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
| Attribute | Every 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 \ Damage | Normal | Piercing | Siege | Magic | Astral | Hero |
|---|---|---|---|---|---|---|
| Unarmored | 100% | 150% | 150% | 100% | 100% | 100% |
| Light | 100% | 200% | 100% | 125% | 100% | 100% |
| Normal | 150% | 75% | 50% | 75% | 100% | 100% |
| Heavy | 100% | 100% | 100% | 200% | 100% | 100% |
| Fortified | 70% | 35% | 150% | 35% | 100% | 50% |
| Hero | 100% | 50% | 50% | 50% | 100% | 70% |
| Divine | 0% | 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
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
Heal (2) — instantly heals the caster for 100–120 (rank 2: 160–180) health.
Holy Bolt (2) — 100–120 (150–190) Magic damage with a 25% (45%) chance to root the target for 5 s.
Cleanse (1) — purges all negative effects from the caster.
Devotion Aura (3) — passive aura: +2/+3/+5 armor to nearby allies. Only one aura can be active at a time.
Divine Shield (2) — immune to all damage and spells for 15 (20) seconds.
Heavens Gift (2) — passive: +1 health and mana regeneration per rank.
Bless (1) — allies in an area gain +5 attack damage for 35 s.
Holy Shock (2) — 100–120 (130–150) Magic damage to all enemies around the caster; doubled against undead.
Healing Light (1) — a 10-second wave that repeatedly heals all allies around the caster.
Retribution
Burning Sword (2) — +3 (+4) attack damage; each hit has a 30% (45%) chance to deal 10 (15) bonus Fire damage. 25–35 s.
Mana Burn (1) — destroys 10% of the target's max mana, deals 10–15 Magic damage and cripples its mana regen for 8 s.
Irradiate (1) — blinds an area: enemies lose 30% sight range and 3 attack damage for 10 s. Cannot be resisted.
Magic Resistance / Magic Retention (2) — passive: +10% spell resistance per rank; rank 2 also reflects damage to melee attackers.
Smite (3) — lightning strike for Magic damage plus 5% of the target's mana, stunning 2.5–3.5 s.
Burning Shield (2) — attackers take 15 (25) Fire damage; +40% magic resistance for 25–30 s.
Sacrifice (1) — burns 100 of the Paladin's own health to deal 100 unresistable Magic damage around him.
Imprison (1) — seals an enemy in an impenetrable wall for 22 s: helpless, but invulnerable.
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
Scorch (3) — an instant flame jet for 70–140 damage with a very high crit chance; consumes an immolation for a guaranteed critical.
Fireball (2) — 100–120 (140–160) Magic damage to an area, immolating victims with a 5 s burn.
Spell Mastery (2) — passive: +10% spell damage per rank.
Summon Totem (2) — plants an immobile fire-shooting totem (~1 min). The rank-2 totem is tougher, magic-immune and autocasts a critting fire ray.
Chain Lightning (2) — 100–130 (160–180) Magic damage jumping to 1 (2) extra enemies; 30% chance to daze.
Elemental Protection (1) — +35% magic resistance for 60 s.
Preparate (1) — instantly resets the cooldowns of all other spells.
Fire Storm (1) — ultimate: 5 seconds of molten rain over an area.
Ice
Ice Arrow (2) — 80–140 Frost damage, slowing movement 50–60% for 6 s.
Ice Born (2) — passive: +8/+10 magic resistance and +1 mana regen per rank.
Ice Shackle (3) — Frost damage that halves attack, casting and movement speed for 5–8 s.
Shield of Ice (2) — attackers take 10 (15) Ice damage; +5 (+8) armor for 25 s.
Frost Comet (2) — a comet freezes enemies solid for 5–6 s, leaving them slowed afterward.
Ice Block (1) — encased in ice for 12 s: invulnerable, but unable to act.
Summon Water Elemental (1) — a tough ranged elemental (60 s) that inherits a share of the Mage's stats.
Blizzard (1) — ultimate: 5 seconds of ice shards pelting an area, damaging and slowing.
Arcane
Arcane Blast (3) — Magic damage that burns 30–40 mana; higher ranks arc to nearby targets.
Silence (1) — enemies in an area cannot cast for 16 s.
Arcane Mastery (2) — passive: +2 (+3) mana regeneration.
Brilliance Aura (1) — nearby allies regenerate mana 10% faster.
Earth Quake (3) — shatters an area for 100–170 damage, dazing and slowing; the top rank also cuts off casting.
