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How hero stats work

Every hero has three attributes — Strength, Agility and Intellect — plus a primary attribute that defines their class. Attributes grow automatically each level (every hero has its own growth rates), and each level up also grants 1 skill point to spend in the hero's skill tree and fully restores health and mana.

Attributes

AttributeEvery point gives
Strength+25 maximum Health, and faster health regeneration
Agility+0.3 Armor, and ~2% faster attacks (attack interval ÷ (1 + 0.02 × Agility))
Intellect+15 maximum Mana, faster mana regeneration — and every point above 20 adds +1.2% damage to your damaging spells
Primary attribute+1 attack damage per point, on top of everything above

Example: a Strength hero (Paladin, Barbarian, Warrior) gains attack damage from Strength; an Agility hero (Rogue, Vampire, Hunter) from Agility; an Intellect hero (Mage, Lich) from Intellect.

Armor & damage reduction

Armor reduces incoming physical damage: reduction = 6×Armor / (100 + 6×Armor), capped at 75%. So 10 armor blocks ~37%, 25 armor ~60%, and it takes ~50 armor to reach the 75% cap.

Magic Resistance is separate: it reduces spell damage by its percentage directly (25 Magic Resistance = spells hit for 75% of their damage). Some abilities "cannot be resisted" and ignore it entirely.

Damage types vs. armor types

Every attack has a damage type and every unit an armor type; the matchup scales the damage before flat armor reduction applies. Values are the percentage of damage dealt:

Armor \ DamageNormalPiercingSiegeMagicAstralHero
Unarmored100%150%150%100%100%100%
Light100%200%100%125%100%100%
Normal150%75%50%75%100%100%
Heavy100%100%100%200%100%100%
Fortified70%35%150%35%100%50%
Hero100%50%50%50%100%70%
Divine0%0%0%0%0%0%

Rule of thumb: Piercing shreds light targets but scratches fortifications; Siege flattens buildings; Magic melts heavy armor but fizzles against fortified walls and heroes.

Who can be hit

Every attack and every spell carries a target permission: a target's layer (on the ground or airborne) and its class (a unit or a structure) must both be allowed. Melee units can only reach ground targets; most ranged attackers can hit both, but some — ballistae, siege golems, cannon towers — are deliberately blind to the air. A hero that takes flight (the Vampire's Bat Form) therefore drops off the target list of every ground-only attacker until he lands.

Being undead matters too. The Lich and the Vampire are undead, as are skeletons, zombies and their kin: holy damage hits them for double, while effects that only touch the living — the Lich's Death Call, the Vampire's Mesmerize — pass them by entirely. Buildings and mechanical units (totems, elementals, traps, siege engines) are their own category and ignore most of the same effects.

Day & night

Every battlefield runs a compressed day/night clock: a long opening day of 5 minutes, then short nights of 2¼ minutes alternating with days of 9½ minutes. Night darkens the world, and effects that draw on it last longer — the Vampire's Veil of Night holds for 20% more time when it is cast after dark.

The Heroes

Eight champions, each with their own skill tree. Skills are learned with the skill points earned on level up — most have multiple ranks, and every tree ends in an ultimate. Heroes start with an empty spellbook (a few carry one innate power) and grow into their build over a match.

Paladin

Paladin

A Strength-based holy knight blending healing and party support with punishing anti-magic retribution.

Attributes: Strength 23 (primary), Agility 17, Intellect 18 · +3/+2/+1 per level · 790 HP, 320 mana at level 1.

Special: every Paladin carries Devotion Aura innately from the moment he spawns.

Holy

Retribution

Mage

Mage

A classic ranged Intellect caster: Fire for raw damage, Ice for control and survival, Arcane for utility and disruption.

Attributes: Strength 18, Agility 16, Intellect 21 (primary) · +2/+1/+3 per level · 625 HP, 465 mana at level 1.

Fire

Ice

Arcane

Lich

Lich

A ranged Intellect necromancer who fights through summoned skeletons and life-draining magic.

Attributes: Strength 17, Agility 15, Intellect 23 (primary) · +2/+1/+3 per level · 590 HP, 500 mana, innate 10% magic resistance.

Special: the Lich is himself undead — holy damage hits him double, and effects that only touch the living pass him by. His skeletons count as undead too, which is what Totem of the Dead empowers.

Fire

Identical to the Mage's Fire branch — Scorch, Fireball, Spell Mastery, Summon Totem, Chain Lightning, Elemental Protection, Preparate, Fire Storm.

Necromancy

Barbarian

Barbarian

A melee Strength bruiser built around weapon-damage strikes and reckless self-buffs — the highest base Strength in the roster.

Attributes: Strength 27 (primary), Agility 14, Intellect 15 · +3/+2/+1 per level · 840 HP, 240 mana at level 1.

Combat

Rage

Rogue

Rogue

A melee Agility assassin who fights from stealth with stuns, poisons and knife volleys.

Attributes: Strength 20, Agility 21 (primary), Intellect 18 · +2/+3/+1 per level · 650 HP, 320 mana at level 1.

Shadows

Warrior

Warrior

A disciplined melee Strength knight whose identity is a unique three-stance combat system — each tree branch deepens one stance.

Attributes: Strength 26 (primary), Agility 15, Intellect 16 · +3/+2/+1 per level · 830 HP, 260 mana, 2 armor at level 1.

Special — the stance dance: stances are toggles that hold their stat package indefinitely; entering one clears the previous and grants a short entry surge, so timing switches is the core skill. Onslaught Stance is innate; Bulwark and Warlord are learned as branch roots.
Onslaught — +20% damage, faster attacks, −6 armor; entry: +50% damage for 3 s.
Bulwark — +12 armor, Fortified armor, extra regen, −25% damage; entry: +30 armor for 3 s.
Warlord — +8% damage, +4 armor, faster movement; entry: a shout slowing nearby enemies 35% for 3 s.

Onslaught

Bulwark

Warlord

Vampire

Vampire

An Agility sustain-duelist: fast melee attacks feed the Blood branch's drain-heals. He wins long fights by out-sustaining his opponent — and dies to burst.

Attributes: Strength 19, Agility 22 (primary), Intellect 17 · +2/+3/+1 per level · 630 HP, 315 mana, innate 5% magic resistance.

Special: Bat Form grants true flight — over cliffs, water and walls, and out of reach of every ground-only attacker — but locks his spellbook until he lands. The Vampire counts as undead: holy damage hits him double, and effects that only touch the living slide off him.

Blood

Night

Hunter

Hunter

An Agility ranged marksman — the highest sustained auto-attack of the ranged heroes — backed by a loyal wolf companion and hidden snare traps. His bow skills ignore magic resistance entirely.

Attributes: Strength 19, Agility 22 (primary), Intellect 15 · +2/+2/+1 per level · 635 HP, 285 mana at level 1.

Special: the wolf companion is permanent — it lives until killed, fights at the Hunter's side, and inherits part of his stats. Its death restarts the Call Wolf cooldown. Snare traps are invisible and spring automatically.

Marksmanship

Survival