AQ HD - Heroes & skills

Don't forget that equipment stats are not added to character stats, but replace them for the most part. Characters with high stats will therefore be better and less expensive to equip at the start of the game, but may suffer from less sophisticated skills at the end.

Barbarian

Barbarian

HP: 8

Attack: 3

Defense: 2

The strongest warrior deals the highest damage.

Wizard

Wizard

HP: 4

Attack: 1

Defense: 2

The master of magic is allowed to pick 3 spells categories.

Dwarf

Dwarf

HP: 7

Attack: 2

Defense: 2

The best in defense and disarming traps.

Paladin

Paladin

HP: 5

Attack: 2

Defense: 2

Use your healing spells to help your companions.

Druid

Druid

HP: 5

Attack: 1

Defense: 2

Transform yourself into ferocious creatures to gain power.

Assassin

Assassin

HP: 6

Attack: 2

Defense: 2

Backstab your enemies to deal extra damage.

Evoker

Evoker

HP: 4

Attack: 1

Defense: 2

Evoke legendary creatures to help you in battle.

Warmage

Warmage

HP: 5

Attack: 1

Defense: 2

Pick 1 spell category and use swords or wands.

Skills can only be used once per dungeon. Wizard and Warmage can select their skills from 5 elements (air, fire, nature, water and poison). The Wizard can choose 3 elements, and the Warmage only 1. If they are played together, they cannot have an element in common.

Rage

Rage

Barbarian

Target: Passive

Range: -

The barbarian rage grows strong when his health points falls under 30%, granting one more attack die.

Savage Power

Savage Power

Barbarian

Target: Self

Range: -

Call for the barbarian savage powers and roll one additional attack die for 3 turns.

Levitation<br />[Air]

Levitation
[Air]

Wizard, Warmage

Target: Ally

Range: 2

Allows the heroes in the area to levitate and pass over traps dismarming them automatically. Lasts 5 turns.

Willing Powers<br />[Air]

Willing Powers
[Air]

Wizard, Warmage

Target: Ally

Range: 3

Call the powers of air over an ally and grant him 2 more attack actions.

Hurricane<br />[Air]

Hurricane
[Air]

Wizard, Warmage

Target: Enemy

Range: 4

Sumon a strong hurricane to slow down the enemies in the area. The targets movement is reduced by 80% for 2 turns.

Fireball<br />[Fire]

Fireball
[Fire]

Wizard, Warmage

Target: Enemy

Range: 4

Throw a fiery fireball to a single target dealing 3 damage. The target can try to defend rolling 3 dice.

Incinerate<br />[Fire]

Incinerate
[Fire]

Wizard, Warmage

Target: Enemy

Range: 3

Fire falls from he sky incinerating the target, dealing 1 damage per turn over 2 turns.

Fiery Powers<br />[Fire]

Fiery Powers
[Fire]

Wizard, Warmage

Target: Ally

Range: 3

Empower an ally with fire, setting his attack to 5 and his defense to 1. Lasts until hurt.

Fortified Armor<br />[Nature]

Fortified Armor
[Nature]

Wizard, Warmage

Target: Ally

Range: 3

Nature protects the target and allows to defend automatically the next attack within 3 turns.

Earth Strength<br />[Nature]

Earth Strength
[Nature]

Wizard, Warmage

Target: Ally

Range: 3

Summon the powers of earth and grant one of your allies double damage for 2 turns.

Arcane Protection<br />[Nature]

Arcane Protection
[Nature]

Wizard, Warmage

Target: Ally

Range: 2

The arcane powers protect your allies and make them immune to magic for 3 turns.

Water Shield<br />[Water]

Water Shield
[Water]

Wizard, Warmage

Target: Ally

Range: 2

A shield of water surrounds the target, increasing his defense by 1 die for 4 turns.

Healing Light<br />[Water]

Healing Light
[Water]

Wizard, Warmage

Target: Ally

Range: 2

Create a mystic light that restores 2 health points to all the heroes in the area.

Speed Blessing<br />[Water]

Speed Blessing
[Water]

Wizard, Warmage

Target: Ally

Range: 3

Bless all your allies in the area and grant them double movment for 2 turns.

Entrapment<br />[Poison]

Entrapment
[Poison]

Wizard, Warmage

Target: Enemy

Range: 3

Entrap an enemy in spikes and make him skip his next turn.

Confusion<br />[Poison]

Confusion
[Poison]

Wizard, Warmage

Target: Enemy

Range: 3

The enemy is confused and can't defend properly. Your enemy can roll only 1 defense die for 2 turns.

Curse<br />[Poison]

Curse
[Poison]

Wizard, Warmage

Target: Enemy

Range: 3

Curse your target's weapon and make him attack with only 1 die for 2 turns.

Engineering

Engineering

Dwarf

Target: Passive

Range: -

The dwarf experience in disarming traps allows him to roll 2 additional dices.

Stone Skin

Stone Skin

Dwarf

Target: Self

Range: -

The dwarf's skin turn into stone and he is granted 1 more defense die. Lasts as long as there is a visible enemy.

Blessed Hand

Blessed Hand

Paladin

Target: Ally

Range: 3

The paladin blessing can cure a single ally and restore 5 health points.

Revitalization

Revitalization

Paladin

Target: Ally

Range: 3

Call for the blessing of gods and restore 2 health points to all the allies in the area.

Sacred Armor

Sacred Armor

Paladin

Target: Ally

Range: 2

Summon a holy shield to protect all the heroes in the area. Increase their defense by 1 die for 3 turns.

Werewolf Mutation

Werewolf Mutation

Druid

Target: Self

Range: -

The Druid transforms into a raging Werewolf. Attack: +1, Defense: +1, Movement: +1. Lasts for 8 turns.

Feline Mutation

Feline Mutation

Druid

Target: Self

Range: -

The Druid transforms into a furious Leopard. Attack: -1, Defense: +2, Movement: +1. Lasts for 5 turns.

Alligator Mutation

Alligator Mutation

Druid

Target: Self

Range: -

The Druid transforms into a giant Alligator. Attack: +2, Defense: -1, Movement: -1. Lasts for 5 turns.

Blade Attack

Blade Attack

Assassin

Target: Enemy

Range: 1

The assassin fearless attacks her target, dealing 3 damage. The target can try to defend, rolling 2 dice.

Thorns Curse

Thorns Curse

Assassin

Target: Enemy

Range: 3

The target is wrapped in thorns and forced to skip his next 2 turns.

Troll Evocation

Troll Evocation

Evoker

Target: Self

Range: -

Evoke a Troll creature that will last 10 turns. Attack: 2, Defense: 1, HP: 1, Movement: 7.

Minotaur Evocation

Minotaur Evocation

Evoker

Target: Self

Range: -

Evoke a powerful Minotaur that will last 6 turns. Attack: 2, Defense: 2, HP: 2, Movement: 6.

Golem Evocation

Golem Evocation

Evoker

Target: Self

Range: -

Evoke a giant Golem that will last 6 turns. Attack: 3, Defense: 2, HP: 3, Movement: 5.