DDDDD   EEEEE  M     M  III  GGGGG   OOOO   DDDDD   
               D   DD  E      MM   MM   I  G       O    O  D   DD  
               D    D  E      M M M M   I  G       O    O  D    D   
               D    D  EEEE   M  M  M   I  G  GGG  O    O  D    D 
               D   DD  E      M     M   I  G    G  O    O  D   DD 
               DDDDD   EEEEE  M     M  III  GGGG    OOOO   DDDDD


Written by: RedXIII304
Version: 1.01
(If you are good at ASCII art and would like to make a banner for this guide,
e-mail me and I will give you credit here. My e-mail is in the Contact Info
section at the bottom of the guide.)



===============================================================================
				Table of Contents
===============================================================================
The text in brackets can be used to jump to a section with your browser's find
function ('Ctrl+F' on PCs)


1.0 Boring Legal Stuff

2.0 Introduction                                     

3.0 Assassins					[ASNS]

	3.1 Torch Bearer			[TRCH]
	3.2 Unclean Beast			[UNST]
	3.3 Regulus				[RGLS]
	3.4 The Rook				[THOK]

4.0 Generals					[GNRL]

	4.1 Oak					[TREE]
	4.2 Queen of Thorns			[QTNS]
	4.3 Sedna				[SENA]
	4.4 Lord Erebus				[ERBS]

5.0 Version History				[VRSN]

6.0 Contact Info and Credits			[CTCT]


===============================================================================
              		1.0	Boring Legal Stuff
===============================================================================

This may be not be reproduced under any circumstances except for personal, 
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission. Use of this guide on any other 
website or as a part of any public display is strictly prohibited, and a 
violation of copyright. This guide is Copyright 2009, Stephen Galatro, aka 
RedXIII304. The ability descriptions are property of their respective 
creators.

This guide has my permission to be hosted on the following sites:

www.Gamefaqs.com (Always has the most recent version)
www.neoseeker.com
www.gamesradar.com
www.cheatplanet.com
www.supercheats.com


===============================================================================
			2.0	Introduction 
===============================================================================

Welcome to my first FAQ! Y'gotta start somewhere. I wrote this because 
(at the time of its writing) the only way to check what abilities your
Demigod had, and what they did, was during a battle. I found it very hard
to make strategies and builds while not playing the game when I didn't know 
exactly what every ability and item did. 

This guide has the descriptions for all the abilities in the game Demigod for 
the PC. I've also included my personal thoughts on each of the Characters I am 
familiar with.

I was going to make an item guide as well, but was pre-empted by wolf33, who 
has made a very good item list on GameFAQs.


Now for some basic terminology:

Active Ability - A skill you have to use to have any effect. Most Characters 
have four active abilities.

Passive Ability - A skill that is always active or activates when you meet 
certain requirements, like using another skill or being low on Health.

Skill Tree - The menu where you buy abilities; All the abilities for one 
character (eg. Torch Bearer's Skill tree)

Skill Branch - One group of abilities in which all of the lower level abilities 
are required to purchace the next higher ability (eg. Snipe I, II, III, IV and 
Deadeye)

Form Change - The characters that have more than four abilities (Torch Bearer 
and Queen of Thorns) have their six Active Abilities divided into groups of 
three, they are given a fourth ability that allows them to switch between these 
to groups by changing their physical form (setting himself on fire or dousing
his flames for Torch Bearer, and opening and closing her rose chariot for Queen 
of Thorns.

Drain - Damages target(s) health and gives it to your Demigod


Abilities will be listed by level in the following format:

[Ability Name]	[Prerequisite Ability (for the ones that aren't obvious)]
[Ability cost]	[Range]
[Cast Time]	[Cooldown time]

[Ability Description]

If the ability is passive it will have 'Instant' for the ability cost.


For all abilities that are numbered (I,II,III,IV etc.) the abilities with the 
same name that have a lower number are needed to purchase that ability.

eg. 	Fireball I is a prerequisite for Fireball II, and you need to have 
	Fireball II before you can buy Fireball III. 

If you wish to see the abilities listed by branch, I can e-mail you a .txt 
file that has the abilities listed by branch/rows for a specific character 
(or characters). 

If enough people e-mail me about this, I'll update the guide to include an
ability list by branch/row

===============================================================================
			3.0	Assassins			[ASNS]
===============================================================================

Assassins are individually stronger than Generals but they cannot summon 
minions to aid them in combat. Assassins tend to be better at killing other 
Demigods.

Every Assassin has access to the following abilities. It is the same ability, 
but can be taken up to six times.

Enhanced Attributes I-VI	levels 2, 4, 6, 8, 10, and 15
Instant

+115 Health
+0.18 Heath per second

+2% Attack Speed
+25 Armor

+105 Mana
+0.32 Mana per second

+6 Weapon Damage


+-----------------------------------------------------------------------------+
|									      |
|			3.1	Torch Bearer			[TRCH]        |
|								              |
+-----------------------------------------------------------------------------+

A master of Fire and Ice. Torch Bearer has six active abilities and must switch 
form to use them. His ice abilities are in one form, and his fire abilities in 
the other. When switching to fire form from ice form he gains an increase in 
his Mana Per Second, when to ice form from fire form his Weapon Damage goes up.

Torch Bearer is one of the three characters I use the most, he is fragile but 
when he is used correctly he can kill a Demigod of equal level in just a few 
seconds. I like to use Torch Bearer's fire abilities to inflict massive damage, 
then switch to Ice form to finish the Demigod/enemy wave off and afterwards 
switch back to Fire form to regenerate Mana.


+-------------------+
|Level One Abilities|
+-------------------+ 


Rain of Ice I
500 Mana	20 yd range
0.1 sec cast	14 sec cooldown

A maelstrom of hail and sleet pelts the target area dealing 200 damage and 
slowing Attack Speed by -10% for 3 seconds.


Deep Freeze I 	
350 Mana	18 yd Range
0.1 sec cast	15 sec cooldown

Torch Bearer blasts a target with intense cold. Interrupts abilities and 
increases target's cooldown by 130%. Lasts for 5 seconds.

If the target is affected by Frost Nova or Rain of Ice, Deep Freeze consumes 
each effect and deals 100 damage for each effect.


Fireball I	
300 Mana	20 yd range
1.0 sec cast	7 sec cooldown

Hurls a fiery ball at a target dealing 300 damage.


Circle of Fire I	
450 Mana 
0.8 sec cast	10 sec cooldown

Torch Bearer conjures a circle of fire around him, burning anything that 
stands in it for 600 damage over 10 seconds.



+-------------------+
|Level Two Abilities|
+-------------------+

Permafrost I
Instant

Torch Bearer exudes an aura of extreme cold, reducing the Attack Speed and 
Movement Speed of nearby enemies


Fire Aura I	
Instant

Torch Bearer channels the energy of the flame around him, increasing the 
Attack Speed and Movement Speed of his allies.


+--------------------+
|Level Four Abilities|
+--------------------+

Rain of Ice II	
700 Mana	20 yd range
0.1 sec cast	14 sec cool down

A maelstrom of hail and sleet pelts the target area dealing 400 damage and 
slowing Attack Speed by -20% for 5 seconds.


