Written by: RedXIII304
Version: 1.2
ASCII by: tccXeroX
===============================================================================
New in the Latest Update
===============================================================================
In version 1.2, I've added the Base Statistics for each Demigod, added a few
awards, and updated Erebus's Bite skill to match the latest version of the
game.
===============================================================================
Table of Contents
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The text in brackets can be used to jump to a section with your browser's find
function ('Ctrl+F' on PCs). You can jump to the specific skill level by adding
a level number after the character code, eg. [CODEx], [CODE1], [CODE10], etc.
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.
www.Gamefaqs.com will always have the most up to date version of this FAQ.
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
DPS - Damage per Second
DoT - Damage over Time
HP - Health Points
AoE - Area of Effect
LE - Lord Erebus
QoT - Queen of Thorns
UB - Unclean Beast
TB - Torch Bearer
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
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.
Health - 1410 Mana - 1100
Armor - 240 (8.8%) Weapon Damage - 133-147 (94.5 DPS)
Attack Time - 1.47 (0%) Range - 15
Movement Speed - 6.0
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.
TB is one of my favorite Demigods, 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 TB'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.
Ol' Torchy has 31 unique skills.
+-------------------+
|Level One Abilities| [TRCH1]
+-------------------+
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| [TRCH2]
+-------------------+
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| [TRCH4]
+--------------------+
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| [TRCH5]
+--------------------+
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.
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.
Health - 1550 Mana - 1092
Armor - 475 (16.0%) Weapon Damage - 160-176 (120.4 DPS)
Attack Time - 1.39 (0%) Range - Melee
Movement Speed - 6.3
A horrible, disease-ridden, nightmare of a creature, Unclean Beast specializes
in massive melee damage and poison attacks.
UB is a powerhouse! He can rip through enemy Demigods like a hot knife through
butter; well, more like a chainsaw through an average sized oak tree, but still
very fast. You'll want to maximize his high Attack Speed and Movement Speed by
buying AS and MS boosting equipment. His Venom Spit ability does major DoT.
The Beast has 27 unique skills.
+-------------------+
|Level One Abilities| [UNST1]
+-------------------+
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
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| [UNST2]
+-------------------+
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| [UNST4]
+--------------------+
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| [UNST5]
+--------------------+
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.
Health - 1420 Mana - 1016
Armor - 250 (9.1%) Weapon Damage - 123-135 (86.0 DPS)
Attack Time - 1.45 (0%) Range - 15
Movement Speed - 6.0
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.
I usually build Regulus in one of two ways, either getting Snipe or Mines.
Snipe is useful for picking off fleeing enemies, while Mines are better for
setting traps and pure damage. Either way, Mark of the Betrayer is a definite
must (and my favorite skill in Demigod).
IMO Angelic Fury is the better choice over Maim, because it adds up to 100
extra damage per shot for only 40 mana per shot! I think of it as a passive DoT
technique that (at maxed Attack Speed) does 200 DPS in addition to my regular
attack, for only 80 mana per second. Maim can be useful for chasing down
enemy Demigods, especially if you have Movement Speed boosting equipment, I
find that it overlaps with Snipe, so if you have Snipe, Maim isn't as
important (although, if you enjoy chasing down weakened enemies, getting both
will make any Demigod think twice before engaging you).
If you get Snipe, Tracking Device is a must. If you get Mines, TD isn't as
important, but knowing where enemies are can be helpful in setting traps with
your mines.
This Angel has 25 unique skills.
+-------------------+
|Level One Abilities| [RGLS1]
+-------------------+
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| [RGLS2]
+-------------------+
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| [RGLS4]
+--------------------+
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| [RGLS5]
+--------------------+
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.
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| [RGLS10]
+-------------------+
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.
Regulus has a 3% chance of stopping his enemies dead in their tracks,
stunning them for 0.3 seconds.
Impedance Bolt (Requires Maim III)
Instant
Regulus' bolts have a 10% chance to cripple the flow of Mana, doubling the
cost of abilities for 10 seconds.
Vengeance (Requires Angelic Fury IV)
Instant
When Regulus uses Angelic Fury, he unleashes a nova of holy power around him,
dealing 500 damage and sending nearby enemies flying.
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] |
| |
+-----------------------------------------------------------------------------+
Base Stats:
Health - 1900 Mana - 880
Armor - 240 (8.8%) Weapon Damage - 180-198 (107.1 DPS)
Attack Time - 1.72 (0%) Range - Melee
Movement Speed - 5.4
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.
