Heroes of the Academy faction

Academy - Mages Views: 430 Last Edited
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Galib Heroes
Galib
Starting Attack
0
Starting Defense
0
Starting Spell Power
2
Starting Knowledge
3

The Spell Twister ability increases the chance that redirected enemy spells land on one of the enemy units instead of going in a random direction.

Class
Faction
Specialty
Starting skill
Starting spell
Nathir Heroes
Nathir
Starting Attack
0
Starting Defense
0
Starting Spell Power
2
Starting Knowledge
3

Effective Spellpower of the hero is increased when casting fire-based spells. Modifier depends on hero level.

Class
Faction
Specialty
Starting spell
Narxes Heroes
Narxes
Starting Attack
0
Starting Defense
0
Starting Spell Power
2
Starting Knowledge
3

All Mages, Archmages and Battle Mages in hero's army gain +1 to their Attack and Defence for every two levels of the hero, starting on first level.

Class
Faction
Specialty
Starting spell
Starting army
Nur Heroes
Nur
Starting Attack
0
Starting Defense
0
Starting Spell Power
2
Starting Knowledge
3

Hero is able to restore mana in combat gradually by himself. Restoration speed depends on hero level.

Class
Faction
Specialty
Starting spell
Jhora Heroes
Jhora
Starting Attack
0
Starting Defense
0
Starting Spell Power
2
Starting Knowledge
3

Hero's turns come faster in combat depending on hero level.

Class
Faction
Specialty
Starting spell
Razzak Heroes
Razzak
Starting Attack
0
Starting Defense
0
Starting Spell Power
2
Starting Knowledge
3

All Iron Golems, Steel Golems and Magnetic Golems in hero's army gain +1 to their Attack and Defence for every two levels of the hero, starting on first level.

Class
Faction
Specialty
Starting skill
Starting spell
Starting army
Faiz Heroes
Faiz
Starting Attack
0
Starting Defense
0
Starting Spell Power
2
Starting Knowledge
3

Specializes in Curse of Vulnerability so that the spell not only decreases the defence of the target, but also inflicts damage. Damage inflicted depends on hero level.

Class
Faction
Specialty
Starting spell
Havez Heroes
Havez
Starting Attack
0
Starting Defense
0
Starting Spell Power
2
Starting Knowledge
3

All Gremlins, Master Gremlins and Saboteur Gremlins in hero's army gain +1 to their Attack and Defence for every two levels of the hero, starting on first level.

Class
Faction
Specialty
Starting skill
Starting army
Starting war machines
Zehir Heroes
Zehir
Starting Attack
0
Starting Defense
0
Starting Spell Power
2
Starting Knowledge
3

Every time a friendly stack dies, a group of elementals enters combat at hero's side. Number of elementals increases depending on hero level. In addition, Summon Elementals and Summon Phoenix spells casted by the hero are more powerfull.

Class
Faction
Specialty
Starting spell
Maahir Heroes
Maahir
Starting Attack
0
Starting Defense
0
Starting Spell Power
2
Starting Knowledge
3

Hero is able to restore mana in combat gradually by himself. Restoration speed depends on hero level.

Class
Faction
Specialty
Starting spell
Cyrus Heroes
Cyrus
Starting Attack
0
Starting Defense
0
Starting Spell Power
2
Starting Knowledge
3

The Spell Twister ability increases the chance that redirected enemy spells land on one of the enemy units instead of going in a random direction.

Class
Faction
Specialty
Starting skill
Starting spell
Temkhan Heroes
Temkhan
Starting Attack
0
Starting Defense
0
Starting Spell Power
2
Starting Knowledge
3

Caster transforms the local time continuum, changing the order of creatures' actions at the start of combat. The intensity of the transformation depends on the hero's level.

Class
Faction
Starting spell