Deep Freeze II 	
475 Mana	18 yd Range
0.1 sec cast	15 sec cooldown

Torch Bearer blasts a target with intense cold. Interrupts abilities and 
increases target's cooldown by 160%. Lasts for 6 seconds.

If the target is affected by Frost Nova or Rain of Ice, Deep Freeze consumes 
each effect and deals 175 damage for each effect.


Fireball II	
380 Mana	20 yd range
1.0 sec cast	7 sec cooldown

Hurls a fiery ball at a target dealing 525 damage.


Circle of Fire II	
600 Mana 
0.8 sec cast	10 sec cooldown

Torch Bearer conjures a circle of fire around him, burning anything that 
stands in it for 900 damage over 10 seconds.


+--------------------+
|Level Five Abilities|
+--------------------+

Frost Nova I	
750 Mana 
0.9 sec cast	15 sec cooldown

Releases a wave of frost, freezing all enimies around the Torch Bearer, 
stunning them for 6 seconds. Demigods are stunned for 1 second.


Permafrost II	
Instant

Torch Bearer exudes an aura of extreme cold, reducing the Attack Speed and 
Movement Speed of nearby enemies

The Chill energizes his allies, increasing their Mana Per Second.


Fire Aura II	
Instant

Torch Bearer channels the energy of the flame around him, increasing the 
Attack Speed and Movement Speed of his allies.

Torch Bearer's Weapon Damage is increased.


Fire Nova I	
775 Mana
0.5 sec cast	15 sec cooldown

A wave of fire radiates outward from the Torch Bearer, dealing 400 damage and 
throwing smaller units into the air.


+---------------------+
|Level Seven Abilities|
+---------------------+

Rain of Ice III	
900 Mana	20 yd range
0.1 sec cast	14 sec cool down

A maelstrom of hail and sleet pelts the target area dealing 600 damage and 
slowing Attack Speed by -30% for 7 seconds.


Deep Freeze III	
600 Mana	18 yd Range
0.1 sec cast	15 sec cooldown

Torch Bearer blasts a target with intense cold. Interrupts abilities and 
increases target's cooldown by 190%. Lasts for 7 seconds.

If the target is affected by Frost Nova or Rain of Ice, Deep Freeze consumes 
each effect and deals 250 damage for each effect.


Fireball III	
460 Mana	20 yd range
1.0 sec cast	7 sec cooldown

Hurls a fiery ball at a target dealing 850 damage.


Circle of Fire III	
700 Mana 
0.8 sec cast	10 sec cooldown

Torch Bearer conjures a circle of fire around him, burning anything that 
stands in it for 1200 damage over 10 seconds.


+---------------------+
|Level Eight Abilities|
+---------------------+


Permafrost II
Instant

Torch Bearer exudes an aura of extreme cold, reducing the Attack Speed and 
Movement Speed of nearby enemies

The Chill energizes his allies, increasing their Mana Per Second.


Fire Aura II
Instant

Torch Bearer channels the energy of the flame around him, increasing the 
Attack Speed and Movement Speed of his allies.

Torch Bearer's Weapon Damage is increased.


+-------------------+
|Level Ten Abilities|
+-------------------+

Frost Nova II	
1000 Mana 
0.9 sec cast	15 sec cooldown

Releases a wave of frost, freezing all enimies around the Torch Bearer, 
stunning them for 8 seconds. Demigods are stunned for 2 second.


Rain of Ice IV	
1100 Mana	20 yd range
0.1 sec cast	14 sec cool down

A maelstrom of hail and sleet pelts the target area dealing 800 damage and 
slowing Attack Speed by -40% for 10 seconds.


Deep Freeze IV 	
725 Mana	18 yd Range
0.1 sec cast	15 sec cooldown

Torch Bearer blasts a target with intense cold. Interrupts abilities and 
increases target's cooldown by 220%. Lasts for 7 seconds.

If the target is affected by Frost Nova or Rain of Ice, Deep Freeze consumes 
each effect and deals 325 damage for each effect.


Fireball IV	
540 Mana	20 yd range
1.0 sec cast	7 sec cooldown

Hurls a fiery ball at a target dealing 1050 damage.


Circle of Fire IV	
800 Mana 
0.8 sec cast	10 sec cooldown

Torch Bearer conjures a circle of fire around him, burning anything that 
stands in it for 1500 damage over 10 seconds.


Fire Nova II	
1075 Mana
0.5 sec cast	15 sec cooldown

A wave of fire radiates outward from the Torch Bearer, dealing 600 damage 
and throwing smaller units into the air.


+-----------------------+
|Level Fifteen Abilities|
+-----------------------+

Frost Nova III	
1250 Mana 
0.9 sec cast	15 sec cooldown

Releases a wave of frost, freezing all enimies around the Torch Bearer, 
stunning them for 10 seconds. Demigods are stunned for 3 second.

All units have -20% Movement Speed for 5 seconds


Biting Chill	(Requires Rain of Ice IV)
Instant

Torch Bearer's chill cuts to the bone. Enemies affected by Rain of Ice have 
their Heath Per Second and Mana Per Second reduced by 75% for 10 seconds.

This effect can be consumed by Deep Freeze for additional damage.


Fire and Ice 	(Requires Fireball IV and Deep Freeze IV)
Instant

Torch Bearer weaves his elemental powers into a cataclysmic force. Fireball's 
damage is increased by 300. Deep Freeze deals 100 additional damage for each 
effect consumed.


Inspirational Flame	(Needs Circle of Fire IV)
Instant

Torch Bearer draws power from the flame, gaining 15% Mana and 200% Mana Per 
Second.


Fire Nova III	
1375 Mana
0.5 sec cast	15 sec cooldown

A wave of fire radiates outward from the Torch Bearer, dealing 800 damage 
and throwing smaller units into the air.



+-----------------------------------------------------------------------------+
|									      |
|			3.2	Unclean Beast			[UNST]        |
|								              |
+-----------------------------------------------------------------------------+

A horrible, disease-ridden, nightmare of a creature, Unclean Beast specializes 
in massive melee damage and poison attacks. 

I don't usually use Unclean Beast, but have been slaughtered by one while I was 
using The Rook (we were the same level), so I must be doing something wrong.


+-------------------+
|Level One Abilities|
+-------------------+

Venom Spit I	
500 Mana	15 yd range
0.3 sec cast	7 sec cooldown

Spews a corrosive venom at its target, dealing 50 damage and an additional 
450 damage over 10 seconds.


Ooze I		l
0 Mana
Instant

Unclean Beast oozes virulent bodily fluids. While active, nearby enemies 
take 35 damage per second and their Attack Speed is slowed by 10%.

Unclean Beast loses 20 Health per second


Bestial Wrath I		
550 Mana
0.5 sec cast	15 sec cooldwon

Unclean Beast enters a frenzy for 7 seconds.

Weapon Damage increased by 25%.


+-------------------+
|Level Two Abilities|
+-------------------+

Inner Beast I	
Instant

Unclean Beast taps into its latent power, increasing Attack Speed by 3% and 
Movement Speed by 3%


Diseased Claws I	
Instant 

Unclean Beast's claws reduce the target's Movement Speed by 5%.

