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Demon Lords |
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2 |
Racial Ability |
Infernal creatures in hero’s army are granted the ability to “gate”, i.e. call for the infernal plane to summon reinforcements to the battlefield. Level 1 heroes are allowed to gate only low-tier creatures like imps and horned demons, and only a low percentage of the initial stack will join the battle. However, as skill level goes higher more powerful creature can be gated up to Pit Lords and Devils, and in greater numbers. It costs an action – and a turn – for a creature to gate their “brethren from hell”, and the reinforcements would not come immediately either, but you are free to choose where they shall appear (even behind the enemy’s castle walls if you like!). Gating can be improved by upgrading the skill and erecting special buildings in Inferno towns. |
| 0 |
Gating |
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| 1 | |||
| 2 |
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Agrael (campaign only) |
Agrael rose rapidly through the ranks of Demon cultists to become a trusted right hand of the Demon Sovereign. His detractors call him reckless and over-ambitious, but Agrael's measured aggressiveness has made him a feared and respected leader in battle. He will attack when a good opportunity presents itself, and does not hesitate to take risks when the rewards are commensurate. | ||||||
| Specialization |
Furious |
The initiative of all creatures in hero's army is increased by 2% per hero level. | |||||
| Starting Skills |
Basic Gating |
Basic Offense |
Frenzy |
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| Starting Units |
16-25 |
9-11 |
1-2 |
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Jezebeth |
Jezebeth is rightfully proud that she has achieved her high standing in the Demon ranks thanks to her temptress’ talents. Worshipping her as a shining example, Jezebeth's Succubus followers strive to equal her ability to seduce and murder for the glory of their Sovereign. | ||||||
| Specialization |
Temptress |
All Succubi and Succubus Mistress in hero's army gain +1 to their offence and defense for every two levels of the hero, starting on first level. | |||||
| Starting Skills |
Basic Gating |
Basic Sorcery |
Wisdom |
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| Starting Units |
16-25 |
9-11 |
1 |
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Biara (campaign only) |
Arguably the most dangerous weapon in the Demon Sovereign's arsenal, Biara is a succubus of legendary skills. With ample natural gifts enhanced by almost masochistic self-discipline, her talents for seduction, assassination, and infiltration are unequaled in all of Sheogh. When the going gets tough, Kha-Beleth gleefully turns to Biara. | ||||||
| Specialization |
Temptress |
All Succubi and Succubus Mistress in hero's army gain +1 to their offence and defense for every two levels of the hero, starting on first level. | |||||
| Starting Skills |
Basic Gating |
Basic Sorcery |
Wisdom |
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| Starting Units |
16-25 |
9-11 |
1 |
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Deleb |
One of the generals charged to refit Kha-Beleth's prison to better suit his own needs, the demoness Deleb developed an intricate knowledge of machines. Nicknamed "Meat Grinder" by her detractors, Deleb puts unquestioning faith in her own engines of war rather than trusting to fickle Demon troops, whose loyalty is a constant balance between terror of their masters and terror for their lives. | ||||||
| Specialization |
Bombadier |
Hit points of all War Machines under hero's command are increased by 20% + 3% per hero level. | |||||
| Starting Skills |
Basic Gating |
Advanced War Machines |
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| Starting Units |
16-25 |
9-11 |
1-2 |
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Alastor |
Alastor showed his skill at mind control at a tender age, as his childhood enemies took to wandering inexplicably into lava flows. Delighted by this precocious display of talent, the Sovereign permitted Alastor to study the arts of mental domination under the masters in Sheogh and later across all the lands of Ashan. Many a time have enemy troops, mesmerized by his gaze, come over to fight at the demons’ side. | ||||||
| Specialization |
Hypnotist |
The duration of Hypnotize and Forgetfulness spells is increased by 2 turns. | |||||
| Starting Skills |
Basic Gating |
Basic Sorcery |
Mysticism |
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| Starting Units |
16-25 |
9-11 |
1-2 |
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Erasial |
Erasial’s promotion as the Sovereign's "go-fer" was due to two things: his innate indefatigability and the Sovereign’s love for massacre. He is his master’s bloody entertainments manager, driving all manner of game and beings before Kha-Beleth to be slaughtered. The Sovereign knows that if there is a matter that must be handled quickly, there is no better fiend for it than the slavishly obedient and mindlessly brutal Erasial. | ||||||
| Specialization |
Beater |
Hero's movement points are increased by 5% + 1% per hero level. The cost of Teleport spell is reduced by half. | |||||
| Starting Skills |
Basic Gating |
Basic Logistics |
Pathfinding |
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| Starting Units |
16-25 |
9-11 |
1-2 |
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Nebiros |
Though Nebiros has seen more hours in battle than any other being from the depths of Sheogh, he owes his success more to his own luck and unpredictability. Ruined enemies complain that the powers of Chaos itself are on his side, bending fortune to fit his needs. Having killed his way up from a lowly slave to be one of the great powers in Sheogh, it is certain that Nebiros benefits from the cursed blessings of Urgash | ||||||
| Specialization |
Flagbearer of Darkness |
Luck of all hero's troops is increased by 1. Also, enemy hero can not use Tactics perk in combat. | |||||
| Starting Skills |
Basic Gating |
Basic Offense |
Tactics |
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| Starting Units |
16-25 |
9-11 |
1-2 |
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Marbas
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Marbas has been the iron-fisted leader of the demon cult in the Silver Cities for many years. Hated by the renegade Mages he dominates, Marbas studied deeply in their arts out of both curiosity and self-preservation - should his underlings turn against him, Marbas wanted to be able to defend himself. He is second only to the Demon Sovereign in his ability to withstand the use of magics. | ||||||
| Specialization |
Impregnable |
All creatures in hero's army gain 5% Magic Resistance + 1% per hero level. | |||||
| Starting Skills |
Basic Gating |
Basic Defense |
Protection |
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| Starting Units |
16-25 |
9-11 |
1-2 |
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Grawl |
Wherever Grawl goes he is always accompanied by a baying, slavering pack of Hellhounds or Cerberi. These creatures are the only things for which Grawl has any sympathy, and he protects them as if they were family. Some dare to snicker that they are indeed relatives, though anyone who dares to attack or even mock Grawl will find himself torn apart by the razor-sharp fangs of his devoted beasts | ||||||
| Specialization |
Breeder |
All Hell Hounds and Cerberi in hero's army gain +1 to their offence and defense for every three levels of the hero, starting on first level. | |||||
| Starting Skills |
Basic Gating |
Advanced Destructive Magic |
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| Starting Units |
1 |
1 |
1 |
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Veyer |
After witnessing the massacre of King Alexei and his knights first-hand during the War of the Eclipse, Veyer decided that overpowering tactics are the key to victory. As a result he has spent much of his existence researching the Infernal Gates and has achieved striking results: the troops he summons arrive much more quickly than they do for other Demonlords. | ||||||
| Specialization |
Gatekeeper |
The time of Gating for all creatures under hero's command is decreased by 2% per hero level. | |||||
| Starting Skills |
Basic Gating |
Basic Luck |
Resistance |
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| Starting Units |
16-25 |
9-11 |
1-2 |
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