
|
|
Enemy Drain:
|
The Initiate decreases the damage resistance of nearby enemies.
|
|
|
Invisibility:
|
Turns the huntress invisible causing most monsters to ignore her. Dark Elf Warriors will still attack the huntress.
|
|
|
Piercing Shot:
|
A magical attack that hits all monsters in a line based on the weapon's non-elemental attack damage modifier.
|
|
|
Invisibility Field:
|
The Ranger and all nearby allies and defenses are rendered invisible to enemies except Dark Elf Warriors.
|
|
|
Piercing Spreadshot:
|
The Ranger shoots 3 simultaneous projectiles that pierce all enemies and surfaces.
|
|
|
Mana Bomb:
|
Creates a devastating aura that damages and pushes all monsters away from the Apprentice.
|
|
|
Overcharge:
|
Overcharge increases an Apprentice's cast rate greatly.
|
|
|
Instant Upgrade:
|
The Adept instantly upgrades a defense for an amount of mana that is higher than that of a normal upgrade. Additional points have no effect.
|
|
|
Purity Bomb:
|
The Adept unleashes a powerful wave of magic especially harmful to Elf Mages and Skeletons.
|
|
|
Battle Leap:
|
Leap great distances toward your target and smash them into the ground.
|
|
|
Battle Pound:
|
Unleash a devastating combo.
|
|
Damage Modifiers
|
|
Physical Attack:
|
Effects the amount of neutral, melee damage. Higher the number, higher the damage.
|
|
|
Ranged Attack:
|
Effects the amount of neutral, ranged damage. Higher the number, higher the damage.
|
|
|
Fire Attack:
|
Effects the amount of fire based damage. Higher the number, higher the damage.
|
|
|
Electric Attack:
|
Effects the amount of electric based damage. Higher the number, higher the damage.
|
|
|
Poison Attack:
|
Effects the amount of poison based damage. Higher the number, higher the damage.
|
|
|
Ammo:
|
Effects the amount of shots between reloading. More shots leads to less reloading.
|
|
|
Additional Projectile:
|
Effects the amount of additional projectiles. Max projectiles based on the weapon.
|
|
|
Shots per Second:
|
Effects how many shots are fired per second. Higher the number, the more shots fired.
|
|
|
Projectile Speed:
|
Effects how fast projectiles move once fired. Higher the number, higher the projectile speed.
|
|
|
Reload Bonus:
|
Effects the reloading speed. Higher the number, the less time it takes to reload.
|
|
|
KnockBack:
|
Effects the knockback modifier. Higher the number, the further creatures get pushed away.
|
|
|
Charge Speed:
|
Effects the weapon charging speed. Higher the number, the less time it takes to fully charge.
|
|
Defense Modifiers
|
|
Blocking Resistance:
|
This modifier effects how much damage is taken while blocking. Higher the number means less damage taken.
|
|
Physical Resistance:
|
Effects a player's resistance to neutral attacks. Higher the number means less damage taken.
|
|
|
Fire Resistance:
|
Effects a player's resistance to fire-based attacks. Higher the number means less damage taken.
|
|
|
Electric Resistance:
|
Effects a player's resistance to electric-based attacks. Higher the number means less damage taken.
|
|
|
Poison Resistance:
|
Effects a player's resistance to poison-based attacks. Higher the number means less damage taken.
|
|
Guardian Modifiers
|
|
Guardian's Range:
|
Effects how far the Guardian can modify defenses. Higher the number means farther the reach.
|
|
|
Defense Rate Boost:
|
Effects the Guardian's bonus modifier. Higher the number means stronger the effect.
|
|
|
Number of Defenses to Boost:
|
Effects how many Defenses the Guardian can effect at once. Higher the number means more effected defenses.
|
|