Lasts 4 seconds.


+--------------------+
|Level Four Abilities|
+--------------------+

Venom Spit II	
650 Mana	15 yd range
0.3 sec cast	7 sec cooldown

Spews a corrosive venom at its target, dealing 100 damage and an additional 
800 damage over 10 seconds.


Ooze II	
0 Mana
Instant

Unclean Beast oozes virulent bodily fluids. While active, nearby enemies take 
70 damage per second and their Attack Speed is slowed by 20%.

Unclean Beast loses 30 Health per second


Bestial Wrath II	
700 Mana
0.5 sec cast	15 sec cooldwon

Unclean Beast enters a frenzy for 7 seconds.

Weapon Damage increased by 35%.


+--------------------+
|Level Five Abilities|
+--------------------+

Inner Beast II	
Instant

Unclean Beast taps into its latent power, increasing Attack Speed by 7% and 
Movement Speed by 7%


Foul Grasp I	
800 Mana	10 yd range
Instant		15 sec cooldown

Unclean Beast clutches a target in its claws, stunning them and draining 332 
life over 2 seconds.


Diseased Claws II	
Instant 

Unclean Beast's claws reduce the target's Movement Speed by 7%.

Lasts 4 seconds.


Post Mortem	
Instant

When Unclean Beast attacks, enemies are afflicted with a disease. When they 
die, they will explode, dealing 150 damage and sending smaller units into 
the air.


+---------------------+
|Level Seven Abilities|
+---------------------+

Venom Spit III	
800 Mana	15 yd range
0.3 sec cast	7 sec cooldown

Spews a corrosive venom at its target, dealing 50 damage and an additional 
1150 damage over 10 seconds.


Ooze III	
0 Mana
Instant

Unclean Beast oozes virulent bodily fluids. While active, nearby enemies 
take 105 damage per second and their Attack Speed is slowed by 30%.

Unclean Beast loses 40 Health per second


Bestial Wrath III	
850 Mana
0.5 sec cast	15 sec cooldwon

Unclean Beast enters a frenzy for 7 seconds.

Weapon Damage increased by 45%.


+---------------------+
|Level Eight Abilities|
+---------------------+

Inner Beast III	level 8
Instant

Unclean Beast taps into its latent power, increasing Attack Speed by 10% and 
Movement Speed by 10%


Diseased Claws III	
Instant 

Unclean Beast's claws reduce the target's Movement Speed by 10%.

Lasts 4 seconds.


+-------------------+
|Level ten Abilities|
+-------------------+

Venom Spit IV	
950 Mana	15 yd range
0.3 sec cast	7 sec cooldown

Spews a corrosive venom at its target, dealing 50 damage and an additional 
1500 damage over 10 seconds.


Foul Grasp II	
1100 Mana	10 yd range
Instant		15 sec cooldown

Unclean Beast clutches a target in its claws, stunning them and draining 
500 life over 2 seconds.


Ooze IV		
0 Mana
Instant

Unclean Beast oozes virulent bodily fluids. While active, nearby enemies 
take 140 damage per second and their Attack Speed is slowed by 40%.

Unclean Beast loses 50 Health per second


Bestial Wrath IV	
1000 Mana
0.5 sec cast	15 sec cooldwon

Unclean Beast enters a frenzy for 7 seconds.

Weapon Damage increased by 55%.


Plague I	(Requires Post Mortem)
Instant

When Unclean Beast deals damage, it has a chance to start a plague, dealing 
300 damage over 30 seconds and spreading to nearby units.

Anything that survives the plague becomes immune to it for 180 seconds.


+-----------------------+
|Level Fifteen Abilities|
+-----------------------+

Putrid Flow	(Requires Venom Spit IV)
Instant

When Venom Spit lands, it leaves a toxic pool around the victim, dealing 500 
damage over 5 seconds.


Foul Grasp III	
1400 Mana	10 yd range
Instant		15 sec cooldown

Unclean Beast clutches a target in its claws, stunning them and draining 664 
life over 2 seconds.


Unrelenting Wrath	(Requires Bestial Wrath IV)
1000 Mana
0.5 sec cast	20 sec cooldown

Unclean Beast enters a frenzy for 10 seconds

Weapon Damage increased by 65%
His movement speed cannot be reduced in this state.


Plague II	
Instant

When Unclean Beast deals damage, it has a chance to start a plague, dealing 
450 damage over 30 seconds and spreading to nearby units.

Anything that survives the plague becomes immune to it for 180 seconds.


+-----------------------------------------------------------------------------+
|									      |
|			3.3	Regulus				[RGLS]        |
|								              |
+-----------------------------------------------------------------------------+

An angelic Thelara that has lost his wings during his imprisonment, Regulus is 
a dead-eye sniper who wields a giant crossbow and can hit you from halfway 
across the arena with his Snipe ability branch.

When I use Regulus, I usually specialize in Snipe, Scope, Mark of the Betrayer
and Angelic Fury

+-------------------+
|Level One Abilities|
+-------------------+

Snipe I		level 1
450 Mana	90 yd range
2.0 sec cast	15 sec cooldown

Regulus takes time to set up a devastating shot, piercing a target for 250
damage plus additional damage as it travels.


Angelic Fury I		
Instant

Regulus enters a divine rage. His bolts deal 25 extra damage and explode on 
contact. Costs 40 Mana per shot.


Explosive Mine I	
440 Mana	15 yd range
1.0 sec cast	10 sec cooldown

Regulus sets an explosive proximity mine that deals 300 when it explodes. 


+-------------------+
|Level Two Abilities|
+-------------------+

Maim I		
Instant

Regulus aims for the legs of his enemies, decreasing their Movement Speed by 
5% when hit.

Sniper's Scope I	
Instant

Regulus tunes his crossbow, increasing its range by 2


+--------------------+
|Level Four Abilities|
+--------------------+

Snipe II	
550 Mana	90 yd range
2.0 sec cast	15 sec cooldown

Regulus takes time to set up a devastating shot, piercing a target for 400 
damage plus additional damage as it travels.


Angelic Fury II		
Instant

Regulus enters a divine rage. His bolts deal 50 extra damage and explode on 
contact. Costs 40 Mana per shot.


Explosive Mine II	
540 Mana	15 yd range
1.0 sec cast	10 sec cooldown

Regulus sets two explosive proximity mines that deals 350 when it explodes. 

Up to 6 mines may be active at a time.


+--------------------+
|Level Five Abilities|
+--------------------+

Maim II		
Instant

Regulus aims for the legs of his enemies, decreasing their Movement Speed by 
7% when hit.


Tracking Device		
Instant

Regulus' bolts are rigged with tracking devices that allow him and his allies 
to see the enemies he struck for 20 seconds. Snipe will also implant a 
tracking device.


Sniper's Scope II	
Instant

Regulus tunes his crossbow, increasing its range by 4


Mark of the Betrayer I		
600 Mana	20 yd range
0.1 sec cast	20 sec cooldown

Regulus fires at a Demigod, marking them with a rune. When they perform an 
ability, they and their nearby allies take 400 damage. Also, the Demigods's 
Movement Speed is reduced by 20% for 5 seconds.


