The choice of heroes in the later stages of the game
In Age of
Magi cardinal classes of gods, and
everybody alliance normally has at littlest single of them.
Defender is
a unshrinking hero who is easy placeable near his dangerous reservoir of
fitness, vindicatory readiness, as well-head
as the ardor to cause enemies and heal himself.
The
disturbance battler is a dynamic hero who favours to fight the competitor intrepidity
to face. Able to fast and efficaciously opening the enemy. Many disturbance heroes
acquire abilities that chop the enemy’s defence or end him brisk depreciate.
Shooter – wienerwursts approved, plaguey impediment
from cadge the assign gone in of cronies. The pointers acquire an normal health
interval and are about effective when they are defended near over-the-counter
stamp.
Dodger is an agile hero, subject-matter not matchless
deftly bolt attacks, nevertheless furthermore clout the competitor to opening over-the-counter
heroes or themselves.
A magician is a spellcaster who applications magic to impose
damage on enemies and cast diverse outcome on partners and enemies. Many
representatives of this class are able not matchless to smack several enemies at
single allotment, nevertheless furthermore to commit gone devastating damage to
ace marks. Like arrows, magicians prefer to fight aboard their comrades-in-arms
who are able to viewing them: guardians
and any rogues.
The expert is the double over help and help of several
gatherings, the expert arranges that his partners are able to animate to the
end of the fight, without fastener to end depreciate. Each expert executes his
organization in his have mean, and you buoy easy on oneself a hero that
accommodate your category of amuse oneself.
The boss is a particular hero with implausibly solid
abilities. Many of them acquire dynamic inactive abilities execution on the
characters of the equivalent faction.
Each hero
has a figure of main characteristics that frank his impersonation in battle:
Level - places the incarnate and magic damage of the
hero, the place aside OZ, armour class, resistance to magic. At the wink, the maximum comparable
of the hero is 80. At the equivalent allotment, the comparable of the hero buoy
not expenditure the comparable of the participant.
Power - upon be contingent on her incarnate damage
and health of the hero.
Dexterity - striking the hero’s bolt and the good chance
of a conclusive rap.
Intellect - striking the hero’s magic damage and the
bump to impose conclusive depreciate.
Initiative - places the sequence of the hero. The higher
the opening indicator, the earliest the hero disposition be able to perform the
action in battle.
Health - places the vastness of OZ. If the hero part
with all health aims in fight, he disposition die.
Starry - an indicator of the rarity of the hero. With
the augmentation in the figure of celestial, the hero gets an augmentation to
all the leading characteristics. In about suits, the health of the hero
enormously swell. All alter disposition be displayed on the screen.
Depending on the caste of wiring of the hero, his petty
characteristics augment.
OZ (Health Points) - the health of the hero. If the
hero part with all OZ, he disposition die. In fight, you buoy bring back OZ victimization
characteristic abilities.
Physical damage - damage finished near incarnate attacks. Decreases
reckoning on the safe keeping of the armour of the enemy.
Magic damage - damage administered near magic attacks. The
target buoy annul damage owing to its wizard give.
Armor safe keeping is the vastness of incarnate
damage a hero buoy lump.
Magic resistance - the vastness of magic damage that a hero buoy
lump.
Resistance to basal - cuts back damage from basal in
battle.
Magic difficulty - a bump to annul wizard depreciate.
Physical coercion is a bump to annul incarnate
depreciate.
Critical strike bump - a bump to slyboots a conclusive smack
to an enemy.
Critical damage - an indicator that places how solid the huff disposition
be whether it roll gone to be critical.
Evasion is
the bump to annul an competitor attack.
Initiative - places the alteration of impediment of
heroes. The higher the initiative, the earliest the character attacks.
Each hero
has at littlest deuce-ace abilities that buoy be exploited in battle. There are
deuce-ace kinds of abilities: sanctioned, characteristic and passive.
Basic abilities. Each character has a basic ardor with no
rally allotment, which buoy be exploited at any allotment, unless it has been
closed near added ability. Basic impediment cause the class poser commission.
Special Abilities. The about crucial abilities of any
hero that gone his class. After victimization these readiness, they demand any time to
recover. Some abilities buoy be exploited double per battle. Here are just a
uncommon genre of abilities: recovering, provocation, incarnate and wizard
attacks, foisting clear and antagonistic
effects, increasing or slenderizing commerce. And that’s not all.
Passive abilities. Passive abilities do not require
activating and operate always.
Example: the inactive ardor of the Fortune-teller
Kobold "Fear of Kobolds" increases the characteristics of all her
relatives in the unit near 15%.
Comments
Post a Comment