The Moving Castle has 24 unique skills.
+-------------------+
|Level One Abilities| [THOK1]
+-------------------+
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| [THOK2]
+-------------------+
Archer Tower
Instant
A squad of archers man The Rook's left shoulder, independently firing down
upon enemies.
+--------------------+
|Level Four Abilities| [THOK4]
+--------------------+
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| [THOK5]
+--------------------+
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.
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| [THOK10]
+-------------------+
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.
Power of the Tower IV
400 Mana 5 yd range
0.1 sec cast 10 sec cooldown
The ruook 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 III.
Up to 8 of these towers may be active.
Structural Transfer IV
610 Mana 10 yd range
Instant 20 sec cooldown
The Rook tears a structure apart, draining 2000 Health over 10 seconds.
God Strength II
Instant
The Rook calls upon divine strength, increasing Weapon Damage by 100.
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.
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] |
| |
+-----------------------------------------------------------------------------+
Base Stats:
Health - 1700 Mana - 832
Armor - 400 (13.8%) Weapon Damage - 152-168 (109.3 DPS)
Attack Time - 1.45 (0%) Range - Melee
Movement Speed - 6.0
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.
Our stalwart friend has 26 unique abilities
+-------------------+
|Level One Abilities| [TREE1]
+-------------------+
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| [TREE2]
+-------------------+
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| [TREE4]
+--------------------+
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| [TREE5]
+--------------------+
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.
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.
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| [TREE10]
+-------------------+
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.
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] |
| |
+-----------------------------------------------------------------------------+
Base Stats:
Health - 1450 Mana - 936
Armor - 330 (11.7%) Weapon Damage - 128-142 (92.25 DPS)
Attack Time - 1.45 (0%) Range - 15
Movement Speed - 6.0
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.
This Bramble Beauty has 31 unique skills.
+-------------------+
|Level One Abilities| [QTNS1]
+-------------------+
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| [QTNS2]
+-------------------+
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| [QTNS4]
+--------------------+
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| [QTNS5]
+--------------------+
Mulch Shambler I
250 Mana 5000 yd range
0.1 sec cast 7 sec cooldown
Queen of Thorns absorbs an allied shambler, killing it and restoring 750
Health. Enemies near the Shambler takes 250 damage.
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.
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| [QTNS10]
+-------------------+
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.
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.
Health - 1600 Mana - 884
Armor - 380 (13.2%) Weapon Damage - 147-163 (103.3 DPS)
Attack Time - 1.49 (0%) Range - Melee
Movement Speed - 6.0
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.
She can get an godly amount of health regeneration, making her incredibly
hard to kill.
Sedna has 27 unique skills
+-------------------+
|Level One Abilities| [SENA1]
+-------------------+
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| [SENA2]
+-------------------+
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
+--------------------+</pre><pre id="faqspan-2">
|Level Four Abilities| [SENA4]
+--------------------+
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| [SENA5]
+--------------------+
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%.
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] |
| |
+-----------------------------------------------------------------------------+
Base Stats:
Health - 1650 Mana - 780
Armor - 220 (8.1%) Weapon Damage - 152-168 (106.7 DPS)
Attack Time - 1.49 (0%) Range - Melee
Movement Speed - 6.3
A narcissistic, vampiric Night Walker, Lord Erebus floats above the ground
and assaults enemies with his mace.
While he is my favorite Demigod in concept, I'm a rather mediocre Erebus
player. Bat Swarm is one of my favorite skills in this game.
The Vampire Lord has 27 unique skills
+-------------------+
|Level One Abilities| [ERBS1]
+-------------------+
Bite I
350 Mana 8 yd range
0.0 sec cast 7 sec cooldown
Lord Erebus bites a target, draining 250 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| [ERBS2]
+-------------------+
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| [ERBS4]
+--------------------+
Bite II
500 Mana 8 yd range
0.0 sec cast 7 sec cooldown
Lord Erebus bites a target, draining 425 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| [ERBS5]
+--------------------+
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
Bite III
300 Mana 8 yd range
0.0 sec cast 7 sec cooldown
Lord Erebus bites a target, draining 600 Health. For 3 seconds after the bite,
the target's Armor is reduced by 550 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.
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| [ERBS10]
+-------------------+
Bite IV
300 Mana 8 yd range
0.0 sec cast 7 sec cooldown
Lord Erebus bites a target, draining 775 Health. For 3 seconds after the bite,
the target's Armor is reduced by 700 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
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.