+---------------------+
|Level Seven Abilities|
+---------------------+

Snipe III	
650 Mana	90 yd range
2.0 sec cast	15 sec cooldown

Regulus takes time to set up a devastating shot, piercing a target for 550 
damage plus additional damage as it travels.


Angelic Fury III	
Instant

Regulus enters a divine rage. His bolts deal 75 extra damage and explode on 
contact. Costs 40 Mana per shot.


Explosive Mine III	
660 Mana	15 yd range
1.0 sec cast	10 sec cooldown

Regulus sets three explosive proximity mines that deals 400 when it explodes. 

Up to 6 mines may be active at a time.


+---------------------+
|Level Eight Abilities|
+---------------------+

Maim I		
Instant

Regulus aims for the legs of his enemies, decreasing their Movement Speed by 
10% when hit.

Lasts 3 seconds


Sniper's Scope III	
Instant

Regulus tunes his crossbow, increasing its range by 6


+-------------------+
|Level Ten Abilities|
+-------------------+

Snipe IV	
750 Mana	90 yd range
2.0 sec cast	15 sec cooldown

Regulus takes time to set up a devastating shot, piercing a target for 700 
damage plus additional damage as it travels.


Angelic Fury IV		
Instant

Regulus enters a divine rage. His bolts deal 100 extra damage and explode on 
contact. Costs 40 Mana per shot.


Mark of the Betrayer II		
600 Mana	20 yd range
0.1 sec cast	20 sec cooldown

Regulus fires at a Demigod, marking them with a rune. When they perform an 
ability, they and their nearby allies take 600 damage. Also, the 
Demigods's Movement Speed is reduced by 40% for 5 seconds.

Shrapnel Mine	(Requires Explosive Mine III)
770 Mana	15 yd range
1.0 sec cast	10 sec cooldown

Regulus sets three explosive proximity mines that deals 450 when it explodes 
and slow enemies by 30% when they explode.

Up to 6 mines may be active at a time.

+-----------------------+
|Level Fifteen Abilities|
+-----------------------+

Deadeye		(Requires Snipe IV)
Instant

Regulus has a 3% chance of stopping his enemies dead in their tracks, 
stunning them for 0.3 seconds.


Mark of the Betrayer III	
600 Mana	20 yd range
0.1 sec cast	20 sec cooldown

Regulus fires at a Demigod, marking them with a rune. When they perform an 
ability, they and their nearby allies take 800 damage. Also, the Demigods's 
Movement Speed is reduced by 60% for 5 seconds.


+-----------------------------------------------------------------------------+
|									      |
|			3.4	The Rook			[THOK]        |
|								              |
+-----------------------------------------------------------------------------+

A giant castle that has sprouted legs and started walking around, The Rook
wields a giant hammer and boasts the most health in the game. 

A powerhouse of a character, most enemies barely scratch your massive health
bar. I found that this can sometimes lead to overconfidence, so remember: 
You CAN die. I usually play The Rook defensively, using Power of the Tower,
The passive attacking abilities (Archer Tower branch), Structural Transfer, 
and Boulder Roll for crowd control, with any extra points into God Strength.


+-------------------+
|Level One Abilities|
+-------------------+


Hammer Slam I		
360 Mana	9 yd range
1.5 sec cast	10 sec cooldown

The Rook slams his hammer, dealing 500 damage in a small radius and 100 damage
in a larger radius


Power of the Tower I 		
400 Mana	5 yd range
0.1 sec cast	10 sec cooldown

The Rook pulls a Tower of Light from the ground to defend the area.

Up to 2 of these towers may be active.


Structural Transfer I		
265 Mana	10 yd range 
Instant	20 sec cooldown

The Rook tears a structure apart, draining 800 Health over 10 seconds.


+-------------------+
|Level Two Abilities|
+-------------------+

Archer Tower		
Instant

A squad of archers man The Rook's left shoulder, independently firing down 
upon enemies.


+--------------------+
|Level Four Abilities|
+--------------------+

Hammer Slam II		
520 Mana	9 yd range
1.5 sec cast	10 sec cooldown

The Rook slams his hammer, dealing 900 damage in a small radius and 200 damage 
in a larger radius


Power of the Tower II 		
400 Mana	5 yd range
0.1 sec cast	10 sec cooldown

The Rook pulls a Tower of Light from the ground to defend the area. This 
tower is more powerful than the one made by Power of the Tower I.

Up to 4 of these towers may be active.


Structural Transfer II		
375 Mana	10 yd range 
Instant	20 sec cooldown

The Rook tears a structure apart, draining 1200 Health over 10 seconds.


+--------------------+
|Level Five Abilities|
+--------------------+


Tower Of Light		(Requires Archer Tower)

The Rook installs a Tower of Light on his shoulder, independently firing 
upon enemies.

The damage of The Rook's Archer Tower is increased


Boulder Roll I		
560 Mana	35 yd range
0.4 sec cast	15 sec cooldown

The Rook rips a chunk of the earth and hurls it at enemies ahead of him, 
dealing 200 damage, stunning for 1.5 seconds, and throwing smaller units 
into the air.


God Strength I		
Instant 

The Rook calls upon divine strength, increasing Weapon Damage by 50.


+---------------------+
|Level Seven Abilities|
+---------------------+



+---------------------+
|Level Eight Abilities|
+---------------------+

Trebuchet	(Requires Tower of Light)
Instant

The Rook builds a trebuchet on his head, which sieges independently from long 
range.

The damage of The Rook's Tower of Light is increased.


+-------------------+
|Level Ten Abilities|
+-------------------+

Hammer Slam IV		
840 Mana	9 yd range
1.5 sec cast	10 sec cooldown

The Rook slams his hammer, dealing 1700 damage in a small radius and 400 
damage in a larger radius


Boulder Roll II		
800 Mana	35 yd range
0.4 sec cast	15 sec cooldown

The Rook rips a chunk of the earth and hurls it at enemies ahead of him, 
dealing 300 damage, stunning for 2 seconds, and throwing smaller units into 
the air.


God Strength II		
Instant 

The Rook calls upon divine strength, increasing Weapon Damage by 100.


+-----------------------+
|Level Fifteen Abilities|
+-----------------------+

Dizzying Force		(Requires Hammer Slam IV)
Instant

Enemies that survive The Rook's Hammer Slam are dazed, their Movement Speed 
reduced by 50% for 3 seconds.


Poisoned Arrows		(Requires Trebuchet)
Instant

The Rook's archers dip their arrows in poison. They have a 15% chance to slow 
their target by 10% for 3 seconds.


Boulder Roll III	
1064 Mana	35 yd range
0.4 sec cast	15 sec cooldown

The Rook rips a chunk of the earth and hurls it at enemies ahead of him, 
dealing 400 damage, stunning for 2.5 seconds, and throwing smaller units 
into the air.


God Strength III	
Instant 

The Rook calls upon divine strength, increasing Weapon Damage by 150.


Energizer			(Requires Structural Transfer IV)
Instant

The Rook drains the energy of structures. When he uses Structural Transfer, 
his Mana Per Second is increased by 150% for 10 seconds.


