Hero Sanctuary GUIDEAnything in {brackets} is an estimate.
Evade = become invincible for a short period of time
Blind = all players unvision you (including your self)
[MP Cost]Spell Name: Description
[Mineral #, Gas #]
Stun spells only affect heroes.Samurai
Samurai::: Earth: Human
Offensive Spells:
[15]Defensive Stance: Evade + switches to defensive spells.
[27]Wind Slash: Surrounds all nearby heroes in dt's, protecting allies, and attack enemies. {4} +4 DT per hero
[60]Crying Heavens: Summons 13 archons around the hero.
[72]Black Dragon: Summons 18 dt's and pulls nearby enemy heroes to your hero, and blinds enemy heroes.
Defensive Spells:
[15]Offensive Stance: Stuns nearby enemy heroes + switches to offensive spells.
[21]Green Aura: Increases mana gain for self+allies; stacks with MP channel. Casting the spell wile it is already in effect will reset the duration timer.
[24]Gold Aura: Same effect of the Ashura Orb {stacks}. Casting the spell wile it is already in effect will reset the duration timer.
[60]Tiamet Wing: Makes enemy spawn unally near by heroes.
Other:
- Cast the zealot spell to switch stances.
- Stand by glowing minerals to get materials to gain repeatedly healing shields.
- Can cast Auras to help self, and allies.
Serpent
Serpent::: Dark Plane: Flightless Dragon
Dark Swarm Spells:
Constrict: Stuns any hero in range, and kills lesser allied spawn.
Unburrowed Spells:
[7]Ethereal Flame: Spawns 2 temp wraiths for 1 shot 2 times. (total 4 wraith shots)
[36]Ancient Enchantment: Evade + restores defiler energy to 70%.
[42]Dragon Breath: Spawns {9} wraiths for {5} seconds.
[95]That one other spell: Spawns {9} bc's for {1-2} shots.
Burrowed Spells:
[8]Infrared: Gives vision of the battlefield for {2-3} seconds.
[15]Venom: Slow enemy movement and reduces mp from heroes around the defiler.
[25]Dragon Crest: Stuns nearby enemy heroes for about {5-9} seconds.
[32]Spirit Crusher: Reduces nearby enemy hero's mp to 0.
Other:
- Change spell sets by burrowing
- Dark Swarm stuns enemy heroes (70 energy)
- No physical attack
- Can learn plague (125 energy) and +50 energy upgrade
Mind Machine
Mind Machine::: Unknown Origin: Cyborg
Tank Spells:
[12]Anti-Air Field: Spawns 3 valkyries, and 2 vultures. Later in the game, the vultures do not spawn.
[25]Trample: Stuns nearby enemy heroes.
[34]Gatling Gun: Spawns 4 golaiths for {2} shots.
[36]Cast L3 3 times in succession to create 6 wraiths which move away from the tank. they explode into 3 gols each for {3-4} shots. 18 gols will ALWAYS spawn.
[90]Perfect Defense: Slow down tank and become invinciable.
SCV spells:
[8]{Evasive Maneuver}: Spawns 2 kerrigans for 2 shots (4 shots total). kerrigans do 20+1 damage.
[35]Construction: Create a new sieged tank.
[36]Flash Grenades: Creates a burrowed drone. If any hero (excluding yourself) steps on it, it blinds them. (max 3, casting 4th will remove all mines)
[X]Resourcefulness: Convert MP into $$. 6mp for 1 mineral. Recommended in combo with mp channel and/or zealot's green aura.
Other:
- Sieging tank makes scv appear. Unsieging makes scv move back to tank. tank cannot move w/o scv
- Standing near glowing steel/glowing refinery will extract 10 minerals.
- Academy = mp channel. gives extra mp regen rate when allied heroes stand near it. [15,10]
- Supply depot = spawns vultures [20,5]
- Bunker = Bunker for your allied computer; has 1 firebat (L4 spawn), and 2 ghosts (spirits) [6,15]
- Refinery = makes steel for firebat, fuel for AI, and minerals for the scv. zealot cannot use. [2,10]
- Turret visions your team including your computer ally. [3,15]
- Split upgrades: Terran vehicle, Terran infantry
Artificial Intelligence
Artificial Intelligence::: Earth: Machine
Goliath Spells:
[1]Extract Fuel: Use near glowing mineral patches to gain fuel (either {50} or 70)
[40]Transform: Change into vulture, and gain vulture spells. Creates {4} wraiths around you. Your spells are disabled for {5} seconds.
[54]Dual Laser: Creates 6 bc's for 1 shot, and after 6 wraiths for {1-2} shots.
[95]Artillery Matrix: Spawns {9} sieged tanks for 1 shot
Vulture Spells:
[1]Extract Fuel: Use near glowing mineral patches to gain fuel (either {50} or 70)
[40]Transform: Change into goliath, and gain goliath spells. Creates {4} wraiths around you. Your spells are disabled for {5} seconds.