Wondering who has the most damaging skill? least damaging? How about which
skill has the shortest cooldown?
If yes then you're in the right place. Here are the most notable (and
laughable) skills in the game! In (maybe not so) convenient award show format.
Awards are followed by a blurb on the reasoning behind the award and general
comments on the skill.
[Note: I am accepting submissions for awards (see contact for my e-mail)
if you include winners, I will definitely add it to the guide
(barring inapropriate awards). If you don't include winners,
I'll try my best to get it in the guide.]
-------------------------------------------------------------------------
The 'Overkill' Award for most damage in one use (against a unit, no DoT):
-------------------------------------------------------------------------
~~~ ~~~ ~~~ ~~~ ~~~
The Rook's Hammer Slam IV with 1700
Runner up: Torch Bearer's Fireball IV w/ Fire and Ice
with 1350
My Opinion:
Hammer Slam is slow to start up, but if you're caught in the short
radius of the attack, it's time to start running! 1700 is usually
about a third of a Demigod's health when you get the skill, so with
The Rook's high DPS a center shot with the Hammer is devestating,
good thing (for the non-castle Demigod's) it's so slow!
Fireball has a long range (20 yds) awesome damage (as it's placement
in this award shows) and relatively short cool down (7 seconds), these
combined do wonders for Torch Bearer's DPS; Fireball is a great
all-around skill.
-------------------------------------------------------------------------------
The 'Fire And Forget' Award for highest Damage Over Time (DoT, against a unit):
-------------------------------------------------------------------------------
~~~ ~~~ ~~~ ~~~ ~~~ ~~~
Unclean Beast's Venom Spit IV w/ Putrid Flow
with 1500 over 10s and 500 over 5s
Runner up: Torch Bearer's Circle of Fire IV with 1500 over 10s
Honorable Mention: Lord Erebus's Mist with 125 life/s
My Opinion:
Venom Spit is deadly, one of the best ranged attacks, if not the best.
So much damage done, the only other skills that do 2000 damage aren't
allowed to attack units! (Structural Transfer IV and Uproot IV) This
skill is just awesome, and a definite Unclean Beast staple.
Circle of Fire has great damage potential, but rarely will a Demigod
stay inside the circle for the full 10 seconds. This reduces it's
effectiveness on Demigods, but it is still a great Reinforcement
killing skill. It also serves as a kind of buffer to melee Demigods,
they won't want to get close if there's fire in the way :)
Mist CAN out damage Venom Spit and Circle of Fire but you need to spend
over 2000 Mana to do that, the enemy also has to stay inside the cloud
for 16 seconds, which is a very long time in this game. The
impracticality of the skill gives it an honorable mention.
----------------------------------------------------------
The 'But A Flesh Wound' Award for least damage in one use:
----------------------------------------------------------
~~~ ~~~ ~~~ ~~~ ~~~
TIE: Torch Bearer's Rain of Ice I
The Rook's Boulder Roll I
Oak's Penitence I
with 200 damage
My Opinion:
Rain of Ice starts out weak, but it is part of one of my favorite,
and most damaging, combos and it does get stronger with a few points.
A full Shatter Combo, Rain of Ice IV->Frost Nova III->Deep Freeze IV
with Fire and Ice and Biting Chill does 1775 damage (and is a lot more
likely to hit than The Rook's Hammer Slam unless you use...).
Boulder Roll, it may only do 200 damage, but it also stuns for 1.5
seconds, which is also the cast time of Hammer Slam. Coincidence?
I think not! A Boulder Roll->Hammer Slam combo is a brutal, effective
way to do massive (2100) damage to an enemy Demigod.
Penitence slows the target and increases the damage the target takes
for 5 seconds, making it a skill I always get with Oak. It's good for
catching fleeing Demigod's when they're running away, as you can
slow them down and maybe close the gap for a hit or two with your ax,
adding to the decent damage and possibly killing them.
------------------------------------------------
The 'How About Now?' Award for longest cooldown:
------------------------------------------------
~~~ ~~~ ~~~ ~~~ ~~~
Oak's Shield skills with 35 seconds
Runner ups: Too many to count (all the 20 sec cooldowns)
Honorable mention: Oak's Last Stand
My Opinion:
Shield has a long cooldown for a reason, invulnerability is (to use
an appropriate term) GODLIKE! Shield is one of only THREE ways to
become invulnerable, Oak himself is in possesion of TWO of those
(Shield and Last Stand) while the third one (Orb of Defiance) prevents
you from moving, attacking, and using skills. OoD is only good if you
have a high Health per Second *coughSEDNAcough* and can regen most of
your Health bar in 5 seconds. Shield on the other hand gives you up to
6 seconds of fully functioning invulnerability and (at max level) heals
you 600 points as well.
