Born of Fire TD – The Hero Stats
In the pure Diablo 2 tradition, here are the Born of Fire TD hero stats as tables.
Demon Incarnate
| Level |
XP |
HP |
Mana |
Mana Recovery (pts/sec) |
| 1 |
0 |
10 |
5 |
0.17 |
| 2 |
8 |
13 |
8 |
0.19 |
| 3 |
22 |
17 |
14 |
0.22 |
| 4 |
50 |
22 |
16 |
0.25 |
| 5 |
90 |
30 |
18 |
0.28 |
| 6 |
150 |
39 |
19 |
0.32 |
| 7 |
230 |
51 |
20 |
0.36 |
| 8 |
350 |
68 |
21 |
0.4 |
| 9 |
550 |
89 |
22 |
0.45 |
| 10 |
800 |
118 |
23 |
0.5 |
| 15 |
3500 |
147 |
33 |
0.89 |
| 20 |
6500 |
184 |
43 |
1.03 |
| 25 |
13000 |
230 |
53 |
1.18 |
| 30 |
22000 |
287 |
63 |
1.34 |
| 35 |
50000 |
359 |
73 |
1.5 |
| 40 |
100000 |
431 |
83 |
1.67 |
| 45 |
250000 |
539 |
93 |
1.85 |
| 50 |
500000 |
673 |
110 |
2.05 |
The King
| Level |
XP |
HP |
Mana |
Mana Recovery (pts/sec) |
| 1 |
0 |
8 |
23 |
0.38 |
| 2 |
8 |
10 |
26 |
0.41 |
| 3 |
22 |
12 |
29 |
0.44 |
| 4 |
50 |
15 |
32 |
0.47 |
| 5 |
90 |
19 |
35 |
0.5 |
| 6 |
150 |
24 |
38 |
0.54 |
| 7 |
230 |
30 |
41 |
0.68 |
| 8 |
350 |
37 |
44 |
0.72 |
| 9 |
550 |
46 |
47 |
0.77 |
| 10 |
800 |
58 |
50 |
0.83 |
| 15 |
3500 |
73 |
70 |
1.1 |
| 20 |
6500 |
92 |
90 |
1.5 |
| 25 |
13000 |
118 |
110 |
1.83 |
| 30 |
22000 |
151 |
130 |
2.16 |
| 35 |
50000 |
194 |
150 |
2.5 |
| 40 |
100000 |
251 |
170 |
2.83 |
| 45 |
250000 |
324 |
190 |
3.16 |
| 50 |
500000 |
421 |
210 |
3.5 |
Kitsune
| Level |
XP |
HP |
Mana |
Mana Recovery (pts/sec) |
| 1 |
0 |
7 |
15 |
1 |
| 2 |
8 |
8 |
25 |
1.1 |
| 3 |
22 |
10 |
30 |
1.2 |
| 4 |
50 |
12 |
35 |
1.3 |
| 5 |
90 |
14 |
40 |
1.4 |
| 6 |
150 |
17 |
45 |
1.5 |
| 7 |
230 |
21 |
50 |
1.6 |
| 8 |
350 |
26 |
55 |
1.7 |
| 9 |
550 |
31 |
65 |
1.8 |
| 10 |
800 |
39 |
70 |
2 |
| 15 |
3500 |
48 |
100 |
4 |
| 20 |
6500 |
62 |
140 |
7 |
| 25 |
13000 |
80 |
180 |
10 |
| 30 |
22000 |
105 |
230 |
12 |
| 35 |
50000 |
138 |
280 |
14 |
| 40 |
100000 |
181 |
380 |
18 |
| 45 |
250000 |
237 |
480 |
23 |
| 50 |
500000 |
310 |
600 |
30 |
The Shield-maiden
| Level |
XP |
HP |
Mana |
Mana Recovery (pts/sec) |
| 1 |
0 |
10 |
5 |
0.2 |
| 2 |
8 |
15 |
6 |
0.23 |
| 3 |
22 |
20 |
7 |
0.26 |
| 4 |
50 |
25 |
8 |
0.29 |
| 5 |
90 |
30 |
9 |
0.32 |
| 6 |
150 |
35 |
10 |
0.35 |
| 7 |
230 |
40 |
11 |
0.38 |
| 8 |
350 |
45 |
12 |
0.41 |
| 9 |
550 |
52 |
13 |
0.44 |
| 10 |
800 |
60 |
14 |
0.5 |
| 15 |
3500 |
72 |
24 |
0.7 |
| 20 |
6500 |
86 |
39 |
1 |
| 25 |
13000 |
106 |
59 |
1.5 |
| 30 |
22000 |
132 |
79 |
2.1 |
| 35 |
50000 |
166 |
109 |
2.8 |
| 40 |
100000 |
207 |
144 |
3.6 |
| 45 |
250000 |
259 |
184 |
4.3 |
| 50 |
500000 |
350 |
300 |
5.1 |
This entry was posted on Wednesday, June 2nd, 2010 at 21:36 and is filed under Born of Fire, Misc. You can follow any responses to this entry through the RSS 2.0 feed.