===============================================================================
			4.0	Generals			[GNRL]
===============================================================================

Generals can summon minions to attack enemies and take damage in their place.
They tend to be weaker on their own, but can potentially overpower Assassins
through sheer numbers.

Every General has access to the following abilities. It is the same ability, 
but can be taken up to six times.

Morale I-VI	levels 2, 4, 6, 8, 10, and 15
Instant

+50 Minion Health
+0.5 Minion Health per second

+2% Minion Attack Speed
+50 Minion Armor

+4 Minion Weapon Damage


+-----------------------------------------------------------------------------+
|									      |
|			4.1	Oak				[TREE]        |
|								              |
+-----------------------------------------------------------------------------+

An immortal warrior who is known for guarding a fortress in a hostile land,
Oak uses his ax and the spirits of the fallen to combat enemies. 

I don't use Oak that often, but he is generally used either as a battery for
the souls he summons with his Raise Dead Wards, or a sort of pseudo-assassin,
using his other abilities and not the ones that boost his minions.

+-------------------+
|Level One Abilities|
+-------------------+

Raise Dead Ward I 	
200 Mana	5 yd range
0.2 sec cast	5 sec cooldown

Oak places a ward that attracts the souls of the fallen. Units that are slain 
near the ward have a 30% chance to be converted to a spirit under Oak's control

Oak can have 3 spirits active.

Oak can maintain 1 ward.


Penitence I	
450 Mana	20 yd range
0.1 sec cast 	7 sec cooldown

Oak fills a target with holy remorse, dealing 200 damage, reducing their 
Movement Speed by 7% and increasing all damage taken by 7% for 5 seconds.


Shield I 	
400 Mana 	20 yd range
0.1 sec cast	35 sec cooldown

Oak grants a shield to a target, making them immune to damage for 3 seconds.


+-------------------+
|Level Two Abilities|
+-------------------+

Soul Power I	
Instant

Oak's determination to his cause grows, increasing Weapon Damage by 20. Also, 
Oak gains additional Weapon Damage based on the number of spirits he has.


Divine Justice I 	
Instant 

When Oak kills a target, he and his allies receive Health and Mana equal to 
10% of the unit's maximum Health


+--------------------+
|Level Four Abilities|
+--------------------+

Raise Dead Ward II 	
200 Mana	5 yd range
0.2 sec cast	5 sec cooldown

Oak places a ward that attracts the souls of the fallen. Units that are slain 
near the ward have a 30% chance to be converted to a spirit under Oak's control

Oak can have 5 spirits active.

Oak can maintain 2 wards.

Spirits have +4 Weapon Damage and +75 Health


Penitence II	
550 Mana	20 yd range
0.1 sec cast 	7 sec cooldown

Oak fills a target with holy remorse, dealing 400 damage, reducing their 
Movement Speed by 10% and increasing all damage taken by 10% for 5 seconds.


Shield II 	
500 Mana 	20 yd range
0.1 sec cast	35 sec cooldown

Oak grants a shield to a target, making them immune to damage for 4 seconds.



+--------------------+
|Level Five Abilities|
+--------------------+

Soul Power II	
Instant

Oak's determination to his cause grows, increasing Weapon Damage by 40. Also, 
Oak gains additional Weapon Damage based on the number of spirits he has.


Divine Justice II	
Instant 

When Oak kills a target, he and his allies receive Health and Mana equal to 
15% of the unit's maximum Health


Surge of Faith I	
500 Mana
1.0 sec cast	10 sec cooldown

Oak releases a wave of holy power, dealing 300 damage to enemies. Increases 
allied unit attack Speed by 10% and Movement Speed by 10% for 7 seconds.



+---------------------+
|Level Seven Abilities|
+---------------------+

Raise Dead Ward III 	
200 Mana	5 yd range
0.2 sec cast	5 sec cooldown

Oak places a ward that attracts the souls of the fallen. Units that are slain 
near the ward have a 30% chance to be converted to a spirit under Oak's control

Oak can have 7 spirits active.

Oak can maintain 3 ward.


Penitence III	
650 Mana	20 yd range
0.1 sec cast 	7 sec cooldown

Oak fills a target with holy remorse, dealing 600 damage, reducing their 
Movement Speed by 13% and increasing all damage taken by 13% for 5 seconds.


Shield III	
600 Mana 	20 yd range
0.1 sec cast	35 sec cooldown

Oak grants a shield to a target, making them immune to damage for 6 seconds. 
This more powerful variant of Shield also removes debuffs.


+---------------------+
|Level Eight Abilities|
+---------------------+

Soul Power III	
Instant

Oak's determination to his cause grows, increasing Weapon Damage by 60. Also, 
Oak gains additional Weapon Damage based on the number of spirits he has.


Divine Justice III 	
Instant 

When Oak kills a target, he and his allies receive Health and Mana equal to 
20% of the unit's maximum Health


+-------------------+
|Level Ten Abilities|
+-------------------+

Raise Dead Ward IV	
200 Mana	5 yd range
0.2 sec cast	5 sec cooldown

Oak places a ward that attracts the souls of the fallen. Units that are slain 
near the ward have a 30% chance to be converted to a spirit under Oak's 
control

Oak can have 10 spirits active.

Oak can maintain 4 ward.

Spirits have +12 Weapon Damage and +250 Health


Last Stand I		
0 Mana
Instant

The spirit of Oak refuses to leave a battle unfinished. Should he fall, he 
will enter an invincible berserker fury, increasing his Damage, Move Speed 
and Attack Speed by 30% for 10 seconds before finally dying


Penitence IV	
750 Mana	20 yd range
0.1 sec cast 	7 sec cooldown

Oak fills a target with holy remorse, dealing 800 damage, reducing their 
Movement Speed by 16% and increasing all damage taken by 16% for 5 seconds.


Shield IV	
700 Mana 	20 yd range
0.1 sec cast	35 sec cooldown

Oak grants a shield to a target, making them immune to damage for 6 seconds. 
Also, this powerful version of Shield removes debuffs and heals for 600.


Surge of Faith II	
675 Mana
1.0 sec cast	10 sec cooldown

Oak releases a wave of holy power, dealing 450 damage to enemies. Increases 
allied unit attack Speed by 15% and Movement Speed by 15% for 7 seconds.

+-----------------------+
|Level Fifteen Abilities|
+-----------------------+

Soul Frenzy	(Requires Raise Dead Ward IV)
Instant

Oak has a 5% chance of inciting his Spirits into a berserker rage, increasing 
their Attack Speed by 25% and letting their attacks throw smaller units into 
the air. This effect lasts for 10 seconds.


Last Stand II		
0 Mana
Instant

The spirit of Oak refuses to leave a battle unfinished. Should he fall, he 
will enter an invincible berserker fury, increasing his Damage, Move Speed 
and Attack Speed by 50% for 10 seconds before finally dying


Rally		(Requires Divine Justice III)
Instant 

When Oak kills a Demigod, he and his allies +500 Armor and heal 1000 Health 
over 5 seconds.


Purity		(Requires Shield IV)
Instant

When Oak uses Shield on an ally, all of his negative effects are removed, and 
he is immune to all negative effects for 6 seconds.