Last Stand is mentioned because, while not having a specific cooldown,
it will probably be the skill you activate the least (unless suicide
runs are your thing, getting yourself killed to kamekazi a structure
or Demigod can be a very useful, unexpected tactic). Depending on the
Death Penalty for the game you're playing, Last Stand -could- have a
longer cooldown than Shield (not to mention you have to go find
somehting to kill you).
--------------------------------------------
The 'Tommy Gun' Award for shortest cooldown:
--------------------------------------------
~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~
TIE: Oak's Raise Dead Ward and Queen of Thorns' Summon Shambler
with 5 seconds
Runner up: QoT's Ground Spikes w/ 6 seconds
My Opinion:
Minions are helpful. Oak's Angels increase his damage (if you have
Soul Power) and Queen of Thorns' Shamblers can be used as portable
Health potions, a Summon Shambler->Mulch Shambler combo can be a
life saver.
Ground Spikes is really the spiritual winner of this award, as the
actual winners don't do direct damage. Ground Spikes can slaughter
grunts, and severely cripple Demigods due to it's armor reduction
secondary effect.
--------------------------------------------------------------
The 'Construct Additional Pylons' Award for highest Mana cost:
--------------------------------------------------------------
~~~ ~~~ ~~~ ~~~ ~~~
Unclean Beast's Foul Grasp III with 1400
Runner up: Torch Bearer's Fire Nova III with 1375
My Opinion
Foul Grasp stuns and heals you, very good for keeping a Demigod you
just Venom Spit inside the Putrid Flow and not running away. Coupled
with Unclean Beast uber DPS, this skill just adds to his pwnage.
Fire Nova, because who doesn't like large amounts of AoE damage?
It can kill large groups of just about any reinforcement almost
instantly, very usefull for that last push towards the Citadel, when
there is a mob of reinforcements, of both sides, clashing; go in
pop a Fire Nova, and watch the carnage (and levels, I've gone from
15 to 17 doing this just one time). Best crowd control for Fire
specced Torch Bearer.
---------------------------------------------
The 'WTF Was that!?' Award for longest range:
---------------------------------------------
~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~
Queen of Thorns' Mulch Shambler with 5000 yds (!)
Runner up: Regulus' Snipe with 90 yds
My Opinion
Yes, that does read 5000 yards. No, that is not a typo. Too bad
Mulch Shambler will almost never be needed to be used at such long
ranges. Shambler's are much more useful nearby with a Bramble Shield on
them absorbing damage so the Queen doesn't have to take any.
Snipe can kill you just as you teleported back to your base (just out
of reach of the Crystal, due to frantic clicking once you realized just
how much trouble you got yourself into). Out of no where, psst, dimmed
screen and a countdown clock with crossbones. As long as you're within
90 yds when ol' Regulus activates Snipe, you can go anywhere and (as
long as it's not canceled) it will hit you. Just be happy it doesn't
do even MORE damage, or else you'd really be screwed.
-----------------------------------------------------
The 'Too Close For Comfort' Award for shortest range:
-----------------------------------------------------
~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~
TIE: The Rook's Power of the Tower and Oak's Raise Dead Ward with 5 yds
My Opinion:
Good thing Power of the Tower and Raise Dead Ward both summon things
that have a much higher range than 5 yds. 5 yds is pathetic.
Power of the Tower is very good for holding a position (usually a flag,
sometimes your Citadel if your losing), not much can withstand 8 towers
pounding on them. Also note, even though graphically it seems like
towers closer together get boosted somehow, the lights connecting the
towers have no affect on the damage output of the towers themselves; it
does look cool though.
Raise Dead Ward is Oak's way of summoning minions from fallen enemies.
Oak's minions can boost his attack as well as damaging enemies
directly, and they can fly!
-----------------------------------------------------
The 'MC Hammer' Award for best defensive skill (IMO):
-----------------------------------------------------
~~~ ~~~
Oak's Shield
Runner up: QoT's Bramble Shield
My Opinion:
For Shield, see my rant on invulnerability in the 'How About Now'
Award.
Using Bramble Shield is like adding hit points to your Health bar.
