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The Defender of Realms is the evolved form of the General.

"The Realm must be defended. I shall be the one to do it."

Defender of Realms

Defender of the Realms

Look at that majesty.

Strength: 33+15 (7518 max)

Agility: 20+10 (5010 max)

Intelligence: 12+8 (4004 max)

Starting Life: 2585

Starting Mana: 24 

Starting damage: 109

ROLES: Tank, Physical Damage, Summons

*Roles in order of most to least capability*

Description: The Defender of the realms is like an offensive paladin. He has no heals, but he does have a strong divine shield and personal life regen. He gains several more AOE spells than the general and gets plenty of other improvements. His only real loss of note is the battle formations buff, which reduces his support capabilities to his damage aura and his silence ability.

IMPROVEMENTS:

  • Better Stats
  • More AOEs
  • Stronger Avatar
  • Divine Shield
  • Teleportation
  • Massive Life Regeneration
  • Combined Silence/Damage spell

LOSSES:

  • No more Battle Formations buff
  • Has less evasion
  • No more stormbolt abilities or other stuns

SKILLS

*Note that cooldowns get longer as you level skills. This applies to all heroes* 

HOLY STORM

Strike down groups of enemies with heavenly light from above.

  • FORMULA: (100 x ability level) + (Str x (1+(Ability lvl x 0.03)))
  • WAVES: 2
  • MANA COSTS: Levels 1=7mp, 10=70mp, 20=140mp, 100=700mp

Review: Does about the same damage as holy Thunder, but levels to 100. The cooldown is a bit longer than thunder, so that should still take priority. Normally I'd be a bit upset about losing a great passive like strength of the kingdom, but the defender of the realms gets a decent substitute for it in his spellbook skills.

HOLY THUNDER

Blast into the air causing initial damage nearby, then slams the ground with a holy shockwave, devastating all opponents in the area.

  • INITIAL DAMAGE:  (1x Strength)
  • FORMULA: (100 x ability level) +(Str x (1+(Ability lvl x 0.01)))
  • Knockback
  • MANA COSTS: Levels 1=5mp, 10=50mp, 100=500mp

Review: Same as General

FATALITY

The hero transform into a legendary Titan, granting major health, defense, and damage bonuses as well as spell immunity.

  • FORMULA: Damage (500 x ability level), Armor (2 x ability level), Health (2000 x ability level)
  • MANA COSTS: levels 1=50mp, 10=275mp, 20=525mp, 30=775mp, 40=1050mp, 60=2000mp

Review: Twice as strong as Titan form for the same mana cost. Undisputed improvement.

SILENCE OF ANGELS

Damages and Silence all within the area rendering them unable to cast most spells.

  • FORMULA: (100 x ability level) +(Str x (1+(Ability lvl x 0.02)))
  • DAMAGE TYPE: HERO
  • AOE: 400
  • Silences
  • MANA COSTS: levels 1=15mp, 10=150mp, 20=300mp, 100=1500mp

Review: So we exchanged stormbolt for an AOE that silences, slows, and deals damage. I'd say that's a vast improvement. This has the longest cooldown of your aoes. So you may want to level it last.

ANGELIC WINGS

Angelic wings provide the angel Garicus great abilities of the Legendary Angels of Light. The Angel belonged to what was a high council of angels that have been all but eradicated since the great war.

LEVEL 1

DEFENDER

The Hero now recieves less damage and will counter incoming attacks.

Damage Reduction: 25%

Return Damage: Str/(5-(Hero lvl/250)) (Max: Str/3)

LEVEL 2:

ANGELIC LIGHT

Blasts the target with an angelic energy wave targeting through spell immunity.

  • Damage Formula: (3x Strength)
  • Damage Type: Hero

Review: similar to most spell immunity busters. Use to deal some damage when bosses put up those annoying green shields.

LEVEL 3:

ANGELIC MIGHT (level 2)

With the strength no mere mortal could possess, the Angel of Light can crush any opponent with ease.

  • PASSIVE: 10% crit x2.5, Evasion 15%

LEVEL 4:

TELEPORTATION

Teleport to allied units and structures anywhere within Brenallia. If teleporting into dungeons or interiors, you must target an allied hero.