[54]Offensive Drones: Create 2 vultures for a short period {5}. Can cast again for an additional 2 vultures.
[40]Detonation: If you control at least 3 vultures, the vultures explode into {14} wraiths. Stuns enemy heroes near the vulture drones.
[95]Air Strike: Creates a BC (with yamato) for {20} seconds. Casting this spell with a BC present spawns 4 wraiths on the bc.
No Fuel Spells:
Self-Destruct: Spawns {18-20} wraiths.
Other:
- Uses fuel for spells and movement (1 per "step" for goliath, and 2 per "step" for vulture).
- This hero uses fuel, not MP. All mp effects do no affect the AI (good and bad).
- Go to base, refinery, or glowing minerals (cast L1) to get fuel.
- 1 reserve fuel tank per game
- Transformers between goliath and vulture. Vulture is overall, stronger.
Necromancer
Necromancer::: Arcane Plane: Mystic
+
Spells:
[8]Night of Unborn: Summon 1 marine, and 1 drone. If you have 2 drones, a 3rd drone will not appear.
[32]Dark Reunion: Teleports all ghost/rines to the Necromancer and heals them; does not include zealots {or drones}.
[45]Kali's Curse: Inflicts enemies w/ slow, disable, and blind. Also summon skeletons.
[72]Gravedancer: Summons 3 zealots
[45]Lich Candle: zealots die; destroy enemy's mp if hero is near the zealot {or nay unit belonging to that player}.
Other:
- Kill enemy spawn for random chance to get skeletons (rines or ghosts)
- hatchery = creates hive, 800 hp, and creep [5, 10]
- creep colony = build to make a sunken
- sunken colony = [4, 2]
- extractor = gain mp for the team each of these built [12, 12]
- spire = more chance to get marine and +3 to marine limit (12 max marines); 4 max spire/greater spire [12, 20]
- greater spire = chance to get ghost on killing high level unit (spawn L3 ghost or higher)(6 max ghost); 4 max spire/greater spire [12, 40]
- Queen nest = random evade for zealots [0, 50]
- Ultra cavern = 10 shields repeatedly heal [45, 0]
- Defiler mound = put marines/ghosts here to sacrifice them for money. [10, 20]
- Split upgrades: protoss weapons, terrain infinity
Illusionist - INCOMPLETE
Illusionist::: Astral Plane: Mystic
+
Spells:
Manipulate: orders enemy away from your hero, and changes their alliance status.
Power Manifest: In suspended animation, embody a large Beast.
Astroprojection: Conjur many clones of yourself to distract or block enemies.
Static Field: Sacrifice Astroprojections to stun enemies and drain MP.
Uroboric Form: Extremely Powerful Lightning Magic
Recollection: Returns to place of conjuring, can stun enemies nearby.
Perspective: Return to your body, and gain Night-Vision for a short time.
Other:
- Two forms.
- Split upgrades.
- Can use Psy Storm and Hallucinate.
Rune Mage
Rune Mage::: Arcane Plane: Mystic
Spells:
[10]Stardrown: Spawns 2 dragoons. Casting again resets the duration.
[18]Feral Strike: Creates 13 zergling around the hero.
[25]Conjurs: Summons Corsair.
[6x]Impulse: Creates templars under the crossair for 6 mp each. Limit at 16 templars. About 1 second inbetween each templars appearance.
[36]Wizardry Orb: Summons Wizard Orb (sci vessel with all 3 spells; it starts with 125 energy, enough for any of the 3 spells).
[72]Mindlock: Creates 9 dragoons, and disables nearby enemy heroes.
Crossair Spells:
Blindness: Blinds anyone hit by the attack (cast by aiming d-web).
Other:
- Can use Cloak (220), Ensnare (62), Psy Storm (54).
- Use "Disruption Web (81)" to aim Blindness spell.
- Wizardry Orb can use EMP (100), Matrix (100), and Irradiate (125). Max of 200 energy.
- Split upgrades: zerg melee, protoss weapons
Psychopath
Psychopath::: Earth: Human
Marine Spells:
[15]Explosives: Creates 3 mines.
[28]Terror Mania: Creates 3 infested terrans. Casting again increases the duration that the infests stay around. They are invincible when they are close to the psychopath.
[42]Time Bomb: Creates 1 dark archon, which explodes into many mines after 7 seconds. It greatly reduces enemy hp when the explosion occurs {15%}. With elixer, the DA can mael once.
[25]Premature Detonation: Detonate Time Bomb earlier.
[60]Undead Berzerker: Creates 8 marines and 6 ghosts for {3} seconds. Reduces psycho's life {15%}.
Drop ship Spells:
Stun Grenade: Stuns enemy heroes, and kills lesser {enemy} spawn.
Land Mines: Creates mines for {5} seconds under the drop ship.
Inferno: Creates 24 firebats under the drop ship for {10} seconds.