Very useful considering how frail QoT can be.
-------------------------------------------------------------------
The 'Get Over Here' Award for best 'hit the fleeing Demigod' skill:
-------------------------------------------------------------------
~~~ ~~~
Regulus' Snipe
Runner up: Torch Bearer's Fireball
Honorable Mention: Oak's Last Stand
My Opinion:
Snipe was MADE to hit Demigod's who are running. It is the period to
your victory, usally killing an enemy you've already forced to flee.
For more see my blurb in the 'WTF Was That' Award.
I've already said what a wonderful skill Fireball is, with a range
5 yds longer than TB's regular attack (and the fact it doesn't matter
how far they go after you initiate the skill), Fireball is perfect
to cast just after they start running, you'll catch them with your
highest single shot attack when they're already low on Health, very
good for Torchy's kill count.
Ahhh, Last Stand; It would be awesome if it didn't have the biggist
price of any skill, you must die first. More damage, faster movement
faster attack speed, and invulnerability turn Oak into X-Men's
Juggernaut (bitch)! As the ultimate payback for killing you, you get
to go after the nearest Demigod with full fury. It's not so much
'Hit the fleeing Demigod' so much as 'Make the Demigod flee,' but it
still fits the spirit of the category. Intead of the period on your
victory, like Snipe, Last Stand is the exclaimation mark on your death.
---------------------------------------------------------
The "You're Doing It Wrong" Award for least useful skill:
(Submitted by chauncey)
---------------------------------------------------------
~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~
Unclean Beast's Foul Grasp II and III.
"Spend a skill point (or two!) to significantly increase the mana cost for
the skill and add on a laughably paltry amount of life drain."
-chauncey
My Opinion:
Foul Grasp is a very useful skill, mostly for it's stun and interupt
effects, rather than it's life drain. 800 Mana for a 2 second stun
is very useful, especially since UB is a DoT powerhouse with Venom Spit
and Ooze. 664 damage for a level 15 skill is indeed laughable, but if
it did any more damage it would be way overpowered. 664 is an odd
number, so I think the development team tested the hell out of this
skill and found that to be the best damage without making UB even more
powerful than he already is.
----------------------------------------------------------------------
The “I Think I Stepped In Something” award for Best grunt killer move:
(Submitted by SoloWing)
----------------------------------------------------------------------
~~~ ~~~ ~~~ ~~~
The Rook's Hammer Slam
Runner Up: QoT's Ground Spikes
Honorable Mention: UB's Post Mortem (With Plague)
My Mention: Regulus' Angelic Fury
My Opinion:
Hammer Slam is vicious and versatile (and probably a few other V
adjectives). It not only is the winner of the 'Overkill' Award
for most damage, but it has an AoE! Perfect for killing those
grunts. It's other uses include: Damaging towers, Crippling Demigods,
Catching fleeing Demigods, comboing with Boulder Roll. 1.5 seconds of
hefting the hammer and bringing it down, and you've got a dead wave of
grunts; a very good skill indeed.
Ground Spikes create a circle of pointy thorns to stab anything
surrounding QoT, while the damage isn't as high as Hammer Slam,it
still gets the job done very well. The poor grunts don't stand a
chance
With Post Mortem UB can run in, kill a grunt, and spawn a Plague to
devour the entire wave in a matter of seconds. Very useful for endgame
massive grunt fights, because as long as it has something to jump to
it will keep doing damage.
Angelic Fury (which I added to SoloWings other winners) can let Regulus
kill a wave of grunts (without archers) in 3-4 attacks, and this is
right at level 1! Being able to kill so quickly so early, for a minimal
mana cost is beyond useful. With AF Regulus can stay in the lane
longer, as opposed to The Rook or QoT (and TB with Rain of Ice) because
he doesn't rely on as much mana to kill grunts quickly.
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6.0 Version History and Misc. [VRSN]
===============================================================================
Assume all updates have some minor corrections I did not list, probably to do
with formatting or spelling.
1.0 4/18/09 First Release
1.01 4/21/09 Fixed errors
1.1 4/26/09 Fixed errors, Added some skills I had omitted, added
level by level search, added Award section.
1.2 5/17/09 Added Base Statistics for each Demigod, updated Awards
Updated Erebus's Bite skill, which was patched. Added new ASCII Art
Title graphic.
For Submissions: Please give me the name you want to be used, so I
can give you credit
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7.0 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
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 the sites that host this guide.
Thanks to you, the reader, for taking time to read this FAQ