Hero abilities

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Abilities are skill sets that heroes begin with or can learn and develop. Certain abilities are not available to all heroes. The abilities in Heroes of Ardania are listed below. Certain abilities are also applicable to creatures and monsters.

Contents

[edit] Common Abilities

[edit] Craftsmanship

All Classes. Trained at the Hero's Rest Inn (Central Plains) or Dwarven Engineer (Magic Bazaar in Lormidia)

Craftsmanship determines how proficient a hero is at schematics purchased from Valmorgen's library. A craftsmanship of at least 1% is required to purchase schematics. The level of craftsmanship relates to the chances of having a hero successfully carry out the schematic's instructions. Success in using the schematic occurs if

Craftsmanship + (Intelligence / 2) - Random(1-20) > Schematic difficulty x 5

If you fail the items are reduced to junk.

Therefore, it is advisable that heroes train their craftsmanship to a sufficiently high level to guarantee success in using high-level schematics. Currently, the highest difficulty of a schematic is 5. So if your

craftmanship + intelligence/2

is greater than 45, you can succesfully use all schematics.

Obtaining this ability

Note that certain quest Schematics (such as the Tholarian Scepter and Enchant Armor) have a difficulty of 0, which equals auto-success.

[edit] Resist Critical Hit

All Classes. Automatic ability

Resist critical hit determines the damage a hero takes in the event of suffering from a critical hit. The amount of damage suffered is the percent of the hero's maximum HP equal to (100% - resist critical hit). The resist critical hit value is automatically determined by the amount of armor carried by the hero: 5%*(armor value) + 10%*(enchantment). The value is thus modifying within combat if a spell modifies the armor value. A high resist critical hit value is desirable when fighting heroes with the critical hit ability such as Barbarians, Warriors of Discord, Monks and creatures such as Ratman Stalkers. Heroes or creatures with 0% critical hit resist die instantly to a critical hit.

[edit] Spell Casting

All Classes. Learned automatically or at Wizards Guild

Spell casting allows heroes to cast spells in combat provided that a spell is readied for combat. Since spells are very important for combat purposes, this ability is crucial to the success of the hero.

Obtaining this ability

  • Begin with the ability: Hero classes that start out in level 1 with one or more spell in the spell book already have this ability. (Cultist, Healer, Monk, Priest, Wizard)
  • Automatically at certain level: Some hero classes automatically learn spellcasting upon reaching a certain level (either level 3 or 4) during which a new spell is automatically earned. (Adept, Paladin, Solarus)
  • Learn at the Wizards Guild: The rest of the classes may learn spellcasting at the wizards guild for 1000 gold. In order to learn spellcasting, the hero must have an intelligence of 11 or higher. Those who do not have 11 intelligence must first train their intelligence at the Valmorgen library.

[edit] Stealing

All Classes, except Monks and Paladins. Trained at the Rogues Guild

Stealing allows heroes to steal items from shops. This skill is very valuable in the early game when gold is low. Unfortunately, only rogues, elves and cultists begin with this ability. Increasing one's stealing ability level increases the chances of successfully stealing from a shop, although certain shops such as Fletchers R Us are seemingly impossible to steal from.

Stealing is: ((Cost of Item / 100) * ShopDifficulty) - (Artifice * 1.5) = StealDifficulty
Successful steal happens when Steal Ability % > StealDifficulty + 1d100
where 1d100 represents a random number between 1 and 100.

If you steal and are not successful you will be incarcerated for a certain amount of turns! If you are caught stealing you lose turns according to the formula:
Turns incarcerated when caught = ((ShopStealDifficulty/2) to ShopStealDifficulty) turns.

[edit] Class-Unique Abilities

[edit] Attack Multiple Enemies

Warriors of Discord only (Naturally); can be obtained through items

Allows warriors of discord to attack three different opponents at once.

[edit] Building

Dwarves and Gnomes only

Allows hero to be employed in construction duty at the Valmorgan Palace. Building work costs three turns and earns a hero 10 gold and 15 XP for Gnomes, 5 XP for Dwarves. This ability is useful in the beginning when gold is low. Construction earns more gold per turn than Guard Duty at the Valmorgen gates.

[edit] Club Attack

Barbarians only

Provides barbarians with an automatic +10 to damage. This ability was implemented to reflect the axe and club combination in Majesty and to re balance the axe, which previously had 10 more damage than it does now, as a single-handed weapon.

[edit] Combat Luck

Gnome Champions only

Allows hero to add his Luck to his Hand-to-hand, Dodge, Parry and Magic Resistance. Gnomes gain this ability after their promotion to Champion at level 8.

