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Heroes use various '''Defenses''' used to protect the [[Eternia Crystal]]s from the [[creatures]] of Etheria. [[Heroes]] like the [[Monk]] and [[Initiate]] use auras while the [[Huntress]] and [[Ranger]] uses traps. The [[Squire]], [[Countess]], [[Apprentice]], and [[Adept]] all use towers. The [[Barbarian]] doesn't have any defense to summon but instead uses stances that provide useful bonuses to his attacks. |
Heroes use various '''Defenses''' used to protect the [[Eternia Crystal]]s from the [[creatures]] of Etheria. [[Heroes]] like the [[Monk]] and [[Initiate]] use auras while the [[Huntress]] and [[Ranger]] uses traps. The [[Squire]], [[Countess]], [[Apprentice]], and [[Adept]] all use towers. The [[Barbarian]] doesn't have any defense to summon but instead uses stances that provide useful bonuses to his attacks. |
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− | Defenses start at level 0 and can be upgraded up to the max of level 5 at varying mana costs. Along with the normal damage, etc., increase they get a hidden bonus to the stat modifier. Level 0 gets none, level 1 gets 2, level 2 gets 5, level 3 gets 12, level 4 gets 22 and level 5 gets 36. |
+ | Defenses start at level 0 and can be upgraded up to the max of level 5 at varying mana costs. Along with the normal damage, etc., increase they get a hidden bonus to the stat modifier. Level 0 gets none, level 1 gets 2, level 2 gets 5, level 3 gets 12, level 4 gets 22 and level 5 gets 36. There is a 33% bonus to damage when the hero that summoned the defense is active. |
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Revision as of 13:10, 13 January 2013
Heroes use various Defenses used to protect the Eternia Crystals from the creatures of Etheria. Heroes like the Monk and Initiate use auras while the Huntress and Ranger uses traps. The Squire, Countess, Apprentice, and Adept all use towers. The Barbarian doesn't have any defense to summon but instead uses stances that provide useful bonuses to his attacks.
Defenses start at level 0 and can be upgraded up to the max of level 5 at varying mana costs. Along with the normal damage, etc., increase they get a hidden bonus to the stat modifier. Level 0 gets none, level 1 gets 2, level 2 gets 5, level 3 gets 12, level 4 gets 22 and level 5 gets 36. There is a 33% bonus to damage when the hero that summoned the defense is active.
Apprentice and Adept | ||||
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Name | Cost | DU | Description | |
Magic Blockade | 20 | 1 | Blocks enemies, slowing their progress, while also stealing whatever elemental alignment the enemy has. | |
Magic Missile Tower | 40 | 3 | Shoots rapid‐fire bolts of arcane magic. Although weak standing alone, they can be deadly in numbers. | |
Fireball Tower | 80 | 5 | Erupts with slow but powerful balls of flame that splash enemies with fire damage. | |
Lightning Tower | 120 | 7 | Blasts out bolts of lightning that links from target to target, temporarily stunning enemies with electrifying results. | |
Deadly Striker Tower | 150 | 8 | Unleashes deathly fast and accurate energy blasts over long distances and through walls, but with a slow rate of fire. | |
Squire and Countess | ||||
Name | Cost | DU | Description | |
Spike Blockade | 30 | 3 | A Reinforced Blockade that is sure to cause a sharp pain to enemies who touch it. | |
Bouncer Blockade | 40 | 4 | This spiked blockade thrusts enemies back with ferocious force. | |
Harpoon Turret | 80 | 6 | Penetrating its foes, this turret launches deadly arrows that damage rows of enemies at a time. | |
Bowling Ball Turret | 100 | 7 | This stationary turret launches steel balls that bounce off of enemies and surfaces within its sights. | |
Slice N Dice Blockade | 140 | 8 | This monumental blockade takes time to spin up but it quickly cuts down waves of enemies with its whirling blades. | |
Monk and Initiate | ||||
Name | Cost | DU | Description | |
Ensnare Aura | 30 | 3 | All enemies within this Aura become encumbered by their own weight, greatly slowing their movement and attack speed. | |
Electric Aura | 50 | 5 | Feeling their souls slowly draining away, all enemies within this Aura take damage over time. | |
Healing Aura | 40 | 4 | Within this Aura, friends are healed over time. | |
Strength Drain Aura | 60 | 5 | All enemies within this Aura deal significantly less damage. | |
Enrage Aura | 100 | 5 | All enemies within this Aura become blind with rage, attacking and killing one another. | |
Huntress and Ranger | ||||
Name | Cost | DU | Description | |
Gas Trap | 40 | 3 | When activated, enemies become engulfed in coughing gas, stunning them for the duration. Poison Immune enemies are not effected. | |
Proximity Mine Trap | 30 | 3 | When activated, an explosive blast instantly devastates all nearby enemies. | |
Inferno Trap | 60 | 4 | When activated, a blazing cloud of fire surrounds enemies and damages them over time. Flame Immune enemies are not effected. | |
Darkness Trap | 70 | 3 | When activated, enemies become consumed by darkness, rendering them unable to attack, and making them lose their current target. | |
Ethereal Spike Trap | 80 | 3 | When activated, a single enemy is skewered for massive damage. Electric Immune enemies are not effected. | |
Barbarian | ||||
Name | Cost | Description | ||
Tornado Stance | 10 | Run faster, attack faster, jump higher, and push back enemies with a flurry of quick, low damage attacks. | ||
Lightning Stance | 15 | Use the power of lightning to stun your enemies as your attacks make contact, while halving your life with every hit. | ||
Siphon Stance | 40 | Sacrifice some of your resistances to steal life from your enemies as you damage them. | ||
Turtle Stance | 20 | Enter this protective stance to greatly increase your resistances, but reduce your movement speed and jump height. | ||
Hawk Stance | 120 | Summon the powers of the mighty hawk to deal a massive amount of damage in your next attack. | ||
Series EV | ||||
Name | Cost | DU | Description | |
Proton Beam | 40 | 3-5 | An intense beam that constantly zaps all ground enemies foolish enough to walk along its path | |
Physical Beam | 30 | 2-5 | Blocks the movement of ground enemies, slowing their progress. | |
Reflection Beam | 20 | 1-3 | Reflects both allied and enemy projectiles back at enemies | |
Shock Beam | 55 | 4-7 | A laser trip wire with a delayed detonation that stuns and damages ground enemies which pass it. | |
Tower Buff Beam | 70 | 4-6 | A beam which increases the effectiveness of other hero defenses by a percentage. | |
Summoner | ||||
Name | Cost | MU | Description | |
Archer Minion | 40 | 4 | Summons a crystalline Dark Elf Archer. | |
Spider Minion | 80 | 5 | Summons a crystalline Spider. | |
Orc Minion | 140 | 6 | Summons a crystalline Orc. | |
Mage Minion | 180 | 7 | Summons a crystalline Dark Elf Mage. | |
Warrior Minion | 300 | 8 | Summons a crystalline Dark Elf Warrior. | |
Ogre Minion | 600 | 13 | Summons a crystalline Ogre. |
Map Specific Defenses
- The War Ballista is also a weapon the player can use on The Ramparts and The Summit.