  • Cooldown: 45 seconds. Mana Cost: 1500mana

Review: This is just real handy for moving around. especially if you die during a boss fight and your friend is still alive. This initial level has a lengthy cast time that disappears when it upgrades.

LEVEL 5:

ANGELIC MIGHT (level 3)

With the strength no mere mortal could possess, the Angel of Light can crush any opponent with ease.

  • PASSIVE: 10% crit x2.75, Evasion 20%

CLEAVE (level 1)

The hero hits with such force that their damage strikes through to nearby enemies

  • Cleave Damage: 5%

Review: Same as General

LEVEL 6:

CLEAVE (level 2)

The hero hits with such force that their damage strikes through to nearby enemies

  • Cleave Damage: 10%

Note: the name stays the same

KNIGHTS OF THE ROUND

Call upon the most trusted knights of the kingdom.

  • Summons: Knights of the Round
  • Amount: 1-2+(Hero lvl/100)
  • Health: 33% of Hero's Health
  • Damage: 25% of Hero's Dmg
  • Armor: (Hero lvl/10)
  • STATS: Melee. (Heavy armor, Holy Dmg).
  • Abilities: Cleave 15%
  • DURATION: Permanent, MANA COST: 500mana

LEVEL 7:

ANGELIC MIGHT (level 4)

With the strength no mere mortal could possess, the Angel of Light can crush any opponent with ease.

  • PASSIVE: 10% crit x3, Evasion 25%

CLEAVE (level 3)

The hero hits with such force that their damage strikes through to nearby enemies

  • Cleave Damage: 15%

Note: the name stays the same

COMMAND AURA (level 1)

This Hero is a leader and inspires others to cause more damage in battle.

  • DAMAGE BONUS: 10%
  • RANGE: 800

Review: Same as General

LEVEL 8:

CLEAVE (level 4)

The hero hits with such force that their damage strikes through to nearby enemies

  • Cleave Damage: 20%

Note: the name stays the same

COMMAND AURA (level 2)

This Hero is a leader and inspires others to cause more damage in battle.

  • DAMAGE BONUS: 15%
  • RANGE: 850

HALO (level 1)

Halo's appear around angels with great power. The halo increases one's life regeneration immensely.

  • Life Regen/sec: 1000

COMMANDER (level 1)

The General has now mastered his powers, he is now one of the finest Generals the Kingdom has ever seen.

  • Bonuses: +1000 Strength, +500 Agility, +500 Intelligence

Review: Same as General

LEVEL 9:

CLEAVE (level 5)

The hero hits with such force that their damage strikes through to nearby enemies

  • Cleave Damage: 25%

Note: the name stays the same

COMMAND AURA (level 3)

This Hero is a leader and inspires others to cause more damage in battle.

  • DAMAGE BONUS: 20%
  • RANGE: 900

HAMMERS OF JUSTICE

Fly into the air and rain down a barrage of magical hammers upon your enemies in devastating waves.

  • Damage per Wave: (2x Strength)
  • Waves: 4
  • Cooldown: 80 seconds, Mana Cost: 3500mana

Review: Same as General

HALO (level 2)

Halo's appear around angels with great power. The halo increases one's life regeneration immensely.

  • Life Regen/sec: 1250

LEVEL 10:

TELEPORTATION MASTERY (upgrade to teleportation)

Instantly teleport to allied units and structures anywhere within Brenallia. If teleporting into dungeons or interiors, you must target an allied hero.

  • Cooldown: 20 seconds. Mana Cost: 1500mana

CLEAVE (level 6)

The hero hits with such force that their damage strikes through to nearby enemies

  • Cleave Damage: 30%

Note: the name stays the same

COMMANDER (level 2)

The General has now mastered his powers, he is now one of the finest Generals the Kingdom has ever seen.

  • Bonuses: +2500 Damage, +2000 Strength, +500 Intelligence, +500 Agility, +50,000 Max Life

CHAOS OF THUNDER

Use all of the Hero's might to jump and slam the ground in massive holy waves of destruction.

  • Damage per Wave: (4x Strength)
  • Damage Type: Spell
  • Waves: 4
  • Cooldown: 45

Review: Same as General

HALO (level 3)

Halo's appear around angels with great power. The halo increases one's life regeneration immensely.

  • Life Regen/sec: 1500

Items

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