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June 7th, 2010 at 15:48
The Shield-maiden status is wrong, for example, lv50 Shield-maiden status should be ‘ xp:500000, hp:350, mana:300, Mana Recovery:5.1′.
June 7th, 2010 at 17:33
fixed. damn copy-paste
June 19th, 2010 at 18:17
So, what. Damage doesn’t raise with level? So, beyond level 24, 25, there’s not much point in levelling up most characters? And as you raise in level, it becomes exponentially more pointless, since you only have 2 ability stats, and they will be levelled up to the max? Interesting.
June 19th, 2010 at 21:10
There is no damage section in the tables because damage is an attribute of a particular spell. But indeed, there is no dependency on hero level and damage/skill powers (to have that, I should have added hero stats like strength or vitality, which would have complicated the matters even more).
You may benefit from having high-level heroes in the following ways:
June 23rd, 2010 at 05:28
You could easily just add some sort of percentage damage increase level by level. That applied across the board. That way, while it would have been slightly more complicated, the game would have been better, since we the players would have felt it worth it to level up- there’s a strong dead zone where you get diminishing returns from the many, many hours of repeating the same mission over and over, thus meaning that there’s little point playing.
You know. So you can get a higher rating on newgrounds and Kongregate, so more people play your game and applaud you. The general sense I get is a lot of people like the game, gameplay and storywise- but the horribly long and boring grinding, which you are required to do puts people off.
Eh. The benefit from switching skills around is very limited. There’s little difference in damage between them. To be honest, the only character who there is any real point in changing much is the king, as he has status effects which you may need different amounts of at different times. Even changing the mage does little. Her final fire and ice abilities are notably similar. It’s always the tough enemies that take me down, so, there’s never much point to switch from high damage to spread.
I gave up frustrated after level 8.
After many, many, many hours of grinding it would allow you to recover the mana more quickly. In the meantime there would be little point. From level 20-25 you double the amount of exp that you got thus far, and get 1.5 times the mana regen. Not much point for two hours work. From then on, it gets far worse, and far slower. Have you completed the hell campaign?
June 26th, 2010 at 04:21
Yeah, finished the hell missions during development, but the game suffered many tweaks after – tweaks that should make the game easier
You gave up on level 8th on Normal Campaign?
I plan to tweak the game even more in the next week: unlocked heroes will get the starting level as an average of the other heroes, the 10th normal mission will be tweaked to be easier and I’ll add a bonus for damage skills (5-10% for each level above 20).
September 20th, 2010 at 15:36
how come my level ~15 kitsune is able to survive a ~150 dmg demon passing through the gate?
Are the king buffs (i.e. steel heart and battle hymn) active for the entire combat (which might explain the previous question)?
And if so are they stackable (cumulative)?
September 20th, 2010 at 15:47
the damage the monsters do is split between all the alive and active (placed on the battlefield) heroes. if you have 7 heroes on the map, and a monster does 150 damage, a hero will be damaged by ~21 damage.
buffs are active only a limited time. they are stackable, but since they expire, you’ll probably get the stackable effect only when you have two kings using the same buff.
December 24th, 2010 at 22:48
Some of the monster numbers need tweaking, especially early. Increased numbers will decrease the grinding. Say 12 each of the level 1 beasts in the opener and smaller groups of 3-4 soldiers doubled at level 2, 3. In the normal Tomb the beasts coming down the right side need reinforcements to balance the left… not that Bellorne or Sorgal care either way.
The Tower (level 5) is a joke until that last skull.
Introductory monster levels in Heavens (angels, dragons) need a serious boost. 13 is enough for angels, 16 for dragons. Level 8 normal is actually my favorite… good numbers and good choke points for warrior heroes to use.
Hell isn’t very hellish in levels 1-2… they’re excellent training grounds that need reinforcement. Only 3, 5, and 7 are reasonable challenges… 4 is a nightmare with the heavy “shortcut” monsters.
Thomas’s point on levelling is excellent… the Shieldmaiden’s passive skills allow them to use all 50 of their points with ease while the other characters falter above 30-35 with decent swapping. The other characters need at least one passive skill, and it doesn’t have to involve damage.
Three active skills, one just for weapons, one just for support (any non-damaging spell), and one general also works.