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
HP: 8
Attack: 3
Defense: 2
The strongest warrior deals the highest damage.

Wizard
HP: 4
Attack: 1
Defense: 2
The master of magic is allowed to pick 3 spells categories.

Dwarf
HP: 7
Attack: 2
Defense: 2
The best in defense and disarming traps.

Paladin
HP: 5
Attack: 2
Defense: 2
Use your healing spells to help your companions.

Druid
HP: 5
Attack: 1
Defense: 2
Transform yourself into ferocious creatures to gain power.

Assassin
HP: 6
Attack: 2
Defense: 2
Backstab your enemies to deal extra damage.

Evoker
HP: 4
Attack: 1
Defense: 2
Evoke legendary creatures to help you in battle.

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
Barbarian
Target: Passive
Range: -
The barbarian rage grows strong when his health points falls under 30%, granting one more attack die.

Savage Power
Barbarian
Target: Self
Range: -
Call for the barbarian savage powers and roll one additional attack die for 3 turns.
![Levitation<br />[Air]](/images/aqhd/skills/levitation.webp)
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]](/images/aqhd/skills/willing_powers.webp)
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]](/images/aqhd/skills/hurricane.webp)
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]](/images/aqhd/skills/fireball.webp)
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]](/images/aqhd/skills/incinerate.webp)
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]](/images/aqhd/skills/fiery_powers.webp)
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]](/images/aqhd/skills/fortified_armor.webp)
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]](/images/aqhd/skills/earth_strength.webp)
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]](/images/aqhd/skills/arcane_protection.webp)
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]](/images/aqhd/skills/water_shield.webp)
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]](/images/aqhd/skills/healing_light.webp)
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]](/images/aqhd/skills/speed_blessing.webp)
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]](/images/aqhd/skills/entrapment.webp)
Entrapment
[Poison]
Wizard, Warmage
Target: Enemy
Range: 3
Entrap an enemy in spikes and make him skip his next turn.
![Confusion<br />[Poison]](/images/aqhd/skills/confusion.webp)
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]](/images/aqhd/skills/curse.webp)
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
Dwarf
Target: Passive
Range: -
The dwarf experience in disarming traps allows him to roll 2 additional dices.

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
Paladin
Target: Ally
Range: 3
The paladin blessing can cure a single ally and restore 5 health points.

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

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

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
Assassin
Target: Enemy
Range: 3
The target is wrapped in thorns and forced to skip his next 2 turns.

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
Evoker
Target: Self
Range: -
Evoke a powerful Minotaur that will last 6 turns. Attack: 2, Defense: 2, HP: 2, Movement: 6.

Golem Evocation
Evoker
Target: Self
Range: -
Evoke a giant Golem that will last 6 turns. Attack: 3, Defense: 2, HP: 3, Movement: 5.