Other:
- Can use Dropship for Transporting. When the drop ship is far away from the psycho, or psycho is in the drop ship, it can be killed, otherwise it is invinciable.
- Chance for massive destruction upon dying.
- Can use stim pack.
- To refill dropship/get a new one, just move the psycho to the temple, and have the drop ship far away (about 1 screen's length away). The old dropship will disappear, and a new one will be created.
Ninja
Ninja::: Earth: Human
Spells:
[10][z]Spy Sentry: Creates an observer.
[15][z]POOF!: Casts only if player has an observer. Teleports hero and allies to observer. Observer removed.
[16][d]Evade: Evade + 2 temp mutas for 1-2 shots.
[27?][dd]Substitution: Casts only if mutas are present. Removes mutas, and creates 13 dt's for 2-3 seconds. DT is moved to safe zone when this spell is cast.
[25][t]Shuriken: Creates 9 scourges that fly toward the middle of the battlefield.
[25?][tt]Fireball: Casts only if scourges are present. Turns scourges to guardians for 1 shot.
[36][k]Shadow Stitch: Pulls enemy human {heroes/units/all units} toward the DT. Disables spells.
[45?][kk]Mark of Shinigami: Casts only if shadow stitch is in effect. Creates a wave of mutas to attack toward the DT. 3 waves max, although the 3rd will not really get to attack.
Other:
- DT and obs are cloaked at Dusk and Night; obs regens shields during the night {and dusk?}.
- Uses Combo spells; ie: cast dragoon twice really fast to cast substitution
- Obs goes to holding area when not in use, so the player may hot key it.
- Split upgrades: protoss weapons, zerg air
Creature of Mist
Creature of Mist::: Astral Plane: Demigod
Spells:
[10]Mist: Creates 2 broodlings.
[18]Nightmare: Changes all broodlings into temp zerglings; zerglings die when the last one changes.
[27]Mist Exchange: Sacrifice broodlings to stun heroes near the broodlings.
[60]Hyperviolence: Creates 4 stacks of 3 lurkersround the hydra.
[16]Dissipate: Damages lurk and teleports near temple. Does not put lurker in healing range. {Teleports lurk to base and changes lurk to hydra}
[21]Solidify: Changes to hydra form, and creates 16 zerglings around the hero.
[32]Acid Trap: Changes lurker to hydra form {and heals hydra}, and paralyzes nearby heroes, and creates 3 temp hydras.
[52]Wind of Horus: Creates scourge that can move around. Creates 11 hydra spawns under scourge, teleports lurker to scourge.
Other:
- Is hydralisk and lurker
- Hydra can burrow to passively summon 2 broodlings for 10MP.
- Split upgrades: zerg missile, zerg melee
The Alchemist
The Alchemist::: Earth: Human
Spells:
[8]Transmute: Use resources to gain new powers.
Wood Spells:
Nature Spirit: Summons medic (not 100% life). If any medic dies, all medics will die.
Wrath: Double Dragoon to cast. Medics turn to mutas. When the last medic has turned to a muta, all mutas die.
Carnivore: Pulls enemy human units toward hero, and spawns mines. Has no effect on spawn.
Green Dragon: Spawns 5 temp guardians for 1 shot.
Stone Spells:
[20]Stone Armor: Creates 2 temp reavers for 1 shot each.
[32]Petrify: Stuns nearby enemy heroes and disables their spells.
[54]Exmortus: Creates 6 temp reavers for 1 shot.
Steel Spells:
[20]Portal Construct: Creates a sci vessel that teleports allied human units to base. Dies after teleport.
[28]Shrapnel: Spawns 10 temp snipers for a few shots.
[60]Incinerator: Creates temp firebats, then spawns 2-3 every few seconds.
Other:
- Transmute (L1) resources (mineral patches) to get different spells
- Variety of spells, but spells only available after transmuting them first.
- Diverse upgrade paths: terran infantry, zerg air, protoss scarab
Crimson Wolf
Crimson Wolf::: Dark Plane: Beast
Day Spells:
[10]Fangs: Spawns 2 temp zerglings to attack.
[21]Lunacy: Killing spawn creates zerglings.
[36]Night Terror: Slows enemy heroes, MP burn, and removes slow for wolf.
[54]Werewolf: Become invincible ultralisk for a short time.
Night Spells:
[12]Red Feast: Temp med summons for kills.
[21]Dracula Cape: Evade + 2 temp muta summons for 1 shot.
[45]Eclipse: Gain vision of map, blind all enemy heroes.
[48]Curse of Crimson: Temp Mutas follow nearby enemy heroes attacking them.
Other:
- Different spells during day&dawn/night
- Can burrow for increase MP gain at Night Time.
- Slower speed when it's light out (move unit under ling to slow it)
- Split upgrades: zerg melee, zerg air
Please post if anything is wrong.
Post has been edited 1 time(s), last time on Nov 29 2009, 10:12 pm by fat_flying_pigs.
None.