Surge of Faith II	
850 Mana
1.0 sec cast	10 sec cooldown

Oak releases a wave of holy power, dealing 600 damage to enemies. Increases 
allied unit attack Speed by 20% and Movement Speed by 20% for 7 seconds.


+-----------------------------------------------------------------------------+
|									      |
|			4.2	Queen of Thorns			[QTNS]        |
|								              |
+-----------------------------------------------------------------------------+

An evil Faerie who delights in controlling others, Queen of Thorns (which is 
her name, not a title) attacks enemies with thorny vines and summoned 
Shamblers.

I've barely used Queen of Thorns. She is one of the two characters that can
change form and thus has six active abilities. One of her forms has the bud
on her rose-chariot open and is more offensive, while the other has the bud
closed and is more defensive. In offensive mode she can use Ground Spikes, 
Spike Wave, and Uproot. Defensive form enhances her Armor, Mana Per Second, 
Health Per Second, and splash damage, and grants her the use of Summon 
Shambler, Mulch Shambler, and Bramble Shield.

+-------------------+
|Level One Abilities|
+-------------------+

Summon Shambler I	
450 Mana
0.5 sec cast	5 sec cooldown

Queen of Thorns summons 1 Shambler from her thorns to protect her. She may 
have 2 Shamblers active


Bramble Shield I	
400 Mana	20 yd range
Instant		7 sec cooldown

Thorns form a shield around an allied unit, absorbing 700 damage. Only one 
absorption effect per unit may be active at a time.


Ground Spikes I		
500 Mana
0.5 sec cast	6 sec cooldown

Queen of Thorns radiates a forest of spikes around her, dealing 250 damage 
and reducing armor by 375 for 5 seconds.


Uproot I	
425 Mana	20 yd range
0.5 sec cast	15 sec cooldown

Queen of Thorns sends her vines deep beneath the earth to destroy target 
structure's foundation, dealing 500 damage over 10 seconds.


+-------------------+
|Level Two Abilities|
+-------------------+

Entourage I	
Instant

Increases Shambler Health by 250 and damage by 10.


Compost I	
Instant 

As nearby enemies die, their bodies nourish Queen of Thorns. For every 3 
enemies killed, Uproot increases in damage. Her Shamblers gain Weapon Damage 
and Health. The effects cap at 9 enemies killed, and the effects diminish 
over time.

+--------------------+
|Level Four Abilities|
+--------------------+

Summon Shambler II	
625 Mana
0.5 sec cast	5 sec cooldown

Queen of Thorns summons 2 Shamblers from her thorns to protect her. She 
may have 2 Shamblers active


Bramble Shield II	
560 Mana	20 yd range
Instant		7 sec cooldown

Thorns form a shield around an allied unit, absorbing 950 damage. Only one 
absorption effect per unit may be active at a time.


Ground Spikes II	
500 Mana
0.5 sec cast	6 sec cooldown

Queen of Thorns radiates a forest of spikes around her, dealing 375 damage 
and reducing armor by 750 for 5 seconds.


Uproot II	
585 Mana	20 yd range
0.5 sec cast	15 sec cooldown

Queen of Thorns sends her vines deep beneath the earth to destroy target 
structure's foundation, dealing 1000 damage over 10 seconds.

+--------------------+
|Level Five Abilities|
+--------------------+

Entourage II	
Instant

Increases Shambler Health by 500 and damage by 20.


Compost II	
Instant 

As nearby enemies die, their bodies nourish Queen of Thorns. For every 3 
enemies killed, Uproot increases in damage. Her Shamblers gain Weapon Damage 
and Health. The effects cap at 9 enemies killed, and the effects diminish 
over time.


Spike Wave I	
750 Mana	20 yd range
0.4 sec  cast	10 sec cooldown

Queen of Thorns sends out a powerful wave of spikes, dealing 350 damage to 
anyone skewered and slowing enemies by 15% for 5 seconds.


+---------------------+
|Level Seven Abilities|
+---------------------+


Summon Shambler III	
625 Mana
0.5 sec cast	5 sec cooldown

Queen of Thorns summons 2 Shamblers from her thorns to protect her. She 
may have 4 Shamblers active


Bramble Shield III	
720 Mana	20 yd range
Instant		7 sec cooldown

Thorns form a shield around an allied unit, absorbing 1200 damage. Only one 
absorption effect per unit may be active at a time.


Ground Spikes III	
675 Mana
0.5 sec cast	6 sec cooldown

Queen of Thorns radiates a forest of spikes around her, dealing 500 damage 
and reducing armor by 1125 for 5 seconds.


Uproot III	
745 Mana	20 yd range
0.5 sec cast	15 sec cooldown

Queen of Thorns sends her vines deep beneath the earth to destroy target 
structure's foundation, dealing 1500 damage over 10 seconds.

+---------------------+
|Level Eight Abilities|
+---------------------+

Entourage III	
Instant

Increases Shambler Health by 750 and damage by 30.


Compost III	
Instant 

As nearby enemies die, their bodies nourish Queen of Thorns. For every 3 
enemies killed, Uproot increases in damage. Her Shamblers gain Weapon Damage 
and Health. The effects cap at 9 enemies killed, and the effects diminish 
over time.

+-------------------+
|Level Ten Abilities|
+-------------------+

Summon Shambler IV	
975 Mana
0.5 sec cast	5 sec cooldown

Queen of Thorns summons 4 Shamblers from her thorns to protect her. She 
may have 4 Shamblers active


Mulch Shambler II	
250 Mana	5000 yd range
0.1 sec cast	7 sec cooldown

Queen of Thorns absorbs an allied shambler, killing it and restoring 1500 
Health. Enemies near the Shambler takes 500 damage.


Bramble Shield IV	
840 Mana	20 yd range
Instant		7 sec cooldown

Thorns form a shield around an allied unit, absorbing 1450 damage. Only one 
absorption effect per unit may be active at a time.


Ground Spikes IV	
750 Mana
0.5 sec cast	6 sec cooldown

Queen of Thorns radiates a forest of spikes around her, dealing 625 damage 
and reducing armor by 1500 for 5 seconds.


Spike Wave II	
1000 Mana	20 yd range
0.4 sec  cast	10 sec cooldown

Queen of Thorns sends out a powerful wave of spikes, dealing 500 damage to 
anyone skewered and slowing enemies by 20% for 5 seconds.


Uproot IV	
905 Mana	20 yd range
0.5 sec cast	15 sec cooldown

Queen of Thorns sends her vines deep beneath the earth to destroy target 
structure's foundation, dealing 2000 damage over 10 seconds.

+-----------------------+
|Level Fifteen Abilities|
+-----------------------+

Mulch Shambler III	
250 Mana	5000 yd range
0.1 sec cast	7 sec cooldown

Queen of Thorns absorbs an allied shambler, killing it and restoring 2250 
Health. Enemies near the Shambler takes 750 damage.


Tribute		(Requires Entourage III)
Instant

Queen of Thorns demands tribute from her subjects. Gold production increased 
by 4.


Goddess of Thorns	(Requires Ground Spikes IV and Bramble Shield IV)
Instant

Queen of Thorns gains further mastery over nature. When she uses Ground 
Spikes, thorns encircle her, reducing damage taken by 15% for 10 seconds. 
Whenever she uses Bramble Shield, thorns encircle her and her army, 
dealing 35 damage or 20 seconds.