Mirror Image (1) — summons illusionary copies of the caster.
Banish (1) — instantly destroys an enemy summoned unit.
Blink (1) — teleports up to 11 tiles.
Polymorph (1) — ultimate: turns an enemy into a harmless sheep for 20 s.
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
Summon Skeleton (3) — raises a skeletal guardian (60–80 s) inheriting the Lich's stats. Higher ranks call the Skeleton Swordsman, then the armored, aura-bearing Skeleton King — and allow more servants at once.
Drain Life (3) — channels 42/44/62 health per second out of the target into the Lich; from rank 2, a target that dies mid-drain rises as a Skeleton.
Summon Mastery (2) — passive: your summons gain +150 (+225) health; rank 2 adds +1 armor.
Drain Mana (2) — siphons 2% (4%) of the target's mana per second for 5 s.
Undead Resilience (2) — passive: +70/+80 health and +5% magic resistance per rank.
Life Tap (1) — converts 50 health into 55 mana, on an almost-zero cooldown.
Totem of the Dead (2) — plants a magic-immune skull totem for 45 s whose Aura of the Dead gives nearby undead summons +10 attack damage and +4 armor. The rank-2 totem also curses living enemies around it: when one dies, the Lich is healed for 4% of its health. Only one totem at a time.
Curse of Weakness (1) — enemies in an area deal 15% less physical damage for 20 s.
Shadow Form (1) — 45 s: +35 armor, +10% magic resistance, greatly amplified mana regen — but no attacking.
Shadow Ban (2) — banishes a target for 6 (8) s: it can't attack and crawls at half speed, but is warded while banished.
Death Call (1) — ultimate: every living enemy nearby hears the call. Anyone below 10% health dies on the spot; the rest resist with a chance equal to their health percentage plus 10, and those who fail are killed outright. Survivors take 100 Astral damage. Heroes never die to it — they take the damage instead, and a hero who fails to resist flees in terror for 8 s, unable to attack or cast. Undead, mechanical units and buildings are untouched.
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
Heroic Strike (2) — instant attack for 145% (155%) weapon damage; autocastable, ignores magic resistance.
Bash (1) — 60% weapon damage and a 6 s stun.
Combat Aura (2) — nearby allies deal +10% (+18%) attack damage.
Cleave (2) — 160% (200%) weapon damage in a cone, up to 3 targets; autocastable.
Weapon Throw (1) — hurls a weapon for 120% weapon damage plus 20 Magic damage.
Combat Specialization (2) — passive: +6 attack damage per rank.
Thunder Clap (2) — 80 (120) damage around the caster, slowing movement and attacks 50–70% for 5.5 s.
Defensive Stance (1) — 20 s: +20 armor and Fortified armor, at half movement speed.
Avatar of War (1) — ultimate: +4 armor, +20 damage, +400 health and 70% magic resistance for 35 s.
Rage
Berserk (2) — +50% attack speed for 15 (20) s, followed by brief fatigue.
Charge (1) — +40% movement speed for 15 s.
Enraged Swings (1) — for 20 s, each attack has a 60% chance to hit everything around him.
Vitality (3) — passive: +100 maximum health per rank.
War Cry (2) — nearby allies deal +15% (+18%) attack damage for 10–15 s.
Blood Thirst (2) — a strike for 120% (130%) weapon damage that restores up to 30 (40) health; autocastable.
Death Wish (1) — 30 s: +40% physical damage, −40% armor.
Death Blow (1) — ultimate: instantly kills an ordinary unit; heroes suffer 4× weapon damage instead.
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
Sap (2) — clubs for 60% (80%) weapon damage and stuns 6 (8) s; ignores magic resistance.
Trap (1) — a thrown web roots the target for 8 s.
Fan of Knives (4) — sprays 3/4/5/6 knives at separate targets, each 100–150% weapon damage; the top rank adds poison.
Stealth / Improved Stealth (2) — conceals the Rogue ~20 s; rank 2 re-stealths automatically and grants +30% attack speed early on.
Assassin Specialization (2) — passive: +5 attack damage and +10% spell damage; rank 2 adds +6 more damage.
Dash (1) — +40% movement speed for 10 s.
Poison Dagger (3) — poisons for 20/32/52 damage over 5 s; ranks 2+ slow movement by 50%.
Blink (2) — teleports up to 11 (13) tiles.
Kick (3) — 140/150/160% weapon damage and interrupts spellcasting for 2/3/4 s.
