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 General E-mail Guidelines: 1) Please put "Demigod FAQ" in the subject field 2) Please don't send me hate mail ("Your guide sux!" "A monkey coulda made a better guide" etc.) 3) Please do your best to write in a comprehensible manner. 4) Read what you write before you send it. This one's important. You should E-mail me if: You have/want to make an ASCII art for me to use in this guide 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