ATK+ (buff): Affected target has an increased boost to ATK stats, increasing its damage and healing output of its abilities. Boosted Damage (effect): The target suffers boosted damage from the attack. A fly-out text of a multiplier or percentage paired with the icon of the trait or debuff that caused the extra damage is shown (Damage 1.75x [Mythical Icon], +140% [Feared Icon], etc.). CRIT Choked (debuff): Affected target has a negated critical hit chance for three turns. Additional application of the effect refreshes its duration. DEF+ (buff): Affected target has a boost to DEF stat, reducing the amount of damage they take for the next 3 turns. Additional application of the effect refreshes its duration. The amount DEF boosted is based on the level of the skill. Dwarven Fury Extra attacks (effect): The target or allies have the chance to do an extra basic attack. This can be a result of a buff (like Haste), or granted by a trait (like Valkin's Lead By Example). There are also a few rare runes that have a passive/4th stat (20% chance for an extra attack). An extra basic attack can trigger an Epic effect (with a few exceptions like Hog Wild). Note: There is no icon for this effect. It's used on this wiki page only. Haste (buff): Affected target takes a second chance on their turn and has an increased Dodge chance until the end of the next turn. The Dodge chance is based on the level of the skill. Max Health Boost (effect): Target's max base health is boosted by a percentage. Additional application of the effect increases max health further but is capped at 200%. This effect is a side effect of some forms of Taunt, Heals and Passives (traits). Nerve Damage (debuff): Target can not be healed for three turns. Potions and abilities that normally heal the target will not gain any life. Subsequent applications of the effect refreshes its duration. It cannot be removed by abilities that can both heal and purge. Revenge attacks (effect): If the target (or an ally) is hit there is a chance for a Revenge attack, a basic attack. Buffs (like Pumped) or traits (like Slow) can grant Revenge attacks. Revenge attacks can trigger Epics but not another Revenge attack of the enemy to prevent endless loops. Note: There is no icon for this effect. It's used on this wiki page only. Shielded (group): Magical shields protect the bearer. There are various shields in the game: Aegis Shield, Invincibility, Death Protection shields, Deflection Shields, Shrouded, Unbreakable Heart buff. Shield-piercing attacks ignore these shields. Splash Damage (effect): An attack hits not only the target but also other enemies. They also suffer some damage (certain percent). This can collapse Shields or trigger Revenge attacks. Splash damage is not considered an AoE damage. Undodgeable (effect): All or specific attacks of this hero cannot be dodged. The attack always hits the target.
Melee Physical attack on target enemy and deals splash damage to all other enemies, causing Nerve Damage to all enemies hit. Deals 3x bonus damage to Flying and Plant Heroes.
Special Attack (3 turns), requires 1st Ascension
4 Melee Physical attacks, blocking their ability to CRIT. Deals 3x bonus damage to Armored and Living Stone Heroes.
Special Attack (4 turns), requires 2nd Ascension
Melee Physical attack on target enemy with a chance to Wound. In addition, this Hero's health will not drop below 1 and will make a basic revenge attack against any attacker for 2 turns (Shielded).
Takes 25% less damage from Physical attacks.
If this Hero deals damage with their basic attack, they will make a bonus attack with their off-hand weapon on the same target.
Never misses nor can enemies Dodge attacks and deals bonus damage to enemies with a high chance to dodge.
Deals 2x damage to Goblins.
Vengeful Dwarf (I/II/III)
Trait (Passive), upgrades with Ascensions
I: Whenever an allied Dwarf is killed, this Hero will gain +15% Attack, +15% Defense, +15% Max Health and will make a basic attack on the enemy who made the killing blow. 1st Ascension: II: Whenever an allied Dwarf is killed, this Hero will gain +20% Attack, +20% Defense, +20% Max Health and will make a basic attack on the enemy who made the killing blow. 2nd Ascension: III: Whenever an allied Dwarf is killed, this Hero will gain +25% Attack, +25% Defense, +25% Max Health and will make a basic attack on the enemy who made the killing blow.
Trait (Passive), requires 1st Ascension
Takes 25% less damage from Goblin enemies and deals 2x damage to Goblin enemies.
Trait (Passive), requires 2nd Ascension
When on a Team with High King Valkin, this Hero becomes Fast.
Trait (Passive), requires 2nd Ascension
Takes 25% less damage from Goblin enemies and deals 2x damage to Goblin enemies. When this Hero kills a Goblin, gain Haste and increased ATK.
All allies heal [25/35/50]% of their maximum health when inflicted with Frozen. Enemy and ally skills inflicting Frozen on allies will trigger this effect. The gained health depends on rank (I-III) of this trait.
Melee physical attack on target enemy, OR heals target friendly construct, OR target ally gains a class-specific buff (Tanks get DEF+, Healers get CRIT+ and SKL+, Casters get +1 ENERGY, all others get ATK+.)
Silences all enemies and Buffs allies' Damage. This Hero gains stacks of Storm Power equal to the number of Light or Honorbound Heroes on the team. Starts Powered. (The Empowered Buff to applied to all allies and the caster to double (2x) their damage.)
Hagrim Felhorn can be countered by making use of the following traits and special attacks:
A Melee Physical attack with a guaranteed CRIT for [85% ATK] base damage that purges 1 buff, ignores armor; with a buff that increases Dodge. Upgrading increases the amount of Dodge gained and the damage output of the skill.
Ranged Physical attack with a guaranteed CRIT for [75% ATK] base damage and purges 1 buff, ignores Armor. Removes the first buff applied. Does not CRIT against opposing elements. Upgrading increases the damage output of the skill.
Hagrim Felhorn was a simple Dwarf miner. Day in and day out, he worked hard to provide a warm hearth and full belly for his family. Then the Rune War started. Goblins caved in the mine and ravaged the lands above. Hagrim was trapped underground for what seemed an eternity. When he finally saw daylight again, his family and land were gone; ravaged by the goblins. He joined the other Dwarves. in their fight against the Goblins, and worked hard to become the Dwarven Champion, fueled by rage and grief.