[edit] Critical Hit

Monks, Barbarians, Warriors of Discord only

The Critical Hit ability determines the percentage chance of landing a critical hit if the hit is successful. The amount of damage done by a critical hit is determined by the critical hit resistance of the opponent. (see above)

Inreasing Critical Hit

  • Barbarians: +1% every level
  • Monks: +1% every 2 levels
  • Warrior of Discord: +1% every 3 levels

[edit] Double Attack

Adepts only (Naturally); can be obtained through items

Allows the adept attack a single opponent two times. While only adepts can use this ability, other heroes can effectively attain double hits through other means. For example, the Rage of Krolm enchantment obtained at the Temple to Krolm, and the Greatbow of Speed both offer identically effects to the Double Attack.

[edit] Entertaining

Elves only

Allows hero to perform in Inns and other locations to earn gold. This ability is useful in the beginning when gold is low. Entertaining earns more gold per turn than guard duty at the Valmorgen gates.

[edit] Hardiness

Barbarians only

Hero does not always get killed when he loses a battle, but has a chance to fall unconscious instead. The hero loses only 1 turn upon each fall and is automatically revived at maximum health. Begins at 20% and increases with each level.

[edit] Harvesting

Rangers and Rogues only

Allows the hero to harvest herbs in areas such as the Trelden Wood. Harvested herbs can be brewed into useful items by the alchemist located in Lichfield Hollow.

[edit] Immunity to Poison

Dwarves, Cultists, Warriors of Discord only (Naturally); can be obtained by gaining the Aura of Health (See below)

Allows hero to be unaffected by poison. Heroes with this ability will take no poison damage in combat. Useful when fighting poison-armed opponents such as flesh reapers and other heroes.

[edit] Journey to Distant Lands

Rangers only

Allows rangers to travel in and out of certain areas such as the Darkmoor Swamp and Goblin Territory with ease.

[edit] Looting Gravestones

Rogues only

Allows the rogue to gain gold by looting gravestones.

[edit] Planting

Healers and Cultists only

Allows the hero to plant herbs for experience.

[edit] Rebirth

Healers only

Allows the Healer to be instantly resurrect after dying, with full health and no loss of XP or gold. Healer starts with 1 use of this ability and gains 1 more at each level.

[edit] Dark Forest Auras

You can only gain one of these during your play, so think carefully before picking one!

[edit] Aura of Fear

Your Hero will emanate power that strikes fear into everyone around them. As a result, all opponents recieve an automatic -10 to their combat stats.

[edit] Aura of Victory

Your Hero is transformed into a being of such heroic magnitude, either by stature, beauty or wonder, that commoners in their presence can only stare in amazement. As a result, your Hero gets +10 to all four combat stats: H2H, Ranged, Dodge and Parry.

[edit] Aura of Enchantment

Your Hero will get a permanent +1 enchantment to any weapon and armor used, above and beyond any current enchantment that such items may already have.

[edit] Aura of Health

Your Hero will become immune to poison and gain a massive +16 boost to Vitality!

[edit] Aura of Might

Your Hero will be regarded in such awe, either due to stature, beauty or mystical wonder, that any being of a lower level won't know whether to back away from your presense or kneel down in praise! Your Hero will receive +8 Strength, +8 Willpower and +4 Intelligence.

[edit] Monsters and Item abilities

[edit] Concealment

Possessed by many of the forest based enemies, and given by the Forest Cloak

Works as a Camouflage spell.

[edit] Dagger Storm

Cultists only, when wielding the Baldric of Feathers

Unleashes a storm of daggers that strike all opponents on the battlefield.

[edit] Deserter

Chance of leaving party after upgrading.

[edit] Poisoned Weapon

Gained by several items found in the Fertile Plains and Dark Forest, and an ability several foes have

A successful hit poisons the target who will take 1 HP damage per round. While Poisoned, the target cannot be healed.
Note: The number between the brackets () is the amount of HP taken per round. Without brackets, the value is always 1.

[edit] Regeneration

The most dangerous enemies in the game have this ability, allowing them to regenerate substained damage. Heroes can gain it with items like the Silver Band or Werewolf Potion

Works as a Regeneration Spell.
Notes: The value regenerated each round is between the brackets (). With heroes this value stacks with spell-gained Regeneration (even if several spells giving regen. don't stack with each other).

[edit] Relentless

Possessed by several foes

Will never flee in combat.

[edit] Slayer

Obtained by equipping certain items such as the Golem Sledge or Golem Fist

A weapon imbued with this ability will always inflict maximum damage.

[edit] Stealth

Given by the Circlet of Lycanthropy

This combat skill reflects a Hero's ability to utilize their Artifice (modified) attribute in combat.
Notes:This stat gives ART to H2H, Ranged, Parry and Dodge (to a max. of 30)

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