Spike Wave III	
1250 Mana	20 yd range
0.4 sec  cast	10 sec cooldown

Queen of Thorns sends out a powerful wave of spikes, dealing 650 damage to 
anyone skewered and slowing enemies by 25% for 5 seconds.


Violent Siege	(Requires Uproot IV)
Instant

When the Queen of Thorns uses Uproot, the force shakes loose debris from the 
structure. Enemies standing near the structure take 100 damage while Uproot 
is active.


+-----------------------------------------------------------------------------+
|									      |
|			4.3	Sedna				[Sena]        |
|								              |
+-----------------------------------------------------------------------------+

A healer from a frozen climate, Sedna rides atop her snow leopord companion,
Sila, together they fight enemies with spear and claw.

Sedna has many healing abilities and can summon Yetis to help her in battle,
she can also silence foes, preventing the use of abilities for a short time.

+-------------------+
|Level One Abilities|
+-------------------+

Pounce I	
400 Mana	9 yd range
0.3 sec cast	7 sec cooldown

Sedna commands her cat to pounce on an enemy, interrupting them and dealing 
400 damage.


Horn of the Yeti I	
550 Mana
0.5 sec cast	7 sec cooldown

Sedna summons a Yeti to defend her. She may have 2 Yetis active.


Heal I		
375 Mana	20 yd range
0.5 sec cast	7 sec cooldown

Sedna heals a friendly target for 600 Health.


+-------------------+
|Level Two Abilities|
+-------------------+

Inner Grace I		
Instant

Sedna focuses her divine grace.

+5% Movement Speed
+10 Health Per Second


Healing Wind I		
Instant

A soothing wind washes over nearby allies.

+12 Health Per Second Aura


+--------------------+
|Level Four Abilities|
+--------------------+

Pounce II	
525 Mana	9 yd range
0.3 sec cast	7 sec cooldown

Sedna commands her cat to pounce on an enemy, interrupting them and dealing 
600 damage.


Horn of the Yeti II	
750 Mana
0.5 sec cast	7 sec cooldown

Sedna summons 2 Yetis to defend her. Yetis are more powerful than Horn of the 
Yeti I. She may have 2 Yeti active.


Heal II		
500 Mana	20 yd range
0.5 sec cast	7 sec cooldown

Sedna heals a friendly target for 900 Health.


+--------------------+
|Level Five Abilities|
+--------------------+


Inner Grace II		
Instant

Sedna focuses her divine grace.

+10% Movement Speed
+15 Health Per Second


Healing Wind II		
Instant

A soothing wind washes over nearby allies and nearby priests have increased 
healing power.

+24 Health Per Second Aura


Silence I	
800 Mana	
Instant	15 sec cooldown

Howling winds erupt around Sedna, preventing enemy Demigods from casting in 
the area for 3 seconds.


Magnificent Presence I		
Instant

Sedna's presence inspires nearby allies. Ability coldown time reduced by 7%.

+100 Minion Health
+5% Minion Attack Speed


+---------------------+
|Level Seven Abilities|
+---------------------+

Pounce III	
650 Mana	9 yd range
0.3 sec cast	7 sec cooldown

Sedna commands her cat to pounce on an enemy, interrupting them and dealing 
800 damage.


Horn of the Yeti III	
950 Mana
0.5 sec cast	7 sec cooldown

Sedna summons 2 Yeti to defend her. Yetis are more powerful than Horn of the 
Yeti II. She may have 4 Yeti active.


Heal III	
625 Mana	20 yd range
0.5 sec cast	7 sec cooldown

Sedna heals a friendly target for 1200 Health and cleanses their negative 
effects.


+---------------------+
|Level Eight Abilities|
+---------------------+

Inner Grace III		
Instant

Sedna focuses her divine grace.

+15% Movement Speed
+20 Health Per Second


Counter Healing		(Requires Healing Wind II)
Instant

Sedna's presence counters enemy healing. Enemy priests are unable to heal 
when they are near Sedna.


+-------------------+
|Level Ten Abilities|
+-------------------+

Pounce IV	
775 Mana	9 yd range
0.3 sec cast	7 sec cooldown

Sedna commands her cat to pounce on an enemy, interrupting them and dealing 
1000 damage.


Horn of the Yeti IV	
1150 Mana
0.5 sec cast	7 sec cooldown

Sedna summons 4 Yeti to defend her. Yetis are more powerful than Horn of the 
Yeti III. She may have 4 Yeti active.


Silence II	
900 Mana
Instant	15 sec cooldown

Howling winds erupt around Sedna, preventing enemy Demigods from casting in 
the area for 4 seconds.


Heal IV		
750 Mana	20 yd range
0.5 sec cast	7 sec cooldown

Sedna heals a friendly target for 1500 Health, cleanses their negative 
effects, and damages nearby enemies for 200 damage.


Magnificent Presence II		
Instant

Sedna's presence inspires nearby allies. Ability cooldown time reduced by 12%.

+150 Minion Health
+10% Minion Attack Speed


+-----------------------+
|Level Fifteen Abilities|
+-----------------------+

Inspiring Roar	(Requires Pounce IV)
Instant

When Sedna uses Pounce, her army's Movement Speed is increased by 15% and 
their Evasion is increased by 15% for 5 seconds.


Wild Swings	(Requires Horn of the Yeti IV)
Instant

Sedna's Yetis strike with wide swings, damaging nearby enemies for 75% damage.


Silence III	
1000 Mana
Instant	15 sec cooldown

Howling winds erupt around Sedna, preventing enemy Demigods from casting in 
the area for 5 seconds.


Life's Child	(Requires Heal IV)
Instant

The forces of life guard Sedna. Whenever she is under 30% health, her Health 
Per Second increases by 50.


Magnificent Presence III	
Instant

Sedna's presence inspires nearby allies. Ability cooldown time reduced by 17%.

+200 Minion Health
+15% Minion Attack Speed


+-----------------------------------------------------------------------------+
|									      |
|			4.4	Lord Erebus			[ERBS]        |
|								              |
+-----------------------------------------------------------------------------+

A narcissistic, vampiric Night Walker, Lord Erebus floats above the ground
and assaults enemies with his mace. 

Lord Erebus is my personal favorite Demigod. I recommend Bite for
early Demigod kills, Bat Swarm for crowd control, Improved Conversion Aura,
Morale, and Coven to boost his minions, and poison blood to up his regen rate. 

Mist is another notable skill, you could put less points into coven or 
poison blood and focus on Mist instead, a Bite->Bat Swarm->Mist->Minion attack
combo can take down the toughest of Demigods before they know what hit them.
Beware though, this technique is very mana heavy. 

Surprisingly, as much as I've used Erebus, I've never used Mass Charm. ^_^;
To me, it seems the stun duration isn't long enough for it to be more useful
than a direct attack skill, like Mist or Bat Swarm.

With maxed Improved Conversion Aura, you will have a veritable army of
Night Walkers at your disposal and can quickly dispose of enemy waves and 
towers without even attacking them yourself. In my opinion, the Vampire Lord
is the most minion oriented Demigod; while the other generals have minions,
Erebus can get the most out of his.