Stab (1) — a devastating 500% weapon-damage strike that ignores half the target's armor and interrupts its casting — only usable from stealth, and never against mechanical targets.
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
Heroic Strike (2) — instant 145% (155%) weapon-damage attack; autocastable, unresistable.
Cleave (2) — 160% (200%) weapon damage in a cone, up to 3 targets.
Weapon Mastery (2) — passive: +6 attack damage per rank.
Whirlwind (1) — for 20 s, each attack has a 60% chance to strike everything around him.
Execute (1) — ultimate: ordinary units die outright; heroes suffer 4× weapon damage.
Bulwark
Bulwark Stance (1) — learns the defensive stance itself.
Shield Bash (1) — 60% weapon damage and a 6 s stun.
Shield Wall (1) — panic button: +30 armor for 10 s.
Charge (1) — +40% movement speed for 12 s.
Toughness (2) — passive: +90 health and +3 armor per rank.
Last Stand (1) — ultimate: +400 maximum health (healed instantly) and +6 armor for 20 s.
Warlord
Warlord Stance (1) — learns the commander's stance itself.
Thunder Clap (2) — 80 (120) damage around the caster, slowing movement and attacks.
Battle Aura (2) — nearby allies deal +10% (+18%) attack damage.
Commanding Presence (2) — passive: +60 health and +4 attack damage per rank.
War Cry (2) — nearby allies gain +15% (+18%) attack damage for 10–15 s.
Rallying Cry (1) — ultimate: +30% attack damage and +15 armor for 20 s.
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
Bite (2) — 110% (125%) weapon damage plus a bonus, restoring 25 (35) health; autocastable.
Blood Siphon (3) — channels 30/42/56 health per second out of the target into the Vampire.
Crimson Vigor (2) — passive: +5 attack damage and +60 health per rank.
Hemorrhage (2) — a bleeding wound: 9 (14) damage per second for 8 s, healing the Vampire for every point spilled.
Thick Blood (2) — passive: +1 health regen and +5% magic resistance per rank.
Blood Frenzy (1) — pays 70 health for +35% attack speed and +25% movement speed for 12 s.
Blood Moon (1) — ultimate: a crimson moon drains every enemy within 4 tiles of 16 health per second for 6 s, restoring the Vampire.
Night
Mesmerize (2) — paralyzing gaze: no moving, attacking or casting for 3 (4.5) s. Unresistable, but only works on the living.
Veil of Night (2) — stealth for 20 (30) s; rank 2 re-veils automatically. Cast at night, it lasts 20% longer.
Predator's Senses (2) — passive: +1 sight range and slightly faster movement per rank.
Shadow Step (1) — a short-range blink (6 tiles).
Ambush (1) — a savage 400% weapon-damage opener — only from hiding.
Bat Form (1) — ultimate: a monstrous bat for 45 s — flies anywhere, 40% faster, +10 damage, but cannot cast until landing.
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
Aimed Shot (3) — a precise arrow for 35–100 damage that cannot be resisted.
Crippling Shot (2) — 18 (30) Piercing damage, slowing movement 40% (60%) for 5 s.
Eagle Eye (2) — passive: +1 attack range and +1 sight range per rank.
Multi-Shot (2) — a volley at 3 (5) targets, each arrow 80–90% weapon damage.
Marksman Training (2) — passive: +5 attack damage per rank.
Rapid Fire (1) — +40% attack speed for 8 s.
Impaling Shot (1) — 90–120 unresistable damage, pinning the target for 1.5 s.
Rain of Arrows (1) — ultimate: 5 seconds of arrows darkening the sky over an area.
Survival
Call Wolf (3) — calls the permanent companion: Wolf → Dire Wolf → Alpha Wolf (who radiates a Combat Aura).
Snare Trap (3) — an invisible trap rooting everything within 2 tiles for 3/4/5 s and dealing 25/45/70 Piercing damage. Up to 3 armed at once.
Survivalist (2) — passive: +70 health and +1 health regen per rank.
Bond of the Pack (2) — passive: your beasts gain +150/+225 health and +5/+8 attack damage.
Enrage (2) — the beast grows ferocious for 15 (20) s: 30% faster attacks and movement, +30% damage.
Tracker's Mark (1) — exposes the quarry: −4 armor and −10% magic resistance for 15 s.
Call of the Wild (1) — ultimate: a horn call summons 3 wild wolves to fight for 30 s.