Hero abilities
From HoAWiki
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
- Trained at the Hero's Rest Inn (Central Plains) - maximum: 20%
- Trained at the Dwarven Engineer (Magic Bazaar in Lormidia) - maximum: 40%
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)