+-------------------+
|Level One Abilities|
+-------------------+

Bite I		
300 Mana	8 yd range
0.0 sec cast	7 sec cooldown

Lord Erebus bites a target, draining 300 Health. For 3 seconds after the bite, 
the target's Armor is reduced by 250 and Movement Speed is decreased by 15%.


Mist I		
Instant

Lord Erebus transforms into mist, draining 50 life per second from his foes 
while they are in the mist and transferring it to his allies.

While Mist is active Lord Erebus loses 125 Mana per second and cannot move, 
capture flags, be healed or use abilities.

Entering Mist removes all negative effects.


Mass Charm I		
450 Mana
1.0 sec cast	20 sec cooldown

Stuns enemies around Lord Erebus for 3 seconds. Demigods are stunned for 1 
second.

+-------------------+
|Level Two Abilities|
+-------------------+

Improved Conversion Aura I	
Instant

Lord Erebus has a 50% chance to convert infantry into Night Walkers when they 
die. His Night Walkers have +100 Health.


Coven I		
Instant

Lord Erebus' control over his coven increases, allowing him to control up to 
6 night Walkers with their damage increased by 6.


+--------------------+
|Level Four Abilities|
+--------------------+

Bite II		
420 Mana	8 yd range
0.0 sec cast	7 sec cooldown

Lord Erebus bites a target, draining 500 Health. For 3 seconds after the bite, 
the target's Armor is reduced by 400 and Movement Speed is decreased by 20%.


Mist II		
Instant

Lord Erebus transforms into mist, draining 75 life per second from his foes 
while they are in the mist and transferring it to his allies.

While Mist is active Lord Erebus loses 125 Mana per second and cannot move, 
capture flags, be healed or use abilities.

Entering Mist removes all negative effects.


Mass Charm II		
600 Mana
1.0 sec cast	20 sec cooldown

Stuns enemies around Lord Erebus for 5 seconds. Demigods are stunned for 
1.5 second.


+--------------------+
|Level Five Abilities|
+--------------------+

Bat Swarm I	
750 Mana	20 yd range
0.1 sec cast	15 sec cooldown

Lord Erebus transforms into a swarm of bats, teleporting him to a new 
location and doing 300 damage to everything in his path. Range of 20.


Improved Conversion Aura II	
Instant

Lord Erebus has a 65% chance to convert infantry into Night Walkers when 
they die. His Night Walkers have +250 Health.


Coven II	
Instant

Lord Erebus' control over his coven increases, allowing him to control up to 
8 night Walkers with their damage increased by 12.


Poisoned Blood I	
Instant

Lord Erebus' vampiric blood gains the ability to heal him and poison others

+15 Health Per Second.


+---------------------+
|Level Seven Abilities|
+---------------------+

Bite III	
300 Mana	8 yd range
0.0 sec cast	7 sec cooldown

Lord Erebus bites a target, draining 700 Health. For 3 seconds after the bite, 
the target's Armor is reduced by 600 and Movement Speed is decreased by 25%.


Mist III	
Instant

Lord Erebus transforms into mist, draining 100 life per second from his foes 
while they are in the mist and transferring it to his allies.

While Mist is active Lord Erebus loses 125 Mana per second and cannot move, 
capture flags, be healed or use abilities.

Entering Mist removes all negative effects.


Mass Charm III		
750 Mana
1.0 sec cast	20 sec cooldown

Stuns enemies around Lord Erebus for 7 seconds. Demigods are stunned for 
2 second.

+---------------------+
|Level Eight Abilities|
+---------------------+

Improved Conversion Aura III	
Instant

Lord Erebus has a 80% chance to convert infantry into Night Walkers when they 
die. His Night Walkers have +400 Health.


Coven III	
Instant

Lord Erebus' control over his coven increases, allowing him to control up to 
10 night Walkers with their damage increased by 18.


+-------------------+
|Level Ten Abilities|
+-------------------+

Bite IV		
300 Mana	8 yd range
0.0 sec cast	7 sec cooldown

Lord Erebus bites a target, draining 900 Health. For 3 seconds after the bite, 
the target's Armor is reduced by 800 and Movement Speed is decreased by 30%.


Mist IV		
Instant

Lord Erebus transforms into mist, draining 125 life per second from his foes 
while they are in the mist and transferring it to his allies.

While Mist is active Lord Erebus loses 125 Mana per second and cannot move, 
capture flags, be healed or use abilities.

Entering Mist removes all negative effects.


Bat Swarm II	
925 Mana	30 yd range
0.1 sec cast	15 sec cooldown

Lord Erebus transforms into a swarm of bats, teleporting him to a new location 
and doing 450 damage to everything in his path. Range of 30.


Mass Charm IV		
900 Mana
1.0 sec cast	20 sec cooldown

Stuns enemies around Lord Erebus for 9 seconds. Demigods are stunned for 
3 second.


Poisoned Blood II	
Instant

Lord Erebus' vampiric blood gains the ability to heal him and poison others

+20 Health Per Second.


+-----------------------+
|Level Fifteen Abilities|
+-----------------------+

Bloody Haze	(Requires Mist IV)
Instant

Lord Erebus becomes naturally more insubstantial. Evasion increased by 10%. 
While Lord Erebus is in Mist form, he and his nearby allies receive +500 
Maximum Health and an additional +30 Health Per Second.


Bat Swarm III	
1275 Mana	30 yd range
0.1 sec cast	15 sec cooldown

Lord Erebus transforms into a swarm of bats, teleporting him to a new location 
and doing 300 damage to everything in his path. Range of 30.


Muddle		(Requires Mass Charm IV)
Instant

Mass Charm leaves lingering effects on Demigods. Any Demigod affect by Mass 
Charm has their cooldowns increased by 100% for 7 seconds.


Army of the Night	(Requires Improved Conversion Aura III and Coven III)
Instant

Lord Erebus leads his Night Walkers as a bloodthirsty pack. Their Attack Speed 
is increased by 5% and their attacks drain life.


Vampiric Aura	(Requires Poisoned Blood II)
Instant

Lord Erebus gains a Life Steal Aura


===============================================================================
              		5.0	Version History			[VRSN]
===============================================================================

1.0 	4/18/09		First Release

1.01	4/21/09		updated allowed sites, fixed spelling errors


===============================================================================
              		6.0	Contact Info and Credits	[CTCT]
===============================================================================

You can e-mail at: REDXIII304 (at) GMAIL (dot) COM 
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	better guide" etc.)
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You should E-mail me if:

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You don't understand something in this guide
You've found errors in this guide (nobody's perfect)
You want to thank me for this guide 
You have a suggestion on how to make this guide better
You know the formula for the vague parts of the damage dealing skills
	(eg. Regulus' Snipe, or Oak's Soul Power)

Thanks to everyone who made Demigod.
Thanks to CJayC for creating gamefaqs.
Thanks to the creators and managers of Newseeker.com, Gamesradar.com, 
	cheatplanet.com, and supercheats.com for hosting this guide.
Thanks to you, the reader, for taking time to read this FAQ